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An aasimar is a creature in the Dungeons & Dragons fantasy role-playing game. Aasimar are "planetouched"; that is, they are mortal creatures that have in their blood some otherworldly characteristics. Aasimar are descended from devas, angels and other creatures of pure good alignment; although their celestial ancestor may be many generations removed, their presence still lingers. Aasimar are predisposed to Good alignments, but they are by no means always good.

The noble scions of the Upper Planes, aasimar are mortals that bear remnants of celestial blood in their veins. Much like their celestial ancestors, aasimar tend to be kind, honourable, and proud. They normally live among humans, often becoming heroes and leaders of their communities as they continuously strive to bring justice and prosperity to their mortal kin.

Planetouched are considered native outsiders.

Personality: Most aasimar possess an air of confidence and charm that sets good folk at ease and causes evil folk to grit their teeth. Loyal, courageous, and often honest till it hurts, it’s easy to see their celestial heritage, which they take great pride in. Aasimar feel deep down that they have a duty to lead and protect, to fight for justice, and to crush evil at every turn. This passion causes them to make many close friends, as well as many bitter enemies. While they respect the rights of others to choose their own ways of life, very few aasimar could sit idly by if they saw something morally questionable. Some people might view them as overbearing or fanatical, but such folk are those who probably shouldn’t be left to their own devices.

Physical Description: While nearly all aasimar can arguably pass for humans or half-elves, they all possess features of their noble heritage that give them away. Their flawless skin and radiant hair is typically the first sign that there’s something different about them. Some posses more distinctive features such as vibrant metallic eyes, a tiny unicorn horn growing from their forehead, or even a birthmark shaped like a holy symbol. Aasimar rarely have much interest in fanciful clothing or other materialistic things, and tend to dress in the normal style of whatever community they were raised in. They carry themselves with a strong yet gentle demeanour, which adds to their ability to standout in a crowd.

Relations: Aasimar are usually more interested in what kind of life you live than your race, but they don’t fail to acquire prejudices. They tend to disdain tieflings on principle along with anyone who they consider tainted with evil. Their natural charisma allows them to gain the attention of most creatures, while their compassion, honesty, and reliability earns them long-lasting friendship with most well-intending cutters. Folk know that aasimar are clean and honest folk, so they’re trusted and respected more than most planetouched. Because of their interest in the welfare of others, aasimar often rise to positions of leadership and prestige in their communities such as religious leaders, advisors, or constables.

Alignment: Inherently pure and good, nearly all aasimar side with their celestial ancestors in alignment. For whatever reason there is also a predisposition towards lawfulness, though a few will do just about anything to serve the greater good, even if it means breaking a few rules and probably a few bone-boxes. However, though most fight against evil wherever it gains power, some aasimar have been known to fall into treachery and darkness, gaining the enmity and fear of those they once protected.

The evil-alignment-derived counterparts to aasimar are called tieflings.

Aasimar Lands: Having no communities of their own, nor desiring any, aasimar often keep a case in Sigil and in human towns on the Upper Planes. Individual aasimar can be found just about anywhere, though, fighting injustice and spreading good whether they are welcome or not.

In the Forgotten Realms campaign setting aasimar are most common in the eastern lands of Unther and Mulhorand, where they are the descendants of the good deities who walked among the mortals there.

Language: Aasimar speak common, the language of the place they reside and many learn to speak Celestial.

Names: Aasimar are often given human names by their parents, though a few take on celestial names to further identify themselves later in life.

Adventurers: Few aasimar can, or want to, deny their righteous heritage, and therefore many feel it is their duty to sponsor integrity, honesty, and kindness through all the realms of existence. Many, after seeing how much evil there is to be overthrown, take the road of adventuring as the path to do the most good. Others believe that the best way to win against evil is to maintain an exemplary life within their own home communities and protect them from corruption. In either case, the aasimar are normally trying to live up to their celestial ancestors, who are more than likely still alive and keeping an eye on their descendents.

