D&D 5e: Aasimar Race Guide

D&D 5e: Aasimar Race Guide
As opposed to the infernal ancestry of the Tieflings, Aasimars are touched by the divine gods and are often chosen to be their champions on the material plane. From an early age Aasimar receives visions and dreams that guide them to acts of righteousness to strike against evil. They can count on the guidance of a specific celestial agent or an angel known as a deva.
In appearance they look like most any other human. The main difference being that their hair ranges between gold, platinum, and white, they have white feathered angelic wings when activating their angelic forms and they have glowing halos of light around their heads, except for Fallen Aasimar. Fallen Aasimar instead have their hair turn dark and their wings become black and skeletal. As a Fallen Aasimar they lose their angelic guide and their powers become a corrupted and terrifying draining magic. They of course can repent and regain those angelic traits, but just as it takes a horrific event for them to fall, so too must the repentance be equally trying.
Epic
Good
Meh
Bad
Aasimar Traits
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Ability Score Increase. Your Charisma score increases by 2.
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Age. Aasimar mature at the same rate as humans, but they can live up to 160 years.
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Size. Aasimar have the same range of height and weight as humans. Your size is Medium.
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Speed. Your base walking speed is 30 feet.
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Darkvision. Blessed with a radiant soul, your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
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Celestial Resistance. You have resistance to necrotic damage and radiant damage.
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Healing Hands. As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can’t use it again until you finish a long rest.
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Light Bearer. You know the Light cantrip. Charisma is your spellcasting ability for it.
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Languages. You can speak, read, and write Common and Celestial.
Aasimar Subraces
Protector Aasimar
ASI – Wisdom score increases by 1.
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.
Once you use this trait, you can’t use it again until you finish a long rest.
Scourge Aasimar
ASI – Constitution score increases by 1.
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.
Fallen Aasimar
ASI – Strength score increases by 1,
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.
Best Classes and Archetypes for Aasimar
Artificer: This class is recommended for those with a high Intelligence score. Not the best pick for an Aasimar since they don’t get that stat boost.
Alchemist – Experts in combining elements and reagents together, Alchemists can give life or steal it away.
Armorer – Make armor that hones your abilities and becomes a second skin. Attack or defense, the choice of buff is yours.
Artillerist – The power of a siege engine in the palm of your hands. Use your magic to hurl volleys of destruction upon your foes.
Battle Smith – Be the Shield you were meant to be. Combining skills in defense, healing and repairs, the Battle Smith is an invaluable asset to their party.
Barbarian: Fallen Aasimar can be a good fit for this set of classes since it has an increased Strength bonus. However, if you’re not a Fallen this class won’t work too well for you.
Ancestral Guardian :You call on the spirits of your ancestors to guide and protect you by covering your body in tattoos of the tales of battle your bloodline has had. At higher levels your bond with your ancestors is so strong they can physically manifest for a moment to retaliate against your foes.
Battlerager :this path is reserved for Dwarves only, making an Aasimar combo impossible.
Beast : You are a shape changer allowed the might of the beast that rages in your soul, whether that beast comes from being descended from a druid or a werewolf or simply granted power from a spirit.(Honestly though, being an actual druid would be a better pick for a Protector Aasimar)
Berserker : As the name would suggest the frenzy of battle drives this class regardless of the dangers. That frenzy can scare enemies that would dare challenge your might.
Depths : Encounters with terrors of the ocean deep have granted you extraordinary abilities. Such as extra appendages for attacking, the ability to teleport by transforming into a burst of water and several other oceanic creature powers.
Juggernaut – You are a siege engine capable of not only standing your ground but forcing enemies into places of weakness, allowing you control of the battlefield.
Storm Herald : Barbarians of this class channel their rage into primal magics of fire ice and storms. Typically considered elite champions who train with druids, rangers and other guardians of nature.
Totem Warrior – Bear :The spirit of the bear grants you resistance to all damage except psychic along with your bear like might.
Totem Warrior – Eagle :The eagle’s spirit grants you greater mobility, disadvantage on attacks of opportunity made against you, eyesight up to a mile away and at higher levels a flight speed for even more maneuverability.
Totem Warrior – Elk :You are speed. The spirit of the Elk makes you incredibly swift, agile and at higher levels gives you the power to knock enemies prone with that speed.
Totem Warrior – Tiger : The tiger’s spirit makes you quick and nimble, you can gain proficiencies in stealth, survival, acrobatics and athletics. At higher levels you can also make multiple melee attacks. Truly the cat’s meow when it comes to increasing your chances of survival.
Totem Warrior – Wolf : You are the Alpha of the pack granting your friends advantage on melee attacks. You are also an expert tracker and stealthy on your feet. At higher levels you can knock enemies prone when landing melee attacks.
Wild Magic – Manifest the powers of your ancestors with the deep emotions and the rampant wild magic that courses through your veins. But beware, as your magic isn’t always under your control.
Zealot : Your intense worship of the gods grants you divine might as you rage into battle, inspiring others with your deity’s favor. Their favor can grant you the strength to fit beyond the grasp of death itself.
Bard: Since all Aasimar are naturally more charismatic, the bard class can be a great choice as it focuses on using that charisma to win the day.
Creation – The creation of the cosmos is a work of art and its echo, known as the Song of Creation, gives you the ability to create items out of thin air or animate items to do your bidding.
Eloquence – Persuasion is your art form. Blend theatrical wordplay and logic to win over skeptics and detractors as you appeal to the emotion of your audience or cause your enemies to doubt themselves.
Glamour – Magic of the FeyWilds allows for your performances to be the stuff of legends. Your power to quell enemies can also bend the will of others to adore and protect you. Abuse that power or uplift the downtrodden, the choice is yours.
Lore – “This reminds me of a story.” Bards of this practice know something about almost anything. Their pursuit of beauty and truth makes them incredibly honest and exposers of corruption. That knowledge grants them extra spells and proficiency skills.
Maestro — this subclass evokes images of the Legend of Zelda’s Wind Waker. Bards of this practice weave the natural music of the world around them into rousing symphonies and conduct a phantom orchestra. The “soundtrack” you choose to play could sway the flow of battle into your favor.
Swords – The blade is your muse. Successful attacks allow you a flourish of defense or mobility to aid you as well as multiple attacks as well as a fighting style of your choice.
Valor – The bonuses of this class add proficiencies, multiple attacks and when using bard spells let you attack as a bonus action. While not terribly flashy, the speed of attacks can be a huge advantage.
Blood Hunter: This class’ focus is on dexterity and intelligence which unfortunately won’t mix well with the Aasimar’s stats.
Ghost slayer – I ain’t afraid of no ghost! Seek out and eliminate necrotic sources that would pervert the transition from life to death.
Lycan – Like the idea of being a werewolf? Go berserk but still be in control of the curse as it can be your greatest weapon.
Mutant – Adapt to survive. As you study an opponent’s strengths and weaknesses you can change your body to match it through hemocraft and alchemy.
Profane Soul – Combat against demons and devils by making pacts with lesser evils for greater power. Will the power outweigh the price? Any Warlock would say yes.
Cleric: The Protector Aasimar naturally fits into the role of Cleric as they not only have an increased wisdom, but as an agent of the divine gods, this role just makes sense to them.
Arcana – Utilizes wisdom modifiers for some spells. Lots of Wizard spells.
Blood – Bordering on the line of necromancy, it’s more accurate to say this class is essentially a “Blood Bender.”
Death – Another basically necromancer class that focuses on dealing with the sources of death, such as vampires, liches and so on.
Forge – The Gods of the Forge grant you their powers of creation and divinity. This class is the tank of the Clerics.
Grave – Death is a part of life, but there needs to be a line between the two, and you are that line. You keep the living alive and the dead staying at rest. To disturb that rest goes against nature and you seek to stop all sources of undeath.
Knowledge – Knowledge is power and you use any means to obtain it. Divine, past, present or future, you seek all knowledge, even if it’s in a hoard that others would kill for stealing from.
Life – Your basic cleric class focused mainly on healing.
Light – The Cleric equivalent of a Wizard. You can focus on dealing higher Radiant and Fire damage. It’s recommended to have a high Intelligence to fit this role.
Nature – Basically a druid without wild shape. You may as well just take the druid class over this one.
Order – You are a servant of the Gods of Order. Your voice is one of authority that must be obeyed.
Peace – Essentially diplomats of the Cleric class. You seek to foster peace and understanding between the people you meet.
Tempest – The storm Gods lend you the strength of the storm as well as their divinity.
Trickery – This subclass focuses more on the Dexterity aspect and can pair well as a healer, especially if you decide to multiclass with a Rogue. But It’s recommended you have both high Dex and Int for this class.
Twilight – As the guard between creatures of day and night, you enshroud yourself in twilight and are granted night vision to ward against the darker creatures of the world.
War – You are the Battle medic of the team, delivering the God’s blessings for courage and heroism during wartime.
