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Table Of Contents

Credits 3
Celestial Spirit Mage 5
Creating a Celestial Spirit Mage 5
Class Features 6
Celestial Spirit Magic 6
Celestial Spirit Ways 8
River of Stars 8
Spirit Dress 8
Ability Score Improvement 8
Spirit Synchrony 8
Essence Recovery 9
Celestial Spirit Ways 9
Way of Assembly 9
Way of Unity 10
Appendix A:Celestial Spirit Stat Blocks 12
Aquarious 12
Taurus 14
Virgo 15
Cancer 16
Leo 17
Sagittarius 18
Aries 19
Gemini 20
Capricorn 21
Scorpio 22
Libra 23
Pisces 24
Cross 26
Clock 27
Lyre 28
Canis 29
Compass 30
Chisel 31
Swan 33
Bear Cub 34
Celestial Spirit King 35
Celestial Spirit Mage
celestial spirit mage is a sorcerer who event that led you to come face-to-face with your very

A
possesses the ability to form contracts with first Celestial Spirit. Below are some of the most
Celestial Spirits, harnessing their magical common pathways through which individuals stumble
powers to summon them into the Material upon Celestial Spirits and forge contracts with them:
Plane for battle. These mages derive their Heritage. It could be that your parent, mentor, or a
formidable abilities from the deep bond they dear friend was the first to form a contract with a
share with their spirits. As this bond Celestial Spirit. Through their connection, you had the
strengthens, so does their connection to the spirit privilege of witnessing firsthand the powers of Celestial
realm, amplifying their powers. Spirit Magic. Perhaps they entrusted you with their key,
The Celestial Spirits, residing within the Spirit World, or in the unfortunate event of their passing, the key
are integral components of this ethereal realm. became a precious keepsake, a lasting reminder of their
Governed by the Celestial Spirit King, they have long presence.
sought to establish bonds with mortals, offering aid in Pursuit. Your path to becoming a Celestial Spirit
times of struggle. Celestial Spirit Mages have the Mage may have been ignited by your encounters with
privilege of forming contracts with two distinct the lore of Celestial Magic, whether through books or
categories of spirits: the Major Spirits and the Minor witnessing the awe-inspiring feats of other Celestial
ones. Spirit Mages. Driven by a resolute aspiration, you
When entering into a contract with a Celestial Spirit tirelessly sought every possible means to achieve your
Mage, each Celestial Spirit bestows upon them a special goal. You may have approached a seasoned Celestial
key. These keys serve as conduits for summoning the Spirit Mage to request apprenticeship, or daringly
spirits into the Material Plane, bridging the divide embarked on a personal quest to encounter a Celestial
between realms. Spirit on your own.
Encounter. Fate intervened one fateful day when your
Creating a Celestial Spirit Mage journey led you to cross paths with a Celestial Spirit.
When delving into the creation of a Celestial Spirit Perhaps you were traversing through an area
Mage, it is crucial to give particular attention to the resonating with potent spiritual connections, where the
circumstances surrounding your initial encounter with realms intertwined. In a twist of destiny, a Celestial
Celestial Spirits. There may be a significant and unique Spirit came to your aid, recognizing the latent potential
within you, or you were chosen for reasons yet
unknown.

5
Celestial Spirit Mages are sorcerers that utilize Celestial Spirit Magic to summon powerful allies.
You must have a Charisma score of 13 or higher in order to multiclass in or out of this class.

Celestial Spirit Mage


Level Proficiency Bonus Features Celestial Pacts Spell Slots Spell Slots Level
1st +2 Celestial Spirit Magic, Celestial Spirit Way feature 1 1 1st
2nd +2 River of Stars 1 2 1st
3rd +2 Spirit Dress 2 2 2nd
4th +2 Ability Score Improvement 3 2 2nd
5th +3 Summon Celestial Spirit upgrade 4 2 3rd
6th +3 Celestial Spirit Way feature 4 2 3rd
7th +3 5 2 4th
8th +3 Ability Score Improvement 6 2 4th
9th +4 Summon Celestial Spirit upgrade 7 2 5th
10th +4 Celestial Spirit Way feature 7 2 5th
11th +4 Spirit Synchrony 8 3 5th
12th +4 Ability Score Improvement 9 3 5th
13th +5 Spirit Synchrony upgrade 9 3 5th
14th +5 Celestial Spirit Way feature 9 3 5th
15th +5 Spirit Synchrony upgrade 10 3 5th
16th +5 Ability Score Improvement 10 3 5th
17th +6 Spirit Synchrony upgrade 11 4 5th
18th +6 12 4 5th
19th +6 Ability Score Improvement 12 4 5th
20th +6 Essence Recovery 12 4 5th

Quick Build Equipment


You can make a Celestial Spirit Mage by following these You start with the following equipment, in addition to
suggestions. First, Charisma should be your highest the equipment granted by your background:
ability score, followed by Constitution. Second, choose a (a) a scholar’s pack or (b) an a dungeoneer’s pack
background fitting your origins and the way you first Leather armor, any simple weapon, and two daggers
came into contact with a Celestial Spirit.
Celestial Spirit Magic
Class Features
As a Celestial Spirit Mage, you gain the following class At 1st level, you have made a pact with a Celestial Spirit
features. being of your choice. You are granted the ability to
summon it into the material plane through the spells
Hit Points Summon Celestial Spirit (Major) and Summon
Hit Dice: 1d8 per Celestial Spirit Mage level Celestial Spirit (Minor).
8 + your Constitution modifier
Hit Points at 1st Level: The Celestial Spirits that you are able to make a pact
Hit Points at Higher Levels: 1d8 (or 5) + your with are divided between two categories, Major and
Constitution modifier per Celestial Spirit Mage level Minor. Major Celestial Spirits represent each one a
after 1st Zodiac Sign. They are highly capable of combat, require
Proficiencies a spell slot to be summoned and their keys are golden.
Light armor The Minor Celestial Spirits are ones with lesser powers,
Armor:
Simple weapons, whip don’t require expending a spell slot to be summoned
Weapons:
Tools:None and their keys are silver.
Saving Throws: Wisdom, Charisma Restrictions and Limitations
Skills:Choose two from Arcana, Deception, Insight, There are certain restrictions and limitations in
Animal Handling, Persuasion, Performance and Celestial Spirit Magic.
History Summoning Cooldown. Each Celestial Spirit can be
summoned once per long rest. The Celestial Spirits are
immortal beings. Even if they die in battle, their form
will reappear in the Spirit Realm.

6
Force Gate Closure. There only two ways for each Celestial Spirits
Celetial Spirit to return to its realm. Either the Celestial Name Type Level Requirement
Spirit Mage and the spirit agree mutually upon closing Cross Minor 1
its spirit gate or it is forced to close. It can be forced to Clock Minor 1
closure either by dropping the spirit’s hit points to 0 Canis Minor 1
orby magic means (for example failing a saving throw to Compass Minor 1
a Banishment spell). Lyre Minor 5
Spirit Proximity. The summoned Celestial Spirit can Chisel Minor 5
only be summoned within 10 feet of the Celestial Spirit Bear Cub Minor 5
Mage and with permission they can travel up to 5 miles Swan Minor 5
away from them. If they move further than this range, Taurus Major 1
the connection is broken and they return to their realm. Scorpio Major 1
The Celestial Spirit Mage knows at any time the general Aries Major 1
direction of the spirit, but not the actual distance. The Cancer Major 1
mage also is able to understand when the connection is Sagittarius Major 5
broken. Virgo Major 5
Multiple Summons. Until level 5th you can have up Libra Major 5
two Celestial Spirits summoned at the same time and Pisces Major 5
only 1 of them can be a Major one. At level 5th, you can Aquarius Major 9
have up to three Celestial Spirits summoned at the Leo Major 9
same time and only 1 of them can be a Major one. At Gemini Major 9
level 9th, you can still have up to three Celestial Spirits Capricorn Major 9
summoned at the same time, but two of them now can
be Major ones. At level 17th, you can have up to three Summon Celestial Spirit (Major)
Celestial Spirits summoned at the same time and all Varied level conjuration
three of them can be Major ones. If a new summon is 1 action
exceeding the summoning cap, the older spirit has its Casting Time:
10 feet
gate cloded by force and it is sent to its realm. Range:
V, S, M (celestial spirit key)
Additionally, for each extra Celestial Spirit Components:
1 hour
summoned, the total duration of all spirits summoned is Duration:
reduced by half each time another one is summoned. You call forth a Major Celestial Spirit that you made a
pact with. It manifests in an unoccupied space that you
Celestial Spirit Spellcasting can see within range. This corporeal form uses the
When a Celestial Spirit is summoned, it gains up to a corresponding Celestial Spirit stat block. The creature
level of abilites equal to the spell slot expended during disappears when it drops to 0 hit points or when the
its summon. If there is a spell slot level requirement for spell ends.
an ability, it will be noted in the Celestial Spirit’s Stat The creature is an ally to you and your companions.
Block. In combat, the creature shares your initiative count, but
it takes its turn immediately after yours. It obeys your
Spellcasting Ability verbal commands (no action required by you). If you
Charisma is your spellcasting ability for your Celestial don’t issue any, it takes the Dodge action and uses its
Spirit Mage spells, so you use your Charisma whenever move to avoid danger.
a spell refers to your spellcasting ability. In addition, you Spell Levels. You can cast this spell with a 1st Level
use your Charisma modifier when setting the saving Spell Slot or higher. When you cast this spell using a
throw DC for a Celestial Spirit Mage spell you cast and spell slot of 2nd level or higher, use the higher level
when making an attack roll with one. whenever the spell’s level appears in the stat block.
Spell save DC = 8 + your proficiency bonus + your If the Celestial Spirit is able to cast spells, it is able to
Charisma modifier do so by up to a combined level of the level of the spell
slot it was summoned. If you wish for it to cast spells
Spell attack modifier = your proficiency bonus + your even after it has depleted all its available spell slots, you
Charisma modifier must use an extra spell slot. If you do so, its duration on
the material plane is refreshed, its hit points restore to
Spellcasting Focus full and it gains extra spell slots as the level of the new
You must use an arcane focus as a spellcasting focus for spell slot you used. You can renew this way your
your Summon Celestial Spirit spell. The key provided Celestial Spirit as a free action, as long as you consume
by each spirit is your arcane focus for summoning it. an available spell slot.
Both the Celestial Spirit choices and the Summon You can find each Celestial Spirit’s Stat Block in the
Celestial Spirit spells are detailed below: Appendix A.

7
Summon Celestial Spirit (Minor) Spirit Dress
Cantrip conjuration
At 3rd level, you bond with your Celestial Spirit
Casting Time: 1 action deepens. You are now able to incorporate the power of a
Range: 10 feet Major Celestial Spirit into your body by placing its key
Components: V, S, M (celestial spirit key) on your chest while summoning it. Your clothes, armor
Duration: 1 hour and weapons change to match the appearance of your
You call forth a minor Celestial Spirit that you made a chosen Celestial Spirit and you gain proficiency with
pact with. It manifests in an unoccupied space that you them as long as you remain in this form. You also gain
can see within range. This corporeal form uses the some of its powers to help you through combat that last
corresponding Celestial Spirit stat block. The creature for 1 minute. While in Spirit Dress form you gain the
disappears when it drops to 0 hit points or when the following benefits:
spell ends. You gain temporary hit points equal to half of the
The creature is an ally to you and your companions. total hit points (rounded down) the summoned spirit
In combat, the creature shares your initiative count, but would have.
it takes its turn immediately after yours. It obeys your You gain a +2 bonus to your AC.
verbal commands (no action required by you). If you You gain all of the chosen Celestial Spirit’s actions.
don’t issue any, it takes the Dodge action and uses its You can choose up to two abilities from its stat block
move to avoid danger. to use (including bonus actions and reactions),
This spell is still restricted by all the limitations and provided that you have the ability to gain them. For
restrictions for summoned Celestial Spirits. example, if you summon a Spirit Dress of Taurus
You can find each Celestial Spirit’s Stat Block in the with a 3rd level spell slot, you may use up to two
Appendix A. abilities that it gains with a 3rd level spell slot, but
Celestial Spirit Ways not beyond that.
At 1st level, your bond with the Celestial Spirits in You can use this feature once per long rest and
combination with your personality defines your unique without expending a spell slot, but only at the same level
fighting style. The path of your choice grants you as your lowest available spell slot. Spirit Dress counts
features at 1st level and again at 6th, 11th, and 17th towards the Summoning Cooldown restriction.
level.
River of Stars Ability Score Improvement
During your time fighting alonside with Celestial Spirits When you reach 4th level, and again at 8th, 12th, 16th,
you have learned how to better use a portion of Celestial and 19th level, you can increase one ability score of
Spirit Magic. You have learned to imbue your attacks your choice by 2, or you can increase two ability scores
enhancing them with spirit magic. of your choice by 1. As normal, you can’t increase an
At level 2, you gain the following benefits while you ability score above 20 using this feature.
aren’t wearing a medium or heavy armor and wielding a
shield:
Spirit Synchrony
You can use Charisma instead of Strength for the
attack and damage rolls of your unarmed strikes and At 11th level, your bond with your Spirits reaches its
simple weapons. peak. Upon mutual agreement, the Major Spirits can
You can roll a d4 in place of the normal damage of share some of their magical energy, in addition to yours,
your unarmed strike. and be summoned in stronger forms. You can cast your
When you use the Attack action with an unarmed Summon Celestial Spirit (Major) spell once at 6th level
strike, a simple weapon or a whip on your turn, you without expending a spell slot. You must finish a long
can make an unarmed strike as a bonus action. rest before you can do so again.
Starting at 5th level, when you land a hit with an At higher levels, you gain more advanced spell slots
unarmed strike, a simple weapon or a whip on your that can be used to cast the Summon Celestial Spirit
turn (once per turn), you expell spirit energy dealding (Major) spell in this way: one 7th-level spell slot at 13th
extra 1d8 radiant damage. The extra damage level, one 8th-level spell slot at 15th level, and one 9th-
increases by 1d8 when you reach 11th level (2d8), level spell slot at 17th level. You regain all uses of your
and 17th level (3d8). Spirit Synchrony when you finish a long rest.
If you land a hit with a whip and if the creature is Additionally, you learn a new way to channel your
Large or smaller, you can pull the creature up to 10 Celestial Spirit Magic. You learn the following Spell:
feet closer to you.

8
Ultimate Magic of the Stars
Celestial Spirit Ways
6th-level Evocation
Celestial Spirit Mages Ways depend mostly on each
Casting Time: 1 action individual mage and the way the Celestial Spirit Magic
Range: Self is used in practice. The first Way focuses on
Components: V, S strenghtening the Celestial Spirits, which in turn help
Duration: Instantaneous protecting their trusted allies. The Second Way, focuses
You summon star-like lights, followed shortly after by a on strengthening the Celestial Spirit Mage through the
blanket of darkness reminiscent of a night sky within a power of the Celestial Spirits. Through these different
60-foot radius around you. The lights explode shortly approaches, the Celestial Spirit Mages define their own
after damaging creatures within range. Choose any personal unique combat style revolving around the
number of creatures you can see, each creature must summoning of their trusted companions and the mutual
make a Dexterity saving throw taking 12d6 radiant bond they share.
damage on a failed save, or half as much damage on a
successful one. Way of Assembly
At Higher Levels. When you cast this spell using a Celestial Spirit Mages of this Way seek strengthen the
spell slot of 7th level or higher, the damage increases by group. They use their Celestial Spirit Magic to empower
1d6 for each slot level above 6th. not only their Celestial Spirit summoning practices, but
also their spirit companions in battle.
Essence Recovery Spirit Inspiration
At 20th level, you can draw on your inner reserve of At 1st level, after you summon a Celestial Spirit or use
mystical power while entreating to your spirit the Spirit Dress feature, using a bonus action you can
companions to help you restore your magical power. inspire a Celestial Spirit within 60 feet of you who can
You can spend 1 minute in trance communicating with hear or see you. That creature gains one Spirit
your Celestial spirits to assist you in regaining all your Inspiration die, a d6.
expended spell slots from your Celestial Spirit Magic Once within the next 10 minutes, the Celestial Spirit
feature. Once you regain spell slots with this feature, can roll the die and add the number rolled to one ability
you must finish a long rest before you can do so again. check, attack roll, or saving throw it makes. The

9
Celestial Creature can wait until after it rolls the d20 passed and you cannot use your contract with that
before deciding to use the Spirit Inspiration die, but particular Celestial Spirit in the meantime.
must decide before the DM says whether the roll You can find the Celestial Spirit King’s Stat Block in
succeeds or fails. Once the Spirit Inspiration die is the Appendix A.
rolled, it is lost. A Celestial Spirit can have only one
Spirit Inspiration die at a time. Way of Unity
You can use this feature a number of times equal to Celestial Spirit Mages of this Way seek strengthen
your Charisma modifier (a minimum of once). You theirselves. They use their Celestial Spirit Magic to
regain any expended uses when you finish a long rest. empower their Spirit Dress summoning gaining self-
Your Spirit Inspiration die changes when you reach sufficiency in battle and forming a unique and effective
certain levels in this class. The die becomes a d8 at 5th combat style through their union with their Celestial
level, a d10 at 10th level, and a d12 at 15th level. Spirits.
Unison Burst
Starting at 6th level, the Celestial Spirit Mage combines Spirit Boost
forces with one of his Celestial Spirits that is At 1st level, after you summon a Celestial Spirit or use
summoned to create a powerful attack. Using your the Spirit Dress feature, a Celestial Spirit within 60 feet
reaction while the Celestial Spirit executes an ability or of you who can hear or see you can boost you in combat
attack, you can empower the chosen attack or ability using its reaction. You gain one Spirit Boost die, a d6.
doubling its damage and increasing the DC of any Once within the next 10 minutes, you can roll the die
saving throws the ability has by your Charisma modifier. and add the number rolled to one ability check, attack
You can use this ability once per short or long rest. roll, or saving throw you make. You can wait until after
you roll the d20 before deciding to use the Spirit Boost
Multiple Spirit Summoning die, but must decide before the DM says whether the
Starting at 10th level, your Multiple Spirit Summoning roll succeeds or fails. Once the Spirit Boost die is rolled,
is further strenghtened. You gain the following benefits it is lost. You can have only one Spirit Boost die at a
regarding your Multiple Spirit Summoning: time.
You can summon up to two Celestial Spirits without You can use this feature a number of times equal to
the duration being reduced to half. It is still reduced your Charisma modifier (a minimum of once). You
if you summon additional Celestial Spirits. regain any expended uses when you finish a long rest.
You are able to summon each Celestial Spirit twice Your Spirit Boost die changes when you reach certain
per long rest. levels in this class. The die becomes a d8 at 5th level, a
If a Celestial Spirit’s Gate is going to close forcefully, d10 at 10th level, and a d12 at 15th level.
you can use your reaction and tranfer any remaining
hit points or spell slots (if there are any left) to
another one you have already summoned.
Spirit King Summoning
Starting at 14th level, you are worthy of communicating
with the Celestial Spirit King and even summoning him
in battle if necessary. If you focus and meditate for 1
minute you can cast the spell commune once per long
rest. The Celestial Spirit King communicates
telepathically with you and answers your questions if he
can (at DM’s discretion). Additionally, you can try and
summon him in battle. By performing the Celestial
Summon spell and sacrificing any Golden key you can
summon the Celestial Spirit King to help you in battle.
When the Spirit King is summoned you cannot summon
any other Celestial Spirit and anyone already
summoned has its Gate forcefully closed.
Additionally, the Spirit King blesses you with a Spirit
Dress of the sacrificed Celestial Spirit. This spirit dress
is summoned at the same level as your lowest available
spell slot.
You can use this ability once per long rest. The
sacrificed key will appear on you after 7 days have

10
Unison Dress Ultmate Spirit Dress Form
Starting at 6th level, while under the effects of Spirit Starting at 14th level, while you perform your Spirit
Dress instead of gaining only two abilities available for Dress summoning you can choose to activate it in its
you from the Celestial Spirit, you gain that much Ultimate Form. While in this Ultimate Spirit Dress
abilities equal to your Proficiency Bonus. form, you gain the following benefits that last for 1
Additionally, you gain an extra use of Spirit Dress per minute:
long rest, for a total of 2.
You gain all of the selected Celestial Spirits hit
Multiple Dress Summoning points as temporary hit points, instead of half of
Starting at 10th level, you are able to mix abilities of them.
your Celestial Spirits, while in Spirit Dress, following You gain proficiency with all saving throws.
the rules for Multiple Spirit Summoning. The total You gain a bonus to your AC equal to your Charisma
count of Celestial Spirit abilities equipped remains modifier.
equal to your Proficiency Bonus, but now you are able to You have resistance to all damage.
switch any of them between the available with a bonus You can activate this ability once per long rest and
action. You can also change with your bonus action any you can not use your Spirit Dress ability again, until you
available equipment your chosen Celestial Spirits offer. have taken a long rest.
The temporary hit points gained from from the Spirit
Dress don’t stack with the previous ones.
Additionally, you can expend additional spell slots to
Spirit Dress summon a Major Celestial Spirit and Spirit
Dress now doesn’t count towards the Summoning
Cooldown restrictions.