Role-playing an Aasimar: Within you is the blood of celestials. You are the embodiment of courage, honour, compassion, and sincerity. As a champion of good, you are charged with defending your weaker kin, just as you are entitled to their respect. It is your responsibility to be ever watchful for evil and to strike it down at every opportunity. Vice and wickedness are your enemies, as are those who would spread it. Justice and peace are their own rewards as you travel the planes undoing the wrongs of others and avenging unjust deaths. Though fame and power are tools to spread the word of good, you must be careful not to allow yourself to fall to arrogance and greed, or risk becoming what you hate most.

Types of Celestial Beings

Aasimar are often descended from a multitude of good-aligned, celestial beings, and usually inherit some of their innate powers. In Amia, Aasimar gain the following abilities:

  • Abilities: WIS +2, CHA +2
  • Skills: Listen +2, Spot +2
  • Feat: Darkvision
  • Spell-like Ability: Light
  • Resistances: Cold 5, Electricity 5, Fire 5
  • Automatic Languages: Common, home region.
  • Bonus Languages: Any (except secret languages, such as Druidic).
  • Plane of Origin: Any (Often one of the Upper Planes).
  • Favoured Class: Paladin.

Racial type changes to Outsider

A few of the types of beings an Aasimar may be descended from are noted below:


In the Dungeons & Dragons fantasy role-playing game, angels are a type of celestial of any good alignment and hail from the any of the Upper Planes. Angels are also known as aasimon.

Angels can be of any good alignment, and can live any of the Upper Planes instead of being limited to just one.

Angels are all extraplanar outsiders and share a number of magical powers:

  • They possess Darkvision, the ability to see in the dark.
  • They are immune to acid, cold and petrification.
  • They are resistant to electricity, fire, and poison.
  • They have a protective field that wards them against evil creatures and effects.
  • They can speak with any creature that has a language.

Types of Angels

  • Agathion - Warrior angels sometimes sent on missions to the Material Plane.
  • Deva, Astral - Patrons of planar travelers and powerful creatures undertaking good causes.
  • Deva, Monadic - Stoic watchers of the Ethereal Plane and the Elemental Planes.
  • Deva, Movanic - Celestial infantry serving the Positive Energy Plane, the Negative Energy Plane, and the Material Plane.
  • Deva, Stellar, Emprix - An Emprix looks like most starkin, though slightly more attractive (if possible) and radiating dignity and power.
  • Deva, Stellar, Starkin - Luminescent humanlike celestials that can shift to a bright, twinkling point of light like a star in the night sky.
  • Light - Misty rainbows of light that serve high-level worshipers of good deities and provide good beings aid on quests.
  • Planetar - Mightly generals of celestial armies that also help powerful mortals on missions of good, particularly those that involve battles with fiends.
  • Solar - The greatest of the angels, usually close attendants to a deity or champions of some cosmically beneficent task.

Angel d20 SRD entry


Archons are lawful good and found on the plane of Mount Celestia. These creatures are sent by higher powers striving for good to aid in battle against the forces of evil.

Archons are all extraplanar outsiders.

Archons share a number of magical powers:

  • They possess Darkvision, the ability to see in the dark.
  • They are immune to electricity and petrification.
  • They are resistant to poison.
  • They can teleport at will.
  • They can speak with any creature that has a language.
  • They have righteous aura that menaces nearby enemies and reduces some of their abilities.
  • They have a protective field that wards them against evil creatures and effects.

Types of Archons

  • Hammer Archon - Hammer archons strive to root evil out of its hiding places within the earth.
  • Hound Archon - Canine-headed defenders of the innocent and the helpless against evil.
  • Lantern Archon - Floating balls of light that give what assistance they can.
  • Owl Archon - Airborne scouts, messengers, spies, infantry, and protecters of lesser celestial creatures.
  • Sword Archon - Enforcers of the heavenly laws, its forearms can transform into holy flaming longswords.
  • Throne Archon - Commanders of the cities of Celestia and the judges of the Heavens, occasionally tasking themselves with meting out justice to the particularly vile or corrupt.
  • Trumpet Archon - Celestial messengers and heralds with considerable martial skills.
  • Warden Archon - Guardians of the gates of the Seven Heavens, and observers of the affairs of the Material Plane.
  • Word Archon - Using the power of truenames, they ensure such words inspire the good-hearted everywhere.


Eladrins are a type of celestial of chaotic good alignment and hail from the plane of Arborea.

Eladrins are all extraplanar outsiders that share a number of magical powers:

  • They possess Darkvision, the ability to see in the dark.
  • They are immune to electricity and petrification.
  • They are resistant to cold and fire.
  • They can speak with any creature that has a language.

Types of Eladrins

  • Coure - Spritelike eladrins that serve more powerful beings as messengers and scouts.
  • Bralani - Wild and feral eladrins that can assume the shape of a whirlwind or zephyr of dust, snow, or sand.
  • Firre - Red-haired elven eladrins that protect works of art and the artists who create them.
  • Ghaele - Knights-errant of the celestials who quietly muster resistance and offer guidance to any of good heart.
  • Noviere - an aquatic eladrin that dwells on Ossa, the second layer of Arborea.
  • Shiere - serve and protect Arborea as the noble knights of the eladrin.
  • Shiradi - Shiradis battle for freedom across the planes, helping the oppressed, deceived, and less fortunate.
  • Tulani - The ancient faerie lords of the eladrin, who roam seeking peace, beauty, and solitude.


Guardinals are a type of celestial from the Dungeons & Dragons role playing game. These creatures are sent by higher powers striving for good to aid in battle against the forces of evil. Guardinals live on the Outer Plane of Elysium.

Guardinals are all extraplanar outsiders.

As such, guardinals share a number of magical powers:

  • They possess Darkvision, the ability to see in the dark.
  • They are immune to electricity energy and petrification effects.
  • They are resistant to cold and sonic energy.
  • They are resistant to poison.
  • They can speak with any animal.
  • They can 'lay on hands' to provide healing like a paladin.

Types of Guardinals

  • Avoral - Winged guardinal with unmatched visual acuity.
  • Cervidal - Satyrlike guardinals that form the bulk of any guardinal army.
  • Equinal - Horselike guardinal; strong, boisterous, and generally good-natured champions of good.
  • Leonal - Lion-headed guardinal with martial prowess.
  • Lupinal - Half-human, half-wolf guardinals constantly on the prowl for evil intrusions.
  • Musteval - Ferretlike guardinal that serve greater celestials as spies, and messengers to humanoid heroes.
  • Ursinal - Bearlike guardinal; the scholars and philsophers, advisors to the leonals and record-keepers of Elysium.

Celestial Paragons

In the Dungeons & Dragons fantasy role-playing game, celestial paragons are powerful unique outsiders of the Upper Planes. They are to the celestials as the Lords of the Nine Hells are to the devils and the demon lords are to demons.

Currently, three groups of celestial paragons are known to exist:

  • The Celestial Hebdomad, rulers of the archons.
  • The Court of Stars, leaders of the eladrins.
  • Talisid and the Five Companions, paragons of the guardinals.

The Celestial Hebdomad

The celestial paragons of the archons are collectively known as The Celestial Hebdomad (and sometimes "tome archons"). The members include:

  • Barachiel, the Messenger - Ruler of Lunia, the bottom layer of Celestia, also known as the Silver Heaven.
  • Domiel, the Mercy-Bringer - Ruler of the Golden Heaven of Mercuria, the second layer of Celestia.
  • Erathaol, the Seer - Ruler of Venya, the Pearly Heaven, the third layer of Celestia.
  • Pistis Sophia, the Ascetic - Ruler of Solania, the Crystal Heaven, the fourth layer of Celestia.
  • Raziel, the Crusader - Ruler of Mertion, the Platinum Heaven, the fifth layer of Celestia.
  • Sealtiel, the Defender - Ruler of Jovar, the Glittering Heaven, the sixth layer of Celestia.
  • Zaphkiel, the Watcher - Ruler of the Illuminated Heaven of Chronias, the seventh layer of Celestia.

The Court of Stars

The celestial paragons of the eladrins are collectively known as The Court of Stars. The members include:

  • Faerinaal, the Queen's Consort - Oversees the defense of the Court of Stars and liberates eladrins captured by evil forces.
  • Gwynharwyf, the Whirling Fury - Queen Morwel's loyal champion and a barbarian of unparalleled ferocity.
  • Morwel, Queen of Stars - The ruler of the eladrins and the Court of Stars.

Former Members:

  • Ascodel - This former Royal Consort was tricked into a pact with the demoness Pale Night, condemning a generation of young eladrins to be eternally bound to the Abyssal layer of Androlynne. Ascodel died fighting to defend these children on Androlynne.

Talisid and the Five Companions

The celestial paragons of the guardanals are collectively known as Talisid and the Five Companions. The members include:

  • Bharrai, the Great Bear - The matriarch of the ursinals, resides on Eronia, the second layer of Elysium.
  • Kharash, the Stalker - The paragon of lupinals.
  • Manath, the Horned Duke - The duke of the cervidals.
  • Sathia, the Sky Duchess - The voice of the avorals, and patron and muse for painters and sculptors.
  • Talisid, the Celestial Lion - The most powerful of leonals. Spends most of his time on Amoria, the topmost layer of Elysium.
  • Vhara, Duchess of the Fields - The duchess of the equinals, resides on Amoria.

Former Members:

  • Duke Rhanok

Faerûnian Aasimar

Regions: Mulhorand, Unther, Chessenta.

The aasimar bear the legacy of a celestial being or even a deity in their ancestry, and have incredible potential to do good in the world. At the same time, their heritage marks them as different and often leads to persecution, ridicule, or exile from superstitious or backward communities. It is not unknown for an aasimar to give in to bitterness in the face of adversity and turn to evil.

Aasimar are the descendants of humans and some good outsider, such as a true celestial, a celestial creature, couatl, lillend, or even a servant or avatar of a good deity. (Some of these creatures must use magic to assume a form that is compatible with a human mate, of course.) While elves, dwarves, gnomes, and halflings with good outsider ancestry are reputed to exist, those crossbreeds are not true aasimar.

Aasimar look human except for one distinguishing feature related to their unusual ancestor. Some examples of these features (and the ancestors that cause them) are:

golden eyes

silver hair

emerald skin (planetar)

feathers at the shoulder (astral deva, avoral celestial, planetar, solar, trumpet archon)

feathers in hair (avoral celestial)

pearly opalescent eyes (ghaele celestial)

powerful ringing voice (lillend, trumpet archon)

brilliant topaz eyes (solar)

silvery or golden skin (solar)

iridescent scales in small patches (couatl or lillend)

Aasimar understand that they are special, even if they do not understand their true heritage. Many aasimar from a latent bloodline don't even know what creature engendered the line in the first place. Two aasimar from the same bloodline often have the same distinguishing feature. Aasimar have the same life expectancy and age categories as a human.


Most aasimar in Faerûn are derived from the deities of Mulhorand. When the mortal incarnations of the Mulhorandi pantheon defeated the Imaskari, they settled and took mortals as lovers and spouses. The half-celestial offspring of these unions became nobles of that country, and dilution of the divine essence through marriages to pureblooded humans created aasimar. Many of these aasimar left the country in search of a destiny not tied to their grandparents, and so the lands around Mulhorand have more aasimar than any other area.


Most aasimar are wary of their human neighbors. Even those raised by parents who understand their heritage cannot escape the stares of other children and adults, for humans fear that which is different. Aasimar usually experience a great deal of prejudice, which is all the more painful to the good-inclined aasimar who truly wants to help others survive in a hostile world. Aasimar are often seen as aloof, when in many cases this is a protective measure born of years of misunderstandings. Aasimar often look upon true celestials and other good outsiders with a mixed envy and respect. The lucky ones receive occasional guidance and advice from their celestial ancestor, and these aasimar are more likely to exemplify the stereotypical celestial virtues.

Because an aasimar's favored class is paladin, a majority of them follow that path, at least for a time. The philosophy of the paladin class resonates in the aasimars' hearts, and they are innately suited for a career championing law and good. Some aasimar, particularly those descended from a nonlawful outsider, instead become clerics, since they are naturally wiser and more charismatic than most humans. Even aasimar who don't become divine spellcasters gravitate toward divine-related classes such as the divine champion, for the call of the light is very strong.

Not all aasimar live up to their potential. An aasimar blackguard or sorcerer of evil is a terrible opponent, and deities such as Shar and Set love to corrupt an aasimar, turning her into a bitter, angry creature nursing old grudges from unjust persecution.

Aasimar Characters

Because they feel the pull of deific power so keenly, aasimar are often clerics or paladins. Some aasimar bring their otherworldly sensibilities to the art of music, becoming accomplished bards. Rarer still are aasimar who fall in love with Faerûn's deep wilderness, becoming druids and rangers.

Favored Class: Paladin. Aasimars' very blood compels them to seek out and oppose evil wherever it may lurk.

Prestige Classes: Divine champions, divine disciples, and hierophants are the most common prestige classes for aasimar.

Aasimar Society

Aasimar rarely have siblings who are other aasimar, for the heredity of the supernatural is a chancy thing. Because of this, few aasimar get to know another of their kind. On the rare times they encounter another aasimar, there is a sort of unspoken understanding between them, and an aasimar is likely to take another aasimar's side in an argument, regardless of other affiliations, just for a taste of kinship.

Aasimar, being more rare than even half-elves, have no true society of their own. Few have the opportunity to meet other aasimar or celestial beings, so they attempt to blend into the culture of their parents. If they had such a thing, aasimar would have a lawful good or neutral good society, focusing on charitable works, helping the needy, and campaigning to eradicate evil. In a few rare places, aasimar can find true acceptance and search for news of other aasimar born in other lands, hoping to make arrangements to have the child brought to the sanctuary and raised in an environment where he or she is cherished, not considered strange.

Language and Literacy

Aasimar have no cultural language, although those that realize their heritage usually learn Celestial. An aasimar usually learns the language of her parents and may pick up other languages appropriate to her region.

All aasimar are literate, except for barbarians.

Aasimar Magic and Lore

Aasimar have no spells unique to their race, but favor divine spells that enhance their innate powers or allow them to blast evil. Some are lucky enough to learn secret magic from a true celestial, and guard that knowledge carefully to show that the celestial's faith in them is not unfounded.

Aasimar Magic Items

Aasimar have no particular racial magic items, but some find ways to acquire weapons common to true celestials, such as magic greatswords (used by ghaeles, archons, planetars, and solars) or maces of disruption (used by astral devas).

Aasimar Deities

Aasimar have no common racial deity but often worship whatever deity their supernatural ancestor serves (or that being itself, if the ancestor is a deity). Because most aasimar in Faerûn are descended from Mulhorandi powers, a large number of them serve those gods. An aasimar born outside the Old Empires, or whose travels have taken her far from those lands, might take a like-minded patron appropriate to her new country.

Because several Mulhorandi deities are portrayed with animal heads or have strong ties to certain animals, aasimar descended from these deities or their supernatural agents often have an affinity for that sort of animal, and sometimes have a faint resemblance to a creature of that type.

Anhur: This deity is favored by aasimar that want to make aggressive war on evil across the land. They are also the sort likely to lead rebellions against oppressive governments. Because of Anhur’s alignment, he cannot have paladins, but it is common for his aasimar worshipers to eventually become divine champions. Anhurite aasimar favor lions and horses.

Bast: One of the lustier Mulhorandi deities, Bast (known as Sharess elsewhere in Faerûn) is considered the ancestor of several proud and wise aasimar lines. Unfortunately, they are also the lines most likely to be tempted by sensation and darker interest, causing them to fall from grace. Upright worshippers of Bast favor her older, more martial aspect as Anhur’s lieutenant and an eternal opponent to evil tyrants such as Set, and crusade against the followers of Bane in places far from Mulhorand. Bastite aasimar favor cats, leopards, and lions.

Hathor: This gentle deity sometimes blesses infertile couples with a child that grows up to manifest aasimar traits. Such infants have a normal childhood compared to other aasimar but usually suffer the same treatment by their peers once their heritage begins to show. Hathoran aasimar are protectors and nurturers, although they are not above destroying threats to innocents. They favor longhorned cows and bison.

Helm: While it is almost unheard of for an aasimar to be descended from a supernatural minion of Helm, many aasimar in western Faerûn take to worshipping Helm, seeing a quiet dignity in his ideals of dedicated guardianship. It also allows them time to brood over their isolation.

Horus-Re: This stern deity attracts like-minded aasimar as followers. Agents of vengeance and punishment of evil, aasimar that worship Horus-Re tend to be intolerant and straightforward. Those that learn of their ancestry usually carry a secret pride that they are descended from the leader of a pantheon. They particularly loathe traitors and undead. Horus-Rethan aasimar favor hawks and lions.

