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Aasimar: The Lightborn

Aasimar 2
Create

Aasimar bear the unmistakable touch of the divine. Their features are flawlessly symmetrical, eyes often glowing faintly gold, silver, or violet, with skin that ranges from porcelain pale to dark with a subtle inner radiance. Hair flows like silk, sometimes shimmering with ethereal highlights. In moments of emotion or power, a faint halo or soft glow may surround them. Some rare Aasimar exhibit small vestigial wings or a golden sigil etched upon their brow, a birthmark of celestial favor.


Behaviour:
Aasimar are calm, introspective, and burdened by a strong moral compass—though not always a “good” one. Some embrace their divine ancestry, becoming protectors or redeemers. Others rebel, struggling with expectations or succumbing to darker impulses. Even among evil-aligned Aasimar, a deep, smoldering inner conflict is common. They speak with purpose, move with poise, and rarely act without thought.


Habitat:
Aasimar are rare and typically found living among other humanoid races, often in human cities, elven enclaves, or as wandering nomads. They are born to mortal parents, usually human, and rarely form communities of their own kind. In regions plagued by darkness or war, tales often speak of a lone Aasimar arriving to tip the scales.


Modus Operandi:
In conflict, Aasimar fight with radiant conviction. They favor weapons and spells that sear with light and heal allies. In moments of peril, many unleash a transformation—eyes blazing, voices echoing with divine resonance, and radiant energy bursting from their bodies. They strike decisively, often targeting the most corrupt or unnatural foes first.


Motivation:

Aasimar 6
Create

Aasimar are driven by purpose—whether divinely ordained or self-defined. Some seek to fulfill prophetic visions, redeem ancestral bloodlines, or destroy great evils. Others, especially Fallen Aasimar, seek to carve their own fate, often walking a path of vengeance, redemption, or rebellion against the celestial order. Whatever their path, Aasimar rarely wander without reason—their very existence demands meaning.


  • Aasimar Divine Champion 5e
  • Aasimar Scourge Inquisitor 5e
  • Fallen Aasimar Dreadblade 5e
  • Aasimar, Pathfinder
Aasimar 1
Create

Medium Humanoid (Celestial), Lawful Good (Typically)
Challenge 6 (2,300 XP)  Proficiency Bonus +3


Armor Class 18 (chain mail, Shield of Radiance)

Hit Points 112 (15d8 + 45)

Speed 30 ft.


STRDEXCONINTWISCHA
18 (+4)14 (+2)16 (+3)11 (+0)14 (+2)20 (+5)

Saving Throws

Wis +5, Cha +8

Skills

Insight +5, Persuasion +8, Religion +3

Damage Resistances

Radiant, Necrotic

Senses

Darkvision 60 ft., Passive Perception 12

Languages

Common, Celestial


Celestial Resilience.

The Aasimar has advantage on saving throws against being charmed or frightened. While in sunlight or magical light and below half its hit points, it regains 10 HP at the start of its turn.


Radiant Soul (1/Day).

As a bonus action, the Aasimar transforms for 1 minute:

  • Gains a 30 ft. flying speed (hover)
  • Emits bright light in a 10-foot radius and dim light for another 10 feet
  • Once per turn, deals +10 radiant damage with a weapon or spell attack

Spellcasting.

The Aasimar is a 6th-level spellcaster (Charisma-based, spell save DC 16, +8 to hit). It requires no material components.

Cantrips (At will): light, thaumaturgy
1st Level (4 slots): bless, cure wounds, divine favor
2nd Level (3 slots): lesser restoration, magic weapon
3rd Level (3 slots): beacon of hope, blinding smite


Actions

Radiant Blade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.

Hit: 10 (1d8 + 6) slashing + 9 (2d8) radiant damage.

Fiends and undead take +1d8 radiant damage. The blade counts as magical.


Blinding Burst (Recharge 5–6).

The Aasimar releases a searing pulse of holy energy.
Creatures of its choice within 15 feet must make a DC 16 Constitution saving throw or be blinded for 1 minute.
Affected creatures can repeat the saving throw at the end of each of their turns.


Lay on Hands (3/Day).

The Aasimar touches a creature, healing up to 30 HP, or curing one condition (blinded, deafened, paralyzed, or poisoned) or one disease.


Combat Tactics

  • Opener: Bless allies, then trigger Radiant Soul in round 1
  • Mobility: Uses flying speed to strike key targets or reposition
  • Finisher: Unleashes Blinding Smite with Radiant Blade for high-damage turns
  • Role: Frontline radiant striker & battlefield support
  • Fallback: Uses beacon of hope and lay on hands when allies are overwhelmed

Legendary Variant (Optional)

For boss-level play, add the following:

Legendary Actions (3/round)

The Aasimar can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn.

  • Divine Step. The Aasimar teleports 15 feet to a space it can see.
  • Radiant Flash (Cost 2). One creature within 10 feet must succeed on a DC 16 Constitution saving throw or take 13 (3d8) radiant damage and be blinded until the end of its next turn.
  • Lay on Hands (Cost 3). Uses its Lay on Hands ability without expending an action.

Lore Hook

Born under a burning star, this Aasimar strides the world as justice incarnate, balancing mercy with flame. Whether protector or wrathful redeemer, their radiant presence is a warning: the gods are watching.

Aasimar 4
Create

Medium Humanoid (Celestial), Lawful Neutral (Typically)
Challenge 7 (2,900 XP)  Proficiency Bonus +3


Armor Class 17 (half plate)

Hit Points 136 (16d8 + 64)

Speed 30 ft.


STRDEXCONINTWISCHA
16 (+3)14 (+2)18 (+4)11 (+0)14 (+2)18 (+4)

Saving Throws

Con +7, Wis +5, Cha +7

Skills

Insight +5, Intimidation +7, Religion +3

Damage Resistances

Radiant, Necrotic

Condition Immunities

Frightened (while Radiant Purge is active)

Senses

Darkvision 60 ft., Passive Perception 12

Languages

Common, Celestial, Infernal


Radiant Overload.

While Radiant Purge is active, the Aasimar emits bright light in a 20-foot radius and dim light for another 20 feet. At the start of each of its turns, the Aasimar and each creature within 10 feet (except itself) take 10 radiant damage (DC 15 Constitution saving throw for half).


Unshakable Zeal.

The Aasimar has advantage on saving throws against being charmed, frightened, or paralyzed.


Spellcasting.

The Aasimar is a 7th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It requires no material components.

  • Cantrips (at will): thaumaturgy, sacred flame
  • 1st level (4 slots): shield of faith, wrathful smite
  • 2nd level (3 slots): spiritual weapon, hold person
  • 3rd level (3 slots): blinding smite, aura of vitality
  • 4th level (1 slot): guardian of faith

Actions

Radiant Mace. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.

Hit: 9 (1d8 + 5) bludgeoning damage plus 9 (2d8) radiant damage.


Radiant Purge (Recharge 5–6).

As a bonus action, the Aasimar erupts in searing divine light for 1 minute. While active:

  • It sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
  • At the start of each of its turns, each creature within 10 feet must succeed on a DC 15 Constitution saving throw or take 10 radiant damage (half on success).
  • The effect ends early if the Aasimar is incapacitated or killed. The Aasimar cannot end it voluntarily.

Purge the Heretic (Recharge 5–6).

The Aasimar targets up to two creatures it can see within 30 feet. Each must make a DC 15 Charisma saving throw.

  • On a failed save: 22 (4d10) radiant damage and blinded until the end of its next turn.
  • On a successful save: half damage and not blinded.

Tactics

  • Opener: Begins combat with shield of faith, then activates Radiant Purge.
  • Positioning: Charges into the largest enemy cluster to maximize radiant aura damage.
  • Disruption: Uses hold person or purge the heretic on high-priority threats.
  • Durability: Sustains with aura of vitality in prolonged fights.
  • Risk Element: Often indifferent to collateral damage, even if it harms allies—especially fitting for zealot-style campaigns.

Optional Legendary Variant

To turn the Aasimar Scourge into a solo boss, give it the following legendary actions:

Legendary Actions (3/round)

The Aasimar can take 3 legendary actions, choosing from the options below. Only one legendary action may be used at a time and only at the end of another creature’s turn.

  • Step Through Flame. The Aasimar teleports up to 20 feet to a space in bright light it can see.
  • Smite of Judgment (Cost 2). One creature within 5 feet must make a DC 15 Constitution saving throw, taking 13 (3d8) radiant damage on a failed save and becoming blinded until the end of its next turn (no effect on success).
  • Purge Again (Cost 3). The Aasimar reuses Purge the Heretic, even if it has already used it this combat.

Lore Hook

Aasimar 3
Create

Scourge Aasimar are divine weapons of radiant destruction. Their light is not gentle—it is a flame of cleansing, burning away corruption at any cost. Many are raised in militant temples or celestial orders, driven by prophecy or divine obsession. Even the righteous fear the Scourge’s fury, for when the purge begins, mercy often ends.

Aasimar
Hans Thoma – Ritter Sankt Georg (1889)

This supernaturally beautiful woman looks human, yet emanates a strange sense of calm and benevolence.

Aasimars are humans with a significant amount of celestial or other good outsider blood in their ancestry. Aasimars are not always good, but it is a natural tendency for them, and they gravitate to good faiths or organizations associated with celestials. Aasimar heritage can hide for generations, only to appear suddenly in the child of two apparently human parents. Most societies interpret aasimar births as good omens. Aasimars look mostly human except for some minor physical trait that reveals their unusual heritage. Typical aasimar features are hair that shines like metal, unusual eye or skin color, or even glowing golden halos.

