Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Celestial Resistance. You have resistance to necrotic damage and radiant damage.
That's baseline. Baseline Resistance against 2 damage types.
2 actually rather strong ones too. Tieflings get Resistance against Fire.
Radiant Soul. Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back.
Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level.
30 Flying Speed for 10 turns and extra radiant damage on all attacks and spells
Radiant Consumption. Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing a searing light to radiate from you, pour out of your eyes and mouth, and threaten to char you.
Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, you and each creature within 10 feet of you take radiant damage equal to half your level (rounded up). In addition, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level.
Once you use this trait, you can't use it again until you finish a long rest.
AoE Damage + Damage on Spells and Attacks
Necrotic Shroud. Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from your back. The instant you transform, other creatures within 10 feet of you that can see you must each succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn.
Your transformation lasts for 1 minute or until you end it as a bonus action. During it, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra necrotic damage equals your level.
Once you use this trait, you can't use it again until you finish a long rest.
AoE Frightened + Necrotic Damage on Attacks
Mephistopheles Tieflings get 1 use of Burning Hands (at 2nd level only) and Flame Blade
Zariel get 1 Use of 2 Smites, one at 1st level, the other at 2nd level
Azmodeus get hellish rebuke and some other probably useless once a day stuff.
How is that not clearly way above what the current races can do?
Over 10 Turns, just by existing, a level 12 Aasimar can deal between 120 and 180 Damage almost guaranteed, while Dragonborn get at most a 2nd level burning Hands with different damage types on a long rest.
Someone correct me if i'm wrong.
Aasimar Features are too strong in RAW, and if you change them you get people whining about how useless they made them.
Like, again. Look at Dragonborn and their poor excuse for a race feature.
YOu can play a Mephistopheles Tiefling and get 2nd level burning hands, and more stuff, so you're automatically superior to a red Dragonborn.
They're grouped by what book they were released in.
This is the only reason.
Dwarves: Gold, Grey, shield.
Gnomes Rock, Deep
Elves: Drow, Sun, Wild
Half elf, half-drow
half orc, halflings: ghostwise, light foot, strongheart
Planetouched: Aasimar, Genasi (earth, fire, water), Tiefling. they'r all in 5e's play's setting too soo /shrug. like they already gave humans the shaft with the half veriant rule
If we get an expansion with more non PHB stuff, Aasimar is at the top of my wishlist.