Introduction
Aasimar are touched by the divine, the mortal descendants of celestials, carrying a spark of heavenly power that manifests as glowing eyes, golden skin, or luminous hair. In D&D 5e 2014 (sourced from Volo's Guide to Monsters), the Aasimar is one of the most versatile and flavorful race options at the table. The +2 CHA base makes them naturals for every Charisma-dependent class in the game, their resistances are surprisingly relevant in high-level play, and the subrace transformations are among the most dramatic, powerful abilities in the 2014 race lineup.
What separates Aasimar from other CHA races is depth. A Tiefling gives you CHA and a pile of spells. An Aasimar gives you CHA, meaningful resistances, a heal, a cantrip, and a once-per-long-rest transformation that reshapes your combat identity for a full minute. The three subraces (Protector, Scourge, and Fallen) each push a different direction mechanically, making this race different depending on which subrace you choose.

Disclaimer
Ratings use a four-color system reflecting overall power in the context of the 2014 rules:
- ● Red - Poor. Avoid or situational at best.
- ● Orange - Situational. Useful in specific builds or campaigns.
- ● Green - Good. Reliable value in most builds.
- ● Blue - Excellent. Best-in-slot or near it for the right build.
Racial Traits
All Aasimar share the following base traits regardless of subrace.
● Ability Score Increase: +2 CHA
A full +2 in the stat every Charisma class builds around. Charisma directly scales spell DCs, attack rolls, and skill checks for Paladins, Sorcerers, Warlocks, and Bards. You get full value only when CHA is your core.
● Darkvision (60 ft.)
Standard 60-foot darkvision. You see in dim light as bright and in darkness as dim light. Matters most in dungeon environments and removes torch dependency when combined with the Light cantrip.
● Celestial Resistance
Resistance to necrotic and radiant damage. Necrotic damage comes up constantly: undead, warlocks, shadow creatures, and a huge swathe of high-CR monsters deal necrotic. Radiant is less common but represents the opposing end of the divine spectrum. Two damage type resistances are exceptional for a race trait.
● Healing Hands
As an action, you touch a creature and restore hit points equal to your character level (once per long rest). Not a healing engine, but a stabilization tool and between-fight top-up. On a level 10 character, that is 10 HP for free. Resource is separate from spell slots entirely.
● Light (Cantrip)
You know the Light cantrip. CHA is your spellcasting ability for it. Light is the best utility cantrip in the game: it replaces a torch, illuminates an area for the whole party, and can be cast on a thrown object to send light ahead.
● Languages
Common and Celestial. Celestial is situational but in campaigns with divine themes it opens roleplay opportunities that matter.
Subraces
At 1st level, you choose one of three Aasimar subraces from Volo's Guide to Monsters. Each grants an additional +1 to one ability score and a unique transformation ability (usable starting at 3rd level).
● Protector Aasimar
Ability Score Increase: +1 WIS
The additional +1 WIS suits Clerics (WIS is their primary stat), Rangers (WIS drives their spells, Perception and Survival), and Paladins, who are proficient in Wisdom saves.
● Radiant Soul (Transformation)
Starting at 3rd level, as an action, you can transform for 1 minute (once per long rest; you can end it early as a bonus action):
- Two luminous wings sprout from your back, giving you a flying speed of 30 feet.
- Once on each of your turns, when you deal damage to a target with an attack or a spell, you deal extra radiant damage equal to your character level. The attack or spell can deal any damage type.
A 30-foot fly speed is extraordinary. It bypasses difficult terrain and enables aerial positioning, and the extra damage lands on any damaging turn, whether that's a weapon hit, Eldritch Blast or Sacred Flame. The cost is the action to transform, so start it before the fight when you can.
● Scourge Aasimar
Ability Score Increase: +1 CON
The +1 CON is universally useful, improving HP and CON saves (concentration checks are CON-based).
● Radiant Consumption (Transformation)
Starting at 3rd level, as an action, you can transform for 1 minute (once per long rest; you can end it early as a bonus action):
- You shed bright light in a 10-foot radius and dim light for an additional 10 feet.
- 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).
- Once on each of your turns, when you deal damage to a target with an attack or a spell, you deal extra radiant damage equal to your level.
The aura is the catch and the payoff. It burns enemies next to you every turn, and it burns allies next to you too, so plan your positioning. Your own Celestial Resistance halves the damage you take from it: at level 6 you lose 1 HP per turn while every enemy within 10 feet takes 3, and one target takes +6 radiant. Stronger on tanky builds (Paladin, Fighter); weaker on squishier classes where the self-damage matters more.
● Fallen Aasimar
Ability Score Increase: +1 STR
The +1 STR pairs with the +2 CHA to create a dual-stat powerhouse that synergizes perfectly with Paladins (STR attacks, CHA Smites and Aura).
