World of Al'Dravin
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. Due to their celestial heritage, Aasimar are often good. However, some Aasimar fall into evil, rejecting their heritage.
Size. Aasimars are built like well-proportioned humans. Your size is Medium
Speed. Your base walking speed is 30 feet.
Darkvision. Due to your celestial heritage, you have superior vision in the dark and dim conditions. You can see in dim light within 60 of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Celestial Resistance. You have resistance to necrotic damage and radiant damage.
Celestial Legacy. You know the light cantrip. Once you reach 3rd level, you can cast the lesser restoration spell once with this trait, and you regain the ability to do so when you finish a long rest. Once you reach 5th level, you can cast the daylight spell once with this trait as a 3rd-level spell, and you regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells
Languages. You can speak, read, and write Common and Celestial.
Aasimar Racial Variants
Although not, strictly speaking, different races, aasimar
come from a variety of lineages that may alter their
Airy Spirit. Your divine ancestor came from the Heaven
of Buoyant Skies. At 5th level, you can cast gaseous form
once as a 3rd level spell, and you regain the ability to do
so when you finish a long rest. This ability replaces the
ability to cast the daylight spell.
Alternate Resistance. You were raised on a fiery plane or
are the descendant of a fire godling. You have resistance
to fire damage. This ability replaces your resistance to
necrotic and radiant damage.
Celestial Awareness. You were trained to use all your
senses to avoid surprise
attacks and assassinations.
You gain blindsight
to a range of 10 feet.
This ability replaces
darkvision, and your
ability to cast the
the savannah, wielding magic born of their inherent
Race is an important aspect of a heroic character, but
it isn’t the whole story. Backgrounds provide greater
context as to why a given adventurer leads a life of danger
and glory, as well as adding mechanical flair in the form of
proficiencies and flavorful abilities. The Southlands brings
exotic new backgrounds, as well as expanded options
for existing backgrounds. Your hero may be a life-long
wanderer on the caravans setting out from Siwal, or she
may have grown up in a grand temple as the daughter of a
god. Backgrounds provide the “why” to complement the
“who” of a player character, combining to bring depth and
a stable foundation for a tale of greatness.
Your greatness awaits beneath pitiless sun and scouring
sands. Who will you be? How will you claim it?
Zachary Orzech (order #8065264)
Heaven’s Wrath. You have been trained to focus the light
and righteousness of the Seven Heavens upon your
enemies as a weapon. You gain the ability to cast guiding
bolt once as a 1st level spell, and you regain the ability to do
so when you finish a long rest. This ability replaces your
ability to cast the lesser restoration and daylight spells.
Divine Splendor. Your celestial ancestor was a leader of
angelic hosts, and you can summon their divine aura and
captivate those who behold you. At 3rd level, you gain the
ability to cast enhance ability (eagle’s splendor) once with a
range of Personal as a 2nd level spell without the need to
maintain concentration, and you regain the ability to do
so when you finish a long rest. At 5th level, you gain the
benefits of both eagle’s splendor and owl’s wisdom when you
use this ability. A shining halo or nimbus forms around
your head while the spell is in effect, revealing your
divine nature. The glow from the halo is dim light with a
ten-foot radius. This ability replaces you