Angry kiri
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Angry kiri
A Few Aasimar
Hey, I made some fucking aasimar! I’m going to make some fucking PDFs for them! And I will put them on this fucking website! Why am I swearing so much? Because I’m in a big time rush! Why am I in a big time rush? Because I’m leaving for Japan soon which is fucking awesome but I need to get some more shit queued up while I’m gone!
~
Cupid
When lesser angels or celestials and deities of the love domain copulate with mortals, their descendants may be cupid aasimar. Naturally smaller and stubbier - and often huskier or pudgier - laymen assume that cupid aasimar are actually halfling aasimar. You can tell a cupid by the rosy tint to their cheeks; and their tiny, permanent, not-quite-vestigial wings.
Ability Score Increase. Your Dexterity score increases by 1.
Lil' Wings. Unlike, say, an aarakocra's wings, a cupid's wings don’t take up much extra space. With wings unfurled, you still only count as a medium creature, fitting into a 5 by 5 space. However, they do require modified armor, which comes at a bit of an extra cost.
Flight. You have a flying speed of 20 feet. You can’t fly if you are wearing armor you aren’t proficient in, armor not tailored to accommodate your wings, or a backpack not specially tailored to your wings.
When you take damage while flying, make a Constitution save with a DC equal to 10 or half the damage taken, whichever is higher. If you fail the saving throw, you fall to the ground.
Naturally Stubby. You have a walking speed of 25 feet.
Love Arrow. All cupids have the ability to fiddle with the powerful and mysterious forces of affection, through non-harmful spectral "arrows." They wield these "love arrows" with supernatural - even impossible - accuracy.
No real bow is needed to fire a love arrow. However, the cupid must mime the firing of a bow and arrow, or a crossbow. You can produce one Love Arrow every long rest. Using a Love Arrow requires an action.
Choose any humanoid you can see. As an action, you can force your target to make a Charisma saving throw. The save is equal to 8 + your proficiency bonus + your Charisma modifier.
On a success, the target only feels a peculiar tingle and a small rush of pleasant emotion. The target may be quick to pass this off as a mood swing. On a failure, the target is smitten. With who? That's up to you! The Love Arrow's effect behaves like charm person, with one key difference: you choose the object of the target's "paramour," or object of devotion. It can literally be an object. The chosen paramour can be any singular thing; they don't even need to exist.
When the Love Arrow wears off, the target realizes they weren't acting themselves, though they aren’t entirely sure why. However, on reflection, these emotions felt genuine. The target may decide if they want to continue being in love with their paramour.
You gain a second use of the Love Arrow at level 3, and a third use at level 5.
Natural Archer. All cupids have proficiency in shortbows, longbows, and all crossbows.
Earthmother
Often confused for a strange genasi variant, earthmother aasimar are the descendants of celestials and deities who patronize elemental earth, mountains, mining, caverns, etc. Most earthmothers are found sprinkled among dwarven and gnomish communities, whose pantheons contain more of these "grounded" entities.
Ability Score Increase. Your Constitution score increases by 1.
The Designs of Gaia. In addition to the extra languages of the base aasimar, you can also speak Terran.
This also grants you the Stonecunning feature. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Naturally Hardy. You have a base AC equal to 11 + your Constitution modifier.
Hardened Soul. Starting at 3rd level, you can use your action to unleash the divine energy within yourself, transforming your body into the hardest of stone.
Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you gain +4 AC, a Natural Weapons (Slam) attack, immunity to disease, and resistance to poison damage. You also don’t need to breathe for this minute.
The base damage for your Slam attack starts at an extra d6 of bludgeoning damage. This die increases to a d8 at level 6; a d10 at level 11; and a d12 at level 16. This extra bludgeoning damage counts as magical.
Once you use this trait, you can't use it again until you finish a long rest.
Shepherd
When a psychopomp - celestials tasked with guiding souls from the material to their respective afterlife - copulates with mortals, that bloodline may produce a shepherd aasimar. Though they retain the unnatural beauty of their aasimar kin, shepherd aasimar develop features similar to creatures of omen - such as ravens, black cats, bats, toads, etc.
Ability Score Increase. Your Intelligence score increases by 1.
Intimate with Death. Add your proficiency bonus to death saving throws. This benefit doesn’t apply to critical failures or critical successes.
Twilight Legacy. This feature replaces the base aasimar’s Celestial Legacy. You know the cantrip toll the dead. Once you reach 3rd level, you can cast the spell protection from evil and good once with this trait, and you regain the ability to do so when you finish a long rest. Once you reach 5th level, you can cast the darkness spell once, and you regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
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