● Necrotic Shroud (Transformation)
Starting at 3rd level, as an action, you can transform for 1 minute (once per long rest; you can end it early as a bonus action):
- Your eyes become pools of darkness and flightless ghostly wings unfurl.
- The instant you transform, every other creature within 10 feet that can see you, allies included, must succeed on a CHA saving throw (DC = 8 + proficiency + CHA modifier) or become frightened of you until the end of your next turn.
- Once per turn, when you deal damage to a creature, you deal extra necrotic damage equal to your level.
Frightened creatures have disadvantage on attack rolls and can't move closer to you for a round. The fear only happens once, when you transform, and it doesn't spare allies, so trigger it when enemies are next to you and your party isn't. The save uses Charisma, which many monsters are weak in, and the DC scales with your Charisma on a Paladin or Warlock. Excellent.
Ability Scores
Charisma (+2, all subraces): The reason you play Aasimar. Stack CHA as high as possible on CHA-based classes. 20 CHA at the start of tier 3 is the benchmark.
Wisdom (+1, Protector): Improves Perception (the most commonly rolled skill), Cleric and Druid spellcasting, and Wisdom saving throws.
Constitution (+1, Scourge): CON is the safest secondary stat in the game. Higher HP, better concentration checks, stronger CON saves. Never wasted.
Strength (+1, Fallen): Fallen Aasimar who want to grapple, use STR weapons, or play frontline Paladins benefit directly. Most CHA classes are not STR-heavy, but Paladin is the exception.
Best Classes
● Paladin
The single best Aasimar class in 2014. Paladin uses CHA for spells and Aura of Protection, STR or DEX for attacks, and fights on the front line. Every Aasimar subrace synergizes: Fallen (+1 STR) is the strongest combination (STR attacks and CHA Smites), but Protector (+1 WIS) is excellent for a support-focused Oath of Devotion build. Celestial Resistance adds to an already tanky profile. Necrotic Shroud on a Paladin in melee range is a fight-swinging combination.
● Warlock
Warlock wants CHA for everything. Eldritch Blast's multiple beams make the once-per-turn transformation damage very reliable, since only one beam needs to hit. Scourge Warlock is underrated: the Fiend patron's temporary hit points on kills soak Radiant Consumption's self-damage, though a blaster has to walk into range for the aura to matter.
● Sorcerer
CHA full caster. Aasimar's +2 CHA feeds every spell save DC and attack roll. Divine Soul Sorcerer (Xanathar's Guide) is the standout subclass: you get access to Cleric spells, synergizing with the celestial theme. Celestial Resistance gives a defensive layer that most Sorcerers lack.
● Bard
CHA-based support caster. Aasimar's +2 CHA adds Bardic Inspiration uses and raises spell save DCs. Healing Hands supplements a Bard's support toolkit without spending a spell slot. College of Lore Bard gains additional magical secrets that can fill thematic gaps.
● Cleric
Protector Aasimar (+2 CHA, +1 WIS) is the best Aasimar/Cleric combination. WIS drives spell save DCs. The flying speed from Radiant Soul gives a Cleric aerial positioning, which is rare without a spell slot.
● Fighter
Fallen Aasimar (+1 STR) makes Fighter mechanically functional: high HP, good weapon damage, Necrotic Shroud for mass Frightened. But CHA is largely wasted on a Fighter's core toolkit. You're paying a race premium for a stat that adds little to most Fighter subclasses.
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Start BuildingWorst Classes
● Wizard
Wizard wants INT above all else. CHA does nothing for your spell save DC, spell attacks, Arcane Recovery, or Arcane Tradition features. Darkvision and Celestial Resistance are useful defensively, but you are burning a race selection for passive benefits only.
● Druid
Druid is WIS-primary and CHA-secondary at best. Protector Aasimar (+1 WIS) is the only subrace that partially works, and even then the CHA bonus is dead weight. Firbolg is a far superior Druid race in the Volo's lineup.
Best Feats
● War Caster
Concentration is the lifeblood of spell-based Aasimar builds. War Caster gives advantage on CON saves to maintain concentration when damaged, a must-have on frontline casters who are getting hit regularly.
● Inspiring Leader
Lets you spend 10 minutes granting temporary HP equal to your level + CHA modifier to up to six creatures. On a level 10 Paladin Aasimar with 20 CHA, that's 15 temporary HP to six creatures before a fight. Scales beautifully with CHA investment.
● Resilient (CON)
If you do not take War Caster, Resilient (CON) gives proficiency in CON saves and +1 CON, a reliable concentration safety net and a toughness boost for frontline Paladins.
● Polearm Master
Fallen Aasimar Paladins love Polearm Master: the bonus action attack creates additional Smite opportunities, and a frightened enemy can't move closer, so a 10-foot reach lets you keep hitting it while it can't reach you. Synergizes with Sentinel.
