Ancestry: Aasimar
Whether descended from a celestial being or infused with heavenly power, aasimar are mortals who carry a spark of the divine within their souls. They can fan that spark to ease wounds and unleash the fury of the beyond.
Aasimar generally appear as a human-sized member of any given race, but with solid, glowing eyes and golden blood. Additionally, a spectral mark of an Aasimar's heritage appears over their head when they are affected by divination magic, such as by the Detect Magic spell.
Aasimar Traits
Ability Score Increase. One ability score of your choice increases by 2, and another by 1, to a maximum of 20.
Age. Aasimar have no known maximum lifespan, but the oldest one has been before being slain was 900 years of age.
Alignment. Imbued with power from a variety of deities, Aasimar tend to the extremes: pure evil, pure good, or pure neutrality.
Creature Type. You are a Humanoid. You are also considered a Celestial for any prerequisite or effect that requires you to be a Celestial.
Size. Aasimar have the same range of height and weight as humans. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Blessed with a radiant soul, your vision can easily cut through darkness. You can see in dim light within 60 feet 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.
Healing Hands. As an action, you can touch a creature and roll a number of d4s equal to your proficiency bonus. The creature regains a number of hit points equal to the total rolled.
Once you use this feature, you must complete a long rest to do so again.
Languages. You can speak, read, and write Common and Celestial.
Heritage: Arbiter
The Arbiters are aasimar born to or of the powers of law, charged with maintaining cosmic order. These aasimar are cold and calculating, always on watch for chaos, often having difficulty expressing complex emotion. Some seek to expand their worldly experience beyond supreme duty, while others might seek to fulfil their divine charge.
Arbiter aasimar have wing and chain tattoos across their bodies. They also have a halo, which is held up with a pair of feathered wings sprouting from the top of their heads.
Lawful Rebuke. At 3rd level, when a creature within 60 feet of you deals damage to you, you can use your reaction to rebuke it. The target must succeed a Wisdom saving throw, where the DC equals 8 + your proficiency bonus + your Constitution modifier. On a failed save, creatures take 1d6 Psychic damage. This damage increase to 2d6 at 6th level, 3d6 at 11th, and 4d6 at 16th level.
You can use this feature a number of times equal to your Proficiency Bonus, regaining all expended uses after a long rest.
Heritage: Hollow
The Hollow are aasimar born of neutral powers. Though divine in nature, hollow aren't born with any divine purpose and they know as much. They tend to seek meaning in any way they can, evil or good- even if they have to steal that meaning from others- all in the pursuit of the self.
Hollow have distinct ashen skin with silver cracks through it like an ore vein. When affected by divination magic, the outline of a circle appears over their head.
Hollow Soul. You have advantage on saving throws against being Charmed or Frightened.
Siphon Emotion. At 3rd level, you learn the Calm Emotions spell, which you can cast once per day using this trait, requiring no spell slot or material components. Constitution is your spellcasting ability for it. When you cast this spell in this way, you regain 1d4 hit points for each creature that fails its save. This healing increases to 2d4 at 10th level.
Heritage: Marauder
Roaming the land doing whatever they please are the Marauder aasimar, born of beings of pure chaos. The Marauder aasimar don't abide by any laws except their own, acting completely on their own whims to achieve goals that change often.
Marauder Aasimar have glowing orange or red eyes, and they bear carved tattoos across their whole bodies.
Chaos Magic. You know the Thaumaturgy cantrip. When you reach 3rd level, you can cast Chromatic Orb once as a 1st level spell. When you reach 5th level, you can cast the Crown of Madness spell once as a 2nd-level spell. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.
Heritage: Protector
Protector aasimar are charged by the powers of good to guard the weak, to strike at evil wherever it arises, and to stand vigilant against the darkness. From a young age, a protector aasimar receives advice and directives that urge to stand against evil.
Protector Aasimar typically have eyes glowing in bright, hopeful colors like yellow or white, and when affected by divination magic, a spectral halo appears over their head.
Positive Resistance. You are resistant to Radiant damage.
Divine Flight. Starting at 3rd level, you can use your bonus action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back.
Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet, and once on each of your turns, you can deal extra Radiant damage to one target when you deal damage to it with an attack or a spell. The extra Radiant damage equals your Proficiency Bonus + your Constitution modifier (minimum of 1).
Once you use this feature, you must complete a long rest to do so again.
Heritage: Scourge
Scourge aasimar are born of evil deities, imbue with a divine energy that blazes intensely within them. It feeds a powerful desire to cause chaos and despair- a desire that is, at its best, unflinching and, at its worst, all-consuming. While Scourge aasimar tend towards evil, there are those who channel their chaos towards defeating other evils.
Scourge aasimar appear with darker, traditionally evil colored eyes such as red or green, and have permanent tearstreaks running down their cheeks. When affected by divination magic, a pair of horns appears over their head.
Negative Resistance. You have resistance to Necrotic damage.
Necrotic Shroud. Starting at 3rd level, you can use your bonus action to unleash the divine energy within yourself, causing your eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from your back. The instant you transform, other creatures within 10 feet of you that can see you must each succeed on a Charisma saving throw, where the DC equals 8 + your proficiency bonus + your Charisma modifier. On a failed save, creatures become Frightened of you until the end of your next turn.
Your transformation lasts for 1 minute or until you end it as a bonus action. During it, once on each of your turns, you can deal extra Necrotic damage to one target when you deal damage to it with an attack or a spell. The extra Necrotic damage equals your Proficiency Bonus + your Constitution modifier (minimum of 1).
Once you use this feature, you must complete a long rest to do so again.