Aasimar Point Buy Guide for D&D 5e
Aasimar from Volo's Guide to Monsters are celestial-touched beings with excellent utility traits and strong subrace ASIs. All Aasimar get +2 CHA, Darkvision, Celestial Resistance (radiant and necrotic resistance), Healing Hands, and Light Bearer (the light cantrip). The subraces determine the second ASI and the signature transformation ability. Protector Aasimar (WIS+1) suits Clerics and Paladins; Scourge Aasimar (CON+1) creates durable melee builds; Fallen Aasimar (STR+1) is perfect for dark, heavy-hitting frontliners.
Aasimar Lore & Background
Aasimar are rare mortals with celestial blood or divine blessing, often born of unions between mortals and celestials, or from lineages touched by gods of good. Despite their divine heritage, Aasimar aren't automatically good — they have free will and some turn to darkness, becoming Fallen Aasimar whose divine energy curdles into something wrathful. In campaigns like Descent into Avernus, Aasimar characters carry immediate thematic relevance as beings of celestial origin confronting infernal evil.
Mechanical Traits
All Aasimar (Volo's): +2 CHA, darkvision 60 ft, Celestial Resistance (radiant and necrotic resistance), Healing Hands (as an action, heal HP equal to your level to one creature; 1/long rest), Light Bearer (know the light cantrip). Protector adds: +1 WIS, Radiant Soul (wings that grant 30 ft fly speed + radiant bonus damage 1/long rest). Scourge adds: +1 CON, Radiant Consumption (harmful radiant aura + bonus damage 1/long rest). Fallen adds: +1 STR, Necrotic Shroud (wings + frighten nearby creatures + necrotic bonus damage 1/long rest).
Ability Score Bonuses
2014 PHB
All Aasimar: +2 CHA. Protector: +1 WIS — best for Clerics. Scourge: +1 CON — best for tanky casters. Fallen: +1 STR — best for STR/CHA Paladins who want thematic menace. The +2 CHA is excellent for any CHA-primary class, giving Aasimar an edge similar to Tiefling but with better utility traits.
2024 PHB
2024 rules allow flexible ASI assignment. Aasimar traits (Healing Hands, Celestial Resistance, transformation abilities) remain the primary draw.
Sample Point Buy Builds
Oath of Devotion Paladin (Fallen)
STR 14+1 / DEX 8 / CON 13 / INT 8 / WIS 10 / CHA 14+2. STR 15, CHA 16. Fallen Aasimar Paladin is peak dark hero aesthetic — and mechanically sound. 24 points.
Life Cleric (Protector)
STR 8 / DEX 10 / CON 14 / INT 8 / WIS 14+1 / CHA 12+2. WIS 15, CHA 14. Celestial healer with bonus Healing Hands. 23 points.
Divine Soul Sorcerer (Scourge)
STR 8 / DEX 13 / CON 13+1 / INT 8 / WIS 10 / CHA 14+2. CHA 16, CON 14. Celestial-flavored Sorcerer with extra durability. 22 points.
Best Class Pairings for Aasimar
+2 CHA for Divine Smite spellcasting and saves, Healing Hands supplements party healing, fly speed from subrace creates terrifying airborne Smite deliveries.
Protector Aasimar (+1 WIS/+2 CHA) covers both Cleric and social stats. Healing Hands supplements channel divinity healing. Divine flavor matches perfectly.
+2 CHA is always excellent for Sorcerers. Radiant Soul wings give mobility that Sorcerers normally lack.
Celestial Warlock + Aasimar is thematically perfect. +2 CHA powers everything; Healing Hands supplements the Warlock's limited healing access.
+2 CHA plus Healing Hands makes the Bard even better at supporting allies. Radiant Soul gives aerial mobility for hit-and-run tactics.
Common Build Mistakes
Forgetting Healing Hands exists — it's a free heal equal to your level as an action once per long rest, which is significant burst healing in tier 1 play. Also: Celestial Resistance applies to two of the least-common damage types in most campaigns, so don't plan around it. The real value is in the subrace transformation ability.
Frequently Asked Questions — Aasimar
Which Aasimar subrace is best for Paladin?
Can Aasimar Healing Hands replace a Cleric?
Is Aasimar legal in Adventurers League?
Can a Fallen Aasimar be good-aligned?
How does the Radiant Soul fly speed work in combat?
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