11
Appendix: Celestial Spirit Stat Blocks
Aquarious Aquarious
Medium Celestial Spirit

Armor Class 13 + Dexterity modifier + the level of the spell [max


Personality 5](natural armor)
Aquarius, a moody and ill-tempered Celestial Spirit. Hit Points [8 + CON] + [8 + CON] for each spell level above 1st
However, beneath its rough exterior, Aquarius reveals a Speed 20 ft., swim 30 ft.
kind and loving side. The more it bonds with the DEX** CON** WIS*
Celestial Spirit Mage the more it softens its attitude, STR INT CHA

fostering a more lenient bond. 8 (-1) 12 (+1) 14 (+2) 13 (+1) 15 (+2) 10 (+0)

Saving Throws Con, Wis


Damage Resistanses Acid; Fire; Bludgeoning, Piercing, and
Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Exhaustion, Grappled, Paralyzed,
Petrified, Poisoned, Prone, Restrained, Unconscious,
charmed, frightened
Senses darkvision 60 ft., passive Perception 10 + Proficiency
Bonus + Wisdom modifier
Languages Celestial, understands the languages you speak
Challenge –
Proficiency Bonus equals your bonus

Spirit Link. Some of the base stats of the Celestial Spirit are
further enhanced by the Celestial Spirit Mage and the
connection they share. Stats in the Stat Block marked with *
gain a bonus equal to the Charisma Modifier of the Celestial
Spirit Mage, while stats marked with ** gain a bonus equal to
half the Charisma Modifier of the Celestial Spirit Mage
rounded down.

Levitate. When Aquarious is in water, she can choose to levitate


instead. Levitate movement counts as swim movement.

Water Form. Aquarious can enter a hostile creature’s space and


stop there. It can move through a space as narrow as 1 inch
wide without squeezing.

Spellcasting. Aquarius is a X-level spellcaster, where X is the


level of the Celestial Spirit Mage. Its spellcasting ability is
Wisdom (spell save DC 8 + Proficiency Bonus + Wisdom
modifier, + Proficiency Bonus + Wisdom modifier to hit with
spell attacks). Aquarious has the following spells prepared:
Cantrips (at will): Shape Water, Ray of Frost, Torrent*
1st level: Create or Destroy Water, Ice Knife, Water Catapult*,
Bubble Shot*
3rd level: Tidal Wave, Wall of Water, Water Breathing, Water
Walk, Sleet Storm, Water Pillar*
4th level: Control Water, Watery Sphere, Ice Storm
5th level: Cone of Cold
6th level: Investiture of Ice, Wall of Ice
5th level: Maelstorm
8th level: Tsunami

Hidden Potential (3rd level spell slot). Aquarius gains extra spell
slots for its spellcasting ability equal to half the expended spell
slot it was summononed, rounded down. However these extra
spell slots cannot be used for upcasting a spell on a spell slot
beyond Aquarius’ capabilities (according to its spellcasting
level).

12
New Spells
Some new spells were created specifically for making
Aquarious shine a bit more while using her element:
Water Bolt Bubble Shot
Evocation cantrip 1st-level evocation
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 60 feet
Components: S, V Components: S, V
Duration: Instantaneous Duration: Instantaneous
You hurl a mote of water at a creature or object within You create three water bubbles that are launched with
range. Make a ranged spell attack against the target. On magical force. The bubbles hit a creature of your choice
a hit, the target takes 1d8 bludgeoning damage and that you can see within range. Make a separate attack
becomes wet for 1 minute. If the target is wet and is hit roll for each bubble. On hit each bubble deals 1d4 +
by an attack or effect that deals cold damage, it takes an Charisma modifier bludgeoning damage to its target.
additional 1d8 cold damage. At Higher Levels. When you cast this spell using a
At Higher Levels. This spell’s damage increases by spell slot of 2nd level or higher, the spell creates one
1d18 when you reach 5th level (2d8), 11th level (3d8), more bubble for each slot above 1st.
and 17th level (4d8).
Aqua Torrent Water Pillar
1st-level evocation 3rd-level conjuration
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 120 feet
Components: S, V Components: S, V
Duration: Instantaneous Duration: Instantaneous
Water is hurled with force in a straight line up to 60 feet Choose a point you can see on the ground within range.
in a direction you choose before falling to the ground, A pillar of water springs in a 10-foot radius centered on
stopping early if it impacts against a solid surface. If the that point. Each creature in that area must make a
water would strike a creature, that creature must make Dexterity saving throw. A creature takes 3d12
a Dexterity saving throw. On a failed save, the water bludgeoning damage on a failed save, or half as much
strikes the target and stops moving. When the water damage on a successful one.
strikes something, the object and what it strikes each Additionally, the ground in that area is flooded and
take 3d8 bludgeoning damage. Each creature hit by this soaked in water until cleared away. Ranged spell
spell become wet for 10 minutes and if hit by an attack attacks that deal lightning damage have advantage on
or effect that deals cold damage, it takes an additional targets within that area and creatures inside it have
1d8 cold damage. disadvantage on saving throws against effects that deal
At Higher Levels. When you cast this spell using a lightning damage.
spell slot of 2nd level or higher the damage increases by Furthermore, all creatures that failed the saving
1d8, for each slot level above 1st. throw of this spell become wet for 10 minutes, taking
1d8 additional damage if hit by an attack or effect that
deals cold damage.
At Higher Levels. When you cast this spell using a
spell slot of 4th level or higher, the damage increases by
1d12 for each slot level above 3rd.

13
Taurus

Personality
Taurus possesses a formidable fighting spirit and a
deep, passionate affection for its Celestial Spirit Mage.
When summoned, it will exert every ounce of its power
to present itself in a favorable light before its master
and shield them from any impending danger.

Rampaging Shockwave (3rd level spell slot). Taurus uses its action
Taurus and smashes his Greataxe on the ground creating a rupturing
Medium Celestial Spirit
earth-like shockwave that travels in a line 30 feet long and 5 feet
wide. All creatures within range must make a Dexterity saving
Armor Class 11 + Dexterity modifier + the level of the spell [max throw. A creature takes 3d12 bludgeoning damage on a failed
5](natural armor) save, or half as much damage on a successful one. Additionally,
Hit Points [8 + CON] + [8 + CON] for each spell level above 1st the ground in that area becomes difficult terrain until cleared.
Speed 30 ft. Each 5-foot-square portion of the area requires at least 1
minute to clear by hand.
STR* DEX** CON** INT WIS CHA When you summon Taurus using a spell slot of 4th level or
15 (+2) 13 (+1) 14 (+2) 8 (-1) 10 (+0) 12 (+1) higher, the damage increases by 1d12 for each slot level above
3rd.
Saving Throws Str, Dex Taurus can use this ability once per time summoned, unless
Skills Athletics you expend another spell slot to renew the summoning.
Condition Immunities charmed, frightened
Senses darkvision 60 ft., passive Perception 10 + Proficiency Interception (4th level spell slot). When a creature Taurus can see
Bonus + Wisdom modifier hits a target, other than Taurus, within 5 feet of it with an
Languages Celestial, understands the languages you speak attack, it can use its reaction to reduce the damage the target
Challenge – takes by 1d10 + your proficiency bonus (to a minimum of 0
Proficiency Bonus equals your bonus damage). Taurus must be wielding his Greataxe to use this
reaction.
Spirit Link. Some of the base stats of the Celestial Spirit are Great Weapon Fighting (5th level spell slot). When Taurus rolls a 1
further enhanced by the Celestial Spirit Mage and the or 2 on a damage die for an attack it makes with a melee
connection they share. Stats in the Stat Block marked with * weapon that it is wielding with two hands, it can reroll the die
gain a bonus (X) equal to the Charisma Modifier of the Celestial and must use the new roll, even if the new roll is a 1 or a 2. The
Spirit Mage, while stats marked with ** gain a bonus (Y) equal weapon must have the two-handed or versatile property for
to half the Charisma Modifier of the Celestial Spirit Mage. Taurus to gain this benefit.

Pack Tactics (1st level spell slot). Taurus has advantage on attack
rolls against a creature if you are within 5 feet of the creature Actions
and you are not incapacitated. Multiattack. Taurus makes a number of attacks with his
Greataxe equal to half this spell’s level (rounded down).
Charge (2nd level spell slot). If Taurus moves at least 20 feet
straight toward a creature and then hits it with a Spinning Axe Spinning Axe. Melee Weapon Attack: your spell attack modifier to
attack on the same turn, that target must succeed on a DC 8 + hit, reach 5ft., one target. Hit 1d12 + Strength modifier + the
Proficiency Bonus + Strength modifier Strength saving throw or spell’s level slashing damage.
be knocked prone. If the target is prone, Taurus can make one
attack with its hooves against it as a bonus action. Hooves. Melee Weapon Attack: your spell attack modifier to hit,
reach 5ft., one target. Hit 1d10 + Strength modifier + the spell’s
level bludgeoning damage.

14
Virgo

Personality
Virgo, exhibits an intriguing tendency to seek
punishment, irrespective of the nature of its actions. It
embodies a rigid, formal demeanor, moving with utmost
chastity, while displaying unwavering loyalty and
obedience towards its owner. Notably, its derives
pleasure from addressing its master as “Princess” or
“Prince” adding a touch of regal reverence to their
relationship.

Virgo saving throw or be restrained. The creature can repeat the


saving throw at the end of each of its turns.
Medium Celestial Spirit
Trap Hole (3rd level spell slot). As an action Virgo can create an
Armor Class 10 + Dexterity modifier + the level of the spell [max invisible trap hole provided it can can make one at that
5](natural armor) location. The hole can be up to 20 feet deep and 5 feet radius
Hit Points [8 + CON] + [8 + CON] for each spell level above 1st and she can create up to 1 trap hole at a time. A successful DC
Speed 40 ft., burrow 30 ft. 8 + Proficiency Bonus + Wisdom modifier Wisdom (Perception)
check or Intelligence (Investigation) check is necessary to
STR** DEX** CON INT WIS* CHA confirm that the trapped section of floor is actually the cover of
14 (+2) 13 (+1) 12 (+1) 10 (+1) 15 (+2) 8 (-1) a pit.
A creature that enters the space of the trap, activates it and
Saving Throws Dex, Wis must make a DC 8 + Proficiency Bonus + Wisdom modifier
Skills Acrobatics Dexterity saving throw of fall inside it, landing prone at the
Condition Immunities charmed, frightened bottom and taking falling damage as normal.
Senses darkvision 60 ft., Tremorsense 60 ft., passive Perception Increase the number of trap holes it can create by one for
10 + Proficiency Bonus + Wisdom Modifier each spell slot above 3rd.
Languages Celestial, understands the languages you speak Virgo can also try to activate Trap Hole through magic
Challenge – beneath an enemy after it hits with an attack. The enemy must
Proficiency Bonus equals your bonus still make the Dexterity saving throw as normally. Trap Hole can
be used this way so many times per combat as its Trap hole cap
defined by the spel slot level used when Virgo was summoned.
Spirit Link. Some of the base stats of the Celestial Spirit are
further enhanced by the Celestial Spirit Mage and the
connection they share. Stats in the Stat Block marked with * Actions
gain a bonus equal to the Charisma Modifier of the Celestial Multiattack. Virgo makes a number of attacks equal to half this
Spirit Mage, while stats marked with ** gain a bonus equal to spell’s level (rounded down). After Virgo uses its action to
half the Charisma Modifier of the Celestial Spirit Mage. make Unarmed Strikes to enemies within reach, it can use its
bonus action to make a Chain Strike to another enemy within
Appearance Change Virgo can change its appearance (its
reach provided that at least one of her two chains is not
physical characteristics). So it can appear thinner or fatter, a bit
restraining another creature.
taller or shorter, with long hair or short, more muscled or with
less muscle, based on what its master wants. Other than that, Unarmed Strike. Melee Weapon Attack: your spell attack modifier
its abilities remain the same. to hit, reach 5ft., one target. Hit 1d4 + Strength modifier + the
spell’s level bludgeoning damage. The hit die of the Unarmed
Tunneler (1st level spell slot). Virgo can burrow through solid rock
Strike increases to 1d6 at 5th level, to 1d8 at 11th level and
at half its burrow speed and leaves a 5-foot-diameter tunnel in
again to 1d10 at 17th level.
its wake.
Chain Strike. Melee Weapon Attack: your spell attack modifier to
Trap Lock (2nd level spell slot). As an action Virgo tries to restrain
hit, reach 15 ft., one target. Hit 1d6 + Strength modifier + the
an opponent with one of her two chains. The creature must
spell’s level slashing damage. The hit die of the Chain Strike
make a 8 + Proficiency Bonus + Wisdom modifier Dexterity
increases to 2d6 at 11th level.

15
Cancer

Personality
Cancer
Cancer exudes a remarkably “cool” personality, devoid Medium Celestial Spirit
of excessive emotion or impulsiveness. With its gentle
demeanor, it conducts itself in a manner befitting a true Armor Class 12 + Dexterity modifier + the level of the spell [max
gentleman, emphasizing chivalry and refinement. 5](natural armor)
Moreover, it assumes a role of utmost protection Hit Points [8 + CON] + [8 + CON] for each spell level above 1st
towards its Celestial Spirit Mage, displaying unwavering Speed 40 ft., swim 40 ft.
dedication and watchfulness over their well-being. STR** DEX* CON INT WIS CHA**
14 (+2) 15 (+2) 12 (+1) 8 (-1) 10 (+0) 13 (+1)

Saving Throws Dex, Con


Skills Athletics, Sleight of Hand, Stealth
Condition Immunities charmed, frightened
Senses darkvision 60 ft., Blindsight 30 ft., passive Perception
10 + Proficiency Bonus + Wisdom Modifier
Languages Celestial, understands the languages you speak
Challenge –
Proficiency Bonus equals your bonus

Spirit Link. Some of the base stats of the Celestial Spirit are
further enhanced by the Celestial Spirit Mage and the
connection they share. Stats in the Stat Block marked with *
gain a bonus equal to the Charisma Modifier of the Celestial
Spirit Mage, while stats marked with ** gain a bonus equal to
half the Charisma Modifier of the Celestial Spirit Mage.

Amphibious (1st level spell slot). Cancer can breathe air and
water.

Actions
Multiattack. Cancer makes a number of attacks equal to half
this spell’s level (rounded down).

Claw. Melee Weapon Attack: your spell attack modifier to hit,


reach 5ft., one target. Hit 1d6 + Strength modifier + the spell’s
level bludgeoning damage, and the target is grappled (escape
DC 8 + Proficiency Bonus + Strength modifier). Cancer has two
claws, each of which can grapple only one target.
The hit die of the Claw attack increases to 2d6 at 11th level.
If the target is already Grappled the Claw attack is a
automatic hit and deals an additional 1d4 bludgeoning
damage, which increases to 2d4 at 5th level, to 3d4 at 11th
level and again to 4d4 at 17th level.

Reactions
Protection (3rd level spell slot). When a creature Cancer can see
attacks a target other than it that is within 5 feet of it, it can use
its reaction to impose disadvantage on the attack roll.

16
Leo Leo
Medium Celestial Spirit

Armor Class 12 + Dexterity modifier + the level of the spell [max


Personality 5](natural armor)
Leo possesses an unabashedly flirtatious nature, Hit Points [8 + CON] + [8 + CON] for each spell level above 1st
especially when it comes to captivating women. Yet, Speed 30 ft.

behind its glamorous facade, it harbors a deep disdain STR** CON** CHA*
for those who mistreat or exploit the fairer sex. Loyalty DEX INT WIS

runs deep within it, extending not only to its cherished 14 (+2) 12 (+1) 13 (+1) 8 (-1) 10 (+0) 15 (+2)

friends, but also to its unwavering commitment to its Saving Throws Str, Cha
owner. With utmost devotion, it readily complies with Damage Resistanses radiant
the commands of its Celestial Spirit Mage, displaying Condition Immunities charmed, frightened
unwavering obedience devoid of doubt or hesitation. Senses darkvision 60 ft., passive Perception 10 + Proficiency
Bonus + Wisdom Modifier
Languages Celestial, understands the languages you speak
Challenge –
Proficiency Bonus equals your bonus

Spirit Link. Some of the base stats of the Celestial Spirit are
further enhanced by the Celestial Spirit Mage and the
connection they share. Stats in the Stat Block marked with *
gain a bonus equal to the Charisma Modifier of the Celestial
Spirit Mage, while stats marked with ** gain a bonus equal to
half the Charisma Modifier of the Celestial Spirit Mage.

Telepathy. Leo can create a telepathic link between itself and its
Celestial Spirit Mage.

Spellcasting (1st level spell slot). Leo’s innate spellcasting ability


is Charisma (your spell attack modifier to hit, spell save DC 8 +
Proficiency Bonus + Charisma Modifier). It can innately cast
the following spells, requiring no material components:
Cantrips: Guidance, Light, Sacred Flame, Word of Radiance
1st level: Divine Favor, Guiding Bolt
3rd level: Blinding Smite
5th level: Holy Weapon

Radiant Smite (2nd level spell slot). When Leo hits a creature
with an unarmed strike, it can expend one spell slot to deal
radiant damage to the target, in addition to the unarmed
strikes’s damage. The extra damage is 2d8 for a 1st-level spell
slot, plus 1d8 for each spell level higher than 1st, to a
maximum of 5d8. The damage increases by 1d8 if the target is
an undead or a fiend, to a maximum of 6d8.

Blessed Strikes (4th level spell slot). When a creature takes


damage from one of Leo’s cantrips or unarmed strikes, it can
also deal 1d8 radiant damage to that creature. Once you deal
this damage, you can’t use this feature again until the start of
your next turn.

Actions
Multiattack. Leo makes a number of attacks equal to half this
spell’s level (rounded down).

Unarmed Strike. Melee Weapon Attack: your spell attack


modifier to hit, reach 5ft., one target. Hit 1d4 + Strength
modifier + the spell’s level bludgeoning damage. The hit die of
the Unarmed Strike increases to 1d6 at 5th level, to 1d8 at 11th
level and again to 1d10 at 17th level.

17
Sagittarius
Sagittarius
Medium Celestial Spirit

Personality Armor Class 10 + Dexterity modifier + the level of the spell [max
Sagittarius embodies formality and holds a deep 5](natural armor)
reverence for its owner. With unwavering dedication, it Hit Points [8 + CON] + [8 + CON] for each spell level above 1st

endeavors to swiftly execute the commands bestowed Speed 40 ft., climb 30 ft.

upon it, always striving to deliver the best results within STR DEX* CON** INT** WIS CHA
its abilities. However, it has a peculiar trait of taking 10 (+0) 15 (+2) 13 (+1) 14 (+2) 12 (+1) 8 (-1)
requests quite literally, often leading it to misinterpret
certain orders. Despite this occasional misstep, its Saving Throws Dex, Int
commitment to fulfilling its duties remains steadfast. Skills Acrobatics, Nature
Condition Immunities charmed, frightened
Senses darkvision 60 ft., passive Perception 10 + Proficiency
Bonus + Wisdom Modifier
Languages Celestial, understands the languages you speak
Challenge –
Proficiency Bonus equals your bonus

Spirit Link. Some of the base stats of the Celestial Spirit are
further enhanced by the Celestial Spirit Mage and the
connection they share. Stats in the Stat Block marked with *
gain a bonus equal to the Charisma Modifier of the Celestial
Spirit Mage, while stats marked with ** gain a bonus equal to
half the Charisma Modifier of the Celestial Spirit Mage.

Arcane Shots (1st level spell slot). Sagittarius learns to unleash


special magical effects with some of its shots. Once per turn
when Sagittarius fires an arrow from its longbow as part of the
Attack action, it can apply one of its Arcane Shot options to
that arrow. You decide to use the option when the arrow hits,
unless the option doesn’t involve an attack roll.
When Sagittarius is summoned, choose 1 Arcane Shot
option from the Fighter’s Arcane Archer Subclass. If an option
requires a saving throw, Sagittarius Arcane Shot save DC
equals 8 + its proficiency bonus + its Intelligence modifier.
Sagittarius can use this ability once for each level of spell
slot used when summoned. For every other two levels of
upcast summoning (at 3rd, 5th etc) you can choose 1
additional Arcane Shot option for Sagittarius to have in its
arsenal.

Master Archer (2nd level spell slot). Sagittarius gains a +2 bonus


to attack rolls it makes with ranged weapons.

Close Quarters Shooter (4th level spell slot). When making a


ranged attack while you are within 5 feet of a hostile creature,
you do not have disadvantage on the attack roll. Your ranged
attacks ignore half cover and three-quarters cover against
targets within 30 feet of you.

Actions
Multiattack. Sagittarius makes a number of attacks equal to
half this spell’s level (rounded down).

Longbow. Ranged Weapon Attack: your spell attack modifier to


hit, reach 150/600 ft., one target. Hit 1d8 + Dexterity modifier +
the spell’s level piercing damage.

18
Aries
Personality
Aries is characterized by its shyness and politeness. Tt
also possesses a sweet nature and deeply appreciates
the kindness displayed by its owner. Aries is easily
frightened, yet its obedience remains unwavering, ready
to fight for its owner.

Aries free itself at the end of its turns.


Aries can use this ability expending a 1st level spell slot,
Medium Celestial Spirit provided it has any left.
Armor Class 10 + Dexterity modifier + the level of the spell [max Wool Wall (4th level spell slot). As an action, a wall of strong wool
5](natural armor) rises from the ground at a point you choose within range. You
Hit Points [8 + CON] + [8 + CON] for each spell level above 1st can make the wall up to 50 feet long, 15 feet high, and 1 foot
Speed 30 ft., climb 30 ft. thick. You can shape the wall in any way you choose so long as
it makes one continuous path along the ground. The wall lasts
STR DEX** CON** INT WIS CHA* for the duration. When the wall appears, each creature within
8 (-1) 14 (+2) 13 (+1) 10 (+0) 12 (+1) 15 (+2) its area must make a Dexterity saving throw. On a failed save
the same effects as Wool Shot are applied to the creatures
Saving Throws Dex, Cha inside it. On a successfull save, the creatures decide on which
Skills Acrobatics side of the wall they want to be pushed.
Condition Immunities charmed, frightened The Wool Wall keeps fog, smoke, and other gases at bay.
Senses darkvision 60 ft., passive Perception 10 + Proficiency Small or smaller flying creatures or objects can’t pass through
Bonus + Wisdom Modifier the wall. Loose, lightweight materials brought into the wall
Languages Celestial, understands the languages you speak stuck on the wall. Arrows, bolts, and other ordinary projectiles
Challenge – launched at targets behind the wall are stuck on it and
Proficiency Bonus equals your bonus automatically miss. (Boulders hurled by giants or siege
engines, and similar projectiles, are unaffected.) Creatures in
gaseous form can’t pass through it.
Spirit Link. Some of the base stats of the Celestial Spirit are Aries can use this ability expending a 3rd level spell slot,
further enhanced by the Celestial Spirit Mage and the provided it has any left.
connection they share. Stats in the Stat Block marked with *
gain a bonus equal to the Charisma Modifier of the Celestial Wool Bomb (5th level spell slot). Aries launches a bomb of thick
Spirit Mage, while stats marked with ** gain a bonus equal to wool at a point within 30 feet ranged that explodes in a 15 feet
half the Charisma Modifier of the Celestial Spirit Mage. radius. All creatures inside its radius are subjected to the
effects of Wool Shot. On a failed saving throw they are also
Actions blinded.
Aries can use this ability expending a 5th level spell slot,
Multiattack. Aries makes a number of attacks equal to half this provided it has any left.
spell’s level (rounded down).

Unarmed Strike. Melee Weapon Attack: your spell attack modifier Reactions
to hit, reach 5ft., one target. Hit 1d4 + Dexterity modifier + the Wool Cushion (1st level spell slot). As a reaction, Aries can throw a
spell’s level bludgeoning damage. The hit die of the Unarmed 10 foot radius cushion of wool to a point within 30 feet to
Strike increases to 1d6 at 5th level, to 1d8 at 11th level and protect itself and allies from falling damage.
again to 1d10 at 17th level. This reaction can also be used by the Celestial Spirit Mage
once per long rest without expending a spell slot to summon
Wool Shot (2nd level spell slot). As an action, Aries shots wool to
Aries. Aries is summoned that way briefly, just to use its ability
an enemy. The enemy must make a DC 8 + Proficiency Bonus +
and goes away immediately after.
Charisma modifier Dexterity saving throw or wool is stuck upon
Wool Shield (3rd level spell slot). As a reaction, Aries can
it. While the wool is stuck on the enemy, it considered
expand a thick wool to try and protect itself from incoming
restrained and it must make a Charisma saving throw or act
attacks. Until the start of its next turn, it has a +5 bonus to AC,
indifferent about creatures of your choice that it is hostile
including against the triggering attack. Aries can use this ability
toward, as the fluffyness of the wool is all it cares about. This
expending a 1st level spell slot, provided it has any left.
indifference ends if the target is attacked or harmed by a spell
This reaction can also be used by the Celestial Spirit Mage
or if it witnesses any of its friends being harmed.
once per long rest without expending a spell slot to summon
If the creature is not under the effects of the above
Aries. Aries is summoned that way briefly, just to use its ability
mentioned indifference, it can make a Strentgh saving throw to
and goes away immediately after.

19
Gemini Gemini
Small Celestial Spirit

Armor Class 10 + Dexterity modifier + the level of the spell [max


Personality 5](natural armor)
Hit Points [8 + CON] + [8 + CON] for each spell level above 1st
In a fascinating display of adaptability, Gemi and Mini, Speed 0 ft., fly 20 ft. (hover)
the Celestial Spirit known as Gemini, seamlessly
assimilate the very essence of their summoner’s STR DEX CON** INT WIS** CHA*
personality. Their joyful spirits radiate with an 8 (-1) 10 (+0) 13 (+1) 12 (+1) 14 (+2) 15 (+2)
infectious energy, enlivening the atmosphere with their
graceful dances and whimsical poses. Unburdened by Saving Throws Cha

shyness, they embrace their role with boundless Condition Immunities charmed, frightened
Senses darkvision 60 ft., passive Perception 10 + Proficiency
enthusiasm, ready to embark on any task that awaits Bonus + Wisdom Modifier
their beckoning. Languages Celestial, understands the languages you speak
Challenge –
Proficiency Bonus equals your bonus

Spirit Link. Some of the base stats of the Celestial Spirit are
further enhanced by the Celestial Spirit Mage and the
connection they share. Stats in the Stat Block marked with *
gain a bonus equal to the Charisma Modifier of the Celestial
Spirit Mage, while stats marked with ** gain a bonus equal to
half the Charisma Modifier of the Celestial Spirit Mage.

Hidden Potential (3rd level spell slot). Gemini gain extra spell
slots for their spellcasting ability equal to half the expended
spell slot they were summononed, rounded down. However
these extra spell slots cannot be used for upcasting a spell on a
spell slot beyond Gemini’s capabilities (according to its
spellcasting level).

Actions
Copy (1st level spell slot). Gemini can use their action to
transform to another creature up to 1 size bigger than them.
For them to transform, they must have been in contact with the
target creature once. After they transform, they assume its
appearance (even clothes and gear) and gain access to its
knowledge, memories and thoughts up to the moment they
touched it. This transformation lasts for up to a number of
minutes equal to your levels in this class and can only be used
once for each time Gemini were summoned.
While transformed, Gemini gain the creature’s Str, Dex and
Int scores, but retain their rest ability scores intact. They also
gain any proficiencies in skill checks or saving throws, on top
of theirs. Additionally, they gain any abilities that the original
creature has, but if its power level is greater than Gemini’s,
they are scaled down to match Gemini’s power level. For
example, if the creature knows 6th level spells, and Gemini are
summoned with a 5th or lower spell slot, they can not use
them. Gemini must still expend available spell slots as normal
to cast spells. If the creature has an attack action, Gemini can
make a number of attacks equal to half this spell’s level
(rounded down).
Gemini can store up to a number of tranformations equal to
half your Charisma modifier rounded down (minimum of 1). If
they store a new tranformation and the cap is exceeded, the
older one is replaced.

20
Capricorn

Personality
Capricorn, epitomizing loyalty and unwavering
dedication, remains steadfastly devoted to its master.
With an inherent respect for all beings, Capricorn
carries itself with an air of dignity and reverence
towards others. Its wisdom extends beyond mere
loyalty, as Capricorn possesses exceptional expertise in
the art of imparting magical knowledge to others. It
takes great pleasure in the written word, finding solace
and expression in the form of eloquent poems that
effortlessly flow from its lips.

Fist Barrage. Immediately after you take the Attack action on


Capricorn your turn, you can spend a 1st level spell slot to make two
Medium Celestial Spirit Unarmed Strikes as a bonus action.
Defensive Stance. You can spend a 1st level spell slot to take
Armor Class 12 + Dexterity modifier + the level of the spell [max the Dodge action as a bonus action on your turn.
5](natural armor) Swift Step. You can spend a 1st level spell slot to take the
Hit Points [8 + CON] + [8 + CON] for each spell level above 1st Disengage or Dash action as a bonus action on your turn,
Speed 30 ft., climb 30 ft. and your jump distance is doubled for the turn.

STR* DEX CON** INT WIS** CHA


15 (+2) 12 (+1) 13 (+1) 10 (+0) 14 (+2) 8 (+0) Spellcasting (3rd level spell slot). Capricorn’s innate spellcasting
ability is Wisdom (your spell attack modifier to hit, spell save
Saving Throws Str, Wis DC 8 + Proficiency Bonus + Wisdom Modifier). It can innately
cast the following spells, requiring no material components:
Skills Athletics
Condition Immunities charmed, frightened 1st level: Charm Person
3rd level: Fast Friends, Motivational Speech
Senses darkvision 60 ft., Blindsight 30 ft., passive Perception 10
+ Proficiency Bonus + Wisdom Modifier Hidden Potential (5th level spell slot). Capricorn gains extra spell
Languages Celestial, understands the languages you speak slots for its spellcasting ability equal to half the expended spell
Challenge – slot it was summoned, rounded down. However these extra
Proficiency Bonus equals your bonus spell slots cannot be used for upcasting a spell on a spell slot
beyond Capricorn’s capabilities (according to its spellcasting
Spirit Link. Some of the base stats of the Celestial Spirit are level).
further enhanced by the Celestial Spirit Mage and the
connection they share. Stats in the Stat Block marked with * Actions
gain a bonus equal to the Charisma Modifier of the Celestial
Spirit Mage, while stats marked with ** gain a bonus equal to Multiattack. Capricorn makes a number of attacks equal to half
half the Charisma Modifier of the Celestial Spirit Mage. this spell’s level (rounded down).

Martial Expert (1st level spell slot). Capricorn is an expert in Unarmed Strike. Melee Weapon Attack: your spell attack modifier
martial arts and can boost his martial prowess with magic. He to hit, reach 5ft., one target. Hit 1d4 + Strength modifier + the
can use its bonus action and expend a 1st level spell slot to spell’s level bludgeoning damage. The hit die of the Unarmed
perform martial abilities, described below: Strike increases to 1d6 at 5th level, to 1d8 at 11th level and
again to 1d10 at 17th level.

21
Scorpio
Personality
Scorpio, embodying kindness and unwavering loyalty,
extends profound respect to its Celestial Spirit Mage.
However, it is in Scorpio’s peculiar manner of speaking
that its enigmatic nature truly unfolds. Its words are
laden with an intriguing cadence, woven with a touch of
mystery and intrigue. Like the ebb and flow of a secret
current, Scorpio’s speech lingers with a hint of riddles
and cryptic messages. Yet, beneath this enigmatic
façade lies an unwavering trustworthiness, a spirit that
can be relied upon without hesitation.

Scorpio saving throw. A creature takes 3d8 bludgeoning damage on a


failed save, or half as much damage on a successful one.
Medium Celestial Spirit
The strong wind and sand keeps fog, smoke, and other gases
at bay. Small or smaller flying creatures or objects can’t pass
Armor Class 14 + Dexterity modifier + the level of the spell [max through the wall. Loose, lightweight materials brought into the
5](natural armor) wall fly upward. Arrows, bolts, and other ordinary projectiles
Hit Points [8 + CON] + [8 + CON] for each spell level above 1st launched at targets behind the wall are deflected upward and
Speed 30 ft., climb 30 ft. (Land only), fly 60 ft. (Air only), swim automatically miss. (Boulders hurled by giants or siege
30 ft. (Water only) + 10 ft. (Swift Only) engines, and similar projectiles, are unaffected.) Creatures in
gaseous form can’t pass through it.
STR* DEX CON** INT WIS** CHA
15 (+2) 12 (+1) 13 (+1) 10 (+0) 14 (+2) 8 (-1) Sandstorm (5th level spell slot). As an action, Scorpio creates a
sandstorm and must expend a 5th level spell slot to activate
Saving Throws Str, Con this ability.
Condition Immunities charmed, frightened Scorpio causes a sandstorm to emerge at a point within 100
Senses darkvision 60 ft., passive Perception 10 + Proficiency ft. that it can see in a 30-foot radius, 30-foot tall cylinder.
Bonus + Wisdom Modifier Creatures of your choosing that stand within the initial impact
Languages Celestial, understands the languages you speak of the ability’s range must make a DC 8 + Proficiency Bonus +
Challenge – Wisdom modifier Strength saving throw or be knocked prone.
Proficiency Bonus equals your bonus The sandstorm lasts for 1 minute and all creatures within its
area must make at their start of their turn a DC 8 + Proficiency
Bonus + Wisdom modifier Constitution saving throw or be
Spirit Link. Some of the base stats of the Celestial Spirit are blinded until the start of their next turn. Creatures with
further enhanced by the Celestial Spirit Mage and the blindsight or tremorsense are not affected by it. Ranged or spell
connection they share. Stats in the Stat Block marked with * attacks originating from outside the sandstorm targeting a
gain a bonus equal to the Charisma Modifier of the Celestial creature, object, or space within the sandstorm are done at
Spirit Mage, while stats marked with ** gain a bonus equal to disadvantage.
half the Charisma Modifier of the Celestial Spirit Mage.

Sand Beam (1st level spell slot). As an action, Scorpio can expend Actions
a 1st level spell slot and fire a sand beam to enemies in a line
Multiattack. Scorpio makes a number of attacks equal to half
30 feet long and 5 feet wide. All creatures within range must
this spell’s level (rounded down). It can only do one Sting
make a Dexterity saving throw. A creature takes 2d8
bludgeoning damage on a failed save, or half as much damage attack per turn.
on a successful one. Claw. Melee Weapon Attack: your spell attack modifier to hit,
When Scorpio expends a spell slot of 2nd level or higher, the reach 5ft., one target. Hit 1d6 + Strength modifier + the spell’s
damage increases by 1d8 for each slot level above 1st. level bludgeoning damage.
The hit die of the Claw attack increases to 2d6 at 11th level.
Sand Wall (3rd level spell slot). As an action, Scorpio creates a
wall of wind and sand and must expend a 3rd level spell slot to Sting. Melee Weapon Attack: your spell attack modifier to hit,
activate this ability. reach 5ft., one target. Hit 1d10 + Strength modifier + the spell’s
A wall of strong wind and sand rises from the ground at a level piercing damage, and the target must make a DC 8 +
point you choose within range. You can make the wall up to 50 Proficiency Bonus + Wisdom modifier Constitution saving
feet long, 15 feet high, and 1 foot thick. You can shape the wall throw, taking 1d10 poison damage on a failed save, or half as
in any way you choose so long as it makes one continuous path much damage on a successful one.
along the ground. The wall lasts for the duration. When the wall The hit die of the poison damage increases to 2d10 at 5th
appears, each creature within its area must make a Strength level, to 3d10 at 11th level and again to 4d10 at 17th level.

22
Libra

Personality
Libra, a Spirit of tranquil demeanor, embodies an aura
of profound silence. It barely speaks and always exudes
a calm and serene presence. However, it quickly obeys
the orders of its summoner without questioning them.
Despite its quiet nature, Libra harbors a subtle
inclination for dominance and authority, finding
satisfaction in observing others kneeling in deference
and obediently following its every command.

Libra within 30 feet of you. The object or creature must be Large or


smaller. The target’s weight is halved or doubled for up to 1
Medium Celestial Spirit minute or until Libra’s concentration ends (as if it were
concentrating on a spell).
Armor Class 10 + Dexterity modifier + the level of the spell [max While the weight of a creature is halved by this effect, the
5](natural armor) creature’s speed increases by 10 feet, it can jump twice as far
Hit Points [8 + CON] + [8 + CON] for each spell level above 1st as normal, and it has disadvantage on Strength checks and
Speed 30 ft., climb 30 ft., fly 20 ft., swim 30 ft. Strength saving throws.
While the weight of a creature is doubled by this effect, the
STR DEX CON** INT WIS** CHA* creature’s speed is reduced by 10 feet, and it has advantage on
8 (-1) 12 (+1) 13 (+2) 10 (+0) 14 (+2) 15 (+2) Strength checks and Strength saving throws.
Upon reaching 10th level in this class, Libra can target an
Saving Throws Wis, Cha object or a creature that is Huge or smaller.
Skills Acrobatics
Condition Immunities charmed, frightened Gravity Lock (5th level spell slot). As an action, Libra can produce
Senses darkvision 60 ft., passive Perception 10 + Proficiency such strong gravitational force, that can try to pin down a
Bonus + Wisdom Modifier creature. A creature affected by this ability must make a DC 8 +
Languages Celestial, understands the languages you speak Proficiency Bonus + Charisma modifier Strength saving throw
Challenge – or be paralyzed (it can still speak though). At the end of its turn
Proficiency Bonus equals your bonus it can repeat the saving throw to break free.
Libra can use this ability once per summon.
Spirit Link. Some of the base stats of the Celestial Spirit are
further enhanced by the Celestial Spirit Mage and the Reactions
connection they share. Stats in the Stat Block marked with * Gravitational Pull (1st level spell slot). When another creature that
gain a bonus equal to the Charisma Modifier of the Celestial you can see within 60 feet of you hits with a weapon attack, you
Spirit Mage, while stats marked with ** gain a bonus equal to can use your reaction to increase/decrease the attack’s velocity,
half the Charisma Modifier of the Celestial Spirit Mage. causing the attack’s target to take extra/less damage equal to
Spellcasting (3rd level spell slot). Libra’s innate spellcasting ability Libra’s Charisma Modifier + this spell’s level and of the
weapon’s type.
is Charisma (your spell attack modifier to hit, spell save DC 8 +
Proficiency Bonus + Charisma Modifier). It can innately cast the Alternatively, if a creature within 60 feet of you takes damage
from a fall, you can use your reaction to increase/decrease the
following spells, requiring no material components:
fall’s damage by 1d10. The hit die icreases to 2d10 if Libra was
3rd Level: Slow
summoned by a 4th level spell slot or higher and to 3d10 if it
7th Level (1/summon): Reverse Gravity
was summoned by a 7th level spell slot or higher.
Libra can make a number of Gravitational Pulls per round
Actions equal to half this spell’s level (rounded down) minus 1 if she
used he action during her turn. Additionally, Gravitational Pull
Gravity Manipulation (1st level spell slot). As an action, Libra can
can be used only once per turn.
magically alter the weight of one object or creature it can see

23
Pisces

Personality
While in their human form, the duo of Pisces possesses tranquility. With flowing robes and serene eyes, she
a whimsical trait. The child among them exhibits a embodies maternal wisdom and compassion. Her
comedic inclination, playfully addressing not only their presence exudes a harmonious blend of elegance and
biological mother, but also those who have summoned power, offering nurturing guidance to those who seek
both of them as “mom,” much to the amusement of their her celestial embrace.
parental figure. The mother Pisces emanates grace and

Fish Form

Mother Pisces Son Pisces


24
Pisces
Large Celestial Spirit Actions
Multiattack. Pisces makes a number of attacks equal to half this
Armor Class 11 + Dexterity modifier + the level of the spell [max spell’s level (rounded down).
5](natural armor)
Hit Points [8 + CON] + [8 + CON] for each spell level above 1st Trident and Fist (Human Form). Melee Weapon Attack: your spell
Speed 30 ft., fly 30 ft. (Fish Form only), swim 30 ft. attack modifier to hit, reach 5ft., one target. Hit 1d4
bludgeoning damage + 1d6 + Strength modifier + the spell’s
STR* DEX** CON INT WIS** CHA level piercing damage. The attack is a combined attack of the
15 (+2) 13 (+1) 12 (+1) 10 (+0) 14 (+2) 8 (-1) mother’s Unarmed Strike (1d4) and the son’s Trident attack
(1d6).
Saving Throws Str, Dex The hit dies increase to 1d6 + 1d6 at level 6th, to 1d8 + 2d6
Skills Athletics at level 11th and again to 1d10 + 2d6 to level 17th.
Condition Immunities charmed, frightened
Senses darkvision 60 ft., passive Perception 10 + Proficiency Twin Bite (Fish Form). Melee Weapon Attack: your spell attack
Bonus + Wisdom Modifier modifier to hit, reach 5ft., one target. Hit 1d6 + half Strength
Languages Celestial, understands the languages you speak modifier (rounded down) + half the spell’s level (rounded
Challenge – down) piercing damage. Pisces makes two attack rolls for this
Proficiency Bonus equals your bonus attack, one for each fish. On a successful hit the target is
grappled (escape DC 8 + Proficiency Bonus + Strength
modifier). Until this grapple ends, the target is restrained, and
Spirit Link. Some of the base stats of the Celestial Spirit are Pisces can’t bite another target. As long as the target is
further enhanced by the Celestial Spirit Mage and the grappled, it can use its remaining attacks to automatically
connection they share. Stats in the Stat Block marked with * damage the creature for half Strength modifier (rounded down)
gain a bonus equal to the Charisma Modifier of the Celestial + half the spell’s level (rounded down) piercing damage with
Spirit Mage, while stats marked with ** gain a bonus equal to one fish, and additionally make the second attack roll as
half the Charisma Modifier of the Celestial Spirit Mage. normal.
The hit die increases to 2d6 at level 11th.
Amphibious (1st level spell slot). Pisces can breathe air and water.

Wave Strikes [Human Form](5th level spell slot). Pisces attacks Bonus Actions
while in Human Form are empowered by the power of waves
striking their target enemy after each striking attempt. After Distracting Maneuvers (1nd spell slot). Pisces can use their bonus
each attack roll, successful or not, the targeted enemy creature action before attacking to distract the enemy. Their next attack
must make a DC 8 + Proficiency Bonus + Wisdom modifier roll has advantage.
Dexterity saving throw taking bludgeoning damage equal to its Two Forms (3rd level spell slot). Pisces have two forms that can
Wisdom modifier + this spell’s spell’s level on a failed one, or change even during combat, affecting their abilities. The first is
half that on a successful one. the Human Form (default form), where they appear as a
mother and her son and the second is the Fish Form, where
Brutal Strikes [Fish Form](5th level spell slot). Pisces attacks while
in Fish Form are deadlier. Their critical range is 18 or above and they appear as a pair of giant fish.
if they land a critical their attack deals triple the dice, instead of Pisces can use their bonus action to alternate between the
double. two forms.

25
Cross

Personality
Cross, the enigmatic celestial entity, speaks sparingly, Cross
as if guarding secrets within the depths of its being. Its
reticence stems from a conscious choice to resist the Small Celestial Spirit

lure of slumber, a realm where dreams intertwine with


reality. In its profound silence, Crux reveals a keen Armor Class 10 + Dexterity modifier + your Charisma modifier

intellect that surpasses the boundaries of mortal (natural armor)


Hit Points [5 + CON] times your Proficiency Bonus
comprehension, a mind that dances with celestial Speed 0 ft., fly 20 ft. (hover)
knowledge.
STR DEX CON INT** WIS** CHA
8 (-1) 10 (+0) 10 (+0) 16 (+3) 14 (+2) 12 (+1)

Saving Throws Int


Skills Arcana, History
Condition Immunities charmed, frightened
Senses darkvision 60 ft., passive Perception 10 + Proficiency
Bonus + Wisdom Modifier
Languages Celestial, understands the languages you speak
Challenge –
Proficiency Bonus equals your bonus

Spirit Link. Some of the base stats of the Celestial Spirit are
further enhanced by the Celestial Spirit Mage and the
connection they share. Stats in the Stat Block marked with *
gain a bonus equal to the Charisma Modifier of the Celestial
Spirit Mage, while stats marked with ** gain a bonus equal to
half the Charisma modifier (rounded down) of the Celestial
Spirit Mage.

Telepathy. Cross can create a telepathic link between itself and


its Celestial Spirit Mage even when not summoned.

Spirit Scanning. Cross can discern the direction and proximity


of any summoned Celestial Spirits or creature that have been
in contact with one within a 5 mile radius.

Vast Knowledge. Cross has vast knowledge of magic, languages


historical events. It has advantage on Intelligence checks
(Arcana, History) and if these checks involve Spirit Magic or
History it can treat a roll of 9 or lower as 10.
Additionally, he can read all writing.

Detect Magic. Cross is able to cast Detect Magic at will.

Actions
Pacifist. In combat, Cross takes the Dodge action and uses its
move to avoid danger.
Clock

Personality
Clock
Clock’s voice usually echoes with the words of its Medium Celestial Spirit
summoner. Yet, within the depths of its being, a
profound devotion resides. A fervent love for its master Armor Class 14 + Dexterity modifier + your Charisma modifier
burns bright, extending its shield of protection not only (natural armor)
to the cherished owner, but also to the circle of trusted Hit Points [5 + CON] times your Proficiency Bonus
companions. In an act of unwavering loyalty, it Speed 0 ft., fly 10 ft. (hover)
manifests forcefully, an unyielding guardian, drawn to INT** WIS**
safeguard those dear to its heart. STR
8 (-1)
DEX
12 (+1)
CON
16 (+3) 10 (+0) 14 (+2)
CHA
10 (+0)

Saving Throws Con


Damage Resistances Fire, Poison; Bludgeoning, Piercing, and
Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Paralyzed,
Poisoned
Senses darkvision 60 ft., passive Perception 10 + Proficiency
Bonus + Wisdom Modifier
Languages Celestial, understands the languages you speak
Challenge –
Proficiency Bonus equals your bonus

Spirit Link. Some of the base stats of the Celestial Spirit are
further enhanced by the Celestial Spirit Mage and the
connection they share. Stats in the Stat Block marked with *
gain a bonus equal to the Charisma Modifier of the Celestial
Spirit Mage, while stats marked with ** gain a bonus equal to
half the Charisma modifier (rounded down) of the Celestial
Spirit Mage.

Telepathy. Clock can create a telepathic link between itself and


its Celestial Spirit Mage when summoned.

Mending. Clock can hold up to one medium sized creature


inside it or two small ones. While inside the Clock, creatures
can survive if there is lack of oxygen and their skin is healed
from minor skin deformations or diseases, like small cuts, bug
bites, chapping skin, itchings etc.

Emergency Defense Mechanism. Clock can summon itself in an


hour of emergency. If the Celestial Spirit Mage or a companion
that is regarded as having a close relationship with its master,
is about to die or become unconscious as a result of taking
damage and dropping to 0 hit points, Clock emerges and
encloses the one in danger inside it, taking the damage
instead. If the damage exceeds Clock’s hit points, the
remaining damage passes to the Celestial Spirit Mage.
While the Emergency Defense Mechanism is activated, Clock
has resistanse to all damage. Clock can use this ability once
per long rest.

Actions
Pacifist. In combat, Clock takes the Dodge action and uses its
move to avoid danger.

27
Lyre

Personality
Radiant and exuberant, a boundless joy encapsulates Lyre
Lyre’s essence, particularly upon the moment of Small Celestial Spirit
summoning. Its reservoir of knowledge regarding the
arcane arts runs deep, like a wellspring of wisdom Armor Class 10 + Dexterity modifier + your Charisma modifier
awaiting exploration. (natural armor)
Hit Points [5 + CON] times your Proficiency Bonus
Speed 0 ft., fly 20 ft. (hover)

STR DEX CON INT** WIS CHA**


8 (-1) 12 (+1) 10 (+0) 14 (+2) 10 (+0) 16 (+3)

Saving Throws Cha


Condition Immunities Charmed, Frightened
Senses darkvision 60 ft., passive Perception 10 + Proficiency
Bonus + Wisdom Modifier
Languages Celestial, understands the languages you speak
Challenge –
Proficiency Bonus equals your bonus

Spirit Link. Some of the base stats of the Celestial Spirit are
further enhanced by the Celestial Spirit Mage and the
connection they share. Stats in the Stat Block marked with *
gain a bonus equal to the Charisma Modifier of the Celestial
Spirit Mage, while stats marked with ** gain a bonus equal to
half the Charisma modifier (rounded down) of the Celestial
Spirit Mage.

Telepathy. Lyre can create a telepathic link between itself and its
Celestial Spirit Mage when summoned.

Soothing Music. Lyre is an excellent musician and expert in


playing the harp. It can use soothing music to help revitalize
wounded allies during a short rest. If you or any friendly
creatures who can hear its performance regain hit points at the
end of the short rest by spending one or more Hit Dice, each of
those creatures regains an extra 1d6 hit points.
The extra Hit Points increase when you reach certain levels
in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to
1d12 at 17th level.
Creatures that can’t benefit or choose not to benefit from
this ability, can still gain these hit points are temporary hit
points after the short rest.
Lyre can use this ability once per long rest.

Inspiring Protection. Lyre is able to cast the Mage Armor spell at


will, choosing itself or the Celestial Spirit Mage as the target to
receive the benefits.

Actions
Pacifist. In combat, Lyre takes the Dodge action and uses its
move to avoid danger.

28
Canis

Personality
Canis
In the realm of celestial beings, Canis stands apart, not Small Celestial Spirit
tailored for the rigors of combat, but rather embraced as
an endearing companion, a cherished pet for their Armor Class 10 + Dexterity modifier + your Charisma modifier
masters. Their purpose veers towards recreation and (natural armor)
exploration, imparting a lighthearted and uninhibited Hit Points [5 + CON] times your Proficiency Bonus
demeanor. Often concealed from sight, they may timidly Speed 30 ft.
shrink in the face of conflict. Yet, when the clarion call DEX** WIS**
of their owners resounds amidst battle’s tumult, they STR CON INT CHA

rally with unwavering commitment, diligently executing 8 (-1) 16 (+3) 12 (+1) 10 (+0) 14 (+2) 10 (+0)

their master’s every command. Saving Throws Dex


Skills Perception, Investigation, Survival
Condition Immunities Charmed, Frightened
Senses darkvision 60 ft., passive Perception 10 + Proficiency
Bonus + Wisdom Modifier
Languages Celestial, understands the languages you speak
Challenge –
Proficiency Bonus equals your bonus

Spirit Link. Some of the base stats of the Celestial Spirit are
further enhanced by the Celestial Spirit Mage and the
connection they share. Stats in the Stat Block marked with *
gain a bonus equal to the Charisma Modifier of the Celestial
Spirit Mage, while stats marked with ** gain a bonus equal to
half the Charisma modifier (rounded down) of the Celestial
Spirit Mage.

Keen Hearing and Smell. Canis has advantage on Wisdom


(Perception) checks that rely on hearing or smell.

Sharp Insticts. Canis has advantage on Intelligence


(Investigation) checks to detect traps. It can only show the
general direction of the trap.

Tracking. Canis has advantage on Wisdom (Survival) checks to


track creatures. Canis gains this advantage only if it has been
within 5 feet of the creature within the past day, if it can smell a
personal beloging of the creture or distinguish clear marks left
on the ground by it.

Camouflage. Canis can use the Invisibility spell at will once per
long rest. It can target one additional creature when you reach
6th (2 targets), 11th (3 targets) and 17th level (4 targets).

Actions
Pacifist. In combat, Canis takes the Dodge action and uses its
move to avoid danger.

29
Compass

Personality
Compass
Compass, perpetually wearing a somewhat foolish Small Celestial Spirit
expression, carries out its duties with unwavering
diligence. Though its appearance may suggest a lack of Armor Class 10 + Dexterity modifier + your Charisma modifier
intellect, Compass proves its dedication by faithfully (natural armor)
adhering to every command and successfully Hit Points [5 + CON] times your Proficiency Bonus
accomplishing each assigned task. Its unwavering Speed 10 ft., fly 30 ft.
commitment and ability to stay focused make up for its DEX** WIS**
seemingly clueless countenance, earning the trust and STR CON INT CHA

reliance of its Celestial Spirit Mage. 10 (+0) 14 (+2) 12 (+1) 10 (+0) 16 (+3) 8 (-1)

Saving Throws Wis


Skills Perception, Stealth
Condition Immunities Charmed, Frightened
Senses darkvision 60 ft., passive Perception 10 + Proficiency
Bonus + Wisdom Modifier
Languages Celestial, understands the languages you speak
Challenge –
Proficiency Bonus equals your bonus

Spirit Link. Some of the base stats of the Celestial Spirit are
further enhanced by the Celestial Spirit Mage and the
connection they share. Stats in the Stat Block marked with *
gain a bonus equal to the Charisma Modifier of the Celestial
Spirit Mage, while stats marked with ** gain a bonus equal to
half the Charisma modifier (rounded down) of the Celestial
Spirit Mage.

Flyby. Compass doesn’t provoke opportunity attacks when it


flies out of an enemy’s reach.

Sharp Insticts. Canis has advantage on Intelligence


(Investigation) checks to detect traps. It can only show the
general direction of the trap.

Tracking. Canis has advantage on Wisdom (Survival) checks to


track creatures. Canis gains this advantage only if it has been
within 5 feet of the creature within the past day, if it can smell a
personal beloging of the creture or distinguish clear marks left
on the ground by it.

Actions
Pacifist. In combat, Compass takes the Dodge action and uses
its move to avoid danger. Alternatively, it can take the help
action, but still tries to avoid being too close to many enemies.

30
Chisel

Personality
Chisel, with mechanical precision, adheres to the
directives of its Celestial Spirit Mage, devoid of emotion
or affection. Its movements are calculated, its responses
unwavering, as it dutifully executes each command
without falter. A testament to unwavering discipline,
Chisel’s robotic nature leaves no room for sentiment,
focusing solely on fulfilling its assigned tasks.

Flight Form

Cannon Form

Sword Form

31
Chisel Sword Form. Chisel can transform to sword. While in this form,
Small Celestial Spirit Chisel discards all its other abilities and stats and becomes a
magic weapon with the following properties:
Armor Class 10 + Dexterity modifier + your Charisma modifier
(natural armor) It considered a +1 Shortsword (Finesse, Light) and anyone
Hit Points [5 + CON] times your Proficiency Bonus wielding it gains proficiency with it. The bonus increases to
Speed 0 ft., fly 30 ft. +2 at level 11th and to +3 at level 17th.
The creature wielding it must use its Strength or Dexterity
STR DEX** CON INT WIS** CHA modifier for its attack rolls and damage rolls, unless the
-8 (-1) 16 (+3) 12 (+1) 10 (+0) 14 (+2) 10 (+0) wielder is the Celestial Spirit Mage, who can use the spell
attack modifier instead.
Saving Throws Dex On hit the sword deals 1d6 + the appropriate modifier
Skills Perception, Stealth slashing damage. At level 5th the weapon deals an extra 1d6
Condition Immunities Charmed, Frightened radiant damage, which increases by 1 again at level 11 (2d6)
Senses darkvision 60 ft., passive Perception 10 + Proficiency and by another 1 at level 17 (3d6).
Bonus + Wisdom Modifier Instead of making a melee attack, the creature wielding this
Languages Celestial, understands the languages you speak weapon can use it as a firearm weapon, using its Dexterity
Challenge – modifier for its attack and damage rolls or its Charisma
Proficiency Bonus equals your bonus instead, if the Celestial Spirit Mage is the one wielding it. It
has a range 50/150 feet and on a successful hit it deals the
same amount of damage as stated above, though its type is
Spirit Link. Some of the base stats of the Celestial Spirit are only radiant.
further enhanced by the Celestial Spirit Mage and the
connection they share. Stats in the Stat Block marked with *
gain a bonus equal to the Charisma Modifier of the Celestial Actions
Spirit Mage, while stats marked with ** gain a bonus equal to
half the Charisma modifier (rounded down) of the Celestial Pacifist (Flight Form). In combat, Compass takes the Dodge
Spirit Mage. action and uses its move to avoid danger. Alternatively, it can
take the help action, but still tries to avoid being too close to
Three Forms. Chisel can use its bonus action and alternate many enemies.
between the three of its forms freely (Flight, Sword and Cannon
Form). In each Form, it gains its own distinctive abilities. Magic Cannon. As an action, Chisel fires its magic cannon in a
line 30 feet long and 5 feet wide. Creatures in range must make
Flyby (Flight Form). Chisel doesn’t provoke opportunity attacks a DC 8 + Proficiency Bonus + Wisdom modifier Dexterity saving
when it flies out of an enemy’s reach. throw, taking 2d6 radiant damage on a failed save, or half as
much damage on a successful one.
Detection (Cannon Form). Chisel can use the See invisibility spell The damage die increases by 1d6 when you reach 5th level
once per long rest and extend its vision to the Celestial Spirit (3d6), 11th level (4d6), and 17th level (5d6).
Mage.

32
Swan

Personality
Swan exudes a distinctively pessimistic attitude, Swan
convinced that others harbor negative thoughts about it. Medium Celestial Spirit
This celestial spirit displays a contradictive nature, often
intentionally acting in opposition to the requests made Armor Class 10 + Dexterity modifier + your Charisma modifier
by its summoner. Despite these idiosyncrasies, Deneb’s (natural armor)
peculiar behavior adds a touch of unpredictability to its Hit Points [5 + CON] times your Proficiency Bonus
Speed 30 ft., fly 40 ft.
interactions, revealing a complex personality that defies
conventional expectations. STR DEX** CON INT WIS CHA**
-8 (-1) 14 (+2) 12 (+1) 10 (+0) 10 (+0) 16 (+3)

Saving Throws Dex


Skills Acrobatics
Condition Immunities Charmed, Frightened
Senses darkvision 60 ft., passive Perception 10 + Proficiency
Bonus + Wisdom Modifier
Languages Celestial, understands the languages you speak
Challenge –
Proficiency Bonus equals your bonus

Spirit Link. Some of the base stats of the Celestial Spirit are
further enhanced by the Celestial Spirit Mage and the
connection they share. Stats in the Stat Block marked with *
gain a bonus equal to the Charisma Modifier of the Celestial
Spirit Mage, while stats marked with ** gain a bonus equal to
half the Charisma modifier (rounded down) of the Celestial
Spirit Mage.

Aerial. When you reach 5th level in this class, Swan is able to
cast at will the Levitate spell, but only in willing creatures.

Actions
Lightning Triangle Attack. As an action, Lightning forming a
triangle springs from Swan’s hand to deliver a shock to a
creature it tries to hit. Make a melee spell attack against the
target. Swan has advantage on the attack roll if the target is
wearing armor made of metal. On a hit, the target takes 1d8
lightning damage, and it can’t take reactions until the start of
its next turn.
The damage die increases by 1d8 when you reach 5th level
(2d8), 11th level (3d8), and 17th level (4d8).

33
Bear Cub

Personality
Bear Cub
Bear Cub, despite its adorable appearance, conceals a Small Celestial Spirit
fierce fighting spirit within. As a celestial spirit, it
exhibits unwavering loyalty and a savage prowess on Armor Class 14 + Dexterity modifier + your Charisma modifier
the battlefield. When engaging with others, Polaris (natural armor)
maintains a composed demeanor, yet its eyes emanate a Hit Points [5 + CON] times your Proficiency Bonus
profound sincerity that resonates with those around it. Speed 30 ft.

STR** DEX CON** INT WIS CHA


16 (+3) 12 (+1) 14 (+2) 8 (-1) 10 (+0) 10 (+0)

Saving Throws Str


Skills Athletics
Condition Immunities Charmed, Frightened
Senses darkvision 60 ft., passive Perception 10 + Proficiency
Bonus + Wisdom Modifier
Languages Celestial, understands the languages you speak
Challenge –
Proficiency Bonus equals your bonus

Spirit Link. Some of the base stats of the Celestial Spirit are
further enhanced by the Celestial Spirit Mage and the
connection they share. Stats in the Stat Block marked with *
gain a bonus equal to the Charisma Modifier of the Celestial
Spirit Mage, while stats marked with ** gain a bonus equal to
half the Charisma modifier (rounded down) of the Celestial
Spirit Mage.

Powerful Build. Bear Cub counts as one size larger when


determining its carrying capacity and the weight it can push,
drag, or lift.

Actions
Booming Punch. As an action, Bear Cub charges its fist and
make a melee attack with it against one creature within 5 feet
of it. On a hit, the target suffers 1d8 + Strength modifier
bludgeoning damage and then becomes sheathed in booming
energy until the start of Bear Cub’s next turn. If the target
willingly moves 5 feet or more before then, the target takes 1d8
thunder damage, and the energy fades.
At 5th level, the melee attack deals an extra 1d8 thunder
damage to the target on a hit, and the damage the target takes
for moving increases to 2d8. Both damage rolls increase by
1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8
and 4d8).

Honey Jar. As an action, Bear Cub can remove a honey jar from
inside his belly and eat the honey. For the next 1 minute it
gains an extra Booming Punch attack with every attack action
(total of 2) and a bonus to its attack rolls equal to Celestial
Spirit Mage’s Charisma Modifier. After the effects of Honey Jar
wear off, the Bear Cub falls into deep sleep for 1 minute. It can
use this ability only once per long rest.

34
Celestial Spirit King

Personality
The Celestial Spirit King upholds the established In moments when the occasion calls for it, the Celestial
principles and rules of the Celestial Spirit World with Spirit King radiates infectious cheer and revelry. The
unwavering conviction. He faithfully carries out his duty, King readily extends his friendship to both humans and
even when it weighs heavily on his heart. Yet, beneath fellow Celestial Spirits, warmly referring to them as “old
the King’s stern exterior beats a compassionate heart. friends” even after a mere encounter. Those he holds
He possesses the capacity to empathize with his dear hold immeasurable worth in his eyes, and he vows
subjects, occasionally swaying his initial judgment. never to forgive those who inflict harm upon them.

35
Celestial Spirit King Expert Swordmanship. The Celestial Spirit King is a Master
Huge Celestial Spirit Swordsman. For that reason, when he makes an attack with its
Spirit Longsword it gains the following benefits:
Armor Class 20 (natural armor)
Hit Points 138 (12d12 + 75) + 11 for each level above 14 When the Celestial Spirit King rolls a 1 or 2 on a damage die
Speed 40 ft., fly 40 ft. for an attack it makes with its Spirit Longsword that it is
wielding with two hands, it can reroll the die and must use
STR DEX CON INT WIS CHA the new roll, even if the new roll is a 1 or a 2.
24 (+7) 15 (+1) 20 (+5) 16 (+3) 23 (+6) 16 (+3) On its turn, when it scores a critical hit with its Spirit
Longsword or reduce a creature to 0 hit points, it can make
Saving Throws Dex +7, Int +8, Wis +11, Cha +8 one melee weapon attack as a bonus action.
Skills Athletics +13, Insight +12, Intimidation +9, Perception Before it makes a melee attack with its Spirit Longsword, it
+12 can choose to take a -5 penalty to the attack roll. If the attack
Damage Resistances Bludgeoning, Piercing, and Slashing from hits, you add +10 to the attack’s damage.
Nonmagical Attacks
Damage Immunities Radiant, Poison Meteor Slash (Recharge 5-6). The Celestial Spirit King swings its
Condition Immunities Charmed, Frightened, Paralyzed, Spirit Longsword vertically unleashing a powerful spiritual
Poisoned energy slash. The slash travels in a line 100 feet long and 5 feet
Senses Truesight 120 ft., passive Perception 22 wide damaging everyone in its path. Each creature in the line
Languages Celestial, understands the languages you speak must make a Dexterity saving throw. A creature takes 5d6
Challenge 17 (18,000 XP) radiant damage plus 1d6 force damage for each level above 14
Proficiency Bonus +6 (for a total of 6d6 force damage on level 20) on a failed save, or
half as much damage on a successful one.
Magic Resistance. The Celestial Spirit King has advantage on
Galaxia Thrust. The Celestial Spirit King makes a thrust with its
saving throws against spells and other magical effects.
Spirit Longsword towards the sky. It can choose a point within
Telepathy. The Celestial Spirit King can create a telepathic link 120 feet and a pillar of radiant light fall downwards in a 20 feet
between itself and the Celestial Spirit Mage. radius originating from that point. All creatures of your choice
within the pillar have a debilitating effect removed off them, as
Claivoyance. The Celestial Spirit King has a lot of knowledge and in the Greater Restoration spell.
insight of what is happening in the Material Plane, even when The Celestial Spirit King can activate this ability once per
he is not summoned. summon.

Time Manipulation. The Celestial Spirit King has the ability to


manipulate time within a 120 feet radius him. Creatures within
Actions
range are affected with the following way: Multiattack. The Celestial Spirit King makes three attacks with
his Spirit Longsword.
Enemy creatures within range have 1d4 substracted from
their attack rolls and Dexterity saving throws and have their Spirit Longsword. Melee Weapon Attack: +13 to hit, reach 5ft.,
movement speed reduced by 10 feet. one target. Hit 1d8 + Strength modifier slashing plus 1d8
Allied creatures within range have 1d4 added to their attack radiant damage. The additional radiant damage increases by
rolls and Dexterity saving throws and have their movement 1d8 for every two levels gained after 14, for a total of 4d8 at
speed increased by 10 feet. level 20.

Bonus Actions
Teleportation. The Celestial Spirit King can use its bonus action
to teleport himsef and up to two more creatures within 5 feet of
him, up to 30 feet to an unoccupied space that it can see.

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