A Tout’s Look at the Extraplanar (Part 2): Aasimar Expanded

Archon by MiguelRegodon

Aye?  You’re back now, ‘uh?  Well, you got the jink and I got the know how!  So you wanna know more about the planetouched, eh clueless?  Sorry, since you show a genuine interest in the locals, that makes you much better than most primer berks.  Now, what’s a good topic for this time…  Ah, the opposite to us Tieflings, the Aasimar!

To the average bubber, you see the brightest and best of goodness and whatever.  A whole race of goodie goodies raised on the blood of absolute good!  That’s how it works, right?  WRONG!  Any cutter with enough wits in the old thinkin’ box knows this is never the case.  It’s like saying my blood makes me just like the sickly things down below.  Nah, plenty of Aasimar are miserable and glum, they are!  All that pressure of that goodness stereotype might just make one crack like a cockatrice egg!  Of course, some who already went rotten might exploit all the dark on their Radiant Holiness to their benefit.  Plenty of jink to be made on suckers, right?  *Ahem*  Anyway, here’s what you need to know!

Author’s Note: If I do Tieflings, I have to do this too, right!?  So, let’s dive right in, shall we?  Also, pardon the lateness.  I’ll post something good over the weekend, hopefully!


Variant Aasimar –

Lots of the angel blooded weirdos flock to Sigil.  Some are glowing like lanterns, others are full of staring eyes.  Like the Tieflings, there’s lots of potential for some very odd folk.  None the less, just because they have Upper Planes blood doesn’t mean it’s fair to push ’em around, like with any cager.  Plus, it’s never safe to assume any of these berks are more lucky than the average wandering berk.  I’ve seen a good number bumbling in the hive even!

Unless specified, this uses the Aasimar from the Dungeon Master’s Guide (P. 286) as a basis for modification.

