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HomeTabletop RPGDungeons & DragonsA complete DnD Aasimar species guide

A complete DnD Aasimar species guide

The DnD Aasimar are mortals imbued with divine energy from the Upper Planes. With heavenly wings, celestial resistance, healing hands, and an inner light, they are well suited to the life of an adventurer across the Dungeons and Dragons multiverse. This guide explains the key rules for the Aasimar species, including the DnD 2024 Aasimar rules as well as the 2014 fifth edition version.

While they used to be one of the more obscure DnD races, the Aasimar are now a core species option in the new rulebooks. Below you’ll find an explanation of the Aasimar’s abilities, as well as which DnD classes and DnD backgrounds they pair well with.

DnD 2024 Aasimar in a white robe using Healing Hands

Aasimar 5e

The most recent (and most complete) rules for the Aasimar 5e come from Mordenkainen Presents: Monsters of the Multiverse. Like all ‘fantastical’ species (i.e. those not found in the 2014 Player’s Handbook), the Aasimar can choose to increase two ability scores (+2 and +1) or three DnD stats (+1 for each).

Languages Common plus one of your choice
Creature type Humanoid
Size Medium or small
Speed 30 feet
Abilities Celestial Resistance, Darkvision, Healing Hands, Light Bearer, Celestial Revelation

Celestial Resistance 5e

Aasimar are naturally resistant to two DnD damage types, necrotic and radiant.

Darkvision 5e

As with many species, Aasimar can see in 60 feet of dim light as if it were bright light and darkness as if it were dim light. In the 2014 rules, Darkvision allows you to see only in grayscale.

Healing Hands 5e

You can spend an action and touch a creature to heal their hit points. The healing you give equals a number of d4s equal to your proficiency bonus, which you roll. This can be done once per DnD long rest.

Light Bearer 5e

Aasimar automatically know the Light DnD cantrip, and they use Charisma as its spellcasting ability.

DnD 2024 Aasimar manifesting Heavenly Wings

Celestial Revelation 5e

At level three, choose one of the following options for your Aasimar. You can activate that ability as a bonus action, and it lasts for one minute or until you end it as a bonus action. This can only be done once before you need a long rest.

Necrotic Shroud 5e

Your eyes become darkness and you sprout spectral, flightless wings. Creatures other than your allies who are within 10 feet that you can see must pass a Charisma save or become frightened until the end of your next turn. The DC is eight plus your proficiency bonus and Charisma modifier.

While Necrotic Shroud is active, you can deal extra necrotic damage to a target you damage with an attack or spell. The damage equals your proficiency bonus, and you can only do this once on each of your turns.

Radiant Consumption 5e

You shed bright light in a 10-foot radius and dim light for an extra 10 feet. At the end of each of your turns, creatures within 10 feet of you take radiant damage equal to your proficiency bonus. Once on each of your turns while Radiant Consumption is active, you can deal extra radiant damage equal to your proficiency bonus when you damage a creature with an attack or spell.

Radiant Soul 5e

You grow spectral wings that give you a flying speed equal to your walking speed. Once on each of your turns while Radiant Soul is active, you can deal extra radiant damage equal to your proficiency bonus when you damage a creature with an attack or spell.

DnD 2024 Aasimar Warlock summoning a black orb of terror

DnD 2024 Aasimar

If you’re familiar with the Monsters of the Multiverse Aasimar, the 2024 version has all the same features as its predecessor with a couple of minor tweaks. Crucially, this species no longer decides your DnD languages or ability score increases. Instead, your stat boosts are determined by your DnD 2024 background (see our guide for more info). Languages are chosen separately.

Creature type Humanoid
Size Medium or Small
Speed 30 feet
Features Celestial Resistance, Darkvision, Healing Hands, Light Bearer, Celestial Revelation

Aasimar still have 60 feet of Darkvision and resistance to both necrotic and radiant damage, reflecting their celestial heritage. They also still know the Light cantrip and must use Charisma as its spellcasting ability.

Healing Hands 2024

Once per long rest, Aasimar can take a Magic action to heal another creature with their Healing Hands. They roll a number of d4 equal to their proficiency bonus and grant a creature that they touch that many HP.

Celestial Revelation 2024

Once they reach level three, Aasimar can manifest some of their divine heritage in a Celestial Revelation. This is a bonus action that allows them to transform into one of three different forms, once per long rest. They’ll remain in their altered state for one minute (or until they switch back of their own choice).

An Aasimar can manifest one of these three divine forms each time they transform:

  • Heavenly Wings sprout from the Aasimar’s back, granting them a fly speed equal to their regular speed.
  • Inner Radiance burns from the Aasimar’s eyes and mouth. This blazing light illuminates a 10-foot radius around them brightly, and dimly out to 20 feet, and at the end of each of their turns all creatures within 10 feet of the Aasimar take their Proficiency bonus as radiant damage.
  • Necrotic Shroud gives the Aasimar the terrifying aspect of a fallen angel. Creatures other than the Aasimar’s allies within 10 feet must pass a Charisma saving throw vs DC 8 + the Aasimar’s Charisma modifier and proficiency bonus, or become frightened until the end of the Aasimar’s next turn.

While Transformed, the Aasimar can deal additional damage equal to their proficiency bonus to a single target that they hit with an attack or spell, once each turn. If they’ve gained Heavenly Wings or Inner Radiance, this will be radiant damage: for a Necrotic Shroud, this is necrotic damage.

Wizards of the Coast art of DnD Aasimar gardening

DnD Aasimar: best classes

Given how similar these two versions of the Aasimar are, we’d recommend the same classes for both. And honestly, we’d recommend most of them. The ability to fly offers mobility that almost any class can take advantage of. Plus, damage resistances and an extra healing option are always welcome.

Their inherent healing powers synergize well with the Cleric; their ability to fly from just level three is great for a ranged DPS character like the Ranger or Warlock; and their Inner Radiance or Necrotic Shroud auras are both great for front liner bruisers like the Paladin or Fighter.

If you want to learn our thoughts on the new edition of Dungeons and Dragons, make sure you check out Wargamer’s DnD 2024 Player’s Handbook review, based on weeks with the new rulebook and a playtest campaign involving the whole team! We can also tell you exactly how the DnD 2024 feats have changed.

Source: Wargamer

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