Aasimar CR 1/2

XP 200
Aasimar cleric 1
NG Medium outsider (native)
Init +0; Senses darkvision 60 ft.; Perception +5

DEFENSE

AC 15, touch 10, flat-footed 15 (+5 armor)
hp 11 (1d8+3)
Fort +4, Ref +0, Will +5
Resist acid 5, cold 5, electricity 5

OFFENSE

Speed 30 ft. (20 ft. in armor)
Melee heavy mace –1 (1d8–1)
Ranged light crossbow +0 (1d8/19–20)
Special Attacks channel positive energy (5/day, 1d6, DC 12); rebuke death (1d4+1, 6/day); touch of good (6/day)
Spell-Like Abilities (CL 1st)

1/day–daylight

Spells Prepared (CL 1st)

1st–bless, command (DC 14), protection from evilD
0th (at will)–detect magic, guidance, stabilize

D domain spell; Domains Good, Healing

STATISTICS

Str 8, Dex 10, Con 14, Int 13, Wis 17, Cha 14
Base Atk +0; CMB –1; CMD 9
Feats Turn Undead
Skills Diplomacy +8, Heal +7, Knowledge (religion) +5; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Celestial, Common, Draconic

ECOLOGY

Environment any land
Organization solitary, pair, or team (3–6)
Treasure NPC gear (scale mail, heavy mace, light crossbow with 10 bolts, other treasure)

Aasimar 5
Create

Medium Humanoid (Celestial), Typically Neutral Evil
Challenge 8 (3,900 XP)  Proficiency Bonus +3


Armor Class 18 (half plate, Unholy Vow)

Hit Points 144 (17d8 + 68)

Speed 30 ft.


STRDEXCONINTWISCHA
18 (+4)14 (+2)18 (+4)12 (+1)13 (+1)20 (+5)

Saving Throws

Con +7, Wis +4, Cha +8

Skills

Deception +8, Insight +4, Intimidation +8, Religion +4

Damage Resistances

Radiant, Necrotic, Psychic

Condition Immunities

Charmed, Frightened (while Necrotic Shroud is active)

Senses

Darkvision 60 ft., Passive Perception 11

Languages

Common, Celestial, Abyssal


Corrupted Grace.

The Fallen Aasimar has advantage on saving throws against being charmed or frightened. Fiends and undead perceive it as one of their own and do not attack it unless provoked.


Necrotic Shroud (1/Day).

As a bonus action, the Aasimar unleashes the dark majesty of its fallen form for 1 minute:

  • Ghostly black wings sprout, and a 10-foot aura of despair surrounds it.
  • The first time the Aasimar deals damage on its turn, it deals an additional 10 necrotic damage.
  • At the start of its turn, each creature of its choice within 10 feet must succeed on a DC 16 Charisma saving throw or be frightened until the end of its next turn.
  • While active, the Aasimar floats 5 feet above the ground, ignoring difficult terrain.

Spellcasting.

The Aasimar is a 9th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It requires no material components.

  • Cantrips (at will): thaumaturgy, toll the dead, minor illusion
  • 1st level (4 slots): hellish rebuke, command
  • 2nd level (3 slots): mirror image, hold person
  • 3rd level (3 slots): fear, vampiric touch
  • 4th level (3 slots): phantasmal killer
  • 5th level (1 slot): dominate person

Actions

Dreadblade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.

Hit: 11 (1d10 + 6) slashing damage plus 9 (2d8) necrotic damage.

While Necrotic Shroud is active, the first hit on each of the Aasimar’s turns deals an additional 10 necrotic damage.


Fallen Wrath (Recharge 5–6).

The Aasimar releases a wave of dark energy in a 15-foot cone.
Each creature in the area must make a DC 16 Constitution saving throw, taking 27 (6d8) necrotic damage on a failed save, or half as much on a success.
Creatures that fail are also blinded until the end of their next turn.


Vile Command (Recharge 6).

The Aasimar targets up to two creatures it can see within 60 feet. Each must make a DC 16 Wisdom saving throw or fall under the effect of the command spell (no concentration required) for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.


Tactics

  • Opener: Casts mirror image and activates Necrotic Shroud to demoralize enemies.
  • Control & Disrupt: Uses fear, phantasmal killer, and dominate person to isolate key threats.
  • Close Combat: Leverages Dreadblade while hovering above terrain to strike casters or backlines.
  • Sustain: Uses vampiric touch mid-fight to restore health and stay aggressive.
  • Psychological Warfare: Relies on toll the dead, illusions, and intimidation outside combat to unnerve foes.

Optional Legendary Actions

Legendary Actions (3/Turn)
It can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn.

  • Wings of Shadow. The Aasimar moves up to 30 feet without provoking opportunity attacks.
  • Hellish Glare. One creature within 30 feet must succeed on a DC 16 Wisdom saving throw or be frightened until the end of its next turn.
  • Siphon Light (Costs 2 Actions). The Aasimar targets one frightened creature it can see within 60 feet. The target takes 14 (4d6) necrotic damage, and the Aasimar regains hit points equal to the damage dealt.

Lore Hook

Aasimar 7
Create

Where once divine light coursed through their soul, now only embers remain—twisted and cold. Some Fallen Aasimar were betrayed by their gods, others sought power in defiance of fate. Whether villain, martyr, or reluctant soldier, the Dreadblade brings judgment laced with cruelty—and wears their fall like a crown.

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