D&D 5e: Aasimar

Post/Author/DateTimePost
#1

Shadowsmith

Sep 22, 2014 19:26:54

I have a player who wants to play an aasimar in my upcoming D&D 5e game. I'm putting together stats for one and could use some feedback. I don't have all of the fluff text yet, but here are the game mechanics I'm likely to go with:

 

Aasimar

Aasimar Traits

Aasimar share certain racial traits as a result of their celestial descent.

Ability Score Increase: Your Wisdom score increases by 1, and your Charisma score increases by 2.

Age: Aasimar mature at the same rate as humans but live a few years longer.

Alignment: Aasimars might not have an innate tendency toward good, but many of them end up there. Good or not, a cooperative nature inclines many aasimars toward a lawful alignment.

Size: Aasimars are about the same size and build as humans. Your size is Medium.

Speed: Your base walking speed is 30 feet.

Celestial Legacy: You know the light cantrip. Once you reach 3rd level, you can cast the comprehend language spell once per day. Once you reach 5th level, you can cast the daylight spell once per day. Charisma is your spellcasting ability for these spells.

Celestial Resistance: You have resistance to cold or lightning damage. Chosen during character creation and cannot changed later.

Soul Sense: Thanks to your celestial heritage, you have an instictive understanding of others. You have proficiency in the Insight skill.

Languages: You can speak, read, and write Celestial and Common.

#2

Timborama

Sep 23, 2014 7:07:53

I like it. I'm very surprised that twice in a row, they introduced the Tiefling without introducing its antithesis. I know people like playing scoundrels, but what about those playing noble folk? Or is the Dragonborn supposed to fill that void (since 4E and now 5th use them as basic races).

 

I wouldn't be surprised if Tiefling and Aasimar are considered subraces of the "Plane Touced" race or something. But it's almost too late for that now!

 

Is Soul Sense essentially a replacement for Darkvision? Everything else seems to be a direct foil to the abilities of Tieflings, but since they lack Darkvision (but have the Light spell) you had to come up with something else. Maybe they can resist Cold AND Lightning? Since they are sorta uncommon-ish damage sources (though that's DM/Adventure dependant).

#3

EzechielDantan

Sep 23, 2014 10:43:16

I'd go with resistance versus radiant damage. (That is the only energy type angels are resistant to in this edition)

 

I'd also add darkvision

 

 

#4

Shadowsmith

Sep 23, 2014 19:31:05

Now that I have the MM, I noticed the change to angel damage resistance. Not sure I agree with it, but eh. I will discuss with my players and likely change the damage resistance to Radiant.

 

I don't want to give them Darkvision. There are more than enough races with Darkvision.

 

I gave them the Soul Sense, a name I want to change once I find a better one, to give them a unique racial quirk. It is based on the ability some Celestials have with telepathy. It is designed to combine with their ability to case comprehend languages once per day after reaching 3rd level.

 

Their ability to cast daylight once per day is technically more powerful than the tieflings ability to cast darkness. But I'm not giving them any offensive spells unlike the tiefling.

 

By the way, Timborama, I agree with you. I really don't understand not including aasimar when the tieflings are included. Aasimar are one of my favorite races. I vastly prefer them to both drow and tieflings. I'm tired of the emo goth fusion fest. I know that in 4e the deva was supposed to replace aasimar, but their story was completely different.

 

And thanks for the feedback both of you. It is appreciated.

(Reply to #4)

EzechielDantan

Shadowsmith wrote:
#6

Direach

Sep 23, 2014 21:15:29

Very nice, looks well balanced. My only suggestion would be Wis +1, Cha +1, and +1 to another ability of your choice; that opens up the possibilities for them a lot more, permitting a starting 16 in a physical score.

 

I agree that radiant damage is a better thematic choice for resistance, even if radiant is the least-used monster damage type. You could maybe give them Celestial Health, advantage on saves against poison and disease, if you wanted to shore up the resists with something a bit more practical.

#7

Shadowsmith

Sep 24, 2014 15:15:34

Given the feedback, here is the second stab at the aasimar:

 

Aasimar

Aasimar Traits

Aasimar share certain racial traits as a result of their celestial descent.

Ability Score Increase: Your Wisdom and Charisma scores each increase by 1 and one other ability score of your choice increases by 1.

Age: Aasimar mature at the same rate as humans but live a few years longer.

Alignment: Aasimars might not have an innate tendency toward good, but many of them end up there. Good or not, a cooperative nature inclines many aasimars toward a lawful alignment.

Size: Aasimars are about the same size and build as humans. Your size is Medium.

Speed: Your base walking speed is 30 feet.

Celestial Legacy: You know the light cantrip. Once you reach 3rd level, you can cast the comprehend language spell once per day. Once you reach 5th level, you can cast the daylight spell once per day. Charisma is your spellcasting ability for these spells.

Celestial Resistance: You have resistance to radiant damage.

Empathic Soul: Thanks to your celestial heritage, you have an instinctive understanding of others. You have proficiency in the Insight skill.

Languages: You can speak, read, and write Celestial, Common, and one extra language of your choice.

#8

Direach

Sep 24, 2014 16:39:58

That looks about right to me: nothing too awesome, it's decent for many classes, really good for some classes.

#9

StuleBrown

Sep 24, 2014 16:50:16

Looks nice. I think I will use this until they release an official Aasimar race.

 

Thanks

#10

EzechielDantan

Sep 25, 2014 14:47:17

I'd consider replacing comprehend languages with heroism or cure wounds and also add perception as a skill.

 

I think those changes might push it forwards as a viable option to play compared to other races. As is now it lacks a little juice.

 

#11

Morty_Jhones

Sep 26, 2014 2:07:47

intresting aproch but i think you miss a bit.

 

Stats                            : + 1 int and +2 cha as the tifling. celesteal  pesesption and radent beauty reinforce theses stats

Age                              : as human..

Alinment                       : tendancey to lawfull, tendancey to good, there likabble and have easy frendship

Size                              :  med

Speed                          :  30 ft walk

Darkvishion               :  60ft                                                                                                     Angles can see in the dark as well as demons.

Angelic Resistance  :  advantage on saves Vs Fear and charm affects.      Partualy telapathic you know when your being messed with

Celesteal Legacy      :  you know the Therumatugy cantrip.            

                                     :  at 3rd level you may cast Comprehend langages     Partualy telapathic you find it easy to understand what somone is saying when you concentrate.

                                     :  at 5th level you may cast detect good and evil           Partualy telapathic you find you can distern someonse outlokk if you concentrat.

                                    :  Charisma is your spell casting ability and all spelss may be used 1/day

Langages                    :  Common and celestial

#12

Alpizarai

Oct 14, 2014 22:03:38

This is what I've been using

http://community.wizards.com/content/blog/4152896

it contains homebrewed options that expand on the material presented in the Player´s Handbook, thematically designed to suit any game set in The Realms.

 

  • Aasimar
  • Genasi
  • Half Drow

FORGOTEN REALMS®: Homebrew Races Addendum ← Printer Friendly version!

Get together, roll some dice, have fun amigos!

(Reply to #7)

Theros

Shadowsmith wrote: