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On the Cover: Zariel is the embodiment of the fallen angel, one of the simplest and yet most
compelling tropes when it comes to celestials as villains and adversaries — one interpretation of her
angelic form is captured in this art piece by WarmTail, showing off her brightness as well as her
martial aspect that ultimately foreshadows her downfall.
2
Zariel’s Story..................................................4
Chapter 1: Playing Celestials......................6
Celestial Natures.........................................8
Celestial Villains and Adversaries...........21
Chapter 2: Celestial Gifts.............................30
Celestial Blessings......................................32
Celestial Artifacts........................................36
Chapter 3: Aasimar Lineages.....................38
About Aasimar.............................................40
Awakening....................................................40
Aasimar Lineages........................................43
Divine Backgrounds...................................48
Angelic Guides.............................................51
Chapter 4: Celestial Beings.........................54
Lucent..........................................................56
Cherub..........................................................58
Inspired Virtuose.........................................60
Wild Heart....................................................62
Pride.........................................................64
Guardian Angel............................................66
Living Saint..................................................68
Svela.....................................................70
Ascended Fiend...........................................72
Fallen Angel..................................................74
Batlle Angel..................................................76
Molten Saint.................................................78
Crystal Crafter..............................................80
Theloba........................................................ 82
Cloud Watcher..............................................84
Aegis.............................................................. 86
Angel of Death..............................................88
Fateweaver....................................................90
Archon of Nature.........................................92
Archangel...................................................... 94
Glorified Icon...............................................96 3
between devils and demons, and that I grew
enamored with its bloodshed and violence
— until I could see no other solutions than
violence, and feel nothing but uncontrollable
fury to guide my actions. In the more
insidious tellings of my story, of course, my
Zariel’s story is a tragic one, and one retold actions were motivated by compassion —
many times. It has been misused as a but, alas, ultimately misguided. First of all,
cautionary tale, propaganda to serve both I wasn’t an observer — I was a soldier, and
mortal and celestial agendas. In its truest one of the finest the Seven Heavens ever
original telling, it is a story of the nature of produced. I was on the frontlines, defending
celestials themselves, and that of their Seven the Seven Heavens. I fought against devils
Heavens. It can teach you all you really need and demons, and the Seven Heavens were
to know to understand what drives celestials, safer for it. I didn’t decide to go out on a
and how they see themselves and their whim and sully my angelic hands — the
place in creation. The true story has been fight was already at our gates, and it’s only
lost, of course — twisted and re-purposed to because of battle angels like me that the
serve celestial agendas too many times to other celestials don’t have to worry about it.
leave more than a grain of the truth in each Well, I had to worry about it, for they made
version. That is, of course, unless it was told me a commander in this endless, senseless
by Zariel herself. So here you have it: the war, and with that came responsibility. Not
truth — told by me, Zariel, Defender of the compassion — responsibility!
Seven Heavens and Archduchess of Avernus. Defending the Seven Heavens wasn’t
People will tell you that I can see only blood pointless, of course — I still believe in its
where reason should reign, that I fly into ideals, even now, and I don’t want to see it
a blind fury whenever something doesn’t fall. The truth, however, is that these ideals
go my way, and that I abandoned all my have been betrayed — but not by me. We
ideals when I became a traitor to the Seven were chained dogs guarding the gates of
Heavens — when I fell to become one of the our masters, and I saw my battle sisters
rulers of the Nine Hells. It's a tale as tired as fall time and time again against a foe that
the old men who tell it. But, just like those would never cease, never relent. We weren’t
old men, it somehow won’t leave me alone. there to end a war. We were there to keep
I trust you recognize the worn-out tropes the war out, contained. Victory was never
in countless other stories told about other an option anyone even considered, let alone
powerful women. That alone should make pursued. Why would they? The balance
you suspicious. What vexes me most about was maintained, after all. And I bore the
the tales spun around my fall is that they responsibility for that.
portray me as both a passive observer and as I resolved that I would not take it any longer.
an irrational agent at the same time. Funny If my sin is that I took responsibility for my
how these contradictions can be melded sisters and for the safety of all that is good
in stories, isn’t it? A woman is passive and in the Seven Heavens, I’ll gladly accept my
helpless until she acts, in which case she jugement and my sentence. I have never
immediately reveals her uncontrollable betrayed my ideals and I will not start
passions. I’ll tell you now that I was now, even when I’m rejected by everyone I
neither passive nor acting on impulse. fought to keep safe. I confess my crimes: I
The common story goes that I was assembled a host of angels and mortals, and
4 an “observer” of the Blood War led them straight into the Blood War being
fought in the Nine Hells,
in that wasteland Avernus I
now call home.
And I failed. I have no qualms
admitting that, either. But I was
already failing when I was still fighting
at the gates of the Seven Heavens,
every day — the only difference was
that my fight there was a sanctioned
failure, one in keeping with the
Celestial Dogma. I saw my sisters
bleed just the same. Us celestials can
do good, you see — but not at the price
of doing evil. Any mortal knows how
that condemns us to do nothing at
all, most of the time. You cannot help
without getting your hands dirty. When
a blood-crazed maniac stands over his
next victim with an axe, you cannot
just wring your hands agonizing over
the idea of sullying your sword with the
would-be murderer’s blood. If you have
a sword, you have a duty to use it for
good. I failed, but at least I tried.
And I will keep trying. I didn’t betray
the Seven Heavens — they betrayed
me. I’m not Lord of Avernus because
I love the bloodshed. It’s just that
here, at the very least, I can keep the
bloodshed contained a little further
away from the gates of the Seven
Heavens by keeping the devils and
demons occupied. Ask my battle
sisters if their sword arms are not a
little less tired, since I’m here. Ask the
fiends if the Blood War doesn’t burn
a little hotter, since I’m here. Yes, tell
yourself that I revel in bloodshed. My
tears wash my sword clean at the end
of each and every gods-damned day I
spend here. And my soul remains just
as immaculate as my blade. Who in the
Seven Heavens can say the same?
— Zariel, Defender of the Seven
Heavens and Archduchess of
Avernus
5
The teachings of saints and the lessons of
devils notwithstanding, celestials can hardly
all be flung into the same kettle — they are
neither all glorious and good, nor are they
all authoritarian and inflexible. Despite
what they have in common, all celestials
are individuals just as much as any mortal
or any devil. These individual differences
cannot deny their shared history and culture,
however. There are strong currents of shared
beliefs and ideals that run through the hearts
of all celestials, however. These currents are
not equally strong in all celestials, and often
the waters are turbulent. Sometimes, the
waters are muddied. This chapter deals with
those truths at the core of celestial nature.
d4 Subversion
1 Hierarchy, Shmierarchy. Some celestials
Guardian Angel and simply do not care for the great cosmic
Guiding Angel order of the Seven Heavens, and actively
ignore it. Some get away with it because
d4 Subversion they are so low on the ladder that they
are below the notice of their superiors,
1 Vengeful Angel. Just as angels can others have to pretend to follow the
protect, they can smite. If someone who order while flaunting it.
purported to serve the Seven Heavens
falls from grace, retaliation can be just as 2 Only The Ladder Is Real. Ambition
forthcoming as prior protection. is a vice that can be found even
among celestials. Some of them see
2 ndifferent Angel. It often feels like our the heavenly hierarchy not as the set
prayers aren’t heard at all. Sometimes, ideal that it is perceived as by most
that is because the celestial who is angels, but as a ladder to climb. While
supposed to listen simply does not care some degree of meritocracy exists in
for our mortal woes. The angel may well the Seven Heavens, some view these
hear the prayer, but that does not mean “climbers” with suspicion and disdain.
they will act on our behalf. The reasons The disruption such upstarts bring to the
can be manifold, but a certain disdain order can only result in chaos.
and “god complex” often play a role.
3 Anarchist Angel. Those who openly
3 Misguided. An angel with great advocate against the heavenly hierarchy
dedication and the best intentions may are rare indeed — mostly because
answer a prayer and still lead the mortal they are suppressed or ostracized
to misery. Not every angel understands immediately — but they do exist.
the intricacies of mortal existence well Especially angels with significant clout
enough to provide reasonable guidance. can sometimes get away with heresy.
Sometimes, the result can be funny — And there are those among them who
sometimes, it can be tragic. want to tear down the entire hierarchy
4 Failed Guardian. Those who possess to replace it with a more divine system
a true guardian angel, and know of where all elements of the Divine Order
it, often put a lot of trust in them. are truly valued equally.
Sometimes, not even the best guardian 4 Conviction Over Hierarchy. The heavenly
angel can be everywhere at the same hierarchy is not the only constraint on
time. Sometimes, that trust is simply a celestial’s behavior. If a celestial is
misplaced. This can easily lead into the given a direction by a “superior” that
Fallen Angel trope, when a guardian goes against its own convictions, these
angel doesn’t live up to their own personal interpretation of the Divine
expectations. Order and its virtues may well lead them
to go against the hierarchy — especially
when they perceive the “higher” angel to
be in violation of the Divine Order with
their ignorance for a certain virtue.
20
for at least part of their story
arcs: The Operative in Serenity,
Klaus Wulfenbach in Girl Genius,
Judge Dredd in Judge Dredd, Stannis
Baratheon in A Song of Ice and Fire,
Kai Winn in Star Trek: Deep Space Nine,
or Percy Weasley in Harry Potter. And yet,
despite their alignment, all of them are
antagonists to the heroes of the story or even
actual villains.
To close out this chapter, let’s take a look What most “good villains” have in common
at celestials as villains and adversaries. We is that they are tragic villains. They do the
are going to explore the personalities and wrong things for the right reasons. This
methods of the characters that define most makes them tragic characters, which is
campaigns, the Big Bad Evil Guys and Gals typically the domain of the heroes — and
(BBEGs) — but make them Big Bad Virtuous that makes them more complex, more
Celestials (BBVCs). Every good villain also interesting, and more engaging! These
needs a motivation, of course (see sidebar villains present the heroes with morally
Celestial Agendas), so scattered throughout ambiguous choices, and hold up a mirror
this chapter are a few inspirations for points to them asking: “who is the villain here — is
of friction with celestials, geared towards any it you or is it me?” Even if the heroes can
shade of morality among your party of player wholeheartedly answer that they are the
characters (see the Celestial Drama boxes). “good ones” of their own story by the end,
few and far between indeed are those who
will not at least be given pause by this.
Every hero has stumbled, at some point. If
Can good-aligned individuals be villains? they believe they haven’t or they can’t, they
They undoubtedly can, and popular culture may be on the path to becoming a villain
is indeed littered with them. We may not themselves. So encountering an antagonist
always recognize their true alignment, being who isn’t twirling their mustache while
biased as we are towards the heroes of any committing atrocities can be a very powerful
story. Whoever opposes them must be evil… narrative. Now let’s look at how “good
right? There are various definitions for what villains” become what they are, learn about
“evil” or “good” means, but D&D typically their beliefs, and see how they act.
defines a Lawful Good character as someone
who “can be counted on to do the right thing
as expected by society” (see the Player’s
Handbook). What society expects depends,
Good villains don’t set out to do evil, they
of course, on the society. Even then, what
genuinely want to help others and improve
society expects and what is morally right
lives. They don’t do evil deeds out of fun,
might not always align.
or to improve their own lives — everything
The sidebar Villain by Any Other Name they do is for the benefit of others. So their
recounts a popular story to illustrate what intentions are as pure and good as can be.
a “good villain” might look like. There is But the road to evil is paved with good
always room for interpretation, of course, intentions. What makes their actions
but all these characters from popular fiction evil is that they don’t consult others.
might justly be considered Lawful Good, The good villain who walks this 21
path believes they know better,
and they cannot bear to stand by
and do nothing. If they keep seeing
Celestial Agendas
people suffer because of the mistakes What do angels want? This is a central question
they make and they simply will not listen when you want to bring celestials to your
to reason, maybe it is time to act for them? game. Without an agenda, any NPC or villain
That would be in their own best interests, you present to your players will feel flat and
after all, whether they see it or not. pointless. And, ideally, these agendas should
be in conflict with those of the party, or there is
There are three things you must never forget little potential for drama — and we all play for
to make this trope work in your stories: good the drama, don’t we? This is one of the main
villains think they have the best solution to a reasons celestials are used so seldomly, and why
problem, they do not consult those affected they have so little representation in creature stat
by its implementation, and they have the will blocks — their agendas are quite undefined, and
to implement it against resistance. usually are expected to align with those of any
“good” party of heroes.
First, the good villain must remain convinced
that only they have the solution. Any time This chapter should already have given some
indication that angels don’t have to be this
an alternative is presented to them, they
boring. The section on Celestial Villains and
must have an answer as to why that won’t Adversaries contains some ideas of agendas
work. Ideally, they have factual arguments celestials might pursue — and how those can
supported by how society and the world are easily come into conflict with even the purest
in your story. Those arguments don’t have to and most incorruptible of parties. Of course,
be valid, but they have to make sense. Good some agendas can be made to appear as purely
villains are not stupid, they actually work good, which offers potential for conflict with
best when they are particularly smart. It morally more ambiguous or even outright evil
must appear as if they truly do know better parties.
— again: their evil is not in the deed, but in The Agenda and Drama boxes are each themed
ignoring the wishes of others. following a common trope that might bring a
celestial and a group of mortal adventurers into
This brings us to the second point: good conflict. The boxes contain seeds for adventures
villains ignore the wishes of others. That is (or entire campaigns!), and are each structured
what actually makes them villainous. They in the same way:
justify this in all manner of ways, as we will • Agenda. A celestial’s agenda is their
see in the next section, Utopia Justifies the underlying motivation — the ideal, dogma,
Means. In the most tragic villain stories, the conviction, or desire that drives them. This is
good villain might in actual fact have the often a core personality trait or an important
best solution! But if those affected by it don’t mission.
agree and wish to pursue a different path, • Flashpoint. The world is full of fires waiting
forcing them to comply or making decisions for a spark to ignite them. Flashpoints are
over their heads can still be villainous. the sparks that ignite adventures. These
can either involve the party or be part of an
Finally, the good villain must be willing adventure's mystery for them to uncover.
to implement their solution even against • Drama. The drama is the result of an
resistance. Knowing better is one thing, but adversary’s motivation, ignited in a
acting on it is quite another — that takes flashpoint of the narrative. This is also where
conviction. This is a virtue, of course, the meat of any adventure lies — playing out
and often serves the good villain as guided by the actions of the player characters
and the antagonist working against each
a guiding light even as things turn
other.
dark around them. They often use
22
Villain by Any Other Name
The Inspector, an upstanding is our hero’s duty to see to it that don’t. He simply cannot take that
guardian of society and law, justice is done. risk, he must bring that criminal
is the hero of our story. He is Tragically, of course, the Rogue to justice to protect the people.
investigating the Rogue, an has his heart in the right place, Nobody ever claimed duty was
individual of charm and low and has made his fortune easy.
cunning, who has ingratiated honestly while giving to the poor You might recognize this story.
himself with the local community with open arms. He just harbors Our inspector, of course, is
— but our hero has reason to that one secret, which he now Inspector Javert from Les
suspect that this individual is shares with our good Inspector: Misérables, and the rogue
deceiving everyone, living under in his youth, he was indeed is Jean Valjean. Some might
a false identity, and hiding on imprisoned as a thief — for quibble with Javert’s exact
the run from the law! And, of stealing some food from the fat alignment, but he is serving
course, it turns out that our hero and wealthy to feed his starving the law as he understands it,
is correct — so he hunts down sister! The state decreed that he and he believes to be working
the culprit. should carry a mark even after for the greater good — he has
The Rogue pleads and claims his release, which he discarded suffered for it, and sacrificed
that this is all in the past, that to take up a new identity because for it. He certainly isn’t working
he paid for his crimes, and that nobody would treat him like a for his own aggrandizement or
he is doing good today. Lies, of human being carrying that mark. his own pocket. And still, even
course! The Rogue must think So, yes, he is on the run from while doing everything right, he
our steadfast Inspector mad, to the law — by his own admission! is oppressing people who have
deceive him with such plain lies. The Inspector doesn’t care about done little morally wrong, and
Even now, he is breaking the law the particulars — not because whose good deeds anyways far
with every word by living under he does not want to, but because outweigh their bad ones. Indeed,
a false identity and hiding from he cannot afford to! Why should by the end Javert recognizes
justice! So how could he claim to he trust this thief and liar? Once himself as what he is, and judges
have changed for the better, how a thief and a liar — always a himself for it — so we must call
could he ever be trusted? The thief and a liar. For every thief him what he is: a Lawful Good
people must be protected, and it who escapes the law and betters villain!
themself, there are nine who
23
Celestial Drama: Virtue
When an individual or a society forget all about order when they celestial might fall victim to vices
offends a celestial’s ideals badly think they know how to build a of excess while pursuing their
enough, they might well decide better, more perfect one. Or, a personal virtue.
to take action. Celestials tend to
d4 Drama
1 Agenda. A divine virtuose believes in diligence — practice makes perfect! The divine virtuose
Hymn (he/him) has learned a new mourning melody from mortals, but just cannot get it right
and refuses to depart until they perfect it. The entire town is near suicidally depressed, as the
divinely sad melody washes over them perpetually.
2 Agenda. A svela believes they must be merciful, or risk turning to evil by making harsh
judgements. The svela Natashya (she/her) is sent to assist a divine order on the Prime
Material plane in matters of law and truth, but proclaims all brought before him innocent.
Many guilty criminals run free, taking this lenience as license, and faith in justice is beginning
to falter as society crumbles.
3 Agenda. Battle angels universally value courage. The battle angel Nahima (she/her) witnesses
refugees running from a demon invasion, and cannot believe the cowardice. Nahima corrals
the refugees to teach them how to fight and leads an utterly unprepared host into battle after
bloody battle.
4 Divine Hangover. Cherubs do indulge in the fun sides of mortal existence. For them, it is a
celebration of the senses the gods have given them. The cherub Gol (he/him) as partied a
little too hard, having been swept away by some demons of desire. The cherub knows things
are getting a bit out of hand, but stopping this ongoing celebration of life seems wrong, too.
their own suffering and sacrifice to “prove” might be considered a fair description
that they are the good ones — they are never of most societies, both in history and in
working for their own good! This gives them fiction. Is that really the better way, the
credibility. “good” action to take? If you had the power
to implement the first or second solution,
wouldn’t it almost be your duty to do so?
The good villain has the answer —
If you could build a perfect world where absolutely, unfalteringly, undoubtedly,
nobody ever went hungry again or suffered resoundingly: yes! The same principle
from disease, simply by sacrificing one applies no matter how high the stakes are —
person to a painless death — would you a good villain is frequently willing to accept
do it? What if you had to sacrifice one sacrifices. Importantly, they don’t exempt
hundred people, and their deaths would be themselves from this! They can only do
excruciating? What if you had to sacrifice good while they are still alive themselves, of
everyone and they wouldn’t die, just live course, but beyond that: any and all suffering
out their mortal life span without hope they must endure to achieve their goals is
and full of pain — except for a small acceptable. Indeed, the more they suffer the
minority, who could live in peace more authentic they become, and the better
24 and affluence? The last one they work as good villains.
Celestial Drama: Smite Evil
The eternal conflict of good scorchingly hot, in certain and the guilty are not always the
and evil sometimes seems like flashpoints of history. Celestials only victims.
a cold war — but it can burn can be relentless in their wrath,
d4 Drama
1 Agenda. Prides are driven to prove themselves in combat against evil, it’s a requirement to
initiate new recruits. A pride calling themselves “The Golden Company” is assigned to one
specific island sanctuary, and has eradicated all evil on the atoll. The pride leader Amira (she/
her) is looking for evil where there may be none, to be able to continue initiating new prides.
2 Agenda. Most cloud watchers don’t often get involved, but their anger rages like storms when
it is roused. The cloud watcher Thunderbrow (they/them) observed a murder and planned to
strike down the perpetrator, but the murderer fled down a cave into a mountain. The cloud
watcher has been raging for weeks, and is slowly eroding the whole mountain — which houses
a clan of fearful and innocent dwarves!
3 Agenda. When celestials consider intervention on the Prime Material plane necessary, battle
angels stand ready to carry out any and all orders — to the letter. A grand crusade against
an evil cult of devil worshippers is declared. The battle angel Agnes (she/her) makes no
distinction between tieflings and devils — she cannot tell the difference.
4 Agenda. Some living saints see eradicating all evil as their ultimate purpose. The living saint
Ry (she/her) has installed herself as ruler of a town, and wants to remove not just the root of
all evil but the soil it may grow in — and she has instituted the Guardians of Pure Thought as
a secret police utilizing detect thoughts to find those with impure intentions. The saint’s goal
was to make everybody safe, but nobody feels safe, anymore — everyone is a suspect.
within the story, they might be truly good. Or pick a virtue, and then make a celestial
This is a dangerous trope to handle, as it embodying it pursue it too fervently, until
can discredit entire societies and their ways they become guilty of a vice of excess —
simply by association with the story’s villain. there is no telling what villainous deeds they
will undertake while believing themselves to
uplift their virtue to ever loftier heights!
When introducing an antagonist like that, it
As we have seen in the section on Celestial is very easy to make them villainous straight
Virtues, every virtue has not only one vice as away. It is often more effective storytelling
a counterpart, but two: a vice of neglect and to show their development, especially when
a vice of excess. Every virtue can corrupt, pursuing a vice of excess. Maybe the heroes
if pursued to the exclusion of all others. of the story even interacted with the villain
This can generate an almost infinite source before and considered them allies. This
of inspiration for a good villain. Simply aiding and abetting of the early stages of
pick a virtue, and then expose a celestial a villain’s story can make the narrative
embodying this virtue to a situation where even more powerful — the characters
they see a severe vice of neglect — they will are now complicit, and must put
want to intervene and make things right. things right again! 27
Celestial Drama: Dogma
Only the evil deal in absolutes. creature in the multiverse who than celestials.
And there is no other type of deals in absolutes more often
d4 Drama
1 The Honest Truth. A glorified icon embodies one specific ideal, and will break before they
bend their convictions. The glorified icon Honesty (it/its) has been displaced and fled to an
abandoned temple. Its aura compels everyone in a 100-mile radius to speak the truth, and only
the truth. Anyone who tells a lie, however small, is stunned for 1 hour.
2 Of Monsters and Men. A theloba views protecting the outcast and reviled as their sacred duty.
The adventurers are asked to protect a community from intensifying assaults by kuo-toa,
quaggoths, and troglodytes. These monsters are fostered by the theloba Simma (they/them)
who advocates for the right of those under their protection to thrive, even if that harms others
— it’s time the “civilized” people find ways to accommodate those less fortunate.
3 An Imbalance in the Force. The molten saints are not very dogmatic — except when it comes
to staying neutral. The molten saint Yarro (he/him) made the mistake of aiding one side
in a conflict, without even realizing it — he just gave them an old magic arrow he didn’t
need anymore! That was used to kill a leader of the other side. To maintain the balance of
“neutrality”, the molten saint has since aided each side in turn, which is escalating the conflict
ever further. He has utterly lost track of where the actual balance lies, but cannot stop for fear
of appearing to have favored one side.
4 Dragon-Headed. A living saint lives to fulfill their goddess’s commands. The living saint Cato
(he/him) thinks it is his duty to slay a dragon, but keeps failing spectacularly — and coming
back for more with each reincarnation! His attempts have attracted faithful and tourists, and
the dragon has begun to charge an admittance fee to observe their fights, but nobody dares
to intervene on the saint’s behalf, no matter how brutally he is defeated. He won’t relent, not
realizing he is funding the dragon while he’s wasting one of his lives after another.
28
Celestial Drama: It’s Personal
Just as mortals have their sometimes simply driven by desires.
own agendas, celestials are personal ambitions, rivalries, or
d4 Drama
1 Agenda. A guardian angel has no higher duty than to find a charge and protect them. After
taking a new charge, the guardian angel Jiorna (she/her) learns that her previous charge didn’t
die of natural sickness, but was poisoned. The guardian angel believes she must avenge her
previous charge and neglects her current one, even though grave danger looms.
2 Agenda. The life of a pride is their pack, where everyone pushes the other to ever greater
deeds. One pride, Salma (she/her), wants to be where the battle burns hottest, always, and
all songs to be sung about them. The other prides must honor these accomplishments, but
discontent is brewing.
3 Agenda. Ascended fiends strive to prove themselves, as they must establish their good
intentions and find a place in the heavenly hierarchy. The ascended fiend Kaph'hech (she/
her) takes another angel, Sapphira (she/her) for her model — so much so that she is
unintentionally vying for their position. Sapphira feels her position is threatened but cannot
speak against such virtue on display — a fallen angel in the making, without intervention.
4 Agenda. The divine melody that suffuses the Seven Heavens is supposed to be in harmony
— but every divine virtuose is a sublime soloist, and they want their contribution heard. Two
divine virtuoses, Lute (she/her) and Chord (he/him), are dedicated to showing that they are
better than the other. The rivalry plays out as an imbalance in the divine melody, throwing
more than just the tune into discord.
29
30
31
Mortals pray to gods for all manner of
blessings — a long and healthy life, a good
harvest, the favor of a lover, or simply a
good meal and a warm bed at the end of a
difficult journey. Sometimes, it seems as if
all of creation believes that celestials only
exist to shower other beings with gits. Well,
many celestials are happy to provide —
generosity is a virtue, after all, and the glory
of the Seven Heavens obliges its residents
to share their blessings with lesser beings.
However, few celestials share blindly and
without purpose. For someone to receive the
gifts their blessings bring, they must prove
worthy. This can mean different things to
different celestials, but they typically expect
that a mortal excels at a virtue or ideal the
celestial holds dear, goes above and beyond
to assist the celestial either when called
upon but especially out of the goodness of
their own hearts, or impresses the celestial
in some other way.
The blessings of the Seven Heavens can
come in the form of intangible charms and
boons, directly bestowed upon a worthy
individual, which you can find in the Celestial
Blessings chapter. They can also come in
the form of relics, artifacts and magic items,
which you can find in the Celestial Relics
chapter.
41
Moments of Awakening
d10 Awakening
1 Rebirth. You should absolutely be dead. You might actually have died — you are not quite sure.
You briefly talked to a beautiful angelic being and then woke up, unharmed.
2 Stood Against Evil. You defended the weak against evil in a scenario you believed to be
unwinnable — maybe you stood up for a friend against a bully, or maybe you interfered with
an unlawful arrest. Whether you succeeded or not, this changed something within you.
3 Meditation. You prayed and meditated for days over your personal doubts or the sorrows of
the world. At some point, you felt a warm presence, as if everything was going to be alright,
and that you were walking the right path.
4 Dream Voyage. Over the course of several nights, you continued the same dream: you were
ascending a seemingly infinite staircase, struggling terribly, and you awakened exhausted.
Finally, you were rewarded with a view from the top that seemed to show your whole life laid
out before you.
5 Recognized. A wandering monk or priest was struck by your presence when they encountered
you. They pestered you until you agreed to allow them to perform a ritual. In the wafting
incense smoke, you understood your truth.
6 Avowed. You had no idea what you truly were when you decided to join a covenant or pledge
yourself to the creed of your religion — unaware that the god you chose had chosen you long
before. When you spoke your vows, it was as if a veil had dropped.
7 Divine Change. Your divine heritage manifested over the course of several months or even
years, as your body began to show signs: eyes like golden embers, silvery divine symbols
adorning your skin, or a shimmering glow to your skin, for example. You could not deny you
were different for long.
8 Study and Drill. You were educated with a group of other children of promise by a religious
group. With time, the prayers, training, and study triggered a manifestation of your abilities.
9 Phoenix. You were successful in your chosen profession and relationships, and thought you
had it all figured out — until it all fell apart. When you were at your lowest, a new path was
revealed to you.
10 Imaginary Friend. You always had an imaginary friend who guided you — maybe gently, maybe
harshly. You did not think much of it, because many of your real friends also talked about
imaginary friends. When it stopped for them but not for you, you began to truly listen for the
first time.
42
Aasimar can be as varied as the gods who Character Creation
created them or as the celestials who advise
them. Influenced by their angelic guides and
depending on the task they are supposed Step 1: Select Ability Score Increases. Improve
one of your ability scores by 2, and another
to fulfill, they might acquire a whole range
one by 1, up to a maximum of 20.
of different skills and cultural traditions.
To reflect this variety, this chapter does Step 2: Select Obligatory Traits. You gain all
not provide inflexible lineages, but a range of the obligatory traits listed in the Aasimar
of abilities and features to choose from. Lineages chapter for free.
This allows the creation of truly unique
characters, reflecting the many different Step 3: Create Your Aasimar Lineage. Select
backstory paths an aasimar player might any combination of cultural and physical traits,
want to explore. up to either:
• 2 Major Traits or Powers and 2 Minor
These options are sorted into two categories: Traits or Powers
cultural traits, and physical traits. Some • 1 Major Trait or Power and 3 Minor Traits
of each of these traits are obligatory, while or Powers
most can be mixed and matched. During • 5 Minor Traits or Powers
character creation, the player can select
up to two major traits and up to two minor
traits, or one of the alternatives listed in the
Character Creation box. Ideally, these should
be a mixed selection of cultural and physical
traits, but that is by no means a requirement.
If you would like to just pick a lineage,
without all the hassle of choosing, you can
pick up one of the pre-made lineages in the
Custom Lineages table.
As an aasimar levels up, the DM can offer
them additional traits, reflecting them Custom Aasimar
growing into their celestial heritage. The Lineages
Celestial Boons box offers suggestions on
how many additional traits are appropriate Lineage Traits
at what level. So that players of lineages
other than aasimar do not have to feel left Mercy Angelic Wings, Halo, Healing Spirit,
out, each trait can also be offered by the DM Compassionate Healer
to any character of any lineage. As these Wrath Darkvision, Dawnbringer, Wrath of
traits are all direct divine gifts bestowed Heaven, Inspiring Presence
by gods or powerful celestials, they can Purity Picture of Health, Otherworldly
be awarded in the same way as blessings Grace, Lightbearer, Preacher
or other boons. This works great as quest
rewards, as progression of a character’s
unfolding story, or as rewards for roleplaying
or other accomplishments. 43
Picture of Health (Major Physical Trait).
You always appear as if you are in the prime
Just as there are many diverse forms of your days, no matter your physical age,
among angels to fulfill their purpose, and magic cannot age you. You also have
not all aasimar are blessed with the same advantage on saving throws against being
physical features and abilities. Only some poisoned and to resist diseases, and you gain
basic obligatory features are shared by all, a +1 bonus to Constitution saving throws.
while the rest are bestowed as the gods see
Darkvision (Minor Physical Trait). You can
fit to best support the aasimar in their duties.
see in dim light within 60 feet of you as if
Age (Obligatory Trait). Aasimar mature at it were bright light, and in darkness as if it
the same rate as humans but can live up to were dim light. You can't discern color in
160 years. Few do, however. darkness, only shades of gray.
Size (Obligatory Trait). Your size is Medium Halo (Minor Physical Trait). As an action,
or Small, your choice. Most aasimar fall onto you can make a thin glowing halo appear
the spectrum of human size and weight, around your head — a physical sign of
but some can be as stout as dwarves or as your angelic heritage. While the halo is
gracile as gnomes. active, you have advantage on Intimidation
Speed (Obligatory Trait). Your base walking and Persuasion checks, and you are
speed is 30 feet if you are Medium, or 25 feet immune to being charmed or frightened.
if you are Small. If you are already charmed or frightened
when activating the halo, the effects are
Angelic Wings (Major Physical Trait). As suppressed for as long as the halo lasts.
an action, you can manifest wings made of The halo lasts for 1 minute, or until you fall
radiant light or smoky shadows. While they unconscious or dismiss it as a bonus action.
are active, you can levitate vertically up to 30 You must finish a long rest before you can
feet or down to the ground again as part of use this ability again.
your movement, but you cannot otherwise
move while levitating. The wings last for Otherworldly Grace (Minor Physical Trait).
a maximum of 1 hour, and any activation You move with divine grace and assuredness,
costs at least 10 minutes of your maximum in a display of perfect form that is bound
activation time. The maximum duration to impress on first sight. You are proficient
recharges when you finish a long rest. in the Acrobatics and Performance skills.
When you meet a humanoid creature for
Once you reach 5th level, you gain a flying the first time, you have advantage on your
speed of 30 feet while the wings are active. first Charisma skill check directed at that
Once you reach 11th level, your flying speed creature.
increases to 40 feet and the maximum
duration increases to 4 hours. Once you
reach 17th level, your flying speed increases
to 50 feet and the maximum duration Aasimar pick up all kinds of different traits
increases to 8 hours. from their environment, depending on
Blessed Resilience (Major Physical Trait). whether they are honed for their duty from a
You are resistant to radiant damage and one young age or have to discover it themselves.
other damage type of your choice from Their angelic guides also contribute
these options: cold, lightning, necrotic, significantly to their social and intellectual
poison, or thunder. development, each sharing different lessons
and imbuing different abilities into the
44 aasimar’s soul and consciousness.
Celestial Boons
Use the table below to gauge how many
additional boons to offer a player during each
tier of play. When creating higher tier characters,
you can offer your players additional boons right
away. Blessings from Chapter 4 count as major
boons, and charms from that chapter count as
minor boons. Traits from this chapter are major
or minor boons, respectively The number of
boons listed in the table gives the number to aim
for including traits from lower tiers — e.g. a tier
3 character should have a total of 2-3 additional
minor traits and 1-2 additional major traits
maximum.
Suggested Number of
Tier Additional Boons
1 (level 1−4) 1−2 minor boons
2 (level 5−10) 1−2 minor boons and 1 major
boon
3 (level 11−16) 2−3 minor boons and 1−2
major boons
4 (level 17−20) 3−4 minor traits and 2−3
major traits
45
46
Languages (Obligatory Trait). You can your spellcasting ability for these
speak, read, and write Common and spells.
Celestial.
Also, whenever you deal damage with
Dawnbringer (Major Cultural Trait). A a smite spell, you can re-roll the lowest
divine light shines within you, fueled by your result damage die and must use the new roll.
righteous fury and just waiting to burst free.
Healing Spirit (Major Cultural Trait). You
As an action, you can make yourself glow
are inspired with divine healing powers. You
with the splendor of the Seven Heavens and
know the spare the dying cantrip. When you
gain the following benefits:
reach 3rd level, you learn the cure wounds
• Light bursts from your eyes, and your spell. When you reach 5th level, you learn
skin glows. You shed bright light in a the lesser restoration spell. You can cast
radius of 30 feet, and dim light for an these spells once without expending a spell
additional 30 feet. slot, and regain the ability to do so when you
• As a bonus action, you can target a finish a long rest. You can also cast these
creature you can see within 30 feet of you spells using spell slots. Charisma is your
with a burst of light. The creature must spellcasting ability for these spells.
succeed on a Constitution saving throw
Compassionate Healer (Minor Cultural
against a DC equal to 8 + your Charisma
Trait). Whenever you restore hit points to a
modifier + your proficiency bonus or is
creature, you can also end one effect causing
blinded until the end of its next turn.
it to be charmed or frightened.
• You are immune to radiant damage.
Preacher (Minor Cultural Trait). You share
This state lasts for 1 minute, or until you
the teachings of your god with conviction.
fall unconscious or end it early as a bonus
You are proficient in the Religion skill. When-
action. You must finish a long rest before you
ever you make a Charisma (Persuasion)
can use this ability again.
check to convince someone of a course of
Lightbearer (Major Cultural Trait). You can action that aligns with the dogma of your
channel the divine energies suffusing you to god, you have advantage on the check.
bring light to the world. You know the light
Inspiring Presence (Minor Cultural Trait).
cantrip. When you reach 3rd level, you learn
When you roll for initiative, you can choose a
the faerie fire spell. When you reach 5th
number of creatures equal to your Charisma
level, you learn the daylight spell. You can
modifier (minimum of one) who can see or
cast these spells once without expending
hear you within 30 feet of you. You cannot
a spell slot, and regain the ability to do so
choose yourself. The chosen creatures have
when you finish a long rest. You can also cast
advantage on saving throws against being
these spells using spell slots. Charisma is
charmed or frightened for 1 minute or until
your spellcasting ability for these spells.
you fall unconscious.
Wrath of Heaven (Major Cultural Trait). The
Virtuous (Minor Cultural Trait). When you
need to punish the wicked is strong in your
speak, people just seem to believe you. Any
heart. You know the thaumaturgy cantrip.
checks or spells used to determine if you
When you reach 3rd level, you learn the
are lying always show that you are telling
wrathful smite spell. When you reach 5th
the truth, and you never arouse suspicions
level, you learn the branding smite spell. You
of telling a lie. However, when you are
can cast these spells once without expending
telling a lie, you immediately suffer one
a spell slot, and regain the ability to do so
level of exhaustion due to the guilt it
when you finish a long rest. You can also cast
causes you.
these spells using spell slots. Charisma is 47
to you by a wandering preacher once, and a
pouch containing 10 gp
Prophecy. What kind of prophecy foretells
your coming? What does it predict about
you and your deeds? Which events does
the prophecy say you will be instrumental
These backgrounds can be used by in averting or helping come to pass? What
characters of any lineage, but they are interpretations does it allow?
particularly fitting for fulfilling certain
Prophecy
aasimar tropes. Importantly, these
backgrounds can seem quite far-reaching d8 Virtue
and impactful when compared to other 1 The child will be a savior to all who walk in
backgrounds, such as the lowly Soldier. This the dark, uplifting them to an ancient glory
does not mean they should take up more long lost.
focus or time in the game, however. A Child 2 The child will come cloaked in fire and
of Prophecy is likely to live a fairly normal brimstone, and thrust down the false idols
so the worshippers of a mistaken hope may
life most of the time, but the background finally burn.
always provides the option for sudden
3 The child is an end to a beginning,
action for the whole group. A Nephilim strangling what could have been before it
might search for their angelic parent their was allowed to bloom.
whole life, and the parent is unlikely to
4 The child will bear no name but be known
directly interfere with their life due to other by its colors and its song, and it will open
obligations. As DM. make sure to manage our minds like the gates of heaven.
expectations about this beforehand. 5 The child cannot see its own path but will
lead us on it assuredly, and we must cast
away our doubts and follow blindly where
the blind may lead.
You are the chosen one. An ancient prophecy 6 The child wears fragrant flowers, sweet as
the rot of death, and you will see it reveal
foretells of your coming — long feared by bones wreathed in ash.
some, eagerly awaited by others. Your life
7 The child comes to bring us its own child,
thus far has been spent in blissful ignorance who it will not bear nor sire but bring forth
of this fact, but both dark cults and fanatical to turn over this world into the next.
worshippers struggle in the shadows, 8 The child carries a heavy burden which we
trying to find you and use you for their own must lighten to let it fly and bring down the
purposes — or destroy you. Both sides of this stars from the heavens to warm us in cold
ideological divide could be very wrong in and dark times.
their reading of the ancient revelations about Feature: Revelation. A cult of people
you. worshiping or hunting you finally identifies
Skill Proficiencies: Choose two from you. Work with your DM to determine when
among History, Intimidation, Persuasion, or this happens and what impact it will have
Religion on your story. Ask your DM if they are open
to the idea that you spring this as a surprise
Languages: Choose two, one of which must yourself in game once you encounter a group
be Abyssal, Celestial, or Infernal of people you believe would fit.
Equipment: A holy symbol, an alms
box, a set of common clothes, an
48
incomprehensible book gifted
Angelic Parent. Who was your
angelic parent? What kind of
You are not simply imbued with celestial celestial are they? Do they love you
power through divine intervention — you are from afar, do they avoid you, do they
literally the child of a celestial! Your other even know you exist? Do you want to
parent was a mortal, and brought you up meet them, or do you wish they would leave
either in full knowledge of your origins or you alone?
carefully sheltered from the truth. In either Feature: Divine Insight. You are attuned
case, your angelic parent has been strangely to the energies of the Seven Heavens like
distant and absent, and your mortal parent few others, consciously or subconsciously
always refused to talk about any particulars reaching out for any connection to your
of their relationship. ancestry. You know when a creature has
Skill Proficiencies: Choose two from among celestial roots on sight, and you can more
Arcana, Deception, Insight, or Religion easily access information about celestials
when talking to scholars or people of faith,
Tool Proficiencies: One instrument and one as you know exactly the right avenues to
artisan’s tool of your choice pursue and find exactly the right words.
Languages: Celestial and one additional You can pass as either a fellow scholar or a
language of your choice fellow devout without knowing much about
the actual particulars about any religion or
Equipment: A vial of holy water, 10 candles,
field of study of the divine.
a block of incense, a string of prayer beads,
and a pouch containing 10 gp
Angelic Parent
d8 Parent d8 Relationship
1 My parent is a lower angel of gregarious nature, 1 My parent ignores me entirely and seems
such as a cherub or an inspired virutose. apathetic about my existence.
2 My parent is a proud member of the celestial 2 My parent is absent and possibly unaware of my
hosts, such as a battle angel or pride. existence.
3 My parent is a living saint who was still mortal 3 My parent is distant, due to many obligations,
when I was conceived. but we have met once or twice.
4 My parent is a demanding higher celestial, such 4 My parent has tried to contact me, but I keep
as an aegis or fateweaver. shutting them out.
5 My parent has only recently ascended to 5 My parent sees me as a mistake and wants to
celestial from a life as a fiend. eliminate me.
6 My parent has fallen from grace and is now a 6 My parent is my angelic guide, and we get along
fiend. great.
7 My parent is a dead god and I am the vessel of 7 My parent is my angelic guide, but we don’t get
their essence. along.
8 My parent was an actual living god. 8 My parent seems ashamed of my existence.
49
DM Note: Portraying
Angelic Guides
Playing out the relationship between an aasimar
and their angelic guide can be great fun — it is
one of the most interesting aspects of playing an
aasimar character! Just remember two important
aspects: don’t neglect the other players, and
make sure your portrayal of the guide is fun for
the aasimar player.
Focus without Preference. Ensure that you
don’t take up too much attention at the table
— the focus in scenes where you act out the
relationship between aasimar and their guide
is naturally narrowly focused on one player and
you, the DM. This can get boring quickly for the
other players, but you can keep it interesting for
everyone: involve the other players by letting the
angelic guide speak to them or about them to
prompt their participation, make these scenes
short and infrequent but impactful (most angelic
guides have stuff to do and cannot hang around
all the time!), and make sure you give equal
spotlight attention to the other players with
different scenes focused on them.
Responsible Familiarity. A certain degree of
tension and conflict between aasimar and guide
can be a lot of fun — but only with consent! Be
conscious that in playing their angelic guide, you
have an unusually direct and personal influence
on the backstory and progression of the player’s
character. This can be a very intimate relation-
ship, comparable to playing a character’s parent
or even lover. Check in with the aasimar player to
make sure you are hitting the right notes. Have
a talk about this before the game begins, contin-
ue to talk about how the relationship develops,
and be ready to change track if the player is not
happy with your portrayal.
50
To create truly memorable angelic guides,
lean into typical celestial tropes. Most
celestials share certain traits by nature, or
are subjected to similar social traditions —
but these can all be expressed in a myriad of
different ways. For example, celestial society
is strictly stratified, with low mobility among
angels in this hierarchy — how does your
guide feel about that, do they uphold this
tradition, accept their position, resent it, or
actively work towards changing their station?
Most celestials develop a strong devotion to
Most aasimar have a celestial guide, an angel a particular ideal or virtue, which they would
who is supposed to ensure they do not stray naturally like to instill in their charges as
from their intended path and to provide well — what virtue does your guide subscribe
advice along the way. The intention is for the to? Above all: celestials are not perfect or
aasimar to attain their maximum personal infallible — they just would like to be; it’s an
potential, becoming the best they can be — ideal they strive for. Include eccentricities
because the gods want the most honed tool and idiosyncrasies for your guides to
possible in pursuit of the divine mission they represent this!
assigned to the aasimar when they put them
You can roll once on or choose one option
into the world. So while it is firmly rooted in
from each of the following tables to quickly
ulterior motives, this arrangement is some-
generate an outline for a celestial guide
thing the aasimar also profits from — so long
character: Angelic Guide’s Dogma, Angelic
as they submit to the tutelage of their guide.
Guide’s Virtue, Angelic Guide’s Eccentricity,
In practice, there is ample room for this and Angelic Guide’s Presentation. You can
relationship to come off the rails in ways that flesh out this outline and mold it to your
can be dangerous, hilarious, wholesome, or aasimar player’s backstory, to generate
downright abusive. Not every guide provides points of common ground or conflict as
the best advice, and not every guide is right needed, and expand on their relationship in
for this role — sometimes, the guide and the play. Importantly, an angel might easily hold
aasimar simply aren’t a good personal fit, views that seem mutually exclusive — this
despite the best intentions on both sides. In generates tension and makes them more
other cases, the aasimar and their guide get interesting characters! Angels often do
along like a house on fire, with the aasimar not perceive or acknowledge such
influencing the celestial just as much as the contradictions, and rationalize
other way around. them in surprising ways. 51
Angelic Guide’s
Presentation
d8 Dogma
Angelic Guide’s
1 “Be not afraid!” Unfathomable, weird,
dogma and scary — clearly unearthly and aware
of it, but unable to do anything about it.
d8 Dogma
2 “Behold my glory!” Resplendent in bright
1 Hierarchy. The divine order is eternal glory, richly colored robes and warm
and wise. Know your place in it. light — projecting awe and demanding
respect.
2 Anarchy. The divine order is just one
form of the ultimate truth. Doing good 3 “So… uhh…” Shy, nerdy, and in over their
is more important than adherence to head — did not ask for this assignment,
tradition. and clearly unsure what to do with it.
3 Wrath. Fiends are abominations and they
and their worshippers must be burned 4 “And in psalm 318…” Bookish, studious,
from creation — good and evil are like and with advice that is usually prudent
water and oil, they never mix. but rarely practical — cannot fathom
the idea that scripture does not hold the
4 Forgiveness. Anyone can atone for their
solution to any problem.
sins, good and evil cannot be cleanly
separated but are just opposites on the 5 “Gotta make this quick.” Checking in at
same spectrum. the oddest hours, speaking in staccato,
always harried — clearly got a lot on
5 Categorical. In the war of good and evil,
their plate, you are one of a thousand
everyone must choose a side. If you are
boxes to tick off that week.
not with us, you are against us.
6 “I hear ‘ya.” Always an open ear, and
6 Neutrality. Angels should not take a side
invested in your well-being — laid-back
in mortal conflicts, and we do not expect
and very chill, wants you to find your
mortals to take a side in ours.
own path and not overburden you with
7 Perfection. Perfection is attainable, as we demands. On the flip side: rarely has any
see in the gods. We must work towards meaningful advice.
it ourselves, always — for the promise of
7 “Yeah, but what if…” Is this guide your
maximum self-realization.
good conscience or the little devil on
8 Messiness. The diversity of creation your shoulder? Always tempts you with
precludes perfection in any one being, wicked ideas, you are never quite sure if
that’s why we have more than one god they are just testing you or actually want
— marvel at these infinite wonders, and to lead you astray.
know that you are one of them!
8 “Please call again later, your angel is
not available at present.” Generally
unresponsive — do you even have an
angelic guide? Doesn’t exactly seem busy
either, just… disinterested.
52
Angelic Guide’s
Eccentricity
Angelic Guide’s
d8 Eccentricity Virtue
1 Fiendish Friend. Yes, I do have a friend
who is a fiend. They are really nice once d8 Virtue
you get to know them.
1 Temperance. Self-control, restraint,
2 Mortal Vices. We angels are not just light and an iron will are the basis of a well-
and glory — I have needs! Good food adjusted personality. Temper your
and drink, a naked dance in the moon- appetites and desires and you shall
light with some aphrodisiac rushing attain enlightenment.
through my glorious veins… these things
2 Prudence. Logic is the beginning of
keep me connected to the mortal world!
wisdom, and you must analyze every
3 Speaking in Riddles. When the snake situation and relationship clearly,
and the hare came out of their nest and following a set of proven rules.
burrow, they both beheld the same sun.
3 Patience. If you lose your head when
And yet the hare retreated and the snake
others do, you only make matters worse.
slithered forth.
When someone fails you, it is not an
4 Fan-Angel. I wish I could just be by your invitation to fail in return but a challenge
side all the time! You are amazing — to do better.
truly, the best aasimar I’ve ever worked
4 Kindness. Above all: be kind, both to
with! You’re doing incredibly — keep on
others and to yourself. Everyone makes
keeping on!
mistakes, and we should not hold that
5 Daredevil. A bottle of ambrosia says against anyone. Trying is enough.
you can’t make that jump. If you don’t
5 Humility. Remember that good things
try some wild stuff, you’ll never find out
come to good people, and accept
what your true potential is!
anything that comes to you with your
6 Emotionless. Please make explicit what head bowed in thanks — you deserve
you are feeling right now. My manual nothing, but must bear all.
indicates that the water running down
6 Charity. Always give more than you take
your face indicates negative emotions,
— in possession as well as deeds — and
but the convulsive expulsions of air
the world will overflow with good.
from your mouth could indicate both a
negative and positive mental state. 7 Diligence. Do your duty and work hard
and well — all else will fall into place. We
7 Gifts and Gets. I brought you something
cannot expect to do good if we don’t do
— yes, again, isn’t it great! Oh, you
our best — and we can always do better.
didn’t get me anything…? But… why?
Gifts are what hold any relationship 8 Mercy. Show clemency with your
together! enemies, and understanding with your
friends. Always turn the other cheek
8 Plain-Spoken. Behold my gift of wisdom
before you judge someone else.
and… Ack — I can’t do this shit anymore!
Fuck me, right… is it okay with y’all if I
speak like an actual person?
53
Encountering
a Lucent
Lucents are omnipresent on Mount Celestia,
mostly floating out of reach. They appear on the
Material Plane when drawn by great despair, or
close to displays of intense faith.
Social. Lucents have an affinity for good-aligned
creatures in distress and illuminate their path or
places that would be uplifting or helpful to them.
Combat. Lucents never attack, seek out the
battlefield or even defend themselves, but they
can be a soothing presence to any good creature
if present while they are caught in a fight. Killing
a lucent is considered bad luck.
56
The Seven Heavens are bathed in a soft,
perpetual light, illuminating their glory in all
colors of the rainbow. This light uplifts all
good beings who walk in it, and keeps evil at
Lucent
Medium Celestial, Unaligned
bay. Most visitors assume that it comes from
all around, being part of the realm of Mount Armor Class 11
Celestia. However, it is generated by ethe- Hit Points 2 (1d4)
real beings: lucents, divine spirits of hope Speed 0 ft., fly 20 ft. (hover)
and light that float through this plane and
have populated it since before the arrival of STR DEX CON INT WIS CHA
5 (−3) 12 (+1) 10 (+0) 3 (−4) 15 (+2) 11 (+0)
the gods themselves. Lucents are manifes-
tations of divine energy, incarnations of the Proficiency Bonus +2
very ideas of good and grace. Their presence Damage Resistances bludgeoning, piercing, and
alone has slowed fiendish assaults on the slashing from nonmagical attacks
Seven Heavens to a grinding halt. Damage Immunities radiant
Condition Immunities charmed, frightened, grappled,
Light of Hope. Lucents never take an active prone, restrained
role in the business of the heavens or the Senses darkvision 60 ft., passive Perception 12
mortal realms. They simply exist, perhaps Languages —
Challenge 0 (10 XP)
the only truly content beings in the multi-
verse. However, lucents are drawn to the Ephemeral. The lucent can’t wear or carry anything,
suffering of good beings, which they instinc- but it can move through a space as narrow as 1 inch
tively try to ease with their presence. They wide without squeezing. Other creatures can move
sometimes spontaneously descend to the through a lucent’s space unhindered. The lucent itself
Material Plane to provide a light of hope is invisible unless its Light of Hope is active, or a crea-
ture succeeds on a DC 11 Wisdom (Perception) check
to those in great need, and occasionally against it, but its Luminescence is visible at all times.
spread to other planes from there. Clerics Luminescence. The lucent sheds dim light in a 20-foot
who frequently give solace to the suffering radius at all times. The color of this illumination
— especially following gods of hope, such gently shifts through the whole spectrum of the
as Chauntea, Ilmater, or Bahamut — some- rainbow over time.
times attempt to channel and attract lucents. Keening. When a lucent dies, it gives off a soft
In some holy places on the Material Plane keening noise. Its killer must succeed on a DC 10
Wisdom saving throw or is forced to contemplate its
where intense hope and sorrow mingle, lu-
sins. It can only make one attack on its next turn, and
cents are a permanent presence. it cannot take any bonus actions.
Ill Omens. Despite their strong affinity for Actions
good and their placid natures, lucents are Light of Hope. The lucent begins to glow more
considered bad omens in many cultures. strongly and sheds bright multi-hued light in a 20-foot
They are drawn to good people in desperate radius, and dim light for an additional 20 feet, or
circumstances, driven by a need to soothe ceases this illumination. Any good-aligned creature
starting its turn within the bright light or entering
pain and shine a light of hope. This, of its radius for the first time on its turn gains 1d4
course, has led to the superstition that they temporary hit points.
are heralds of bad luck and an evil omen.
Some are so afraid of them that they blindly
strike out at a lucent that appears nearby,
unaware of what hope they rob themselves of
and the lament they expose themselves to. 57
Cherub
Tiny Celestial, Typically Neutral Good
Armor Class 12
Hit Points 5 (2d4)
Speed 20 ft., fly 20 ft.
Proficiency Bonus +2
Skills Persuasion +3
Condition Immunities charmed, frightened, poisoned
Senses passive Perception 10
Languages Common, Celestial
Challenge 1/8 (25 XP)
Eye for Love. The cherub knows the true romantic love
or loves, if any, of any creature it observes or interacts
with for at least 1 minute.
Actions
Sting of Love. Melee or Ranged Attack: +4 to hit,
reach 5 ft. or range 30/120 ft., one target. Hit: 1
piercing damage. The target must succeed on a DC
12 Charisma saving throw or become charmed by the
cherub for 1 hour. The creature can repeat the saving
throw when it takes damage from the cherub or one
of its allies.
Messenger’s Swift Shift (Recharges after a Long Rest).
The cherub casts plane shift without requiring material
components, but can only affect itself.
Reactions
Confession of Love (Recharges after a Long Rest).
When the cherub hits a creature with its Sting of Love,
it can impel the target to confess its feelings to one of
its true loves, as defined in Eye for Love. If the target 3
does so between the next time it lays eyes on its true
love and the end of its following long rest, the crea-
ture gains a +1 bonus to all ability checks for 3 days. If
it chooses not to confess, it only regains half as many
hit points as it usually would from rests for 3 days.
58
Cherubs often serve as messengers
and attendants of gods or other celestials.
Scholars often rank them as the least of the
angels due to their diminutive size, their
apparently subservient roles in the hierarchy
of the Seven Heavens, and what those
scholars perceive as a comparative lack of
majesty. While cherubs most dutifully carry
out tasks set to them by someone they have
chosen to obey, cherubs do not perceive
themselves to be part of any hierarchy at all.
They bind themselves to beings they view as
worthy, but remain independently minded
and often keep pursuing their own agendas.
Mortal Wants and Woes. More than most
celestials, cherubs connect to the lives
and desires of mortals — both cravings of
the flesh and the soul. While some other
celestials don’t even feel mortal passions,
cherubs delight in them. Love and lust,
an appetite for rich food and intoxicating
Encountering drink — cherubs feel a deep desire for
a cherub anything that nourishes body and soul, both
in themselves and others. This sensitivity
Cherubs are encountered all over the planes of for mortal wants and woes makes cherubs
existence, in their capacity as divine messengers. unusually empathetic, which drives all
Social. Cherubs are gregarious and love a good their interactions. While other celestials
drink and story — and often invite themselves. sometimes find cherubs annoying, even
Combat. A lone cherub usually tries to avoid irritating, they fit right in feasting among
fights, and uses plane shift to escape danger. mortals — or even among fiends who share
In protection of their celestial, cherub swarms their passions. Many a secret friendship or
can charm entire groups of intruders into romance has been struck between a cherub
submission with their Sting of Love. and a succubus.
Encounter Afermath & Rewards Messengers of Love. Cherubs are creatures
of love, and embody this heavenly ideal
Messenger. The cherub offers to deliver a
much more deeply than many of the “higher”
message to any plane of existence.
celestials. They have a talent for seeing true
Blessing. The cherub performs a ritual for you romantic love, in whatever form and between
that lets you gain the benefits of a ceremony whichever and however many beings it may
spell (Dedication and Wedding options only).
manifest — and often cannot help them-
Introductions. The cherub introduces you to selves from trying to make that love blossom.
the celestial they serve. Nothing is more unbearable to a cherub than
Secret Letter. On a slain cherub, you find an seeing someone pine over another and
encoded message in Celestial. refuse to admit their love, be it due to
constraints placed by society or by
59
the lover’s own rationale.
Inspired Virtuose
Medium Celestial, Typically Chaotic Good
Armor Class 12
Hit Points 9 (2d8)
Speed 30 ft., fly 30 ft.
63
Celestials are usually associated
with virtues such as justice, patience, or
kindness. The prides, on the other hand,
are literally named after what is commonly
considered a cardinal sin. For proud they
certainly are, although not of themselves but
Pride
Large Celestial, Typically Lawful Good
of their pack and the pack’s achievements.
These lionesque and battle-hardened Armor Class 15 (natural hide armor)
mountains of fur-covered muscle tend to Hit Points 42 (5d8 + 15)
tower over any battlefield, at more than eight Speed 40 ft.
feet tall. They are the Seven Heaven’s shock
troops in bloody conflicts with fiends and STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 16 (+3) 11 (+1) 8 (−1) 14 (+2)
other creatures of evil. They fulfill this role
with fervor and relish, commanding respect Proficiency Bonus +2
wherever their battle groups stride — which Saving Throws STR +4, CON +5
earned them their name. Skills Athletics +4, Intimidation +4
Condition Immunities frightened
Divine Pride. While pride is often Senses darkvision 60 ft., passive Perception 9
considered a cardinal sin, the prides Languages Celestial
don’t see it that way. For them, pride is an Challenge 1 (200 XP)
expression of their divine prowess. They are
not proud of themselves and their individual Pack Tactics. The pride has advantage on attack
rolls against a creature if at least one of the pride’s
achievements, after all, but of those of their allies is within 5 feet of the creature and the ally isn’t
brothers and sisters and the pack as a whole. incapacitated.
Boasting about your own accomplishments Pride of the Pack. When a pride starts its turn within 5
is frowned upon, among them — why waste feet of another pride, it gains 1d4 temporary hit points
breath on yourself if you can uphold those for every pride within 5 feet of it, up to a maximum of
who hold you up? 4d4. While within 5 feet of another pride, the pride has
advantage on saving throws against spells and other
Battle Brothers and Sisters. The strength magical effects.
of prides is not in their individual battle Actions
prowess — though this is considerable — but Warhammer. Melee Weapon Attack: +4 to hit, reach 5
in the pack. They train in groups, which are ft., one target. Hit: 8 (1d12 + 2) bludgeoning damage.
also called prides, often from birth. Their A target hit by the warhammer must succeed on a DC
identification with these groups is so strong 12 Strength saving throw or be knocked prone.
that individual prides are almost unheard Roar (Recharges on a Short or Long Rest). The pride
shouts out a thunderous roar. Any creature that can
of, and any pride in the group speaks for all
hear it within 30 feet of the pride must succeed on a
others — indeed, their personalities are often DC 12 Wisdom saving throw or become frightened
very similar, and they hold the group above of the pride and all its allies within 30 feet of it. An
themselves in all matters. Prides suffer when affected creature can repeat the saving throw at the
separated from their kin, and whenever end of each of its turns.
a battle group’s numbers dwindle, the
survivors either band together with
other diminished groups or seek
a final death in glorious battle to
uphold their fallen brothers and
64 sisters’ memories.
Encountering
a Pride
Prides usually move in groups of six to twelve.
Wherever they are encountered, it is typically for
one reason: battle.
Social. While prides do not fully trust anyone
outside their group, they are more than happy
to boast about their group’s exploits over a
campfire and strong drink.
Combat. Prides often operate as independent
groups, sometimes as divine mercenaries.
They relish battle and prefer it over most other
solutions.
65
Encountering
a guardian angel
Guardian angels often try to divert danger away
from their charges before it becomes a problem,
which means they can be encountered in count-
less guises, trying to engineer their charge’s
environment. In more dramatic encounters, a
guardian angel can burst into reality just in time
to prevent a killing blow against its charge.
Social. Guardian angels are typically first and
foremost interested in the protection of their
charge. Outside of this duty, however, their per-
sonalities vary as widely as those of any creature.
Combat. Guardian angels usually fight only in
protection of their charges — a duty they fulfill to
the death.
66
Guardian Angel It’s often said, when someone has had
Medium Celestial, Typically Lawful Good a close call: “some guardian angel must
have been watching over her!” Most of the
Armor Class 20 (plate and shield) time, in such instances, people are just lucky
Hit Points 52 (7d8 + 21) — but some are actually protected by a celes-
Speed 30 ft.
tial being. Guardian angels are sometimes
tasked with the protection of a particular
STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 16 (+3) 10 (+0) 10 (+0) 10 (+0) individual by a god or another powerful ce-
lestial, but more often than not they choose
Proficiency Bonus +2 their charges themselves. How they make
Skills Medicine +2, Perception +2, Persuasion +2 these serious and life-long commitments de-
Condition Immunities charmed, frightened pends entirely on their unique personalities.
Senses passive Perception 12
Languages Common, Celestial
Guardian angels often observe a potential
Challenge 2 (450 XP) charge for a few days to determine if they
align with their own sense of virtue.
Guardian’s Charge. Every guardian angel has a
Unseen Protectors. Many charges of guard-
charge: a creature under its protection. The guardian
angel cannot have more than one charge at a time ian angels live out their whole lives without
and it can only change its charge if it is dismissed ever becoming aware of their protector, who
by its current charge or the charge dies. A guardian watches over them silently from the Ethere-
angel without a charge is compelled to choose one al Plane. Some guardian angels become an
within 7 days. While the guardian angel is within 5
acquaintance or friend of their charge to stay
feet of its charge on the same plane of existence or a
corresponding area in the Ethereal Plane, the charge physically close, but remain careful not to
is immune to being charmed or frightened. The become too closely involved for fear of indi-
guardian angel senses any danger to its charge as it rectly guiding their charge — this does not
occurs, no matter what distance they are separated align with their philosophy. Some become
by, even if they are on different planes of existence.
obsessed with this vigilance — which can
Looking Out. The guardian angel can enter and exit
turn unhealthy easily, especially in an anx-
the Ethereal Plane at will, and observe the Material
Plane from there. ious angel — while others are comfortable
enough in their charge’s and their own abili-
Actions
ties to pursue full lives themselves.
Morningstar. Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 7 (1d8 + 3) piercing damage. Virtue of Responsibility. The central virtue
Bonus Actions guardian angels represent is responsibility.
Guardian’s Protection (3/Day). The guardian angel Once they have chosen a charge, they will
casts shield of faith. not abandon them under any circumstances.
Reactions This has caused deep grief to many guardian
angels, as they see their charges stray from
Guardian’s Intervention (Recharges on a Short or
Long Rest). The guardian angel teleports to within 5 good, failing to meet their own responsi-
feet of the creature currently under the influence of bilities — and sometimes falling to evil and
its Guardian’s Charge feature. The guardian angel can becoming villains. Despite the distress this
teleport to the charge’s current plane of existence or a causes them, guardian angels do not inter-
corresponding area in the Ethereal Plane. Immediately fere with the path their charge takes, nor do
after teleporting, the guardian angel can cause an
attack against its charge to have disadvantage, or its they withdraw their protection — this would
charge to have advantage on a saving throw. violate their own commitment, cheapen-
ing it by making it conditional on the
“good” behavior of their charge. 67
When a mortal displays extraordinary
faith and heroism, the gods themselves Guardian Angel
Medium Celestial, Typically Lawful Good
may take notice and elevate that individu-
al. Such mortals differ from aasimar in that Armor Class 17 (splint)
they start life without divine blessing, but Hit Points 58 (9d8 + 18)
acquire it through deeds. These individuals Speed 30 ft.
are envied by many, but that envy is naive. To
walk the path of a living saint means ulti- STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 15 (+2) 10 (+0) 11 (+0) 17 (+3)
mate self-sacrifice, complete devotion — and
endless martyrdom. Living saints are rep-
Proficiency Bonus +2
resentatives of their gods, yet denied entry Saving Throws STR +6, DEX +4, CON +5, INT +3, WIS
into the Seven Heavens by their very duties. +3, CHA +6
When they die, they are reincarnated on Skills Athletics +5, Intimidation +5, Persuasion +5
Mount Celestia, only to have to set out again Damage Resistances poison
Damage Immunities radiant
and again to advance their god’s agenda.
Condition Immunities charmed, poisoned
Proselytizing Crusaders. Living saints Senses passive Perception 10
embody the ideals of the god they serve, Languages Common, Celestial, any other one
language
often to a fault. They are utterly devoted, Challenge 3 (700 XP)
fight their god’s battles wherever they must,
and are not shy about sharing their beliefs. Divine Protection. The living saint adds its Charisma
In many ways, living saints embody both the bonus to all its saving throws (already included
best and worst elements of faith — they can above).
greatly uplift the hearts of those who share Inspiring Martyrdom. All creatures affected by the
their belief, but be a nuisance at best and a living saint’s Divine Enthusiasm or Proselytize when
it dies gain 8 (1d10 + 3) temporary hit points and
menace at worst to those who don’t. become immune to being frightened for 24 hours.
Willing Martyrs. A living saint is the embod- Actions
iment of martyrdom. They carry out the most Multiattack. The living saint makes two greatsword
dangerous tasks in their god’s name, and attacks.
they do not expect or fear that they will die in Greatsword. Melee Weapon Attack: +5 to hit, reach 5
the process — they know it. The very act of ft. one target. Hit: 10 (2d6 + 3) slashing damage.
becoming a living saint requires martyrdom, Divine Enthusiasm (Recharges after a Short or Long
a death while fighting for the will of their Rest). The living saint inspires those around it,
targeting any creature of its choice that can see and
god. Not all gods elevate living saints, some hear it within 60 feet. If the target is willing, it gains a
find the very practice abhorrent. Many mor- +3 bonus to all its saving throws while within 30 feet
tals believe that living saints are forced to of the living saint for the next 10 minutes.
fight for their god, in view of the horrendous Proselytize (Recharges after a Short or Long Rest). The
acts of martyrdom living saints are often living saint proclaims the glory of its god, targeting
witnessed committing. But the truth is that a one creature that can see, hear and understand it
within 60 feet in an attempt to impose its belief on it.
living saint could stop at any time — stay in
The target must succeed on a DC 13 Charisma saving
Mount Celestia after their reincarnation and throw or become charmed by the living saint for 1
be honored. They choose to return and go hour. While charmed in this way, the target shares the
through it all over again. Of those who living saint’s devotion to its god, and acts accordingly.
know this truth, many consider living
saints terminally insane.
68
Encountering
a Living Saint
Living saints are not numerous but always on the
move, and usually quick to attract a crowd. They
can be encountered as saviors — but just about
as often as villains.
Social. Living saints are used to leading and
being adored. If you are not with them, you are
against them.
Combat. Living saints have no regard for their
own safety — they need only live long enough to
carry out their mission.
69
Most celestials share a love for the
truth. As with any ideal that is good and
pure, this can turn sinister when pursued
too fervently. Svelas are the incarnation of
the ideal of truth placed above all else. They
are born with the power to seek out the truth
in the hearts and minds of other beings, no
matter how deeply hidden. While this might
sound benign enough to the naive, svelas
are feared by the wise. With a touch, a svela
can pry the deepest secrets from a soul and
bring the darkest confessions to its surface. Svela
This power can be beneficial and healing, Medium Celestial, Typically Lawful Good
but comes at a terrible prize when abused.
Armor Class 10
Love for Truth. Svelas were created to serve Hit Points 44 (8d8 +8)
truth itself, embodying this ideal like no Speed 30 ft., fly 30 ft.
other being. According to svela philosophy,
the revelation of truth is a good in itself. STR DEX CON INT WIS CHA
Anyone who shares a truth, whether willingly 12 (+1) 10 (+0) 13 (+1) 12 (+1) 18 (+4) 13 (+1)
or not, is walking the path of righteousness
Proficiency Bonus +2
— and so are those who assist or force the
Saving Throws WIS +6, CHA +3
revelation of truth. Svelas who follow this Skills Insight +8, Intimidation +5, Persuasion +3
philosophy rarely concern themselves with Condition Immunities charmed, frightened
justice or punishment — for them, bringing Senses passive Perception 16
the truth to the fore is all that matters, and Languages All
Challenge 3 (700 XP)
any consequences are for those affected
by that truth to deal with. As far as most Actions
svelas are concerned, on a personal level, Touch. Melee Weapon Attack: +3 to hit, reach 5 ft., one
confession is equivalent with forgiveness. target. Hit: The svela touches the target. This allows it
to use its reactions Dominating Truth (if available) or
Terror of Truth. Svela society places strict Touch of Truth on the target.
rules on the application of their powers, and Zone of Truth (3/Day). The svela casts zone of truth
every individual is expected to follow a rigid (spell save DC 14).
education on morality and a code of conduct REactions
that many outsiders find stiflingly strict and Dominating Truth (Recharges After a Long Rest).
rigid. The reasons lie in a terrible phase of The svela casts dominate monster on a creature it
the svela’s history: the Wars of Confession. is currently touching (spell save DC 14). Creatures
When wielded indiscriminately, the ability usually immune to being charmed are also affected by
the spell. A creature currently fighting the svela or one
to reveal truth is an awful power. Svela of its allies does not have advantage on the saving
pursuing truth indiscriminately have caused throw. When the spell ends, the svela takes 36 (8d8)
untold chaos during this period, and a psychic damage.
single ruthless svela with an agenda Touch of Truth. The svela asks one question that
could today still topple kingdoms can be answered with “yes” or “no” of a creature it
and shatter faiths that hold entire is currently touching. The target must immediately
respond truthfully or take 21 (6d6) psychic damage.
societies together.
70
Encountering
a Svela
Svelas serve on high celestial courts or even
as advisors to mortal rulers. They sometimes
operate as independent agents in pursuit of a
client or a personal vendetta.
Social. Svelas are typically open to negotiation,
but exceedingly suspicious. They distrust anyone
who would refuse to talk under the effects of
a zone of truth spell — which they utilize even
in everyday conversations, especially with
strangers.
Combat. Svelas know the power of truth and
can be ruthless in battle. They typically apply
maximum force in an effort to end conflicts
quickly.
71
While fallen angels are sung Ascended Fiend
about by bards, their counterparts Medium Celestial (alternatively Medium Fiend),
Typically Neutral Good
are much less famous — although not
any less common! Just as some celestials
Armor Class 15 (radiant skin)
cannot bear the Seven Heavens a moment Hit Points 104 (16d8 + 32)
longer, there are fiends who want to escape Speed 30 ft., fly 60 ft.
the cesspits that are the Nine Hells or
the Abyss. The truth is: the life of a fiend STR DEX CON INT WIS CHA
is wretched and dangerous, most of the 17 (+3) 14 (+2) 15 (+2) 13 (+1) 12 (+1) 19 (+4)
time. They live in a society of schemers
Proficiency Bonus +3
and abusers, where any moment of joy Saving Throws CON +5, WIS +4, CHA +7
can quickly become a blood-drenched Skills Insight +4, Intimidation +7, Perception +4,
nightmare. Even devoted minions and Religion +4, Stealth +5
cultists cannot replace the bond of true Damage Resistances cold, fire, lightning, poison;
friendship, and fiends constantly have to bludgeoning, piercing, and sashing from nonmagical
attacks
look over their shoulder. Condition Immunities poisoned
Good Feels Good. A singular formative Senses darkvision 120 ft., passive Perception 14
Languages Celestial, Common, and Abyssal or
experience can be enough to show a fiend Infernal
that there are alternatives, and empower Challenge 6 (2,300 XP)
them to break out of the seemingly endless
cycle of mutual abuse they live. This can Magic Weapons. The ascended fiend’s weapon attacks
be an unexpected friendship with someone are magical.
the ascending fiend discovers they can, in Actions
fact, trust unequivocally. Or it can be them Multiattack. The ascended fiend uses Prayer of
witnessing one of their actions resulting in Repentance and makes two attacks with its flaming
good — which can happen just as easily as greatsword.
a celestial with good intentions doing evil. Radiant Greatsword. Melee Weapon Attack: +6 to
And once you taste that feeling of having hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing
damage and 5 (2d4) radiant damage.
helped another being, many find it difficult
Prayer of Repentance. The ascended fiend speaks a
to shake. prayer of repentance for a creature it is fighting that
Repentance and Redemption. Many it can see within 60 feet. The target must succeed
on a DC 15 Charisma saving throw or have a radiant
ascended fiends feel a deep shame and
halo appear around its head. The first time the target
guilt over the things they have done. Few deals damage after the halo appears, it takes radiant
fiends think about changing their ways damage equal to the amount of damage it dealt and
while things are going well for them — the halo disappears by contracting into its head.
in this they are like most other sentient Divine Spells. The ascended fiend casts one of the
beings, it does not make them “evil”. But following spells, using Charisma as its spellcasting
ability (spell save DC 15), without requiring material
once they realize what harm they have
components.
caused others, many fiends become
1/day each: aura of vitality, beacon of hope, dawn,
paralyzed by regret. It takes strength to greater restoration
face their victims directly, and many need
to bolster themselves with good deeds
Bonus Actions
Blinding Smite (Recharges after a Long Rest). The
done elsewhere on their path to
ascended fiend casts blinding smite (spell save DC 15).
redemption before they can do so.
72
Encountering
an Ascended Fiend
Ascended fiends can often be encountered on
their spiritual pilgrimage to redemption. This
can involve them seeking advice from priests
of Ilmater, doing good deeds, or seeking the
forgiveness of their victims.
Social. Ascended fiends are consciously trying
not to harm anyone, but often still have to
learn the basics of positive communication and
interaction.
Combat. Many ascended fiends try to avoid
combat, as it reminds them of their violent past
— and yet, they are undeniably good at it, and
realize that this can be a tool for doing good as
well.
74
The strict laws, hierarchies, and
Fallen Angel customs of the Seven Heavens demand
Medium Celestial (alternatively Medium Fiend),
unfailing performance and the highest
Typically Neutral Evil
moral standards. Many celestials accept
Armor Class 15 (cracked skin) these duties freely, even revel in them — but
Hit Points 104 (16d8 + 32) others… Some are overwhelmed by the
Speed 30 ft., fly 60 ft. expectations placed upon them, and others
are frustrated by the restrictions they face
STR DEX CON INT WIS CHA in carrying out their duties. This dissonance
17 (+3) 14 (+2) 15 (+2) 12 (+1) 13 (+1) 19 (+4)
of expectation and ability, or aspiration and
Proficiency Bonus +3 means, can drive a celestial to break with the
Saving Throws CON +5, INT +4, CHA +7 Seven Heavens — often while thinking they
Skills Athletics +6, Deception +7, History +4, are on the best path of upholding the ideals
Perception +4, Persuasion +7 of their kind. Zariel herself, perhaps the
Damage Resistances cold, fire, lightning, poison; most famous fallen angel, became a lord of
bludgeoning, piercing, and sashing from nonmagical
attacks the Nine Hells as the result of attempting to
Condition Immunities poisoned protect the Seven Heavens from the assaults
Senses darkvision 120 ft., passive Perception 14 of fiends forever.
Languages Celestial, Common, and Abyssal or
Infernal Sense of Despair. Most fallen angels are in
Challenge 6 (2,300 XP) deep despair. They hardly wanted to end up
where they are, or planned to turn to evil
Magic Weapons. The ascended fiend’s weapon attacks — this is simply what circumstances made
are magical. them, and many continue to fight for their
Actions ideals. But where would they find support,
Multiattack. The fallen angel uses Eyes of Despair who would look upon them as kindred
and makes two attacks with its flaming greatsword. spirits — who would ever trust them, again?
Flaming Greatsword. Melee Weapon Attack: +6 to Certainly not the celestials of the Seven
hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing Heavens, who view them as untrustworthy
damage and 5 (2d4) fire damage.
traitors. But neither can they ever be fully at
Eyes of Despair. The fallen angel fixes one creature it
can see within 60 feet of it with a glare, hot tears of
home among the fiends of the Nine Hells,
blood in its eyes. The target must succeed on a DC who view them as tainted failures. Some
15 Wisdom saving throw or become frightened of the recruit mortal cults to fill the void.
fallen angel. While frightened in this way, the target
cannot regain any hit points and becomes vulnerable Redemption? Can there ever be a way for
to fire damage. The target can repeat the saving throw fallen angels to redeem themselves, and
at the end of each of its turns. rejoin the Seven Heavens? It is a difficult
Fiendish Spells. The fallen angel casts one of the path to walk, and requires earnest soul-
following spells, using Charisma as its spellcasting searching, an admission of the wrongs they
ability (spell save DC 15).
did, and convincing their celestial peers that
1/day each: bestow curse, fireball, immolation, vampiric their turn-around is sincere. But while many
touch
fallen angels don’t want to live as fiends,
Bonus Actions most do not want to return either. They had
Banishing Smite (Recharges after a Long Rest). The their reasons for the choices they made,
fallen angel casts banishing smite (spell save DC 15).
and the faults of the Seven Heavens do
not change. These fallen angels forge
their own path. 75
Encountering
a Battle Angel
Most mortals only encounter a battle angel on
the battlefield — and hopefully on the right side.
Battle angels follow a strict command structure
and do not venture forth without orders lightly.
Social. Battle angels are to the point, with a
clipped impatience that belies the compassion
that truly drives them.
Combat. Trained in both physical skill and
strategy, battle angels fight smart and hit hard.
They are adaptable and prefer precise and
decisive strikes to reduce the chance of failure.
76
Battle Angel
Medium Celestial, Typically Lawful Good
The Seven Heavens are a realm of peace
Armor Class 18 (plate) and serenity. Gods and angels are revered
Hit Points 120 (16d8 + 48) by mortals for their wisdom, kindness, and
Speed 40 ft., fly 80 ft. love. Celestials and their realms are, simply
put, the very ideal of beauty and good. But
STR DEX CON INT WIS CHA none of this could exist without protection
21 (+5) 19 (+4) 17 (+3) 16 (+3) 12 (+1) 13 (+1)
against the many foes who want to see
Proficiency Bonus +3 Mount Celestia burn and all its glory crum-
Saving Throws STR +8, DEX +7, CON +6, WIS +4 ble to ashes. It falls to the heavenly hosts to
Skills Athletics +8, Acrobatics +7, Intimidation +4, ensure this never comes to pass. Their ranks
Perception +4 are filled with devoted and hardened battle
Damage Immunities radiant
angels — their only purpose: defend the Sev-
Condition Immunities charmed, frightened, poisoned
Senses darkvision 120 ft., passive Perception 14 en Heavens and bring death to its enemies.
Languages Celestial Necessary Evil. Those angels who devoted
Challenge 7 (2,900 XP)
themselves to battle often live on the fringes
Battle Dance. The battle angel does not provoke of society in the Seven Heavens. Devotion
opportunity attacks from creatures it attacked on its to one particular ideal or cause is common
turn, for the rest of its turn. among celestials, but most view the cho-
Actions sen cause of battle angels with uneasiness.
Multiattack. The battle angel makes four longsword Everyone knows that Mount Celestia could
attacks. not endure one moment without its vigilant
Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., protectors, as devils and demons continu-
one target. Hit: 9 (1d8 + 5) slashing damage. ously probe its defenses. But the example of
Flurry of Blades (Recharge 5−6). The battle angel Zariel’s fall is not easily forgotten — showing
moves up to 40 feet in a line, whirling its blades. Any that even the most valiant defenders of the
creature within 5 feet of the battle angel along this Seven Heavens may be corrupted by their
line must make a DC 15 Dexterity saving throw. It
takes 23 (4d8 + 5) slashing damage on a failed save, very virtues. While battle angels are not ex-
or half as much damage on a successful one. actly ostracized, they are shunned by many.
Bonus Actions Alas, this very prejudice is more damaging
than the constant exposure to bloody combat
Battle Stance. The battle angel takes up one of the
following battle stances: could ever be.
• Defensive Parry. If the battle angel has not Veteran Warriors. Battle angels train togeth-
made more than two attacks on its turn, its AC er in battalions, and are drilled to excel in
increases to 22 until the start of its next turn.
• Reckless Charge. The battle angel makes all attacks
formation flight and fighting. However, every
with advantage, but all attacks against it have single one of them hones their physical form
advantage until the start of its next turn. to perfection and is a fearsome opponent in
Reactions their own right. Many battle angels have seen
Disarming Parry. The battle angel uses two of its
combat across multiple planes of existence,
four swords to parry a melee attack that would hit exposure to real fighting is seen as a rite of
it, adding +4 to its AC against that attack. The battle passage that cannot be attained soon enough
angel must be able to see the attacker. If the parry by fresh recruits. Battle angels are some of
prevents the hit, the attacker must succeed on a DC the few celestials who proudly display scars
16 Strength saving throw or be disarmed.
or even lost limbs. They also often make
Counterattack. After a creature hits the battle angel
with a melee attack, it can make two longsword
use of magical prosthetics or augmen-
attacks against its attacker. tations to increase or maintain their 77
battle prowess.
When an angel falls, or when a
Molten Saint
Large Celestial, Typically Neutral
fiend ascends, their new allegiances
are typically quite clear — they are on the Armor Class 19 (crystal skin)
other side, now. But what about those on the Hit Points 142 (19d10 + 38)
spectrum from between celestial and fiend Speed 40 ft.
who simply refuse to take a side? Those who
find both the dogmatic altruism of the Seven STR DEX CON INT WIS CHA
18 (+4) 19 (+4) 19 (+4) 13 (+1) 17 (+3) 14 (+2)
Heavens and the chaotic individualism of the
Nine Hells and the Abyss unbearable? The Proficiency Bonus +3
only thing more dangerous than taking a side Saving Throws DEX +7, WIS +6
in this eternal conflict is not taking a side. Skills Insight +6, Perception +5
Throughout history, there have still been Damage Resistances cold, lightning, radiant;
individuals who walked that path in between bludgeoning, piercing, and slashing from nonmagical
attacks
— but only the molten saints have managed Damage Immunities fire
to form a true and lasting community Condition Immunities petrified, prone
centered on the ideal of neutrality. Senses darkvision 120 ft., passive Perception 15
Languages Abyssal, Celestial, Infernal, Primodrial
If You are not with Us… At the dawn of Challenge 8 (3,900 XP)
time, good first separated from evil, and
both gods and archfiends created new Fiery Skin. A creature grappled by or touching the
lineages of beings to take their side. But molten saint takes 7 (2d6) fire damage at the start of
some refused to be molded and shaped to its turn.
their wills. Emerging from the infernal fires Malleable Form. The molten saint can appear in any
shape of their own size.
of the hells or the glorious radiance of the
Self-Shaping. The molten saint can move through a
heavens, these beings refused to take a final
space as narrow as 1 inch wide without squeezing.
form — or a side. Instead, they remained In addition, it is immune to any magical effects that
eternally malleable, neutral, in between. would change its form against its will.
These creatures soon realized that they Actions
needed to go their own way, if only to escape Lava Volley. Melee or Ranged Weapon Attack: +7 to
the relentless attempts of those in power, on hit, reach 10 ft. or range 30/120 ft., three targets. Hit:
either side, to hammer them into shape — 7 (1d6 + 4) bludgeoning damage and 9 (2d8) fire
figuratively and literally. damage.
I Am Lava. The molten saint melts into a pool of lava,
Saint or Sinner? The name “molten which covers a 30-foot circle centered on where the
sinners” is about as common as the name molten saint was standing. A creature takes 33 (6d10)
“molten saints”. They can appear to be fire damage when it enters the lava for the first time
both, depending on your perspective. They on a turn or ends its turn there. The lava is difficult
are, in fact, neither. They reject this binary terrain. While in lava form, the molten saint cannot
take any actions except reverting into its semi-solid
distinction, finding it an artificial and limiting form, but it can move the lava pool at a speed of 15
point of view to take of a conscious being or feet on its turn.
the realities of existence. Categorizations Reactions
like these can only lead to conflict, in their
Melt Away. When a molten saint would be hit by an
minds — all they want, for themselves attack or fails a Dexterity saving throw, it can quickly
and all other beings, is to find a path melt out of the way if it can see the source of the
that allows everyone to be true to attack or trigger of the saving throw and make the
themselves. attack miss or succeed on the saving throw instead.
78
Encountering a Molten Saint
Molten saints typically live in remote and Encounter Afermath & Rewards
dangerous places, both because of their natural
resistances to harsh environments and to avoid Point of View. The molten saint shares the
conflict. Most encounters with them are a true story behind a commonly misrepresented
surprise — often to both sides! belief, event, or person (celestial or fiend),
Social. Molten saints have been both vilified and known to them via oral tradition going back to
glorified, across the eons, and their behavior the dawn of their lineage.
reflects this. Most don’t wish to become Refuge. The molten saint offers refuge to one
involved, but many cannot resist sharing their being, especially one on the run from a life of
wisdom if confronted with follies of “good” or conflicting expectations.
“evil”.
Glowing Idol. The molten saint bestows the
Combat. Molten saints make use of their Blessing of Radiance upon you.
shapeshifting abilities to navigate the
environment — or make the present one more Forged in Fire. Drinking the cooled remains of
dangerous. a slain molten saint makes you immune to fire
damage for 24 hours.
79
The majestic edifices of Mount Ce-
lestia seem to defy gravity, with grac-
ile arches stretching gracefully between
towers thin as needles, and palaces rising up Crystal Crafter
above any cathedral on the Material Plane, Large Celestial, Typically Neutral
yet delicate as if woven from glittering gos-
samer. These edifices are not constructed, in Armor Class 19 (crystal skin)
Hit Points 142 (19d10 + 38)
the crude sense that comes to most mortal Speed 40 ft.
minds, but sung into being by crystal craft-
ers. These celestials can manipulate the STR DEX CON INT WIS CHA
very fabric of creation to call forth and shape 19 (+4) 24 (+7) 14 (+2) 17 (+3) 10 (+0) 10 (+0)
crystal in dazzling displays of creativity. This
multicolored crystal is sturdier than any Proficiency Bonus +4
Saving Throws STR +8, DEX +11
material known to mortals, and the only limit Skills Sleight of Hand +11
to what can be created from it is the skill and Damage Resistances necrotic
imagination of the crafter. Damage Immunities poison, psychic; bludgeoning,
piercing, and slashing from nonmagical attacks that
Master Creators. The soft tinkling of crystal aren’t adamantine
resonates through a typical crystal crafter’s Condition Immunities petrified
workshop at all times, from the countless Senses darkvision 60 ft., passive Perception 10
creations scattered haphazardly throughout. Languages Celestial, Common, Dwarvish, Gnomish
Challenge 9 (5,000 XP)
Crystal crafters are happiest when they can
make something new. Some specialize in
Magic Weapons. The crystal crafter’s weapon attacks
grand architecture, others focus on minis- are magical.
cule mechanisms. Whatever a crystal craft-
Actions
er devotes themself to, it often becomes a
Multiattack. The crystal crafter makes two attacks
single-minded focus for them. Crystal craft-
with its crystal sword.
ers delight in exhibitions and competitions,
Crystal Sword. Melee Weapon Attack: +11 to hit, reach
prizing precision and creativity in equal 10 ft., one target. Hit: 20 (2d12 + 7) slashing damage.
measure. Weave Crystal. The crystal crafter casts creation, but
Journeyer’s Voyage. Crystal crafters are ex- can only create objects made of crystal. If the crystal
crafter spends 1 hour instead of 10 minutes casting
pected to go on an extended voyage to hone the spell, the creation becomes permanent.
their craft, when coming of age. Many spend
decades on this journey, and some repeat it Bonus Actions
multiple times throughout their life — often, Crystal Barriers. The crystal crafter creates or
dismisses a semi-transparent flat sheet of crystal no
this is accompanied by a shift in focus and larger than 10 feet by 5 feet, and no thicker than 1
crowned by a magnificent achievement of inch. The crystal sheet has 20 AC, 20 hp, a damage
art. These kinds of artifacts and edifices can threshold of 20, and is immune to necrotic, poison,
be found all over the planes of the multi- and psychic damage. The crystal crafter can connect
verse, as they usually leave it behind where the sheet to a previously existing one as if they were
one object. The crystal crafter can move through
it was created. Such items and buildings are these barriers unhindered.
always unique, and carry the signature of
the individual who created them. Some
collectors spend lifetimes in money
and effort to acquire even one.
80
Encountering
a Crsytal Crafter
Crystal crafters are proud of their work and eager
to show off their skills. They are happy to trade,
but value their creations highly.
Social. With their single-minded focus on their
work, crystal crafters lack the social graces of
many other celestials, yet feel no shame over it.
They may be eccentrics, but they aren’t awkward
or self-conscious in the slightest.
Combat. Crystal crafters are masters in
manipulating a battlefield to maximum
advantage, erecting and shifting crystal barriers
to direct foes and protect themselves as needed.
81
The kuo-toa, demi-humanoid fish
creatures of the Underdark, are about
as far removed from the divine as one
might be able to imagine. They are almost
universally perceived as crazed fanatics,
making up their own gods willy-nilly without
regard for the existing pantheons. Nonethe-
less, their dreams often manifest as reality,
and they have dreamed divine beings into
existence. Most of these are considered
twisted and nonsensical by other cultures.
But the creativity of the kuo-toa is bound-
less, and so are their creations. In time
immemorial, a group of kuo-toa enslaved
by a tyrannical aboleth pretending to be a
god began to dream… what would it be like
if that god were benevolent, and kind? And
that was when the first theloba was created,
the collective consciousness of the kuo-toa
and their need overpowering the aboleth and
turning it to good!
Kuo-toa Herders. Thelobai feel a strange
need to foster kuo-toa communities and keep
them safe and healthy. Herding cats is, as
anyone who ever encountered a kuo-toa can Legendary Actions
imagine, as nothing compared to this task. The theloba can take 3 legendary actions, choosing
Thelobai are very caring and concerned for from the options below. Only one legendary action
their charges, but often in over even their option can be used at a time and only at the end of
considerably expansive heads. Thelobai another creature’s turn. The theloba regains spent
sometimes resort to transporting kuo-toa in legendary actions at the start of its turn.
their mouths, for protection. Deescalate (Recharge 5−6). The theloba casts calm
emotions.
Celestials in the Underdark. As every the- Shielding Bubble. The theloba shields a creature it can
loba is a former aboleth, these celestials are see, which cannot be itself, with a glowing bubble.
incredibly rare and found almost exclusively While shielded in this way, the target gains a +10
bonus to its AC and advantage on all saving throws,
in the Underdark. They are despised and
but cannot attack or cast spells on any target but
even feared by aboleths, who view them as itself. If the target is not willing, it must succeed on a
perversions and as a threat to their very DC 16 Dexterity saving throw to resist. The shield lasts
existence. Most other celestials are not even until the end of the target’s next turn.
aware of their existence, and they prefer the Radiant Presence (Costs 2 Actions). The theloba glows
company of kuo-toa and other downtrodden in a warm golden light. Any creature of the theloba’s
choice within 30 feet of it regains 21 (6d6) hit points.
even to their own kind, not even to speak
Any creature of the theloba’s choice within 60 feet of
of other kinds of celestial creatures, who it must succeed on a DC 16 Constitution saving throw
they consider aloof and selfish, ignor- or take 21 (6d6) radiant damage, or half as much on a
ing the plights of the mortal realm successful save.
82 in their Seven Heavens.
Theloba
Huge Celestial, Lawful Good
Proficiency Bonus +4
Saving Throws CON +6, WIS +8, CHA +8
Skills Insight +12, Perception +12, Persuasion +8,
Religion +10
Senses darkvision 120 ft., passive Perception 22
Languages Celestial, Deep Speech, Undercommon;
Telepathy 120 ft.
Challenge 9 (5,000 XP)
84
Cloud Watcher
Gargantuan Celestial, Unaligned Have you ever looked up at the sky,
watching the clouds drift by and pointing
Armor Class 15 (natural armor) out the different shapes to a friend? Of
Hit Points 296 (16d20 + 128) course you have, everyone has. But have you
Speed 0 ft., fly 40 ft. ever felt as if those clouds were watching
you back? Not in a malevolent way — just
STR DEX CON INT WIS CHA
idly curious, in the same way you are looking
24 (+7) 15 (+2) 27 (+8) 6 (−2) 21 (+5) 11 (+0)
up? You might just have been gazing at a
Proficiency Bonus +5 cloud watcher gazing right back down at you.
Saving Throws STR +12, CON +13, CHA +5 These effervescent celestials glide across
Skills Insight +10, Perception +15 the skies of all planes of existence who can
Damage Resistances bludgeoning, piercing, and claim to have one, distantly taking in all that
slashing
Damage Immunities cold, lightning, poison;
goes on below them.
bludgeoning, piercing, and slashing from nonmagical Aloof Observers. The only purpose and
attacks the greatest joy a cloud watcher knows
Condition Immunities grappled, paralyzed, petrified,
prone, restrained is to gaze down upon the landscape and
Senses truesight 5 mi., passive Perception 25 people above which they soar. Ever aloof,
Languages Telepathy 5 mi.; understands all languages yet always interested, these airy celestials
Challenge 13 (10,000 XP) take in all they can about the daily lives of
mortals. Happy to let the winds be their
Airy. The cloud watcher is immune to bludgeoning,
guide, they rarely seek out any particular
piercing, and slashing damage from nonmagical
attacks, as well as resistant to bludgeoning, piercing, areas, individuals, or events. If they do
and slashing damage from magical attacks. choose to stick around, it is often for
Piercing Eyes. The cloud watcher can see out to any inexplicable reasons. A glorious battle
distance, as long as no physical obstacles are in the between a fiend and a dragon might be
way, and recognize even the smallest details as if utterly inconsequential to them, but they
what it is observing was right in front of it. The cloud might become obsessed with a child picking
watcher also has advantage on Wisdom (Perception)
checks that rely on sight.
flowers. They very rarely talk to someone
who is literally beneath them, but sometimes
Wandering Cloud. The cloud watcher is indistinguish-
able from a natural cloud in appearance if it chooses extend their divine blessing — or displeasure
to be. It can still be recognized as unusual by its Stormy Congregations. Cloud watchers
shape or the way it moves across the sky.
congregate at irregular intervals and in
Weather Control. The cloud watcher can cast control
ever-shifting places in the skies. Centuries
weather at will and is immune to losing concentration
on it. can pass without any such meeting, or they
can occur multiple times in a single month.
Actions
Sometimes such a conclave lasts for mere
Cloud Shape. The cloud watcher takes on the
appearance of any cloud of its own size, or up to two
minutes, at other times it stretches on for
size categories smaller. days. Nobody knows how they coordinate
Lightning Strike (Recharge 5−6). A crackle of lightning these congregations, or what their purpose
hits a spot the cloud watcher can see. Any creature is. Many do not even understand what they
within 30 feet must make a DC 21 Dexterity saving are witnessing — but these meetings are
throw or take 65 (10d12) lightning damage, or half as often perceived as bad omens, as they
much damage on a successful save.
are accompanied by unnaturally heavy
storms. 85
Aegis
Large Celestial, Typically Lawful Good
Proficiency Bonus +5
Saving Throws STR +13, WIS +7, CHA +9
Skills Athletics +13, Perception +12
Damage Resistances bludgeoning, piercing, and
slashing from nonmagical attacks
Damage Immunities radiant
Condition Immunities charmed, exhaustion,
frightened, poisoned
Senses darkvision 120 ft., passive Perception 22
Languages All
Challenge 13 (10,000 XP) REActions
Aegis Shield. When a Large or smaller creature the
Spellguard. The aegis has advantage on saving throws aegis can see is the target of an attack or must make
against spells and other magical effects, and spell a saving throw against a spell or other effect with
attacks have disadvantage against it. an area of effect or that requires line of sight to its
Bulwark. The aegis cannot be moved against its will. target, the aegis can move up to its movement speed
Actions towards the creature. If it finishes its movement
within 10 feet to the creature, the aegis protects the
Multiattack. The aegis makes two swordshield attacks target with both its aegis shields, and the target is
with the honed edges of its aegis shields. unaffected by the triggering attack, spell, or effect. If
Swordshield. Melee Weapon Attack: +13 to hit, reach the aegis enters an area of effect doing so, it must
10 ft., one target. Hit: 34 (4d12 + 8) bludgeoning itself make the appropriate saving throw.
damage.
LEGENDARY ACTIONS
Aegis Beam. The aegis produces two beams of divine
sunlight, from the focal points embedded in its aegis The aegis can take 2 legendary actions, choosing from
shields. The beams are 5-foot wide straight lines the options below. Only one legendary action option
with a length of 300 feet each, originating from the can be used at a time and only at the end of another
aegis, and can be positioned at any angle relative to creature’s turn. The aegis regains spent legendary
each other. A creature that starts its turn within an actions at the start of its turn.
aegis beam or enters it for the first time on its turn Protector. The aegis moves up to its movement
must make a DC 17 Dexterity saving throw. It takes speed towards a Large or smaller creature it can see
55 (10d10) radiant damage on a failed save, or half as and protects it with its aegis shields if it finishes its
much damage on a successful one. The beams stay movement within 10 feet of the creature. The creature
active for as long as the aegis uses its action each is immune to all attacks and automatically succeeds
turn to maintain them. The aegis cannot move or take on all saving throws while protected in this way, until
any other actions while the aegis beams are active. the creature moves or takes any action. The aegis can
only protect one creature at a time, and the protection
ends when it moves or takes any other action.
Reposition Aegis Beam. The aegis moves its Aegis
Beam, if it is active.
86
If the battle angels are the rank and
file soldiers of the divine hosts, the aegis-
es are the elite crown guard. They are less
universally trained, however, and sacrifice
flexibility in favor of a focus on defense, and
are usually tasked with protecting either a
particularly important location or individual.
They excel in this beyond any other martial
celestial and have a strong sense of duty.
Due to the fact that they see combat less
often, most other celestials can ignore the
aegises’ martial bent more easily than in
battle angels, and look up to aegises for their
iron discipline and ceremonial splendor.
Above Judgment. An aegis occupies a
unique position in the heavenly hierarchy.
They stand apart and cannot be judged by
Encountering anyone except the gods themselves. It is
an Aegis even frowned upon to approach an aegis,
and their typical response is to ignore the
An aegis rarely has cause to stray from their offender or — in persistent cases that threat-
assigned post, so they are usually encountered en the aegis’s duty — quiet them. An aegis
as protectors of holy sites or people. cannot be judged because a duty assigned
Social. On duty, an aegis is unapproachable and to an aegis is of overriding importance, and
uncompromising. They are elites, trained to sometimes of secret nature, so they must be
blend out anything that would distract from their empowered to take harsh measures without
charges.
fear of judgment. The other reason is that
Combat. An aegis’s first concern is the protection an aegis is not only a physical protector, but
of their assigned ward. They specialize in taking their very visible position as defenders of the
the heat and distracting attackers more so than
most holy make them the principle of any
dealing massive damage.
celestial’s highest duty made flesh — and in
Encounter Afermath & Rewards the Seven Heavens, principles are idolized.
There can be nothing that would besmirch
Admission. The aegis admits you to the
location or area they protect if you can the ideals the aegis represents.
convince them that you are no threat. Splendor and Valor. An aegis strides with
Shielded. The aegis puts you under its confidence, draped in battle robes over
personal protection, effectively preventing any wrought armor plates, head held high and
form of persecution or bother you could face crowned with their ceremonial helmets —
from another celestial. and, of course, wielding their towering aegis
Blessing of Protection. The aegis bestows upon shields like nothing. And yet, for all their
you a Blessing of Protection. splendor, any onlooker immediately recog-
nizes the deadliness in their coiled mus-
Reward. The bent shield of a slain aegis can be
fashioned into either a +3 shield or a spellguard cles, poised perpetually to spring into
shield. action — a rare example where reality
lives up to aspiration. 87
Not all celestials are kind and be-
nevolent — this much should be clear Angel of Death
to anyone who has made any significant Large Celestial, Typically Neutral
study of their kind. But some are outright
terrifying, more feared than most demons Armor Class 16
Hit Points 237 (25d10 + 100)
from the Abyss — and, in fact, sometimes Speed 40 ft., fly 80 ft.
confused with them. Celestials, after all,
deal with any aspect of the mortal condition, STR DEX CON INT WIS CHA
because the gods they serve cover any aspect 26 (+8) 23 (+6) 18 (+4) 15 (+2) 21 (+5) 7 (−2)
of life — and death. Gods dealing with the in-
evitable individual ends of that circle of life, Proficiency Bonus +5
Saving Throws WIS +10, CHA +3
such as the Raven Queen or Kelemvor, need Skills Intimidation +8, Perception +15, Stealth +11
agents in the world to push back against Damage Resistances bludgeoning, piercing, and
fiendish distortions of that sacred cycle: the slashing from nonmagical attacks
angels of death. These grim celestials may Damage Immunities necrotic, poison, radiant
look like hellspawns, emaciated and gray as Condition Immunities frightened
Senses darkvision 240 ft., passive Perception 25
death itself — for form always follows func- Languages All
tion, with celestials — but they are ultimately Challenge 15 (13,000 XP)
on the side of good.
Aura of Death. Any creature that starts its turn within
Reapers. The main task for angels of death
30 feet of the angel of death, or enters that radius
is to put a stop to the perversion of undeath. for the first time on its turn, takes 5 (2d4) necrotic
Anyone who interrupts the circle of life and damage.
death defies their gods, and must be shep- Actions
herded to their final end. Ideally, the angels
Multiattack. The angel of death uses Beckoning Call
of death catch the perpetrators of such acts and makes two attacks with its Ender Sword.
of evil before they can enact them, for a fully Beckoning Call. The angel of death targets one
ascended lich would be a formidable oppo- creature it can see within 60 feet of it and beckons it
nent even for an angel of death. to pass the veil with its bony claw hand. The target
must succeed on a DC 18 Wisdom saving throw or
Watchers at Death’s Door. Where a great is forced to make a death saving throw any time it
number of deaths occur, be it during battles takes damage. If the target fails three death saving
or plagues or natural disasters, angels of throws, even while it still has hit points remaining, it
death fulfill a more benign — although no dies. This effect ends once the target has succeeded
on three death saving throws. Failed and successful
less terrifying — function: they guide souls death saving throws while under this effect carry over
towards the afterlife, so they do not get lost to when the target falls to zero hit points.
in the chaos and linger to torment the living. Ender Sword. Melee Weapon Attack: +13 to hit, reach
Wherever an angel of death appears, they 10 ft., one target. Hit: 21 (2d12 + 8) slashing damage
are thus rightly seen as omens of great sor- plus 21 (6d6) necrotic damage.
row. The priesthoods of any mortuary cult, Spells of Death. The angel of death casts one of the
however, look upon their appearance as a following spells, using Wisdom as its spellcasting
ability (spell save DC 18).
blessing — for grim as their purpose may be,
3/day each: fear, gentle repose, harm, speak with dead
they know how much more pain and loss
1/day each: Abi-Dalzim’s horrid wilting, plane shift (self
the angels of death prevent than they only), power word kill
portent.
88
Encountering
an angel of death
Angels of death are often encountered in times
of great sorrow or death, or just preceding them.
They also watch over great forgotten tombs
and, sometimes, stand guard in places where
powerful undead are interred.
Social. Angels of death are, by nature, rather
solitary figures — although this is often not by
choice, but by circumstance, and you may find
them starved for social interaction.
Combat. Angels of death are not particularly
martial types — they fight when they must. But
when they do, death is their goal — they do not
let off just because someone drops unconscious.
This is their true danger.
89
Fateweaver
Medium Celestial, Typically Neutral Good
Proficiency Bonus +6
Saving Throws WIS +15, CHA +7
Skills Insight +21, Perception +21
Condition Immunities charmed, frightened
Senses truesight 120 ft., passive Perception 31
Languages All, Telepathy 120 ft.
Challenge 17 (18,000 XP)
90
Some mortals believe that their entire
lives are already laid out for them, planned
by gods from cradle to grave. This is untrue,
but certain celestials have the power to exert
great influence over how the future unfolds.
Encountering Known as fateweavers, these individuals
a Fateweaver read the infinitely unfolding strands of desti-
ny, sometimes spending years to isolate and
Fateweavers often sequester themselves in quiet follow just one of them only to discover that
sanctuaries, to reduce the constant assault its ultimate fate is indeterminable even to
of sensations and gain a better focus. It can
their wisdom.
be difficult to even rouse the attention of a
fateweaver from their meditations, but others Watch Before You Weave. While their com-
actively serve as oracles. Fateweavers are often mon name implies that fateweavers alter and
the ones who answer a divination or contact direct the unfolding future, they are mostly
other plane spell. passive watchers. They let their senses feel
Social. Most fateweavers appear strangely absent across the myriad strings dancing on the
— a small fraction of consciousness sufficies loom of destiny in a never-ending kaleido-
to interact while they continue to focus on the scope of possibilities — and many never dare
weave of fate. The process of a fateweaver gradu- to lay a finger on any one of them. Nobody
ally rising to full consciousness during a conver-
who could see the infinite possibilities as
sation that demands their full attention can be
alarming, their personality seemingly changing they can would interfere with these destinies
rapidly as more aspects of their self surface. lightly. Fateweavers without this conscience
have been responsible for some of the great-
Combat. A fateweaver disturbed in meditation
might react aggressively, purely out of a sense est calamities in the multiverse’s history —
of self-preservation — being plucked from the often while attempting to prevent a lesser
strands of fate suddenly can be dangerous. evil.
Encounter Afermath & Rewards Lost Among Fates. Fateweavers can some-
times become threats even to the gods. A
Prognostication. The fateweaver makes a
fateweaver who meditates long enough and
prediction for you, as per the divination spell.
with enough skill may sink entirely into the
Blessing of Foreknowledge. The fateweaver weave — and become one with reality and
casts foresight on you. destiny itself, the thin veil that separates
Advance Fate. The fateweaver immediately celestials and mortals alike from the gods.
advances you by one level. Some fateweavers never realize what they
Strand of Destiny. When a fateweaver is achieved, lost in that sensation — but gods
slain, a strand of destiny weaves around the have been born from fateweavers who do.
nearest creature. It gains the ability to cast the Tyche herself is claimed by some arcanists to
divination spell a total of three times. have been a fateweaver, and rumors persist
about Savras, the All-Seeing and Lord of Div-
ination — but the names of most who walk
that path are erased from history. The gods
monitor skilled fateweavers with uneasi-
ness, fearful that one might merge with
the weave entirely and begin to work
their own fates. 91
Archon of Nature
Huge Celestial, Typically Neutral Good
Proficiency Bonus +6
Saving Throws CON +10, WIS +11
Skills Nature +6, Perception +17, Survival +17
Damage Resistances cold, fire, lightning, thunder;
bludgeoning, piercing, and slashing from nonmagical
attacks
Condition Immunities charmed, frightened,
exhaustion, poisoned
Senses darkvision 120 ft., truesight 30 ft., passive
Perception 27
Languages All
Challenge 18 (20,000 XP)
92
From the vast oceans of the world,
teeming with the smallest fish and gar-
gantuan dragon turtles, to the mushroom
caves of the Underdark, glowing eerily and
infested with spiders, there is beauty to be
found anywhere in nature. But this beauty
can also be terrible — and dangerous. The
same is true for archons of nature, celes-
tials who are more part of the life of wild
beasts and plants than of the hierarchy of
the Seven Heavens.
Feral Protectors. Archons of nature pro-
Encountering an tect the wild and untouched areas of the
multiverse from desecration. Most tend to
archon of nature keep a low profile, however, accepting any
You probably have encountered more than one mundane activities of civilization, such as
archon, without realizing it. It might have or logging, as part of the natural order. They
howled at night while you sat at a campfire — or act when that natural order is fundamen-
crawled over your boot during the day’s hike. tally threatened. Most gods of the wild, like
Social. Archons aren’t averse to interaction, but Mielikki, do not often issue them direct
they rarely reveal their true form — and that is commands — knowing that the archons
usually when they stop being social. They like would not heed them unless they happen
chatting with druids and other folk who talk to be doing what the command stipulates
to critters, however. If you meet an unusually anyway. The wilderness needs equally wild
intelligent squirrel — it might be an archon! guardians, and its gods respect this. This
Combat. Archons might fight in the guise of strange duality — being champions of the
an owlbear or other fierce beast, as part of domain of a god, and fulfilling this duty by
experiencing its natural life cycle, but when ignoring that god’s very existence — is what
things get serious they typically appear in their defines the existence of archons of nature.
true archon form.
One with the Wild. The archons tend
Encounter Afermath & Rewards to roam far and wide. Most specialize in
Guide. The archon sends a group of 4d4 wild some environment — forests, rivers, des-
hearts to guard and guide you safely through erts, etc. — but are not bound to any one
this wilderness. region. Their shapeshifting powers allow
Communion. The archon imparts knowledge them to blend in with nature, although
as if you had cast commune with nature. most wild creatures instantly recognize
Annointed Guardian. The archon casts them for what they are. They might live out
guardian of nature on you, except that the spell centuries as rothés, owlbears, or miniature
lasts for 24 hours. giant space hamsters, and only turn into
their true and terrifying archon form when
Life from Death. When an archon of nature is
they need to protect the sanctity of nature.
slain, its body blooms into a veritable me-
nagerie of life — you can find any ingredient
Archons of nature often are attended by
native to their favorite environment there. courts of wild hearts, some of the few
other celestials they have regular
contact with. 93
Archangels serve as the hands
and mouths of gods. They are
annointed directly by them, elevated
from their fellow celestials to become
instruments of their god’s will. As such,
they are variously revered, envied, or
considered with wariness by their fel-
low celestials. The reason some may be
wary of archangels is that they have fully
pledged themselves to one particular
god and their agenda, to the exclusion of
all others. The Seven Heavens are used
to celestial in-fighting, with many gods
only superficially agreeing on a wide
array of topics. Anyone who aligns them- Encountering
selves with one of them so closely must an archangel
necessarily be seen, if not as an enemy,
then certainly not as a friend, by others. As emissaries of their gods, and executors of
their will, archangels have more direct contact
Word and Sword. While some gods
with mortals than many other celestials. They
might favor a more martial approach, can be encountered on missions all over the
or one more based on gilded words, multiverse.
archangels are typically well-versed in
Social. While generally amicable, because it
both. No archangel can hope to achieve tends to serve their purposes, archangels are not
their god’s will by the same means in any typically truly concerned about conversation with
situation, so they must be well equipped — or even the well-being of — anyone. Their
for all eventualities. They are not above goal is their god’s will, not idle chit-chat.
deception or intimidation, or the use of Combat. Archangels are interested in efficiency
force, if it serves their god’s purposes. — few gods value idleness or delays. If they
Zealous Emissaries. Archangels typi- judge force to achieve their goals quicker than
diplomacy, archangels readily opt for it.
cally operate independently, as the very
reason they exist is for gods to delegate Encounter Afermath & Rewards
tasks. As such, they are trusted individ- Diplomatic. The archangel goes out of its way
uals. However, while trying to live up to to not harm you in carrying out its duty, even if
the expectations of their gods — who that delays success — a rare concession.
are often well removed from celestial
Divine Thanks. If you aid an archangel in their
matters, and even more so from the mission, they grant you one charm related to
mortal issues they entrust to their arch- their god’s domain.
angels — some archangels may hold to
the letter of their commands rather than Word to God. The archangel relays a message
directly to their god, and delivers an answer —
the ideals of their gods. An overzealous
in due time.
archangel can be a menace, indeed, and
more than one of them has had to be Relic Sword. A slain archangel’s weapon can
brought down by other celestials, serve as a holy avenger (greatsword or long-
or even by mortals. sword) to someone of the same alignment as
the archangel, or their god.
94
LEGENDARY ACTIONS
The archangel can take 3 legendary actions, choosing Archangel
from the options below. Only one legendary action Large Celestial, Typically the Same Alignment
option can be used at a time and only at the end of as Their God
another creature’s turn. The archangel regains spent
legendary actions at the start of its turn.
Armor Class 21 (angelic plate)
Move. The archangel moves up to its movement Hit Points 287 (25d12 + 125)
speed. Speed 40 ft., fly 40 ft.
Smiting Zweihänder Attack. The archangel uses its
smiting zweihänder attack option. STR DEX CON INT WIS CHA
Voice of Reason (Costs 2 Actions). The archangel uses 25 (+7) 15 (+2) 20 (+5) 17 (+3) 21 (+5) 25 (+7)
its Voice of Authority.
Proficiency Bonus +6
Saving Throws CON +11, WIS +11, CHA +13
Skills Athletics +13, Deception +19, Insight +17,
Intimidation +19, Perception +11, Persuasion +13
Damage Resistances necrotic, poison, radiant;
bludgeoning, piercing, and slashing from nonmagical
attacks
Condition Immunities charmed, exhaustion,
frightened, poisoned
Senses darkvision 120 ft., passive Perception 21
Languages All
Challenge 19 (22,000 XP)
95
Encountering
an Glorified Icon
It is surprisingly easy to stumble across
a glorified icon — certainly no common
occurrence, but they do not actively hide. When
encountered, they are often mistaken for statues
— some even reside, unrecognized for millenia,
in well-visited temples.
Social. There is nothing you could offer a
glorified icon. But they are willing to converse if
your cause is honest and your speech is true.
Combat. Glorified icons are indifferent
combatants. They only engage first under
exceptional circumstances — often heralding the LEGENDARY ACTIONS
change of an age of time — but squash attackers The glorified icon can take 3 legendary actions,
with as much concern as a humanoid might choosing from the options below. Only one legendary
show an ant. action option can be used at a time and only at the
end of another creature’s turn. The glorified icon
Encounter Afermath & Rewards regains spent legendary actions at the start of its turn.
Inspiring. Being in the glorified icon’s presence Alignment in Thought (Costs 2 Actions). The glorified
icon targets a creature it can see within 120 feet of it.
grants you the Blessing of Inspiration.
The target must succeed on a DC 25 Wisdom saving
Insightful. The glorified icon opens your mind throw, or its alignment shifts by one square on the
and grants you the Blessing of Insight. alignment chart (e.g. from lawful evil to lawful neutral,
or from chaotic good to neutral good). When the
Wish. The glorified icon grants you the use of target’s alignment becomes the same as the icon’s
one wish spell. alignment, the target perceives the icon as its ally as
long as the change lasts. After the target finishes a
Fallen Icon. A slain icon crumbles to 4d4
long rest, its alignment shifts back towards its original
doses of dust of iconic essence, which ends any alignment by one square on the alignment chart, until
spell or condition affecting a creature when it reaches its original alignment.
consumed as an action. Immutable Essence. The glorified icon ends one spell
or condition currently affecting it.
Plane Shift. The glorified icon casts plane shift. It can
target itself only.
96
Celestials are all about ideals and
ideas — often glorifying these con-
Glorified Icon cepts so much that they become static,
Huge Celestial, Typically Lawful Good immutable. Only such enduring ideals are
even worth worshiping, in the minds of
Armor Class 28 (natural armor) most celestials — for if they were change-
Hit Points 418 (22d12 + 243)
Speed 0 ft.
able, what value would there be in them?
The glorified icons are the embodiment of
STR DEX CON INT WIS CHA this thought process. They are glorious,
30 (+10) 10 (+0) 28 (+9) 24 (+7) 30 (+10) 22 (+6) they are more immutable than statues,
and they do not tolerate any contradiction
Proficiency Bonus +7 to their ideals.
Saving Throws STR +17, CON +16, INT +14, WIS +17
Damage Resistances cold, fire, lightning, psychic, Embodiments of Ideals. It is said that
radiant, thunder every idea and ideal that exists in the
Damage Immunities force, necrotic, poison; multiverse has a glorified icon embody-
bludgeoning, piercing, and slashing from nonmagical
attacks
ing it. There is no way to prove this, of
Condition Immunities charmed, exhaustion, course, for when did philosophers ever
frightened, poisoned agree on what even constitutes an idea or
Senses truesight 120 ft., passive Perception 20 ideal? There might be just a tiny handful
Languages All of them, or an innumerable number. In
Challenge 22 (41,000 XP)
any case, glorified icons are said to be
Immovable. The glorified icon cannot be moved or just as immortal as ideas are. One might
shifted to another plane of existence against its will. be destroyed through brute force, but it
Immutable. The glorified icon’s physical form cannot will immediately reform, for as long as
be altered. ideas and ideals persist anywhere within
Implacable. The glorified icon’s memory cannot be al- the multiverse. Even a god may die — but
tered, and it cannot be forced to sleep by any means. glorified icons are eternal.
Legendary Resistance (5/Day). If the glorified icon fails
Remote Sanctums. Glorified icons are
a saving throw, it can choose to succeed instead.
just as untouchable and remote as ideas
Actions often seem. They are hidden away in the
Multiattack. The glorified icon uses psychic censure most remote corners of the multiverse —
and makes two attacks with its eyes of pure thought.
in ancient ruins deep below the oceans,
Eyes of Pure Thought. Ranged Spell Attack: +17 to hit,
floating in the Astral Sea, or . The only
one target, range 300 ft. Hit: 35 (4d12 + 9) psychic
damage. The target must also succeed on a DC 25 place where you are guaranteed to never
Wisdom saving throw or be stunned until the end of find a glorified icon, interestingly, are the
its next turn. Seven Heavens. Other celestials do not
Psychic Censure. The glorified icon targets one comment on this fact. Some scholars
creature it has seen at least once on the same plane speculate that, to them, ideals and ideas
of existence. The target must succeed on a DC 25
are too sacred to casually lay eyes upon
Wisdom saving throw or, become telepathically linked
to the icon for up to 10 minutes. During this time, the on a daily basis. More subversive thinkers
icon can use its reaction to cancel any action, bonus postulate that celestials simply have no
action, or reaction the target takes. right to the principles they proclaim to
champion, and that their perfection is
beyond reach even for them.
97