I'm excited about these variants, since Aasimar variants get cool powers!
1. Ethereal Aasimar
2. You usually have a Solar in their ancestry.
3. Your Intelligence score increases by 1.
4. Immaterial Shift: Starting at 3rd level, you can use your action to partially fade from the material plane. While the rest of your body becomes less visible, your eyes glow with an unsettling fire.
Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you can pass through occupied spaces, gain resistance to bludgeoning, piercing, and slashing from nonmagical attacks, 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.
5. These aasimar are often reluctant to engage socially and can be seen as introverts. They are charged with the powers of good to observe the world and report, rather than having a dramatic impact upon it. They are guided and counseled to observe, contemplate, and understand.
2. Devious Aasimar are usually influenced by a trickster god or angelic being where they got their nature from. Unlike most Aasimar who have a strong sense of good or evil, these walk a more neutral line generally using their blessings to trick people into getting a job done instead of charging in themselves.
3. Your Dexterity Score Increases by 1
4. Sparkling Sentinel: Starting at 3rd level, you can use an action to create an aura of bright sparkling lights that encompasses you and all you are wearing.
Anyone in a 10 ft radius that can see you must make a Wisdom Saving throw(DC 8+half your character level). On failing a save the targets become confused and must roll to see what target it tries to hit on it's next turn, whether that be ally or enemy. Targets can remake the save at the end of each of it's turns. The Aura lasts 1 minute, but once a creature saves from it, it cannot be effected by the aura again for another hour. Once you use this trait, you can't use it again until you finish a long rest.
5. These Aasimar, while liking to see things get done, rarely like doing them on their own. They will use their charm to talk people into helping them out and will do as little work as they can manage. While they like playing pranks and messing with people, they do hold a sense of loyalty to those that they are close with and will not do anything to deliberately harm them.
This subrace is inspired by the section on elves in Mordenkainen's Tome of Foes because I liked the depth that they went into to provide insight into the divine heritage and evolution of the elven races. Personally I wasn't such a fan of the focus on gods, but Corellon at least was endlessly fascinating as an embodiment of the freedom of chaos and transformation.
2. What outsider lineage results in your variant?
Corellion Aasimar are often mistaken for elves. While they share a common ancestor, they are as much related to elves as dragonborn are related to dragons. The ancestors of elves were demi-gods who reneged on their deal to betray Corellon for Lolth, not smited down for their betrayal but rather banished to the material plane, fractured and split into many subraces. Corellion Aasimar, in contrast, are distant descendants of the god Corellon, gifted with rudimentary shapeshifting powers granted by the power of their chaos god.
3. What Ability score is most emphasized in this variant (increases by 1)?
4. What divine power does the variant gain at level 3 (usually an action that provides some extra damage and utility for 1 minute usable once per long rest)?
The aasimar invokes the shapeshifting powers of Corellon, changing their physical appearance or taking on the form of an animal.
5. Anything else you might want to add.
Yeah, I'll write out the whole subrace so it looks a bit more professional:
Ability Score Increase. Your Wisdom score increases by 1.
Corellon's Freedom. Starting at 3rd level, you can use your action to undergo a divine transformation. You can transform into any beast of a CR up to one third of your level, rounded down. The transformation lasts for up to one minute, can include a flying or swimming speed, and otherwise uses the rules for the druid's Wild Shape.
Alternatively, you can use this trait to mimic the effects of disguise self or alter self, lasting for the duration of the spell, or you can use it to change your gender (without changing your statistics), lasting until you use this trait to change it again.
Once you have used this trait, you must finish a long rest before you can use it again.
Post by ThePlayerlessDM on Sept 27, 2018 21:39:06 GMT
1. What is the variant called (protector, scourge, and fallen aasimar, for example)? Aasimar Paragon. 2. What outsider lineage results in your variant? Celestial Paragons 3. What Ability score is most emphasized in this variant (increases by 1)? Strength increases by 1. 4. What divine power does the variant gain at level 3 (usually an action that provides some extra damage and utility for 1 minute usable once per long rest)? At level 3 the Paragon can channel its ancestry and increase the AC of those within 30 feet of them by +1 for 5 rounds. They can do this once per long rest. 5. Anything else you might want to add. Aasimar Paragons are the descendants of Celestial Paragons, a race of Celestials that are natural leaders and the antithesis of Archfiends. The might of their heritage grants them the ability to protect those around them with divine shields.
Hmmm, I'm not really sure I understand this one. What is a celestial paragon? Some explanation of what distinguishes a celestial paragon from other divine entities wouldn't be remiss.
Why does it gain such a massive bonus to Strength? The standard for aasimar subraces is +1, so it must have a pretty weak ability.
Aaaaand the ability is pretty strong too. I'm not sure how it relates to the strength bonus as it's just a buff that prevents the aasimar from getting hit as often.