● Actor
CHA-based social skill enhancement. Useful on a face-of-the-party Aasimar Bard or Warlock in heavy roleplay campaigns, but mechanically minimal in combat.
Multiclassing Considerations
Paladin + Warlock (Padlock): Both classes use CHA as primary. Warlock spell slots recover on short rest and upcast to the Warlock's slot level; used for Divine Smite, they create short-rest-fueled burst damage. Fallen Aasimar with this multiclass is terrifying: Necrotic Shroud + Agonizing Eldritch Blast + Divine Smite creates multi-vector damage output.
Paladin + Sorcerer (Sorcadin): Paladin 6 (Aura of Protection) + Divine Soul Sorcerer. The Aura adds CHA to every saving throw for you and nearby allies. Divine Soul gives you Cleric spells (Healing Word, Spirit Guardians) on top of the Sorcerer list, and Metamagic extends your action economy.
Warlock + Bard: Warlock 1-3 for Eldritch Blast and key Invocations, then Bard for Bardic Inspiration and broader spell access. CHA stacks cleanly across both classes.
Example Build: Fallen Aasimar Paladin (Levels 1-10)
Race: Fallen Aasimar (+2 CHA, +1 STR) | Class: Paladin (Oath of Vengeance) | Background: Soldier
Starting Stats (Point Buy, 27 points): STR 15 (+1=16), DEX 10, CON 14, INT 8, WIS 8, CHA 15 (+2=17)
| Level | Key Choice | Notes |
|---|---|---|
| 1 | Paladin 1 | Divine Sense, Lay on Hands |
| 2 | Paladin 2 | Fighting Style (Dueling), Divine Smite, first spell slots |
| 3 | Paladin 3 | Oath of Vengeance, Necrotic Shroud unlocks |
| 4 | Paladin 4 | ASI: +2 CHA (17 to 19) |
| 5 | Paladin 5 | Extra Attack, 2nd-level spells |
| 6 | Paladin 6 | Aura of Protection (CHA to all saves, 10 ft.) |
| 7 | Paladin 7 | Relentless Avenger (catch fleeing enemies) |
| 8 | Paladin 8 | ASI: +1 CHA, +1 STR (19 to 20, 16 to 17) |
| 9 | Paladin 9 | 3rd-level spells |
| 10 | Paladin 10 | Aura of Courage |
Gameplay: Transform with your action once enemies are next to you, frightening them (CHA save DC 15 at level 6). Use Extra Attack + Divine Smite for spike damage on single targets, with Necrotic Shroud adding your level in necrotic damage once per turn. By level 10 you have 20 CHA, and Aura of Protection adds +5 to every saving throw for you and allies within 10 feet.
FAQ
Which Aasimar subrace is best for Paladin?
Fallen Aasimar is mechanically strongest for Paladin: the +1 STR helps your weapon attacks while +2 CHA scales your Aura of Protection and spells. Protector Aasimar (+1 WIS) is a solid alternative for a support-leaning build.
Can Aasimar Healing Hands be used in combat?
Yes. It uses your action, not a bonus action, so you give up your attack on that turn. More efficient between encounters to preserve action economy in combat.
When does the Aasimar transformation unlock?
All three subrace transformations activate at 3rd level. Before that you have only the base Aasimar traits.
Does Aasimar work for non-CHA classes?
You can make it work with Fallen Aasimar (+1 STR) for Fighters or Barbarians, but the +2 CHA is largely wasted if you are not casting CHA-based spells.
Is the Light cantrip worth taking on Aasimar?
Yes. Light is the best utility cantrip in the game: it replaces a torch, frees an inventory slot, and requires no attack roll or saving throw.
Final Notes
Hot Take: Scourge is the best Aasimar, not Fallen, and the reason is a line most guides skip. Radiant Consumption burns you along with everything within 10 feet, but Celestial Resistance halves your share. A 10th-level Scourge takes 2 damage a turn while every enemy next to it takes 5, and one of them takes 10 more. That makes Scourge a real area-damage engine for a melee character. The catch the guides miss in the other direction: the aura also burns your allies, so a Scourge Paladin needs the party's melee characters on the other side of the enemy.
Aasimar is one of the strongest race options in Volo's Guide to Monsters for the 2014 rules. The +2 CHA base and subrace flexibility mean you can build three meaningfully different characters from this race. Fallen Aasimar/Paladin is the optimized combination, but Protector Aasimar/Cleric and Scourge Aasimar/Warlock are both excellent in their own right.
Celestial Resistance is quietly one of the best passive defensive traits in 2014, especially in campaigns with heavy undead or planar content. If you want a race that rewards heavy Charisma investment while adding a dramatic, transformation-based combat identity, Aasimar is the answer.


