DDO Server Transfers 2025: "ghost worlds" are available until October 1, 2027. See Ghost worlds for more details.
Looking for which server your guild leader and guild transferred to? Check out our "Where did my guild go!?" page.


Thank you to everyone who participated in the DDO Wiki 20th Anniversary Giveaway! If you've won a prize, head to the linked page to find out how to claim it.

Newbie guideIn developmentDDO Store (Coupons)Social media
ClassesCraftingEnhancementsEpic DestiniesFavorFeatsItems
MapsMonstersPlacesQuestsRacesReincarnationSkillsSpells
Please create an account or log in to get the most updated information (this is up to 18 hours old), remove ads, access dark mode or the mobile friendly Timeless skin, and build a reputation to unlock more editing privileges.
Please visit DDO wiki's Discord chat server if you need any help!

Aasimar

From DDO wiki
Jump to navigation Jump to search
Aasimar
Added Update 36 Patch 3
Setting Eberron
Starting Level
Availability
Type Premium
Point Cost 1,395 DP
Bundles Included in any bundles?
Favor
Note
Past Life feats
First +1 Heal
Second +1 Wisdom
Passive Passive
Active Active Past Life Stance

Carrying the blood of a celestial, an Aasimar is usually good-aligned and fights against evil in the world.

Wikipedia logo
Wikipedia has an article on the same subject:
Aasimar character creation screen

Overview[edit]

Aasimar bear with their souls the light of the heavens. With a touch of the power of Celestials, Aasimar are born to serve as their champions.
Bonded to Celestials, Aasimar are wise and powerful. They are versatile, accenting Divine roles.

Aasimar, a heroic Eberron race introduced in Update 36 Patch 3, is free to VIPs. As of March 8th 2018, it became available in the DDO Store for 1,395 DP.

Racial Traits[edit]

  • +2 Wisdom
  • +2 Racial Bonus on Heal, Listen, and Spot checks.
  • +5 Resistance to Cold, Acid, and Electricity.
  • Racial Lay On Hands (Healing Hands). Start with one charge per rest, gain more in Aasimar racial tree. Can only be used while your Bond Feat is active. HP gained = {10 + Character Level} * WIS Mod.

Deities[edit]

Further information: Deity feats

Feats[edit]

Racial Feats[edit]

Racial past life feats[edit]

Enhancements[edit]

Aasimar enhancements tree

Core abilities[edit]

Stronger Bonds: +1 use of Healing Hands per rest.

Notes: Increases maximum amount of Healing Hands per rest to 2.

AP Cost: 1 Level: 1 Progression: 0 No requirements
Ability Score Improvement: Choose one:
  • +1 Strength
  • +1 Wisdom
  • +1 Charisma
AP Cost: 2 Level: 4 Progression: 1 Requires: Stronger Bonds
Stronger Bonds: Protector Bond now grants +2% Dodge. Fallen Bond now grants +2 to Tactics DCs.
AP Cost: 1 Level: 7 Progression: 3 Requires: Ability Score Improvement
Ability Score Improvement: Choose one:
  • +1 Strength
  • +1 Wisdom
  • +1 Charisma
AP Cost: 2 Level: 11 Progression: 4 Requires: Stronger Bonds
Stronger Bonds: +2 more uses of Healing Hands per rest.

Notes: Increases maximum amount of Healing Hands per rest to 4.

AP Cost: 1 Level: 16 Progression: 6 Requires: Ability Score Improvement

Tier One[edit]

Requires Stronger Bonds

Fight the Wicked: +1 to hit and damage vs. Evil creatures.
AP Cost: 1 Ranks: 1 Progression: 1
Counsel: +[1/2/3] to the Heal, Listen, and Spot skills
AP Cost: 1 Ranks: 3 Progression: 1
True Resilience: Choose one. Your choice is determined by your Bond Feat.
  • True Resilience: Fallen: +[1/2/3] Reflex Saving Throws.
  • True Resilience: Protector: +[1/2/3] Fortitude Saving Throws.
minor bug: Both options show only +1 for all three ranks. Enhancements otherwise functions as normal.
AP Cost: 1 Ranks: 3 Progression: 1
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
AP Cost: 2 Ranks: 1 Progression: 1

