Angelborn

The Aasimar are a celestial race, born from the union of angels and humans, embodying the divine grace and radiant power of their angelic ancestors. With ethereal beauty and an inherent connection to the celestial realms, Aasimar often serve as beacons of hope and righteousness in the mortal world. Their celestial heritage grants them otherworldly abilities and an innate sense of duty to combat evil and uphold justice.

Physically, Aasimar are marked by their striking, often luminous features—glowing eyes, radiant halos, or skin that shimmers with a faint, otherworldly light. Their celestial ancestry manifests in various ways, from healing powers to the ability to channel divine energy. Despite their divine origins, Aasimar live among mortals, striving to balance their heavenly calling with the complexities of human existence. They are champions of the light, ever vigilant against the encroaching darkness, and serve as a reminder of the celestial realms’ enduring influence on the mortal plane.

Ancestry Traits

HIT POINTS: +4

ABILITY BOOSTS: INS | ZEN | PRE

Fallen Angelborn

If you choose to play an Angelborn and go down a darker path, you can choose to be a Fallen Angelborn. This can happen at character creation from evil acts done in your backstory, or this can happen mid-campaign after a large change in your character.

You gain the following Ancestry Trait:

(0) Fallen: You can now spend your Ancestry Points on Fiendborn Traits.

DM Note: You are not considered to be a Fiendborn, you just gain access to its Traits. You can only have one “0 Point” Ancestry Trait when creating your character, so if you want to start the game with this feature you must swap it out with Divine Glow.

Default Traits

(1) Celestial Clarity: You have ADV on Saves against being Blinded or Deafened.

(2) Radiant Aura: Your aura can resist the pull of darkness. Anyone standing within your aura gains Umbral Resistance (2). You cannot take this trait and Umbral Weakness.

(2) Healing Touch: Once per Combat, you can spend 1 AP to touch a creature and heal it. Make a DC 10 Spell Check.

Success: You can restore up to 4 HP. Success (each 5): +1 HP.

Failure: You only restore 1 HP.

(0) Divine Glow: You can spend 1 AP and emit Bright Light in a 5 square radius around you.

Expanded Traits

(1) Radiant Resistance: You have Resistance (5) to Radiant damage.

(1) Mana Increase: Your MP maximum increases by 1.

(1) Angelic Lore: You were raised with a celestial relative, or you've devoted yourself to researching the secrets of the celestial realms. You start as Novice in Diplomacy and Religion.

(2) Empyreal Blessing: You can call forth a benediction upon your allies, whether you pray to a deity of the celestial realms or just find the power within yourself. You can cast bless once per day as a 1st-level sacred divine innate spell.

(2) Blinding Light: Once per Combat, you can spend 1 AP to choose a creature within 3 Spaces and make a Spell Check contested by its Res Save DC.

Success: The target is Blinded until the beginning of your next turn.

(1) Celestial Crusader: You follow your destiny to war against the powers of ultimate evil. You gain a +1 insight bonus on attack rolls and to PD against evil outsiders and a +1 racial die on Academics (planes) to identify evil outsiders; you may use this skill untrained for this purpose.

(1) Incorruptible Soul: Your soul is imbued with the strength of the heavens. You gain a +1 Sacred bonus to resist any effect that specifically targets or includes your soul as a target. You may roll an Intuition check when such a thing happens, even if it is not normally allowed or benefits from concealment.

(2) Glide Speed: You have a set of wings that you can use to horizontally glide and slow your descent. Provided you aren't Incapacitated you gain the following benefits while in the air:

  • Controlled Falling: You suffer no damage from Controlled Falling.

  • Altitude Drop: If you end your turn midair, you Controlled Fall 4 Spaces.

  • Glide Speed: You can use your movement to glide horizontally.

(-1) Pacifist: Your divine call is to put others before yourself and resist doing harm. You gain the Pacifist Initiative Card (it cannot be purged):

You suffer a -1 penalty to all Checks & Saves made when drawn.

(-1) Umbral Weakness: You have Umbral Vulnerability (2).You cannot take this trait and Radiant Aura.