Aasimar
Aasimar are not born merely of celestial blood, but of cosmic necessity. They are the mortal echoes of the divine — manifestations of the will of the upper planes: Celestia, Elysium, and Arborea. When the world strays too far from balance, an Aasimar is born — not as a savior, but as a sign. Their arrivals are rare, often heralded by strange dreams, ancestral visions, or signs in the sky.
To those around them, Aasimar inspire awe, suspicion, or reverence. Their presence changes a room — stilling voices, stirring hearts, or igniting purpose. Many are raised in isolation, defined by expectations they did not choose. Others reject their mantle outright, seeking lives of quiet defiance. Whether exalted or estranged, every Aasimar bears the mark of the celestial — a pressure that is as much burden as it is blessing.
Though mortal in form, Aasimar are not born to rule or command. They exist to realign, restore, and remind — living vessels of ideals too heavy for most to carry.
Celestial Lineages
Each Aasimar is shaped by one of the Three Divine Pillars — the great celestial forces of Celestia, Elysium, and Arborea. These lineages influence not only the magic an Aasimar manifests, but also the way they think, feel, and move through the world. Some bring law, others compassion, others passion and change — but all are born to carry the weight of divine purpose, even when they do not understand it fully.
Exalted — The Celestia-Born
"I am the measure, not the mercy."
The Exalted are scions of law and judgment, shaped by the radiant order of the Celestial plane of Celestia. Their skin gleams like polished marble, veined with threads of gold or platinum, and their pupil-less eyes glow like twin suns. In moments of power, crystalline wings erupt from their back, refracting light into sharp, divine brilliance. Their presence is dense and unyielding — lies falter in their shadow, and silence gathers at their feet.
Exalted Aasimar are often chosen to be judges, arbiters, and enforcers of celestial will. They walk the world as agents of balance, bearing ideals heavier than most can carry. But their devotion to structure comes at a cost. Exalted rarely see gray in the world — only truth, error, and the need to correct what has strayed from order.
Heavenly — The Elysium-Born
"I am the balm upon a broken world."
Heavenly Aasimar embody the quiet compassion of Elysium, the plane of mercy and harmony. Their skin shimmers like pearl or opal, and their eyes reflect calm sapphire or amethyst depths, flecked with the light of distant stars. When their wings manifest, they unfurl as veils of mist and aurora — soft, luminous, and weightless. Wherever they walk, tension fades; fear and anger yield to warmth. Even animals and spirits instinctively lower their guard.
Often found as healers, peacemakers, and spiritual guides, the Heavenly are drawn to mend what has been broken. Yet their kindness is not without cost. They carry the pain of others like a second skin, and many struggle to know when to let go — believing that every sorrow is theirs to soothe, every wound theirs to bear.
Idyllic — The Arborea-Born
"I am creation unchained."
The Idyllic Aasimar channel the wild beauty and boundless passion of Arborea, the realm of art, freedom, and fierce compassion. Their skin gleams in warm bronze, rose-gold, or sunlit copper, often patterned with subtle, glowing swirls that shift like firelight or wind through leaves. Their feathered wings, when revealed, shimmer with iridescent hues — unpredictable, vibrant, and alive. In their presence, colors sharpen, emotions swell, and music seems to echo just a little louder.
They are artists, visionaries, and agents of upheaval — drawn to spark change in stagnant places. But that same fire can burn out of control. Idyllic Aasimar are driven by instinct and heart, often acting before thought can catch up. Where others weigh consequences, the Idyllic leap — and trust the world will catch fire behind them.
Divine Resonance
Aasimar are not simply born with celestial power — they are shaped by it. Their divine gifts unfold gradually, often revealed through moments of crisis, transformation, or awakening. Wings of radiant soul-light, healing touch, and legacy-bound magic all echo the divine pillar that stirs within them.
Many develop a bond with a celestial guide — not a voice of command, but a presence felt in dreams, visions, or symbols. These connections are often cryptic, even fallible, yet undeniably real. Some guides offer clarity. Others, only riddles.
Not all Aasimar embrace the call. Some view it as a burden they never asked to carry. Others pursue it with devotion, striving to become the ideal the world sees in them. And a rare few… outgrow even that, stepping beyond the expectations of heaven to become something uniquely their own.
Legacy in Eldareth
In the age following the Upheaval, Aasimar became more visible—born in places where divine echoes still linger. They are most often found in regions attuned to the spiritual threads of the world: Vel’Nathar, Ostheria, and among the philosophical monastics of Shen-Su. But they can emerge anywhere the balance has been broken. Their arrival is rarely seen as coincidence. Most view it as a sign—of trial, of prophecy, or of divine correction.
And so, they walk—not as kings, nor as martyrs, but as reminders. That ideals are costly. That hope is fragile. That the heavens are still watching.
Aasimar Traits
Ability Score Increase. When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.
Creature Type. You are a Humanoid.
Size. You are Medium.
Speed. Your walking speed is 30 feet.
Darkvision. 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 discern colors in that darkness only as shades of gray.
Celestial Resistance. You have resistance to radiant damage.
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 trait, you can’t use it again until you finish a long rest.
Celestial Legacy. You are the recipient of a celestial legacy that grants you magical abilities. Choose a legacy from the Celestial Legacies table. Exalted associated with Chaotic Good planes; Exalted, associated with Lawful Good planes; or Idyllic, associated with Neutral Good planes.
You gain the initial benefit of the chosen legacy: a cantrip that you learn.
Starting at 3rd level and again at 5th level, you gain the ability to cast a higher level Spell with this trait as shown on the table. Once you cast the Spell with this trait, you can't cast that Spell with it again until you finish a Long Rest; however you can cast the Spell using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for the Spells you cast with this trait (choose the ability when you select the lineage).
| Celestial Legacies | Level 1 | Level 3 | Level 5 |
| Exalted | Thaumaturgy | Divine Favor | Lesser Restoration |
| Heavenly | Light | Cure Wounds | Zone of Truth |
| Idyllic | Guidance | Healing Word | Animal Messenger |
Radiant Soul. Starting at 5th level, you can use a bonus action to manifest two luminous, spectral wings which sprout from your back temporarily. This transformation lasts for 1 minute or until you end it as a bonus action. Until the transformation ends, you have a flying speed equal to your walking speed and can hover, 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 damage equals your proficiency bonus. Once you use this trait, you can’t do so again until you finish a long rest.
Languages. Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.