Aasimar D&D 5th Edition (5E)

Actually, the aasimar’s are the humans with the significant amount of the celestial or any other good outsider blood in their ancestry. While not always the benevolent and the 5e aasimars are come inclined toward the acts of kindness rather than the evil and also they gravitate towards the faiths or any other organizations which are associated with the celestials. The dnd 5e aasimar’s can be the lie dormant for the generations, only to appear suddenly in the child of the two apparently the human parents. Most of the societies interpret an aasimar 5e births like the good omens, though it must be acknowledged which is some d&d aasimar 5e takes the advantage of the reputation of their kind and also brutally subverting some of the expectations of any others with the acts of terrifying cruelty or it might be the object venality.

The character D&d 5e Aasimar is a human based native outsider with amazing features. It is said that the creatures are descendants of angels and arose due to the holy union of species. Although D&d 5e Aasimar arise out of sacred association, they do not always have good intentions. There are is a huge difference even among the members of same race.

Asimar D&D

Description Of Aasimar 5e:

The creature is known to bear celestial touch due to amazing physical features. It is quite similar to appearance with humans and other plane touched characters. D&d 5e Aasimar is beautiful and of a taller height when compared to the human race. It has pale white eyes devoid of pupils and adorns gray or golden colors. The creatures descending from Planetars are equipped with emerald skin while the ones from the avoral lineage sport a mixture of feather and hair. In short, the latter are similar to the earthly humans.

One of the most unique features is evident in the characters descending from ghaeles. They are equipped with pearly opalescent eyes. Aasimars, the descendants of sun are bestowed with shiny topaz eyes and silver skin. In fact, the creatures with couati heritage sport iridescent scales. Light covering of the features is the prominent attribute in most of the D&d Aasimar creatures.

Aasimar 5e Traits 

Ability score increase: Here your charisma score will be increased by 2

Age: Compared to humans, the mortal Gods mature at the age of 20. In fact, the maximum age is not more than 150 years. Compared to humans, it is significant however is found wanting when matched with other species such as dwarves,

Alignment: Celestial heritage is responsible for transforming the creature into a good and righteous individual. There are some aasimars that deny their heritage and prefer to chart out the course of evil.

Languages: We can use  Common and Celestial languages on Aasimar.

Size: The most important characteristic size indicates that the creatures resemble well proportioned humans. With base walking speed at 3 feet, the celestial mortals are nimble footed when compared to other species.

Dark vision: Dark vision features imbibes superior vision in dim conditions. In fact, it is possible to scan the objects located within the 60 feet of the vision.

Resistance: Celestials can be ideal warriors because they are resistant to necrotic and radiant damages.

Protector Aasimar

Ability Score Increase: Here the wisdom score of yours will be increased by 1.

Radiant Soul: To unleash the devine energy with in yourself, you can use your action from the starting of 3rd level and to sprout from your back it causes your eyes to glimmer and two luminous and incorporeal wings.

In this protector aasimar your transformation lasts either for 1 minute or until you end it as a bonus action. During this protector aasimar your flying speed is 30 ft, you can deal extra radiant damage for one target whenever you deal damage to it with the attack or a spell but it happens once for each and every of your turns. Finally the extra damage will be equal to your level.

You will not allowed to use this again once you have finished this trait usage but you need to finish a long rest to use it again.

Scourge Aasimar

Ability Score Increase: Here your constitution score increases by 1

Radiant Consumption: To unleash the devine energy with in yourself, you can use your action from the starting of 3rd level it causes searing light to radiate from you and also pour out of your mouth (Including teeth) and your eyes and threaten to char you.

Your transformation lasts either for 1 minute or up to you end it as a bonus action. At the ending time of your each and evey turn you and each creature which is with in 10 ft of you would take same radiant damage which is equal to the half your level (rounded up). But during it you shed a bright light within a 10ft radius and also the dim light for an additional 10ft. you can deal extra radiant damage for one target whenever you deal damage to it with the attack or a spell but it happens once for each and every of your turns. Finally the extra damage will be equal to your level.

You will not allowed to use this again once you have finished this trait usage but you need to finish a long rest to use it again.

Fallen Aasimar

Ability Score Increase: Here Your Strength score increases by 1

Necrotic Shroud: To unleash the devine energy with in yourself, you can use your action from the starting of 3rd level  it causes your eyes to turn them into pool and from your back the two skeletal, ghostly, flightless wings to sprout. The instant which you transform and other creatures which are in the distance of 10ft from your exact location that can see on a charishma saving through (DC 8 + your proficiency bonus + your Charisma modifier) you must each succeed or it might  become frightened of you until the end of your next turn.

Your transformation lasts either for 1 minute or up to you end it as a bonus action. During it, once on each of your turns, you can deal bonus necrotic damage to one target but when you deal any damage to it with a spell or an attack and necrotic damage equals your level whatever you have extra.

You will not allowed to use this again once you have finished this trait usage but you need to finish a long rest to use it again.

Celestial legacy:

Light cantrip is a primary feature of the aasimars. After reaching the third level, one can cast the lesser restoration 5e spell in conjugation with the above mentioned trait. After the long rest, it is possible to regain the similar ability in an impeccable manner in Aasimar 5e.

When the gamer enters the fifth level, he or she can cast the day light spell similar to the third level.  In order to regain the capability, a long rest would do a whirl of good to the users. Charisma is one of the most prominent abilities to cast the spells with maximum effect.

Aasimar Statistics:

Size Medium
Type Humanoid
Tag Aasimar

Aasimar General Info:

Vision Darkvision
Homeland Prime Material Plane,Celestial Planes
Language Common, Celestial
Subraces Deva

Aasimar Appearance:

Average Height Male: 5′ – 7’4″ (150–220 cm) Female: 4’7″ – 6’11” (140–210 cm)
Average Weight Male: 124–280 lbs. (56.2–127 kg; Female: 89–245 lbs. (40.4–111 kg)
Skin Color’s Pale to dark brown, emerald, gold, silver
Hair Color’s Red, blonde, brown, black, silver
Eye Color’s Pupil-less pale white, gold, gray, or topaz
Distinctions Physically almost similar to humans, insightful, magnetic personality, capacity to cast supernatural light, celestial heritage


It is a wise and intelligent race with an unparalleled allure seldom visible in any of the race. Strong insights make them indispensable for embarking on adventures in the dark environment. 5e aasimar is known to be quite perceptive and recognizes the objects that others may not. It also has the capability to cast magical light in order to ward off darkness. The creature is highly resistant to thee acidic elements and extreme temperature conditions.


5e aasimar creature is quite vigilant about the surroundings however they are misunderstood like Tiefling. People hate the characters however they are not despised like the ones belonging to the fiendish blood lines. Some of the creatures brought up by the understanding patients suffer from numerous prejudices due to the unique nature. The creature is also known for a deep empathy with others.

Although majority of the members of Aasimar 5e race belong to the celestial category, some of them are evil in deeds and intentions. They fell into the abyss of corrupt activities due to experience with the evil God. Shar and Sseth played an important role in chalking out the forbidden path for the Aasimars.  The former was the goddess of darkness responsible for presiding over dungeons, darkness and forgetfulness. Shar along with her sister worked to create heavens and planets. She was assigned to incorporate shades in the creation while her sister filled everything with light. Some creatures were counseled by the celestial Gods to leave the evil path and adopt the principles of virtues in their lives.


  • The creatures did not live in Toril; therefore they are devoid of permanent homes like the planet touched cousins. Since D&D Aasimar 5e is rare, it was condemned to live with other races instead of spending time with the kins. Gods rarely mated with human beings, therefore the chances of the characters having siblings were quite low.
  • When aasimars met with each other, they instantly felt the bond of Kinship due to the feeling of unspoken understating. Irrespective of the personal feelings aasimars took each other’s sides in the event of a conflict. Mulhorand is very popular with the characters because it comprises of numerous social classes.
  • Members of the nobility lived in the region providing enough opportunities to aasimars. In addition, the middle class comprising of business and craftsmen also inhabited the region. Law abiding citizens dotted the landscape; therefore species that prefer to live in order like to stay at Mulhorand. Deities of clergies were honored at a great extent, therefore the general population was extremely religious.

Religion and magic:

The creatures follow religious path since they are associated with the celestial Gods. Spell casters are known to summon the divine magic in comparison to the arcane version. Some of the aasimars transformed themselves into Paladins to serve the Gods in heaven. The formers are soldiers destined to fight for the beliefs and values. D&d 5e Aasimar wields diving powers as long as it is loyal to the oath and values.

Similar to the half breeds, the characters are not loyal to one God. For instance, large number of members of the race worshipped Mulhorand Pantheon while others felt an instant bond towards the animals. Creatures that were born outside of the Mulhorand region revered Gods of the nation where they resided.

In the outer planes, Aasimars were serving the dwarven and also the elven gods ranging from Aerderie to Faenya and berronar. Human Gods such as Lliira along with Milil kept the creatures in their service team.

Aasimar 5e Relations:

In spite of the association with human ancestors, aasimars felt natural bondage with other half breeds. It is a natural process because characters believe in intermingling of the races without being judgmental. There are only certain aasimars that are friendly with Tiefling however majority of them despise the latter.

Genasi, the plane touched characters are aliens to the aasimars but both are friendly to each other. The former is quite similar to the human beings due to 180 cm height and 225 LBS weight.

The characters are not compatible with dwarves and elves even when they are not known to prosecute the former. One of the primary reasons is that they have little in common with each other.


Aasimar is the direct creation of cross between Gods and humans however the Devas find no mention in the multiverse literature until the arrival of Mulanis. They are the human group with tall and thin yellow skin. Mulan controlled the eastern shores of the sea of fallen stars to form a colony. They worshipped the Devas and popularized the existence of Gods among the general population.

Home lands:

In past, aasimars inhabited the region located in the eastern parts of Unther and Mulhorand because they were the descendants of the Gods who once roamed the earth. The occurrence of the spell plague proved devastative for the aasimars. It was an ominous event caused due to the death of Mystra, the Goddess of magic. The sudden demise of the Gods led to the collapse of the weave and the effect percolated to the psyche of the wizards.

After the spell plague came into existence from the powers of the realm, it continued to grow and even Lord Ao. Due to the widespread destruction, only arcane forced remained in the vicinity. Aasimars became nomads over a period of time as they moved through the lands of Faerun and Toril. They settled into the borderlands of Durpar and Murghom as they belong to the merchant kingdoms of shining lands in Faerun. In addition, the places traded with every nook and cranny of the Toril. Aasimars were able to start their business ventures with other species and became adept in honing the trading skills.


The creatures do not belong to the fiendish lineage; therefore they have celestial blood in the veins. Glorious personalities with lustrous hairs are the primary appearances of the Aasimar 5e and they fight to defend goodness on the mortal plane. As a prominent species, it tries to be compatible with the society but ends up being the leader of the pack due to its capability.

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