And I'm not really sure how the flavour of being a leader relates to a huge strength bonus (wouldn't it be charisma, taking point from the Inspiring Leader feat?) or to avoiding getting hit.
I can understand how surrounding yourself with allies matches with the flavour, but shouldn't a leader make their underlings stronger, not the other way around?
I guess I don't really see how it all fits together ... maybe +1 to Charisma and it gives off an aura that protects its followers from harm (+1 AC to allies within 30 feet). This would encourage people to stick around close for those sweet buffs and encourage a leadership style of positioning and play. Like hell I'd let that demon hurt the guy who's shielding me with divine energy. I'd defend that guy vigorously.
In my world, unicorns play a unique role and have a few distinct differences from the creatures found in the Monster Manual. First and foremost, unicorns are immortal and can live indefinitely. A unicorn is also able to assume human form much like metallic dragons so they can walk among mortals unseen.
Their divinity is concentrated in their sacred horn and, once removed, the unicorn begins to age at the same rate as an elf. Unicorn horns are highly coveted for several significant reasons, but once removed (either freely given or stolen) the unicorn is bound to a mortal form. They generally assume the appearance of a human, half-elf, or elf.
Due to the various reasons why they may assume mortal form, unicorns may occasionally sire a child with a mortal. Their child, as well as their descendants, will become a rare sub-race of aasimar.
1. What is the variant called? Purity Aasimar.
2. What outsider lineage results in your variant? Unicorn ancestry.
3. What Ability score is most emphasized in this variant (increases by 1)? +1 to Dexterity
4. What divine power does the variant gain at level 3? Pure Soul (Usable once per long rest.) Starting at 3rd level, you can unleash the purity that lays dormant in your blood. As a bonus action, light pours from your eyes and an aurora of light extends out from you in a 5-foot radius for 1 minute. While this is active, all allies that start their turn within the aura or move into the aura on their turn gain immunity to the charmed, poisoned, and paralyzed condition and resistance to poison damage while this is active. The aura cleanses all food and water within range as if by a Purify Food and Water spell. Allies within the shimmering aura additionally gain a +2 to their AC for the duration.
5. Anything else you might want to add: Purity aasimars are often regarded with caution by celestials, and hunted by fiends. The reason for this is that a unicorn’s horn is one of the few weapons in existence that can kill/permanently destroy both celestials and fiends alike, regardless of whether or not they are on their home plane.
Fiends often direct their dark cults to hunt down these rare aasimar in an attempt to gain leverage over their unicorn ancestors, or to attempt macabre rituals and experiments in the hopes that the secret of the unicorn’s power lay somewhere within the aasimar’s blood.
If you're level 3 in a party of four, that's up to 90 points of healing a day. It only increases from there. If you're level 8 in a party of six, that's 400 max healing. Even if you only get 200 out of that you're basically substituting an entire life cleric for one ability. I think the healing might be a bit excessive so maybe it should give temporary hit points instead?
Temporary hit points could further reinforce the idea that the aasimars are channeling the purity of a unicorn but they themselves are not "pure" (and hence the attempts to extract their blood are even more foolhardy and unfair than they already are, enhancing the drama).
One thing that this doesn't fully overcome is that this ability is something you do outside of combat, rather than activating it in a clutch situation and going nova, like other subrace abilities. The best way to encourage it in clutch situations is a huge burst of healing rather than a steady stream, but then that doesn't quite match the minute-long sustained effect of other abilities, either. Hmmm ...
Anyway the flavour of the subrace is really cool, and the idea for the ability is good and just needs a nerf.
Post by DM Onesie Knight on Oct 4, 2018 20:21:55 GMT
1. Vagabond Aasimar
2. Any of the mysterious outsiders wandering the Astral plane
3. Increased dexterity--a Vagabond Aasimar has an ingrained feel for travelling in a directionless void, and as such has remarkable spatial awareness capable of effortlessly changing perspective. Many are accomplished divers and swimmers for this reason
4. Unbound by Reality: As astral beings, any solidly defined plane of existence has a tenuous hold on a Vagabond Aasimar. Once per long rest, she may partially escape the hold the current reality has on her. Her eyes become milky white, her edges and features blur, and she even becomes ever so slightly translucent. For one minute, the Vagabond levitates as she would in the astral, gaining a fly speed of 30ft. During this time, her attacks have the Ghost Touch property (able to strike incorporeal targets) and ignore any nonmagical armor and shield bonuses.
5. Vagabond Aasimar are often drifters and wanderers. They find it difficult to become attached, because they themselves are not fully attached in a physical sense. Many are daydreamers and casual philosophers. They are prone to having incredibly vivid dreams which they remember as clearly as waking life. On rare occasions, they even unwittingly astrally project during sleep.
Historically, not all angelic beings were somber . Some were straight up vibrant. This aasimar is loosely inspired by the Aztec eagle warriors.
1. What is the variant called? Vibrant Aasimar.
These aasimar are relatively short compared to other kinds of aasimar. Their features are strong and fierce with a wirey frame. They are quick to laugh at a joke and to fight those that slight them.
2. What outsider lineage results in your variant? Couatl. The feathered guardian serpents are often instructed to perform a specific task or guard a specific thing. When a coatl gets to the end of their life (they are mortal apparently) they often find another coatl to breed with to bestow their responsibilities to their descendants. When there isn’t another couatl nearby they have had to resort to using their shapechanging abilities to breed with humans to create offspring to inherit their responsibilities.
These offspring are vibrant aasimar.
3. What Ability score is most emphasized in this variant?
Dexterity +1 The coatl is a very quick and limber being. These inherited traits greatly benefit the vibrant as they nimbly sprint through the jungle’s underbrush.
4. What divine power does the variant gain at level 3?
Vibrant Plumage. Starting at 3rd level, you can use your action to unleash the divine energy within yourself, vibrant incorporeal feathers spout from your head like a headdress, and your body is tattooed with celestial script.
Your transformation lasts for 1 minute or until you end it as a bonus action. During it, your base movement is increased by 30 feet, and you can use the Dash or Disengage action as a bonus action. Once you use this trait, you can't use it again until you finish a long rest.
5. Anything else you might want to add.
The celestial script tattoo is the divine charge that was given to their coatl ancestor. That charge is ingrained in the bloodline. Most of the vibrant view their ancestral task as a great honor, but there are many who flee the responsibilities of the divine edict.
I like the ability a lot! One huge disadvantage of the standard aasimar at higher levels is that they have to spend their whole bloody turn transforming. The opportunity cost of doing that for like 1d4 extra damage the next turn can be pretty high when you've got fireballs and smites and sneak attacks and whatnot. So I like that your vibrancy ability gives you a bonus action that you can use immediately, and its increase to speed is a flat bonus that applies immediately. That's a great way of counteracting these disadvantages.
If you need that speed boost, you probably won't have to choose between it and your regular attacks.
1. What is the variant called (protector, scourge, and fallen aasimar, for example)? Starchild, a.k.a. shining aasimar.
2. What outsider lineage results in your variant? Eyes of Craotos.
Those lights in the sky, what do you think they are? Are they suns like ours, lighting their own worlds? Are they the spirits or our ancestors? Are they trapped fire flies? Spell jammer ships?
Whatever you think, you are probably right. Those are all up there, those and much more.
Some of the lights up there are Eyes of Craotos, celestial servants of Craotos and Zamulogo; watching, recording, reporting, and guiding.
3. What Ability score is most emphasized in this variant (increases by 1)?
Starchildren do not have an angelic guide, nor do they gain a secondary ability modifier, instead are guided by their dreams and they have:
Prophetic dreams: When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.
Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls. (Same as divination wizard: portent)
4. What divine power does the variant gain at level 3 (usually an action that provides some extra damage and utility for 1 minute usable once per long rest)? Stars envoy- cast time 2 rounds (see below), duration 1 min, 1/L rest. (High utility and damage offset by becoming stationary and exhaustion)
The starchild starts glowing (light) as they levitate up to 20 ft into the air (levitate. Move speed drops to 0, but may have their position altered by pulling or pushing). All creatures within 20 ft (range of bright light) must make a cha saving throw, upon an unsuccessful save their outline glows brightly (faerie fire).
Beginning next round (2nd rnd) glittering light (like when dust floats in front of a light, but that dust is silver glitter) emits from their eyes for 40 feet and a 5 ft radius, all creatures within range are engulfed in ghostly flames causing searing pain and make a con save, on failed throw take 2d10 radiant damage … (see moonbeam). This beam follows their gaze. While channeling the starchild may only speak celestial.
At the end of 1 minute the starchild slowly floats to the ground, falls prone, and receives 1 level of exhaustion.
Dying light: if a starchild reaches 0 hp while channeling stars envoy they may make a con saving throw, if successful they may continue to channel the ability for the remainder duration while all death saves will be made at disadvantage. If death results (even if channeling completes before final death saves are made) their body and all equipment will have been consumed by light and are effectively destroyed, leaving nothing but a quickly fading mist where they once floated/lay. They cannot be revived by any means other than divine.
5. Anything else you might want to add. always ...
A starchild can “see” Eyes of Craotos in the sky even during the day.
DMN 23: pantheon builder: Samuel Wise-Craotos
When you sleep under the open stars, vulnerable and afraid; you may have dreams of comforting beings resting by your side. Inexperienced in mortal minds, these good beings may get wrapped in feelings foreign to their mind. In the dark of night with mingling thoughts a child may be bred. Should the bearer be of mortal or of light, 10 months later you will find a child by your side. The lineage now made of light and men forever intertwined. The eyes do sing and brightly shine when beneath them a starchild will reside.
The woods would be very quiet if only those birds sang there that sang best. Henry van Dyke The tables would be very empty if only those DM's spoke there who spoke best.