Dnd 5E Radiant Soul

I experienced her, wreathed in wings of pure light, her eyes blazing with the fury of the gods. The bone devils quit in their tracks, shielding their encounters. Her blade, now a brand of light, swept when, twice, three times. The devils’ heads hit the ground, one after another. And for this reason we learned that an aasimar traveled in our ragtag band also.

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–Geldon Parl, Of the Tyrrany kind of of Dragons

Aasimar bear within their souls the light of the heavens. They are descended from people via a touch of the power of Mount Celestia, the magnificent realm of many lawful great divine beings. Aasimar are born to serve as champions of the gods, their births hailed as blessed events. They are a civilization of otherworldly viseras, with luminous features that reveal their celestial heritage.

Celestial Champions

Aasimar are put in the people to serve as guardians of regulation and good. Their patrons intend them to strike at evil, lead by example, and further the reason of justice.

From an early age, an aasimar receives visions and guidance from celestial entities via dreams. These dreams help form an aasimar, approving a sense of destiny and a desire for righteousness.

Each aasimar have the right to count a details celestial agent of the gods as a guide. This entity is typically a deva, an angel who acts as a messenger to the mortal people.

Hidden Wanderers

While aasimar are strident foes of evil, they frequently favor to save a low profile. An aasimar inevitably draws the attention of evil cultists, fiends, and other enemies of excellent, every one of whom would certainly be eager to strike dvery own a celestial champion if they had the chance.

When traveling, aasimar choose hoods, closed helms, and also various other equipment that enables them to conceal their identities. They nevertheless have no compunction about striking openly at evil. The secrecy they desire is never worth endangering the innocent.

Aasimar Guides

An aasimar, other than for one who has turned to evil, has actually a connect to an angelic being. That being—usually a deva—gives guidance to the aasimar, though this connection features just in desires. Thus, the guidance is not a direct command also or a straightforward spoken word. Instead, the aasimar receives visions, prophecies, and feelings.

The angelic being is far from omniscient. Its guidance is based upon its knowledge of the tenets of law and excellent, and it can have actually insight right into combating particularly powerful evils that it knows around.

As component of fleshing out an aasimar character, take into consideration the nature of that character’s angelic overview. The Angelic Guide tables offer names and natures that you have the right to usage to flesh out your character’s overview.

Keep in mind to the DM: Playing an Angelic Guide

As DM, you take on the duty of an aasimar’s angelic guide and also decide what sort of advice or omens to send in desires.

The deva, or various other celestial being, is your possibility to add distinct roleplaying avenues to the game. Remember, a deva stays in a realm of absolute regulation and also excellent. The deva could not understand the compromises and also hard options that mortals should grapple through in the people. To the deva, an aasimar is a prized student who should live approximately high, periodically inversatile requirements.

Angelic Guide

d6 Name
1 Tadriel
2 Myllandra
3 Seraphina
4 Galladia
5 Mykiel
6 Valandras
d6 Nature
1 Bookish and also lecturing
2 Compassionate and hopeful
3 Practical and lighthearted
4 Fierce and also vengeful
5 Stern and also judgmental
6 Kind and also parental

Conflicted Souls

In spite of its celestial origin, an aasimar is mortal and possesses cost-free will certainly. Most aasimar follow their ordained path, but some flourish to view their abilities as a curse. These disimpacted aasimar are typically content to rotate away from the human being, but a few come to be agents of evil. In their minds, their expocertain to celestial powers ainstalled to bit more than brainwashing.

Evil aasimar make deadly foes. The radiant power they as soon as commanded becomes corrupted right into a horrid, draining magic. And their angelic guides abandon them.

Even aasimar wholly dedicated to excellent periodically feel torn between two civilizations. The angels that guide them view the people from a far-off perch. An aasimar who wishes to soptimal and assist a town recuperate from a drought might be told by an angelic overview to push forward on a greater quest. To a distant angel, conserving a few commoners can pale in comparison to defeating a cult of Orcus. An aasimar’s overview is wise yet not infallible.

Aasimar Names

Most aasimar are born from humale paleas, and they use the very same naming conventions as their native society.


Your aasimar character has actually the complying with racial traits.

Ability Score Increase. Your Charisma score boosts by 2.

Period. Aasimar mature at the very same price as people, but they can live as much as 160 years.

Alignment. Imbued through celestial power, the majority of aasimar are excellent. Outactors aasimar are the majority of frequently neutral or even evil.

Size. Aasimar have actually the same range of elevation and weight as people. Your dimension is Medium.

Speed. You have a base walking rate is 30 feet.

Darkvision. Blessed with a radiant spirit, your vision can conveniently reduced via darkness. You have the right to view in dim light within 60 feet of you as if it were bbest 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 actually resistance to necrotic damages and also radiant damages.

Healing Hands.

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As an action, you have the right to touch a creature and also reason it to regain a number of hit points equal to your level. Once you use this trait, you can’t use it aget till you finish a long remainder.

Light Bearer. You know the light canpilgrimage. Charisma is your spellspreading capability for it.


Light

Evocation Cantrip Casting Time: 1 action Range: Touch Components: V, M (a firefly or phosphorescent moss) Duration: 1 hour

You touch one object that is no bigger than 10 feet in any kind of dimension. Until the spell ends, the object sheds bappropriate light in a 20-foot radius and dim light for a secondary 20 feet. The light have the right to be colored as you favor. Completely spanning the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.

If you taracquire an object hosted or worn by a hostile creature, that creature should succeed on a Dexterity conserving throw to prevent the spell.


Languperiods. You can speak, review, and also write Typical and Celestial.

Subrace. Three subraces of aasimar exist: protector aasimar, scourge aasimar, and fallen aasimar. Choose among them for your character.


Protector aasimar are charged by the powers of good to guard the weak, to strike at evil wherever it arises, and also to stand vigilant versus the darkness. From a young age, a protector aasimar receives advice and directives that urge to stand also versus evil.


Ability Score Increase. Your Wisdom score boosts by 1.

Radiant Soul. Starting at third level, you can use your activity to unleash the magnificent energy within yourself, resulting in your eyes to glimmer and two luminous, incorpogenuine wings to sprout from your ago.Your transdevelopment lasts for 1 minute or until you end it as a bonus activity. During it, you have a flying rate of 30 feet, and also once on each of your turns, you have the right to deal additional radiant damages to one target as soon as you deal damages to it through an assault or a spell. The added radiant damages amounts to your level.

Once you use this trait, you can’t use it aobtain until you end up a long rest.


Scourge aasimar are imbued via a divine power that blazes vigorously within them. It feeds a powerful desire to damage evil—a desire that is, at its best, unflinching and also, at its worst, all-consuming. Many scourge aasimar wear masks to block out the people and also emphasis on containing this power, unmasking themselves only in battle.


Ability Score Increase. Your Constitution score increases by 1.

Radiant Consumption. Starting at third level, you can usage your action to unleash the magnificent power within yourself, causing a searing light to radiate from you, pour out of your eyes and also mouth, and also thrconsumed to char you.

Your transformation lasts for 1 minute or until you finish it as a bonus action. Throughout it, you burned bappropriate light in a 10-foot radius and also dim light for a second 10 feet, and at the finish of each of your turns, you and each creature within 10 feet of you take radiant damage equal to fifty percent your level (rounded up). In addition, once on each of your transforms, you can deal extra radiant damage to one taracquire as soon as you deal damage to it via an assault or a spell. The added radiant damage equates to your level.

Once you usage this trait, you can’t use it aacquire till you complete a lengthy remainder.


An aasimar who was touched by dark powers as a youth or who turns to evil in early adulthood deserve to end up being one of the fallen—a group of aasimar whose inner light has actually been reinserted by shadow.

Falling from Grace or Rising to It

With your DM’s consent out, you have the right to readjust your character’s subrace to fallen aasimar if your protector/scourge aasimar turns to evil. To perform so, relocation your subrace benefits, consisting of the capacity score rise, via those of a fallen aasimar.

Similarly, if your fallen aasimar turns to great, your DM could enable you to become a protector or scourge aasimar.


Ability Score Increase. Your Strength score increases by 1.

Necrotic Shroud. Starting at 3rd level, you can use your activity to unleash the magnificent energy within yourself, resulting in your eyes to turn into pools of darkness and also two skeletal, ghostly, flightmuch less wings to sprout from your earlier. The instant you transdevelop, other creatures within 10 feet of you that deserve to view you must each succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or end up being frightened of you till the end of your next rotate.

Your transformation lasts for 1 minute or until you end it as a bonus action. During it, when on each of your transforms, you can deal extra necrotic damage to one taracquire when you deal damage to it via an assault or a spell. The added necrotic damage equals your level.

Once you usage this trait, you can’t use it again till you end up a lengthy remainder.