Ancestry: Aasimar
Base features
Creature Type. Humanoid
Size. Medium (about 6-9 feet tall)
Speed. 30 feet
Lifespan. 110 years on average
Aasimar Ancestry Traits
Light Bearer. You know the light cantrip.
Low-light Vision. You can see in dim light is if it was bright light.
Healing Hands. As an action, you can touch a creature and roll a number of d4s equal to your proficiency bonus. The target creature regains a number of hit points equal to the total rolled. Once you use this trait, you can’t use it again until you finish a long rest.
Celestial Resistance. You have resistance to necrotic or radiant damage (your choice).
Aasimar Heritage features
Choose one heritage feature:
Angelic. Once between short or long rests, you can use a bonus action to have wings sprout from your back temporarily. For one minute, you have a flying speed equal to your walking speed and the first damage roll you make on each of your turns deals additional radiant damage equal to your proficiency bonus. At 5th level, you also learn the divine favour spell and you can cast it once between long rests without expending a spell slot.
Ardling. You learn the enhance ability spell and you can cast this spell once between long rests with this feature without spending a spell slot. At 5th level, you gain one of the following additional benefits (chosen when you gain this ability):
Winged Ardling. Once between short or long rests, you can sprout wings for 1 minute when you begin to move. For the duration, you have a fly speed equal to your speed.
Graceful Ardling. Once between short or long rests, you can double your speed when you move until the end of your turn. Only your walking speed benefits from this speed increase.
Bulky Ardling. Immediately after you hit a creature that is one size larger than you or smaller with a melee attack, you can use a bonus action to attempt to shove that target. Unless the target succeeds on a Strength saving throw, you push it up to 10 feet away from you and knock it prone. You can use this ability once between short or long rests.
Aquatic Ardling. You gain the ability to breathe air and water and you gain a swim speed equal to your speed.
Fallen. You know the unnerving gaze cantrip. As a bonus action, you can channel dark energy. When you channel this dark energy your eyes briefly become pools of darkness, and ghostly, flightless wings sprout from your back for 1 minute. Creatures other than your allies within 15 feet of you that can see you must succeed on a Charisma saving throw or become frightened of you until the end of your next turn. For the duration of this effect, you can cast the unnerving gaze cantrip as a bonus action on each of your turns. You can use this ability once between long rests.
Seraph. You know the produce flame cantrip and when you cast this cantrip you can have it deal fire damage (as normal) or radiant damage. Beginning at 5th level, you can have creatures of your choice in the area of the light make a Constitution saving throw when you cast produce flame. On a failed saving throw, creatures take fire or radiant damage (as appropriate to that casting of the cantrip) equal to a number of d6 times your proficiency bonus. You can use this ability once between long rests.
you learn the sun flare spell and can cast it once between long rests without expending a spell slot. Beginning at 9th level, you can also grant yourself a fly speed when you cast the produce flame cantrip forming the flames into wings of radiant flames. For the duration of the spell, you gain a flying speed equal to your walking speed. You can use this ability a number of times between long rests equal to you proficiency bonus.