Ilmater: While this deity is not responsible for any aasimar bloodlines, his dogma of suffering attracts many aasimar that persevered terrible abuse when they were younger. Aasimar of this faith shoulder terrible burdens to spare others, and many venerate Saint Schend, an aasimar martyr who was slain defending a temple hospital and library against an attack by a covey of Loviatan clerics.

Isis: This goddess created a legacy of powerful half-celestial wizards in Mulhorand, and the planetouched descendants of these wizards often are often sorcerers or wizards rather than paladins. Aasimar of her bloodline are teachers and scholars, and are fond of creating magic items. Those that are paladins frequently use spells to aid their battle prowess, rather than utilitarian or after-the-fact healing magic. They favor hawks and donkeys.

Lathander: Infused with the vigor of life and youth, Lathander and his servants are responsible for most of the non-Mulhorandi aasimar in Faerûn. Aasimar that follow him are inspirational leaders, unafraid to champion difficult causes with holy fervor. Those of his bloodline tend to have golden skin.

Nephthys: The Mulhorandi goddess of wealth is better known among aasimar for her role as guardian of the dead. Aasimar of her lineage act as protectors, destroyers of those that loot the tombs of worshipers of good deities, and eternal foes of the Red Wizards of Thay. They tend to be hot-tempered and not above collecting wealth to show their status and that of their faith. Her alignment means she cannot have paladins but her aasimar often become divine champions or divine seekers. They favor cobras, crocodiles, and hawks.

Osiris: This just god is the protector of the dead and a nature deity. His aasimar usually become clerics or rangers instead of paladins, and work to destroy undead and those that create them, as well as the minions of Set or similar evil reptilian deities. Aasimar of his bloodline are noted for their shining black eyes. They favor bears and hawks.

Selûne: This goddess is served by female planetars known as the Shards. As many of the Shards are clerics of Selûne granted celestial power, they sometimes return to their mortal lovers and engender half-celestial children, and so a distinct Selûnite aasimar bloodline is known in lands where her worship is common. Aasimar descended from the Shards tend to have blue hair or silver skin, and they often battle the forces of Shar and other deities that sow evil under the dark of night.

Sune: The divine servants of Sune are said to be the most beautiful celestials, and they are as lusty as their fire-haired goddess. From these unions are born half-celestials, and their children are often aasimar with metallic red hair. Only Lathander’s aasimar are more common in western Faerûn. Because Sune can have paladins, these god-touched grandchildren have been known to assume important positions of leadership in her temple based on their unearthly beauty alone.

Torm: The god of paladins is the most popular deity for aasimar in western Faerûn. In addition to his appealing philosophy, many aasimar see Torm’s journey from mortal to deity as a parallel to their own quest to understand and accept their own supernatural heritage. Aasimar paladins of Torm are said to hold the greatest fury for the reborn Bane.

Tyr: Aasimar that follow Tyr find a sort of acceptance and extended family in others of the faith, for a Tyrran judges a person on actions and beliefs, not appearance. The more aloof and reserved aasimar are drawn to this no-nonsense deity, and their unflinching dedication to the cause has earned many of them accolades and titles appropriate to their deeds.

Relations With Other Races

Although aasimar are mostly human, they rarely feel like they fit in among human society. Instead, they get along best with other halfbreeds--namely, half-elves and half-orcs--because they and aasimar usually share the same sort of semi-outcast background.

Dwarves, elves, gnomes, and halflings are neither embraced nor shunned by aasimar, for while these races have no history of persecuting the planetouched, they don't have a reputation for sheltering them either. Genasi of all types are too alien compared to an aasimar to elicit sympathy or a sense of kinship.

Tieflings are the one race that garners the most suspicion from an aasimar, for those touched by the holy understand its calling and therefore can guess what sort of temptation those with unholy blood must hear.

Animals and Pets

Because of their lack of a true society, aasimar as a whole don't raise any particular creature as a pet more often than any other kind. Because of their celestial bloodlines, however, they are more likely to gain the trust and acceptance of a celestial animal than a true human might. Also, aasimar of Mulhorandi descent have an affinity with the animal associated with their divine ancestor.