One-Winged Aasimar
Ability Score Increase. Your Dexterity score increases by 1, to a maximum of 20.
Superior Soul. Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing a black-feathered wing to sprout from your back.
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Your transformation lasts for 1 minute or until you end it as a bonus action. During it, when you make a Wisdom or Charisma saving throw, roll a d3 and add the number rolled to the result.
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You can Dash or Disengage as a bonus action as you perform a burst of speed. You can use this ability only once per transformation.
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As an action, you can release a difficult to avoid blast of energy. Choose one creature or object you can see within 60 feet of you. It must make a Dexterity saving throw against a DC of 10 + your proficiency bonus + your Constitution modifier. It takes 3d6 + your level damage on a failure or half as much on a success. Each time you use this trait, choose whether the damage is cold, fire or lightning. At 5th, 11th, and 17th level, each time you use this trait, choose to either increase the damage by 2d6 or affect an additional target within range. You can use this ability only once per transformation.
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Once you use this trait, you can't use it again until you finish a long rest.
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Once you use this trait, you can't use it again until you finish a long rest.
New Feats
Angelic Wrath
Prerequisite: Aasimar
You embody heavenly fury. You gain the following benefits.
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Increase your Strength or Charisma score by 1, to a maximum of 20.
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You gain proficiency in the Intimidation skill. If you are already proficient, add double your proficiency bonus to any checks made using it.
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When Radiant Soul, Radiant Consumption, Necrotic Shroud, or Superior Soul is active, you can reroll any Charisma (Intimidation) checks you make. You must use the new result.
Ascension
Prerequisite: Aasimar
You unlock a greater level of divine power. You gain the following benefits.
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Increase one ability score of your choice by 1, to a maximum of 20.
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You gain an additional power depending on your type of aasimar.
Protector Aasimar. When Radiant Soul is active, you have a flying speed of 60 feet and you can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
Scourge Aasimar. When Radiant Consumption is active, the radius in which you shed bright light and dim light beyond it and deal radiant damage can be up to 30 feet. When you activate Radiant Consumption and at the start of your turn, choose what the radius is (10-30 feet) until the start of your next turn. In addition, when you deal extra radiant damage to a single target that you damage with an attack or spell, the damage is equal to your level + 5.
Fallen Aasimar. When you activate Necrotic Shroud, it affects other creatures within either 10, 15, or 20 feet of you. In addition, creatures that fail their saving throw against it are frightened of you for 1 minute. They can repeat the saving throw at the end of their turn, ending the condition on a success.
One-Winged Aasimar. When Superior Soul is active, you begin to float as your legs transform into six wings. You cannot be knocked prone and have a flying speed of 30 feet. You can still activate any magical footgear you are wearing.
Divine Health
Prerequisite: Aasimar
You possess angelic resilience. You gain the following benefits.
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Increase your Constitution score by 1, to a maximum of 20.
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You have advantage on saving throws against being diseased or poisoned and resistance against poison damage.
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When you make a death saving throw, treat the result as if it was 1 higher. Thus, you succeed on a 9, and when you roll a 1, you fail only one death saving throw, not two.
Art Credit: Heera, RadiusZero
Heavenly Emissary
Prerequisite: Aasimar
You ably spread the gospel of Celestia.
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Increase your Wisdom or Charisma score by 1, to a maximum of 20.
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Choose either the Insight or Persuasion skill. You gain proficiency in it, or if you are already proficient, add double your proficiency bonus to any checks made using it.
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As an action, you can give yourself the ability to understand any spoken language you hear for 1 hour. Moreover, when you speak while this ability is active, any creature that knows at least one language and can hear you understands what you say. Once you use this ability, you must finish a long rest before you can use it again.