  • Aasimon-Blood – Born of the angels, and the namesake of the Aasimar, these beings tend to sport divine outlines of wings alongside powerful glowing eyes.  Imposing folk, good folk ain’t always nice.  Some are pretty hot headed too, and I don’t just mean the ones who hang out in the debate hall.
    • Utilize the stats found in Volo’s Guide to Monsters, preferably not the Scourge sub-race.
  • Muse Touched – Those who have bits of Eladrin in them carry the voices of freedom… or well, what tends to be the best of freedom.  You know, like the Indeps… except the Eladrin are less of a faction, errr… non-faction.  Anyway, the essence of Arborea flows through them, even granting them the divine songs that the Eladrin hold so dearly!
    • Gain +1 Charisma instead
    • Gain resistance to Lightning or Fire instead of Celestial Resistance.
    • At-Will: Message. 3rd Level – Invisibility (self only), replaces Celestial Legacy.
    • Tough Bloodline: Born of more battle-heavy stock, such as the Bralani and the Ghaele, these hardened Aasimar are emboldened by virtues of liberty and revolution.  Though, only a few have answered the call.
      • +2 Constitution, Gain an extra HP equal to 1/2 your level (minimum 1),
      • Warlord’s Song – At 5th Level, you may inspire your friends in the name of liberating battle.  You may use an action to target another creature within 60ft.  They may use a Reaction to take an Action of their choice.  This enchantment wears off after 1 minute.  You cannot use this ability again until completing a long rest.  (Replaces Celestial Legacy.)
    • Noble Bloodline: Those who are touched by more noble eladrin are more driven by diplomatic pursuits and are less likely to rush into conflict, but just as readied to help their friends.  Firre and Tulani are common progenitors of these muse touched.
      • +1 Charisma, +1 Intelligence
      • Invigorating Song – At 5th Level, you use an action to infuse an ally with the warmth of life through song.  One ally within 60ft. receives 2d8 + Charisma modifier hit points.  You cannot use this ability again until completing a long rest.  (Replaces Celestial Legacy.)
    • Wandering Bloodline: Like their ancestors, exploring the magnificence of the world and aiding the downtrodden is more inspiring than politics.  The Noviere and Coure are the sources of this power.
      • +2 Dexterity
      • Energizing Song – At 5th Level, you can use an action to bolster allies with adrenaline.  The target may use a bonus action after receiving the song to either double their speed when they take their Movement or gain advantage on a skill check using a Physical stat (Strength, Dexterity, Constitution).  This effect lasts for 1 minute or until used.  You cannot use this ability again until completing a long rest.  (Replaces Celestial Legacy.)
  • Wild OneThose who enjoy the company of Guardinals and Animal Lords might find a distant descendant with some fuzzy ears or the like.  Makes me wonder if the flipside happens very often with ol’ Shemmy.  That’s no one you should concern yourself with!  Anyway, powers typically bestowed are a fusion of natural might and celestial boons.
    • You gain a +1 Dexterity instead.
    • Gain Resistance to Lightning or Radiant damage instead of Celestial Resistance.
    • Gain proficiency in Nature checks.
  • Choose a Bloodline:
    • Wild Spy: Whether having the twitchy nature of a weasel or the briskness of a squirrel, these aasimar have the blood of a Guardinal that uses its powers to root out evil and spy on the sinister.
      • +1 Dexterity, +1 Wisdom
      • Proficient in either Acrobatics or Stealth
      • Once per long rest, you may use one of the following: Misty Step, Invisibility (Self Only).  Upon reaching level 3, you may use both once per long rest each.  (Replaces Celestial Legacy.)
    • Wild Hunter: Less talk, more fight!  That’s how they usually go about things.  They got the blood of something truly fierce!  They fight for good and all, but they have that same rage as their ancestors, berk.  Don’t awaken it, you might have your throat ripped wide open!  If it isn’t a descendant of a fierce Guardinal warrior, it’s likely the likes of a Hound Archon or something similar.
      • +2 Strength
      • Gain an unarmed attack dealing 1d4 damage.  Choose whether it deals bludgeoning/piercing or slashing as the damage type.  With the DM’s permission, you may select two damage types.
      • Upon reaching 3rd level, once per long rest, you can use a bonus action to imbue your unarmed attack granted by this sub-race with a radiant boon, dealing an extra 1d4 radiant damage with each successful attack.  This lasts until the end of your next turn.
      • 5th Level – Locate Animals and Plants, 1/Day; Charisma is casting stat (Replaces Celestial Legacy.)
    • Wild Guardian: Other guardinals are more concerned with the preservation of goodness and life itself.  Those who have followed in their presence have a tendency towards the same… or at least kinda looking like the ursinals, avorals and then some.
      • +2 Wisdom
      • At-Will: Druidcraft, 3rd Level – Animal Friendship 1/Day, 5th Level – Plant Growth 1/Day; use Wisdom as casting stat. (Replaces Celestial Legacy.)
  • Archon-Enlightened – If you thought those Aasimon blooded types were something fierce, you’ve seen nothing, clueless!  Those of the Archon are usually raised on rigid methodology and a desire for truth.  If you don’t watch your tongue, berk, you might lose it!
    • Gain +2 Charisma, +1 Strength instead.
    • Gain Lightning or Radiant resistance instead of Celestial Resistance.
    • Gain proficiency in Religion checks.
    • At-Will: Guidance, 5th Level – Zone of Truth
    • Chastise the Guilty: Upon succeeding an Insight check versus a Deception check, succeeding in an intimidation check or the like; you may use your reaction to cause the target to be frightened for upwards to 1 minute while within 60 ft. of you.  At the DM’s discretion, this ability can be expanded to other checks.  You cannot use this ability again until completing a long rest.  (Replaces Celestial Legacy.)
  • Deva Child – A paragon for order and good, or so say them!  Out of the other aasimar, it’s hard to deny these ones are chock full of something of the upper planes.  They practically leak radiance from their face.  And since they’re about as stiff as their archon blooded cousins, don’t expect many to be too lenient.  Of course, exceptions exist.  I’ve met more than a few!
    • Gain +2 Wisdom, +1 Charisma instead.
    • Gain resistance to Radiant instead.
    • Holy Hands: You may use an action to heal a creature within 5 feet of you for 2d8 hit points once per long rest.  Upon reaching 3rd level, you may also cast Lesser Restoration once per long rest.
    • Smiting Critical: When you score a critical hit against a foe, you may add an additional 2d8 radiant damage once per long rest. (Replaces Celestial Legacy.)


Alternate Feat: Celestial Fortitude

Prerequisite: Aasimar race

  • You gain a +1 bonus to Constitution
  • You gain the other resistance granted to your sub-race.  If another is not available, you gain access to one of the following: fire, lightning, necrotic, radiant
  • You may gain advantage for saves against the Charmed, Exhaustion or Frightened conditions.




IMAGE CREDIT: Archon – Miguel Regodon

Planescape is property of TSR Inc./Wizards of the Coast.  Created by Doctor Necrotic, for Doctor Necrotic Media.  All rights and copyrights belong to respective owners.


Author: Doctor Necrotic

Hobbyist, amateur writer/screenwriter, wannabe-philosopher, music fan, history lover, cinemaphile, gamer, reviewer, and more. I'm a 30 year old hodgepodge of jobs and interests. My current projects on WordPress creating a wide variety of content for various tabletop roleplaying games, even showcasing published content here as well. When I have the time, I also create editorials and reviews spanning various bits of popular culture. I hope you take a moment to check my content out and maybe tell me what you think.

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