Traps in D&D 5E Reviewing the 5th Edition Dungeons and Dragons Dungeon Masters Guide Nerdarchy is breaking the DMG for 5th edition dungeons and dragons wide open. We are are crawling through it section by section and dissecting all the information a dungeon master would need to run a game of the worlds most popular tabletop role-playing game. Aasimar returned to 5e in the DMG as the sample race for showcasing the 'build a race' rules. They're basically Tieflings flipped to a more Celestial aspect, complete with sharing the same +1 Mental Stat (Wisdom, for Aasimar) +2 Charisma bonus, Darkvision, Damage Resistance (Necrotic + Radiant) and spell-like abilities at level 1 (Lights), 3 (Lesser Restoration) and 5 (Daylight) format. Aasimar 5e Dmg 3 Mac Cocktail Cleaner For Snow Leopard Mac. Here is an updated list of the reviews as they come in for the D&D 5th Edition Dungeon Master’s Guide. Winged Aasimar (5e Subrace). Aasimar Subrace. The Sword Coast Adventurer's Guide introduced the tiefling variant with wings (p.118). If there are infernal offspring with wings, then there are also celestial offspring with more permanent wings. This subrace replaces the Dungeon Master's Guide's aasimar, page 286. Ability Score Increase.
Aasimar bear within their souls the light of the heavens. They are descended from humans with a touch of the power of Mount Celestia, the divine realm of many lawful good deities. Aasimar are born to serve as champions of the gods, their births hailed as blessed events. They are a people of otherworldly visages, with luminous features that reveal their celestial heritage.
An aasimar, except for one who has turned to evil, has a link to an angelic being. That being – usually a deva – provides guidance to the aasimar, though this connection functions only in dreams. As such, the guidance is not a direct command or a simple spoken word. Instead, the aasimar receives visions, prophecies, and feelings.
Source: Volo's Guide to Monsters
- Ability Score Increase. Your Charisma score increases by 2.
- Age. Aasimar mature at the same rate as humans, but they can live up to 160 years.
- Alignment. Imbued with celestial power, most aasimar are good. Outcast aasimar are most often neutral or even evil.
- 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.
- Celestial Resistance. You have resistance to necrotic damage and radiant damage.
- Healing Hands. As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.
- Light Bearer. You know the Light cantrip. Charisma is your spellcasting ability for it.
- Languages. You can speak, read, and write Common and Celestial.
Protector Aasimar
- Ability Score Increase. Your Wisdom score increases by 1.
- Radiant Soul. Starting at 3rd level, you can use your 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 level.
- Once you use this trait, you can't use it again until you finish a long rest.
Scourge Aasimar
- Ability Score Increase. Your Constitution score increases by 1.
5e Aasimar Monster
- Radiant Consumption. Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing a searing light to radiate from you, pour out of your eyes and mouth, and threaten to char you.
- Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, you and each creature within 10 feet of you take radiant damage equal to half your level (rounded up). In addition, 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 level.
- Once you use this trait, you can't use it again until you finish a long rest.
Fallen Aasimar
Protector Aasimar 5e
- Ability Score Increase. Your Strength score increases by 1.
Dmg Aasimar 5e System Reference
- Necrotic Shroud. Starting at 3rd level, you can use your 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 (DC 8 + your proficiency bonus + your Charisma modifier) or 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 level.
- Once you use this trait, you can't use it again until you finish a long rest.