Druid: Protector Aasimar make for good druids with their increased wisdom. The ability to wild shape along with their divine might make for a powerful combination. Any of the subclasses would make a good fit both mechanically and narratively.
Dreams – These druids have strong connections to the Fey wilds and its dreamlike realm, making natural alliances with good aligned Feys.
Land – These druids more closely resemble the ancient Celtic druids, and are guardians of ancient knowledge. The land, nature and the creatures thereof bend to your will and are more hesitant to attack you.
Moon – The “luna”tics come out at the Full Moon. These are the druids who wild shape into both animals and elementals. This subclass alone is just a good pick for its adaptability.
Shepherd – The summoners of the wild protect the beasts and Fey that can’t protect themselves. Their totems also buff allies in battle.
Spores – Trust the fungus. Death and decay are as much a part of life as birth is and you understand that. These are essentially the necromancers of the Druid Class.
Stars – Harness the power of the constellations to change your form, and change the fates through the cosmic omens.
Wildfire – Understanding life and death are inseparable, you wield a roaring inferno to bring about new life.
Fighter: This class focuses on Strength which is excellent for a Fallen Aasiamr. However, a high degree of dexterity is also recommended for this class. A bit of a mixed bag at times.
Arcane Archer – A unique Elven method of archery that weaves magic into their attacks. You start off with either arcane mastery or druidcraft, your choice. You can make any arrow magical and if you miss a shot can redirect iot at another target.
Battle Master – To you combat is an academic field, including subjects such as weaponsmithing and calligraphy. Combat superiority can add dice to your rolls.
Cavalier – You are a mounted combatant. Born to the saddle, your marked foes have disadvantage against you and you are capable of increasing your armor class during combat. You can also charge down your foes whether mounted or not.
Champion – You are raw physical power honed to perfection. You land critical hits more often, gain a second fighting style and are a natural survivor.
Echo Knight – Clone Ninjutsu! Your echos confuse and distract the enemy while you utilize your echos’ experience and reclaim hitpoints.
Eldritch Knight – Have the raw power and durability of a Fighter and sling spells like Wizard. (Like a HexBlade Warlock) Your weapon bond means you can’t be disarmed unless you’re incapacitated and as long as it’s on the same plane of existence as you, you can always summon it immediately to yourself. High intelligence is recommended for this subclass.
Gunslinger – Being one of the first to create firearms gives you an advantage over bowmen. Having made your own weapons, you’re able to quickly repair and reload your weapons and you land critical hits more often.
Psi Warrior – Many Githyanki and High Elves follow this discipline as it combines the physical might with psi infused weaponry. Your powers range from telekinesis to psionic strikes. This discipline’s Bulwark of Force makes you a harder target to hit.
Purple Dragon Knight – Also known as Banneret. Your inspiring presence gives your allies rerolls on certain saving throws and attack reactions. As a royal envoy you gain proficiency in persuasion and any checks that use persuasion double the proficiency.
Renegade – A maker of fine firearms, your best weapon however is your charm and confident swagger. This class is good in and of itself, but the Aasimar’s natural Charisma will tie itself nicely to this class’ abilities.
Rune Knight – You’ve learned the art and power of runes from the Giants and use it to enhance your gear. Used for long enough and it permanently alters your height and you gain the might of the Giants, further enhancing your strength.
Samurai – You are an indomitable force that can stave off death in order to continue the fight. As an Aasimar, this class’s natural elegance will utilize your Wisdom bonus in charisma cYou’ll also receive extra proficiencies.
Monk: Dexterity is the key. Your ability to sense a foe’s strengths and weaknesses mixed with your intense focus and body control make you a force to be reckoned with on the battlefield. However, this class really isn’t a good fit for the Aasimar.
Ascendant Dragon – Ugh, Dragon’s breath! Crowd control is your strength over other monks but your Tiefling will need to be able to move fast to get into position quickly.
Astral Self – Your astral form goes beyond the limitations of your body and manifests into the physical plane. At higher levels you can not only summon that form but fight from within it.
Cobalt Soul – Knowledge is power. Driven by the pursuit of knowledge, you seek to drag out the secrets of darkness into the light. Using absolute control over your body and being able to manipulate your opponents, you guard some of the most dangerous truths against those who would use them for much darker purposes.
Drunken Master – the way of fighting like you absolutely sloshed. Your familiarity with inebriation allows you certain resilience against being knocked about or made prone.
Four Elements – You’ve learned to harness the elements and can cast spells of elemental nature.
Kensei – Your mastery of weaponry is almost an art form. So much so that literally anything can be a weapon in your hands, including your paint brush or calligraphy pen.
Long Death – Your obsession with the mechanics of dying has led you to experiment and record the moments of demise. Your Wisdom lends itself to that knowledge and grants you some mastery over death itself.
Mercy – Mercy comes in many forms, sometimes a healer’s hand or a swift end to suffering. Both are tools that you utilize as you serve others. This subclass is similar to that of a cleric, relying more on wisdom.
Open Hand – Whether armed or unarmed, your ability to manipulate your body or your enemies is a power to be reckoned with.
Shadow – Become the shadows and assassins of your Monk Order and eliminate your enemies as a near-matching equivalent of the Rogue class. You will need to have high Dexterity to overcome this subclass’s natural weaknesses.
Sun Soul – You channel your own life force into arrows of light. You are blinding as the sun, dealing radiant and fire damage as you light the way for those around you.
Paladin: This class focuses on both Strength and Charisma, making it absolutely perfect for a Fallen Aasimar. I cannot recommend this class enough.
Ancients -Similar in style to Rangers and Druids. You get some crowd control and Misty Step abilities. This class is considered easy to play for beginners over other Paladin subclasses since it’s not too complex.
Conquest – Subjugating your foes and crushing the forces of chaos are your goals. The Tiefling’s silver tongue fits perfectly when it comes to discouraging and absolutely dominating your enemies’ will into submission.
Crown – Sworn to the ideals of civilization, fealty to the laws of rulership guide your moral compass. You become the exalted champion of all things good, loyal and true. The personification of the ideal paladin.
Devotion – You’re devoted to the loftiest of ideals and exemplify the white knights of fairy tales and legends. Others look to you as both sword and shield against evil.
Glory – As a believer in destiny you bolster your companions and buff them to feats of greatness. A Tieflings natural charisma could lend itself to such inspiration.
Oathbreaker – As far as the Fallen Aasimars’ nature is concerned, this subclass makes more sense since you’ve already lost the guidance of your deva. You’ve become the Anakin Skywalker of the world and turned to the Dark Side.
Open Sea – Seafaring warriors such as yourself heed the call of the seas. This grants you the powers of the crashing tides and misty marine layers to cover your allies from the enemies sight and grasp. Control over water itself is also a must when facing the creatures of the deep.
Redemption – Paladins of this class find it difficult to keep from using violence as it is a last resort. This subclass believes anyone can repent and be redeemed. But you’re also no fool knowing some demons and devils are inherently evil and can’t or won’t change ever. You are both a tank and a diplomat.
Vengeance – I am Vengeance, I am the night, I am Batman!! Punishment of evildoers by any means necessary is your drive. With crowd control and the aura of fear you keep your prey exactly where you want them.
Watchers – You stand against extra planer threats and have honed your mind to do so. Nothing escapes your gaze or your quick rebuke against trickery.
Ranger: While this class’s spell casting is tied to wisdom and can use strength for its attacks, it would be better for a more Dexterous character to fill this role. Would not recommend it for Aasimars.
Beast Master – You have an animal companion of your choice to fight alongside you. Your companion can be your go to weapon as it can, at 7th level, overcome resistances and immunities.
Drakewarden – Think of How to Train your Dragon and you have the Drake Warden. While a beast master can have their pick from many animals as a companion you only need your trusty drake. As it grows it can fly and become your mount. Your dragon is your best and only weapon you need.
Fey Wanderer – You represent both the mortal and Fey realms, making you sometimes appear as though a fey creature. This class would fit an Aasimar better than other Ranger classes as it allows more use of your Charisma stat. Also, you can summon a Fey creature and make use of the misty step ability.
Gloom Stalker – Dark vision can suck if your opponent has it, but with this class you can hide in the shadows, becoming practically invisible.
Horizon Walker – You stand on the borders of the planes against threats that would threaten the mortal realm. Drawing on the powers of the multiverse, you can deal Force damage, teleport and gain resistance to damage.
Hunter – Hunters prepare to battle the most dire of creature attacks from ogres and orcs to giants and dragons. The tactics of how you do that are your choice to make.
Monster Slayer – You hunt down creatures of the night and wielders of dark magic. You can sense the stats of an enemy creature, negate spellcasting and counter attack sabotages. (While an awesome and reactive class, Aasiamrs won’t fit well without the right stats.)
Swarmkeeper – Your deep connection to the environment lets you bond with a group of nature spirits. The swarm can damage and protect you or move opponents to where you need them.
Rogue: This is probably the worst pick for an Aasimar as it would not utilize any of their natural gifts except for the swashbuckler subclass
Arcane Trickster – Use your mastery of stealth and magic to create enchantments and illusions to aid you in battle as well as pick-pocketing and any number of mischief making.
Assassin – as the name suggests, your assassin skills of disguise and deception make you a dangerous killer, one that most foes won’t realize is there before it’s too late.
Inquisitive – You excel at rooting out secrets and mysteries. Your keen eye and ability to read a creature helps you sus out other’s true intent and expose the hidden evils of the world.
Mastermind – Masters of warring with words as well as knives, these Rouge’s cutting words and misdirection leave enemies vulnerable on all sides.
Phantom – Your brushes with death have given you necrotic powers. This allows you to attack multiple creatures and change into a ghost-like form for short periods of time, making you harder to hit and giving you a small flight speed of 10 ft. (While a great subclass, an Aasimar won’t be able to utilize it to the fullest extent.)
Scout – Experts of survival with greater mobility, these Rogues are more at home in the wilderness with Barbarians and rangers. Again another good class that your Aasimar won’t be able to take full advantage of due to their limitations.
Soulknife – this is the Rouge equivalent of the Ranger’s Psi Warrior subclass.
Swashbuckler – If you have a high charisma it will lend itself to this subclass as elegance and charm are a part of your training. There are also advantage rolls that come at higher levels.
Thief – Burglars and sneak thieves. This subclass’ greater mobility and ability to use any magical item regardless of class, race and level requirements are what make this discipline strong.
Sorcerer: Your Aasimar’s natural Charisma will pair extremely well with the Sorcerer class. Some of the subclass’ abilities might seem redundant, but overall will make your character more effective.
Aberrant Mind –Some outside alien force has gifted you these powers. You can touch the minds of others and change your body to suit your needs, such as flight, invisibility, or even being a slimy, pliable mass that can move through narrow spaces.
Clockwork Soul – The powers of Mechanus and Order are within your blood. Mainly a debuffing subclass, the Clockwork Soul is a servant of Order that protects against chaos and can summon constructs to aid them.
Divine Soul – Your power and heritage comes from a divine source. The Gods watch over you and allow you to intervene on their behalf, as both a healer and an actual angel. A natural fir for an Aasimar.
Draconic Bloodline – This subclass’s Elemental Adept feat along with its high durability and emphasis on direct damage make it easy to play. An excellent choice for beginner players. Also, an Aasimar with a draconic ancestry makes for a cool backstory.
Rune Child – Your body is a natural conduit of arcane energy manifested in the form of runes and glyphs on your body (usually invisible until activated.) The runes allow you a small measure of defense, physical self enhancement, piercing through resistances and immunities, and sight of hidden magical markings. A good cover for Tieflings with lower physical stats.
Shadow Sorcery – As a creature of darkness your power comes from the Shadowfell itself. Death’s claim over you is tenuous and you can cast darkness or become the shadows themselves or summon a Hound of Ill Omen to fight for you. You were alive once, but are now somewhere (you’re not sure where) between life and death.
Storm Sorcery – The powers of the storm are at your fingertips. With the ability to control weather, these sorcerers make for valuable crewmen on ships. Lightning damage and resistance are this class’s bread and butter. At higher levels you can fly and reduce the flying speed of other creatures.
Wild Magic – Manifest the powers of your ancestors with the deep emotions and the rampant wild magic that courses through your veins. But beware, as your magic isn’t always under your control.
Warlock: Warlock’s focus comes from their Charisma stat, making your Aasimar a good fit mechanically. Narratively however, it might not make sense for an agent of the gods to make pacts with otherworldly beings, but the Archfey and Celestial subclass would have no problem with that. Overall, this class has a lot of great subclasses.
Archfey – Works well for good warlocks. Your patron is of the Fey realm, making their motivations seem inscrutable and sometimes whimsical. With the Fey presence about you, you can beguile a creature to adore or fear you, teleport invisibly and cast an illusory mist that makes the target believe itself lost and alone.
Celestial – Works well for good warlocks. You serve a deity of light, making you already an oddity among Warlocks. Driven by the light you might be prompted to destroy fiends and the undead. This subclass works mechanically more like a paladin and would make a great fit for your Aasimar.
Fathomless – You’ve made a pact with the eldritch entities of the ocean deep. Your patron’s intent may be unknown but they have gifted you the powers of the ocean including; cold resistance, spectral tentacles, an increased swimming speed and watery teleportation.
Fiend – Your pact is made with a Fiend. Their power lets you gain temporary hit points, extra damage type resistance of your choice per rest, and at 14th level on successful attacks transport the enemy through the lower planes of hell causing 10d10 psychic damage to non-fiendish foes once per long rest.
Genie – Having pacted with a being from the elemental planes grants you powers that match that element (Water, Fire, Earth or Air) Your patron also grants you a small vessel in which you can hide or store things and of course they can grant wishes.
Great Old One – Your patron is being so ancient, so incomprehensible that its knowledge and motivations are unfathomable. You’ve gained the powers of telepathy and psychic resistance as well as being able to dominate the mind of another to your will.
Hexblade – These warlock’s pacts manifest themselves in the form of magical swords granting them the ability to curse their enemies, use the charisma modifier instead of strength or dexterity on weapon attacks and make their slain victims rise up and fight for them as a specter.
Undying – Your patron has banished you from death. You can spare the dying and regain life from it. Disease, age and even being severed from yourself are trivial matters to you. Death has no hold over you. You. Are. Death! (death is your b*tch)
Wizard: This class is recommended for those with a high Intelligence stat, not really a good fit for an Aasimar. This class differs from other spell casters in learning spells through book learning and transcribing of said spells.
Abjuration– the school of debuffing and protection
BladeSinging -the school of sword play and dance. Originally created by the elves, this class would be a natural fit for someone with more dexterity as it combines magic and cunning.
Chronurgist – the school of time manipulation, aka Dunamancey. Change the pace and flow of time to your will.
Conjuration – the school of Conjuring. Summon any object or creature you need out of thin air to get the job done.
Divination -the school of the Soothsayer. Discern the truth of the past, present and future.
Enchantment – the school of persuasion. Your silver tongue is your greatest weapon (with the aid of your magic of course) Will you use it for good or abuse its power?
Evocation – the school of the elements. Storm, earth and fire heed your call (among other elements.) Blast through your opponents from a safe distance.
Graviturgist – the school of space manipulation. The sister class to the Chrourgist, you bend gravity to the detriment of your enemies.
Illusion – the school of illusions. You make the impossible seem real. Many tricksters study from this class of spells.
Necromancy – the school of the dead. Summon the armies of the undead to rise up, fight for and protect the living once more. Steal away your foes’ life force and add it to your own.
Order of Scribes – the school of books. You look to the books for guidance, record all magical discoveries and awaken your spell tome as a magical companion.
Transmutation – the school of matter manipulation. You wield the raw materials of creation itself, both physical and mental qualities. You skirt the edges of the gods’ powers seeking a way to harness it. (or you could do magic tricks at children’s parties)
War Magic – the school of war. Combining principles of evocation and abjuration, your magic is both a weapon and armor. You’re a force to be reckoned with on the battlefield.
Racial Feats/Best Feats
Unfortunately, Aasimars don’t receive any racial feats. Here are the recommended regular feats to pick.
Actor (This pairs well with the Aasimar’s high charisma stat)
Increase your Charisma score by 1, to a maximum of 20.
You have an advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.
You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.
Acrobat (This is only recommended if you’ve chosen a Dexterity focused class to cover the fact that Aasimars don’t get a bonus to their Dex stat. But if it’s not higher than 13 skip this one.)
Increase your Dexterity score by 1, to a maximum of 20.
You gain proficiency in the Acrobatics skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
As a bonus action, you can make a DC 15 Dexterity (Acrobatics) check. If you succeed, difficult terrain doesn’t cost you extra movement until the end of the current turn.
Mage Slayer (This is just a good feat since almost every enemy can cast spells)
When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.
When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
You have advantage on saving throws against spells cast by creatures within 5 feet of you.
Mobile (This is good for getting your Aasimar where they need to be faster without any drawbacks)
Your speed increases by 10 feet.
When you use the Dash action, difficult terrain doesn’t cost you extra movement on that turn.
When you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
Silver Tongued (This will work extremely well with the Aasimar’s already high Charisma stat)
Increase your Charisma score by 1, to a maximum of 20.
You gain proficiency in the Deception skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
When you take the Attack action on your turn, you can replace one attack with an attempt to deceive one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Deception) check contested by the target’s Wisdom (Insight) check. If your check succeeds, your movement doesn’t provoke opportunity attacks from the target and your attack rolls against it have advantage; both benefits last until the end of your next turn or until you use this ability on a different target. If your check fails, the target can’t be deceived by you in this way for 1 hour.