Dmg Version Aasimar
Aasimar bear within their souls the light of the heavens. They are descended from humans with a touch of the power of Mount Celestia, the divine realm of many lawful good deities. Aasimar are born to serve as champions of the gods, their births hailed as blessed events. They are a people of otherworldly visages, with luminous features that reveal their celestial heritage.
An aasimar, except for one who has turned to evil, has a link to an angelic being. That being – usually a deva – provides guidance to the aasimar, though this connection functions only in dreams. As such, the guidance is not a direct command or a simple spoken word. Instead, the aasimar receives visions, prophecies, and feelings.
If you're interested in Pathfinder resources, Paizo recently released 'Blood of Fiends,' a supplement aimed toward Tiefling PCs, with all manner of tiefling-only feats, traits, sorcerer bloodlines and the like, including an updated version of that table for 3.5/PF. Next month, they're releasing 'Blood of Angels,' the same idea but for Aasimar. To enable screen reader support, press Ctrl+Alt+Z To learn about keyboard shortcuts, press Ctrl+slash.
• Ability Score Increase. Your Charisma score increases by 2.
• Age. Aasimar mature at the same rate as humans, but they can live up to 160 years.
• Alignment. Imbued with celestial power, most aasimar are good. Outcast aasimar are most often neutral or even evil.
• Size. Aasimar have the same range of height and weight as humans. Your size is Medium.
• Speed. Your base walking speed is 30 feet.
• 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.
• Celestial Resistance. You have resistance to necrotic damage and radiant damage.
• 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.
• Light Bearer. You know the Light cantrip. Charisma is your spellcasting ability for it.
• Languages. You can speak, read, and write Common and Celestial.
Protector Aasimar
• Ability Score Increase. Your 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
• Ability Score Increase. Your 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
• Ability Score Increase. Your 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.
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Halfling | Human | Aasimar Scourge | Bladeforged | Deep Gnome | Purple Dragon Knight | Tiefling Scoundrel | Shadar-kai | Sun Elf (Morninglord) |
Aasimar Scourge are imbued with a divine energy that blazes intensely within them. It feeds a powerful desire to destroy evil-a desire that is, at its best, unflinching and, at its worst, all-consuming.
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Overview[edit]
- Scourge of the Undead is an iconic variant Aasimar, introduced in Update 36 Patch 3.
- As all Iconic Heroes, Scourges start at level 15 (1,050,000XP).
- Scourge first level is Ranger. Then, they can either take a predefined path, or customize their Ranger levels, or reject training and leave the starting area with enough experience to train to level 15.
Availability
- Scourge is NOT free to VIP.
- It is available with Ultimate Fan Bundle ($129.99) of the Mists of Ravenloft expansion.
- As of March 8th 2018, it became available in the DDO Store for 1,295.
Racial traits[edit]
- +2 Wisdom
- Favored Enemy: Undead
- Racial Lay On Hands (Healing Hands). Start with one charge per rest, gain more in tree. Can only be used while your Bond Feat is active. 10+Character Level * WIS Mod = HP gained.
- +2 racial bonus on Heal, Listen, and Spot checks.
- +5 Resistance to Cold, Acid, and Electricity.
Racial Feats[edit]
- Bond feat: Bond of the Scourge
- +1 Constitution, +1 to Fortitude Saving Throws
- This is toggled on to get its bonuses, has visual effects, and is mutually exclusive with Warlock Pacts.
- (Bear in mind that these ability scores don't apply to Feat Prereqs or anything.)
Iconic past life feats[edit]
- Passive: +1 Fortitude Save per time this feat has been acquired up to 3.
- Toggle: +1% Doublestrike and +2% Offhand Doublestrike per time this feat has been acquired up to 3.
Deities[edit]
- Amaunator (Heavy Mace): Favored by Amaunator → Child of Amaunator → Amaunator's Brilliance → Beloved of Amaunator
- Helm (Bastard Sword): Favored by Helm → Child of Helm → Ever Watchful → Beloved of Helm
- Silvanus (Maul): Favored by Silvanus → Child of Silvanus → Blessing of Silvanus → Beloved of Silvanus
Enhancements[edit]
Core abilities[edit]
Stronger Bonds: +1 use of Healing Hands per rest. | |||
AP Cost: 1 | Level: 1 | Progression: 0 | No requirements |
WIS/CHA/STR: WIS/CHA/STR | |||
AP Cost: 2 | Level: 4 | Progression: 1 | Requires: Stronger Bonds |
Stronger Bonds: You gain +2 more uses of Healing Hands per rest. In addition, Bond of the Scourge now grants you Ghost Touch on all weapon attacks. | |||
AP Cost: 1 | Level: 7 | Progression: 3 | Requires: WIS/CHA/STR |
WIS/CHA/STR: WIS/CHA/STR | |||
AP Cost: 2 | Level: 11 | Progression: 4 | Requires: Stronger Bonds |
Stronger Bonds: +3 more uses of Healing Hands per rest. You recharge one use of Healing Hands every 3 minutes. | |||
AP Cost: 1 | Level: 16 | Progression: 6 | Requires: WIS/CHA/STR |
Tier One[edit]
Requires
Scourge Weapons: You gain proficiency with Clubs, Light Maces, Heavy Maces, and Morningstars. If you are Good, any of these four weapons you wield are considered Good. | |||
AP Cost: 1 | Ranks: 1 | Progression: 1 | No requirements |
Counsel: +1/2/3 to the Heal, Listen, and Spot skills | |||
AP Cost: 1 | Ranks: 3 | Progression: 1 | No requirements |
True Resilience: +1/2/3 to your Fort Saving Throws | |||
AP Cost: 1 | Ranks: 3 | Progression: 1 | No requirements |
Bold: You overcome fear quickly - fear and shaken effects are removed from you after 12/6/3 seconds. | |||
AP Cost: 1 | Ranks: 3 | Progression: 1 | No requirements |
Improved Recovery: +20 Healing Amplification | |||
AP Cost: 2 | Ranks: 1 | Progression: 1 | No requirements |
Tier Two[edit]
Requires 5 APs spent in tree
Improved Scourge Weapons: You gain 5% Doublestrike. If you have the Two Weapon Fighting feat, this grants the Oversized Two Weapon Fighting feat. | |||
AP Cost: 1 | Ranks: 1 | Progression: 5 | Requires: Scourge Weapons |
Arcanum: +25/+50/+100 spell points and +1/+2/+3 spell penetration. | |||
AP Cost: 1 | Ranks: 3 | Progression: 5 | No requirements |
Divine Purpose: Gain an active ability with one charge per rest. Must have your Bond Feat active to use.
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AP Cost: 1 | Ranks: 1 | Progression: 5 | No requirements |
Divine Resolve: Scourge: +1/2/3 Constitution while your Divine Purpose is active. | |||
AP Cost: 1 | Ranks: 3 | Progression: 5 | No requirements} |
Tier Three[edit]
Requires 10 APs spent in tree
Greater Scourge Weapons: +While dual-wielding Clubs, Light Maces, Heavy Maces, and Morningstars, you gain 5% chance to make off-hand attacks and 5% chance to doublestrike with your off-hand. Also, +2 Melee and Ranged Power. | |||
AP Cost: 1 | Ranks: 1 | Progression: 10 | Requires: Improved Scourge Weapons |
Strike Down the Dead: +1/2/3[w] melee attack with +1/2/3 critical threat range. 15 second cooldown. On hit: Deals 1d4+4 per Character Level (scales with 100% Melee Power) in Positive Damage to Undead creatures. | |||
AP Cost: 1 | Ranks: 3 | Progression: 10 | No requirements |
Divine Charge: +1/2/3 Purpose Charges | |||
AP Cost: 1 | Ranks: 3 | Progression: 10 | Requires: Divine Purpose |
Blessings: +10/20/30 Positive Spellpower | |||
AP Cost: 1 | Ranks: 3 | Progression: 10 | No requirements |
Improved Recovery: +20 Healing Amplification | |||
AP Cost: 2 | Ranks: 1 | Progression: 10 | Requires: Improved Recovery |
Tier Four[edit]
Requires 15 APs spent in tree
Destroyer of the Dead: Clubs, Light Maces, Heavy Maces, and Morningstars you wield gain a +1 Sacred Bonus to Critical Multiplier. Also, +4 Melee and Ranged Power. | |||
AP Cost: 2 | Ranks: 1 | Progression: 15 | No requirements |
Divine Form: Toggle: 30sp, toggles off on rest. Must have your Bond Feat active to use. Mutually exclusive with Form feats (PM, Druid, etc).
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AP Cost: 1 | Ranks: 1 | Progression: 15 | No requirements |
Improved Recovery: +20 Healing Amplification | |||
AP Cost: 2 | Ranks: 1 | Progression: 15 | Requires: Improved Recovery |
5e Aasimar Feats
Starter equipment[edit]
Upon reaching level 15, you receive a container item. Double click in your inventory to open it and receive the following;
Assmar Dnd 5e
- Return - Heavy Mace: , ,
- Redeem - Heavy Mace: , ,
- Scourge's Guise - Light Armor: , ,
- Litany of the Bond - Trinket: ,
- Mask of the Scourge - Helm: ,
- Incandescent Band - Necklace: ,
- Faded Hunter's Cloak - Cloak: ,
- Belt of the Scourge - Belt: ,
- Faded Tracker's Gloves - Gloves: ,
- Faded Tracker's Boots - Boots: , ,
- Hidden Armlets - Bracers: ,
- Simple Spectacles - Goggles: ,
- Tracker's Band - Ring: ,
- Hunter's Band - Ring: ,
- 100 Chameleon Tails ()
- 100 Cat Hairs ()
- 100 Unicorn Tail Hairs ()
- 100 Nymph Tears ()
Items are except where noted, minimum level 15, and Race Absolutely Required: Aasimar Scourge.