Forgotten Realms: Birthright
Aasimars are humans with a significant amount of celestial or other good outsider blood in their ancestry. While not always benevolent, aasimars are more inclined toward acts of kindness rather than evil, and they gravitate toward faiths or organizations associated with celestials. Aasimar heritage can lie dormant for generations, only to appear suddenly in the child of two apparently human parents. Most societies interpret aasimar births as good omens, though it must be acknowledged that some aasimars take advantage of the reputation of their kind, brutally subverting the expectations of others with acts of terrifying cruelty or abject venality.
Aasimars cannot truly be said to have an independent society of their own. As an offshoot of humanity, they adopt the societal norms around them, though most find themselves drawn to those elements of society that work for the redress of injustice and the assuagement of suffering. This sometimes puts them on the wrong side of the law in more tyrannical societies, but aasimars can be careful and cunning when necessary, able to put on a dissembling guise to divert the attention of oppressors elsewhere.
Aasimars are most common and most comfortable in human communities. This is especially true of those whose lineage is more distant and who bear only faint marks of their heavenly ancestry. It is unclear why the touch of the celestial is felt so much more strongly in humanity than other races, though it may be that humanity’s inherent adaptability and affinity for change is responsible for the evolution of aasimars as a distinct race. Perhaps the endemic racial traits of other races are too deeply bred, too strongly present, and too resistant to change. Whatever dalliances other races may have had with the denizens of the upper planes, the progeny of such couplings are vanishingly rare and have never bred true.
When you create an Aasimar, you can choose one of two options. You can either take a predetermined set of abilities and physical traits, or you may roll them randomly on the table below.
All Aasimar have the following traits regardless of the method chosen:
- Ability Adjustments: +1 Strength, +1 Wisdom, -2 Constitution
- Movement: 12
- Infravision: Aasimar can see varying degrees of heat in the darkness to a distance of 60’.
- Celestial Resistance: Aasimar suffer only half damage from heat and cold-based attacks, and they gain a +2 bonus to all saving throws vs. charm, fear, emotion, or domination effects.
- Magic Resistance; Aasimar have an innate 10% resistance to magic.
Aasimar skin is usually fair, although many exhibit tanned or golden tones. Their hair can vary in colour as those of humans, and is always lustrous and full.
Their eyes are always the brightest colours, and appear to emit the softest luminescence whatever the shade.
Roll on the ‘Aasimar Abilities’ table 5 times and use those results in place of the predetermined traits listed above. It should be noted that all those abilities appear on the table too, so it is possible to end up with the same result.
Roll on the ‘Aasimar Appearance’ table 1d4+1 times to determine your character’s physical appearance.
Regions: Aasimar are most commonly found in Amn, Tethyr, and Mulhorand, they can however choose any human region.
Racial Spells: Aasimar can pick one spell from the following list when starting play: Charm Person, Light, Protection from Evil, and Disarm.