Tier Two[edit]

Requires 5 APs spent in tree

Fight the Wicked: +1 to hit and damage vs. Evil creatures.
AP Cost: 1 Ranks: 1 Progression: 5 Requires: Fight the Wicked
Arcanum: +[25/50/100] spell points and +[1/2/3] spell penetration.
AP Cost: 2 Ranks: 3 Progression: 5
Divine Purpose: Gain an active ability with one charge per rest. Must have your Bond Feat active to use.
  • Divine Purpose: Fallen: You sprout strange wings, the mark of the Fallen. For one minute, you gain a +2 Primal bonus to Strength and +5% Primal bonus to Doublestrike. You must have Bond of the Fallen active in order to use this skill. You may use this once per rest, and an extra time for every Divine Charge you have.
  • Divine Purpose: Protector: You sprout ethereal wings, the mark of the Protector. For one minute, you gain a Determination Bonus to Healing Amplification and Positive Spell Power equal to your Character Level. You must have Bond of the Protector active in order to use this skill. You may use this once per rest, and an extra time for every Divine Charge you have.
AP Cost: 1 Ranks: 1 Progression: 5
Divine Resolve: Select one:
  • Divine Resolve: Fallen: +[1/2/3] Strength while your Divine Purpose is active.
  • Divine Resolve: Protector: +[1/2/3] Charisma while your Divine Purpose is active.
AP Cost: 1 Ranks: 3 Progression: 5

Tier Three[edit]

Requires 10 APs spent in tree

Fight the Wicked: +1 to hit and damage vs. Evil creatures.
AP Cost: 1 Ranks: 1 Progression: 10 Requires: Fight the Wicked
Divine Charges: +[1/2/3] Divine Purpose Charges
AP Cost: 1 Ranks: 3 Progression: 10
Blessings: +[10/20/30] Positive Spell Power.
AP Cost: 1 Ranks: 3 Progression: 10
Aasimar Improved Recovery: +20 Healing Amplification.
AP Cost: 2 Ranks: 1 Progression: 10 Requires: Aasimar Improved Recovery

Tier Four[edit]

Requires 15 APs spent in tree

Celestial Tutelage: Choose one of the following.
AP Cost: 1 Ranks: 1 Progression: 15
Ascendant Bond: Toggle: toggles off on rest. Must have your Bond Feat active to use. Mutually exclusive with other sources of Transformation.
  • Ascendant Bond: Fallen: Transformation: You gain immunity to Fear, a +10 Determination bonus to Melee Power and Ranged Power, and your melee weapon attacks add a stack of Vulnerability once per second.
  • Ascendant Bond: Protector: Transformation: You gain +3 stacking bonus to all Saving Throws, +5% Sacred bonus to maximum hit points, and a +10 Determination Bonus to PRR and MRR.
minor bug: You may lose the benefits of this toggle upon death, resting, or zoning into some instances. Turn the ability off and back on to reapply.
AP Cost: 1 Ranks: 1 Progression: 15
Aasimar Improved Recovery: +20 Healing Amplification.
AP Cost: 2 Ranks: 1 Progression: 15 Requires: Aasimar Improved Recovery

PnP information and traits[edit]

3.5 Edition Planar Handbook (2004-07)
  • Level Adjustment: +1
  • Ability Adjustments: +2 Wis, +2 Cha
  • Favored Class: Paladin
  • Skills: +2 racial bonus on Spot and Listen
  • Resistance to acid 5, cold 5, and electricity 5
5th Edition Dungeon Masters Guide
  • Wisdom +1, Charisma +2
  • Resist necrotic and radiant damage
  • Light, Lesser Restoration, Daylight SLAs

References[edit]

Various Lamannia threads: