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Designer: Sven Truckenbrodt


Editing: Joanna DeLaune
Art Direction and Layout: Sven There are so few celestial creatures in D&D
Truckenbrodt 5E — a grand total of seven in the Monster
Manual! I believe the main reason for this is
Cover Artist: WarmTail
that celestials are... good. And good beings
Interior Art: daboost, DMs Guild Creator don’t make good villains and adversaries... or
Resources, Dusan Kostic, Extezy, do they? In short: I believe they do!
grandfailure, Nikolai Akatov, nyothep,
This book tries to provide both the tools
ParinPIX, WarmTail, White Raven
to make celestials great and layered
LICENSE: DUNGEONS & DRAGONS, D&D, Wizards of the Coast, adversaries, which you can use to craft
Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica
and all other Wizards of the Coast product names, and their respective compelling stories that question the morality
logos are trademarks of Wizards of the Coast in the USA and other of your players, and an expanded celestial
countries.
This work contains material that is copyright Wizards of the Coast bestiary to fill the wide CR range gaps left in
and/or other authors. Such material is used with permission under the official material.
Community Content Agreement for Dungeon Masters Guild.
All other original material in this work is copyright 2024 by Sven
Truckenbrodt, and published under the Community Content Agreement
— Sven Truckenbrodt, February 2024
for Dungeon Masters Guild.

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.
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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
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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.

The Seven Heavens are more than just


another plane of existence in the multiverse.
They are a collection of principles and ideas
made manifest. The place is as much an
ideal as it is a physical location. To celestials,
the Seven Heavens are the culmination of
creation itself. Their power derives directly
from one dogma: without the shared belief
of celestials and mortals in the Seven
Heavens as the pinnacle of perfection in all
of creation, its lofty spires would crumble, its
divine melodies fall silent… and its glorious
celestial beings pale. This principle, which
states that creation is ordered in layers of
perfection and that the Seven Heavens rest
atop it all, is the Divine Order.
The Divine Order defines what is good and
right or wrong and evil in the great balance
of existence, the principles according to
which the multiverse is organized, and the
place of every creature in it. Some may
call this nothing more than an elaborate
philosophy, a fantasy even — and it may
well be nothing more than smoke and
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mirrors, a shared delusion. To the celestials, The type of celestial is not
however, the Divine Order is the law of their without influence on a celestial’s
existence. And as long as they believe in it, standing, however. The physical
the Divine Order is both the source and the form a celestial takes is directly linked
guarantee of their existence, and their place to their role in the Divine Order, and a
in creation. The idea that gods only exist so representation of their virtues. Celestials
long as mortals believe in them is just the can even transcend from one type of divine
Divine Dogma interpreted through the eyes form to another — or fall from grace and
of mortal sages. And as long as mortals do leave the hierarchy. Such changes are rare,
believe in gods, who could argue with their however. While striving for perfection is
power? As long as celestials live in the Divine encouraged, the very fact that celestials are
Order, the power of the Seven Heavens all regarded as perfect as part of the greater
remains unassailable. whole of the Divine Order presents little
direct incentive to pursue transcendence —
The core tenet of the Divine Order is
doing so can, in fact, lead to the opposite,
that there is attainable perfection in the
when a celestial on that path falls victim to
multiverse. The Seven Heavens themselves
the vice of hubris.
are proof of this. The Divine Order is an
all-encompassing principle, and all that is The gods sit atop the hierarchy of the Seven
right and good in all of creation is a part Heavens. However, not even they are whole
of it. Some sages argue that this definition and perfect in themselves — if such a truly
must include all that is evil, too, or the Divine divine being were possible, after all, why
Order could not truly be the principle that would there be more than one god? Why
animates creation. This, of course, is a would there be such a dazzling diversity
contentious issue — one rarely raised within among the beings of creation, divine and
the Seven Heavens. mortal? Why would there even be a Divine
Order? Perfection cannot be embodied by
The Hierarchy of the Seven Heavens. The
any one being, only creation and the Divine
Divine Order is perfect, when viewed as a
Order as a whole can be perfect.
whole. Each individual celestial who is part
of the Divine Order must then be perfect, Not all celestials accept the hierarchy of
too, so long as they act in accordance with the Seven Heavens, of course, just as not
it. Just as any drop of water sublimated in every mortal accepts the authority of a
a great ocean cannot be separated from its king or a church. These deviant angels are
vastness, each celestial is an inseparable considered dangerous heretics by many of
component of this divine perfection — those celestials who do see themselves as
despite any individual failings they might part of the Divine Order. In their belief, the
have. Since such individual failings exist, perpetuation of the Divine Order requires
celestials follow an elaborate hierarchy the participation of all celestials — dissenting
within the Seven Heavens. There are from the Divine Order is threatening the very
different types of celestials, of course, existence of all celestials. Whether celestials
but running in parallel to this crude rebelling against the celestial hierarchy
classification, every individual celestial is would truly bring about apocalypse has
evaluated and ranked based on a multitude never been put to the test, of course — doing
of distinctions and recognitions. Based on so would be the end of all that is right and
their achievements, each celestial is placed good in all of creation! Or so the Divine
closer to perfection than their kin — or Order implies.
further away from it.
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Celestial Dogma. The second process some might call “losing yourself”
pillar of the Divine Order, next to or simply “going insane”. In any event, being
the hierarchy of the Seven Heavens, outside the Seven Heavens, in a less ordered
is the Celestial Dogma. This codex environment where the Celestial Dogma
of moral and natural laws defines what cannot be perpetually experienced as lived
is good and right — and, conversely, what experience, can be extraordinarily stressful
is not. The Celestial Dogma presents clear to celestials. Those who are naturally more
answers to every question a celestial or a independent deal with it much better than
mortal might pose — if you are capable of those firmly embedded in the hierarchy of
interpreting it correctly, that is. It is beyond the Seven Heavens, so there are a plethora
the capabilities of even celestials to survey of independent celestial agents throughout
the kaleidoscopic entirety of creation. the multiverse. However, the dissonance
Nonetheless, they know that the Celestial of ideal and reality has led to more than
Dogma must hold the answer to any one angel breaking or falling — which is a
question of morality — otherwise, it would process that can begin even while a celestial
not be perfect. And that is impossible, for its resides within the Seven Heavens itself, as
implied perfection is the basis of celestial Zariel’s fall documents.
existence.
The fact that no individual celestial — not
even the gods — could possibly fathom
the whole of the Celestial Dogma is why Adherence to virtues is a central tenet of the
celestials often strive to embody and Celestial Dogma. These virtues distill what
promote a particular facet, such as a is good into neat little packages that can be
celestial virtue. These virtues are important pointed to by a celestial, saying with firm
aspects of the Celestial Dogma, for they conviction: “this is good and proper, behave
define what is right and good behavior. in accordance with these demands and they
Of course, as mortals know, one virtue will never steer you wrong!”
may frequently conflict with another in In an ideal world — such as the Seven
the messiness that is existence. Celestials Heavens purport to be — that may be true.
balk at this idea, which is why many of However, in the world of mortals, these
them find mortals deficient, difficult to virtues often have to be weighed against
understand, and in need of guidance. It one another. Patience and kindness are
is also why celestials, as a whole, place virtues that teach you to extend a hand of
such a high value on order — and why the reconciliation to any enemy, and accept
Seven Heavens are so firmly structured and that they may have to grow before peace
regulated around the heavenly hierarchy. is possible. But courage and prudence
Celestials literally could not exist outside demands that you take action when lives
its borders indefinitely and retain their are threatened and do it boldly, abandoning
powers and sanity, as they need to live the all appeasement. Where do you pursue
Celestial Dogma to perpetuate the essence one course over the other? Celestials have
of their own existence. Being forced to live the answers — or believe they have them,
outside the Celestial Dogma compromises anyways — but mortals rarely do. Celestials
their very reality — or so they feel. This typically judge the worth of a person on how
might simply be a stress reaction alike to diligently they follow the ideals represented
what mortals feel when their reality no by virtues. And the decisions mortals make
longer conforms to their perceptions are often critiqued harshly by them.
of themselves and others — a
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Individual celestials often emphasize one
virtue over all others, because even they
do not manage to follow all of them with
equal devotion. However, each celestial
sees themself as part of a greater whole,
so there is no great failing inherent to this
prioritization. Celestials sometimes come
into conflict over which of their personal
virtues is the more important one, but
this rarely escalates — at least within the
well-ordered environment of the Seven
Heavens. The Seven Heavens and the
Divine Order as a whole are perfect —
every celestial knows this — and so it
follows logically that everyone who is part
of that perfect system must be perfect,
too. Individual idiosyncrasies are thus
easily glossed over — the shape and color
of any piece of glass must be different for
the whole mosaic to shine in perfection.
Celestials uphold — and expect their
mortal followers to uphold — a truly
dazzling variety of virtues. Only a mere
selection of the most prominent ones
can thus be included here. However,
there are as many as there are celestials
to interpret them — it is, surely, little
surprise that any individual mortal is
likely to fall short of the ideals of any
particular celestial.
Falling short of a virtue generates vice,
but pursuing a virtue too strenuously
can be its own form of vice — a vice of
excess, rather than the vice of deficiency.
Celestials each represent an ideal that is
unquestionably good but that can, as all
things, be perverted and turned to evil if
pursued too strictly. Any individual trying
too strenuously to follow a particular
ideal breaks under the demands of
an imperfect world, sooner or later.
Celestials can be guilty of both types of
vice themselves, although they rarely
see it that way — their contribution to
the Divine Order protects them from any
such misguided judgements of their own
virtuousness. 11
Virtues and Vices
Vice of
Deficiency Virtue Vice of Excess
Avarice Charity Exorbitance
Cowardness Courage Foolhardiness
Carelessness Diligence Zeal and
and Laziness Fanaticism
Falsehood Honesty Blatancy and
Impudence
Pride Humility Bashfulness
and Abasement
Prejudice and Justice Dogmatism and
Unfairness Authoritarianism
Cruelty Kindness Indulgence
Pitilessness Mercy Injustice
and Retribution
Wrath and Fury Patience Apathy and
Indifference
Temerity and Prudence Indecisiveness
Rashness
Weakness Resilience Rigidity and
Callousness
Excess and Temperance Asceticism and
Self-Indulgence Self-Denial

Charity. Giving what you can is going to


make the lives of those around you more
tolerable. Not everyone is born with the
same affluence, and not everyone receives
what they are worth — or even what they
need to survive. Helping those in need
is a great virtue. Those who do not give
freely and hoard their wealth — be it in
money, land, knowledge, or opportunity —
perpetuate inequality. If everyone gave what
they didn’t need, the world’s problems would
be solved in an instant. However, there is
no sense in breaking yourself to help others
— once you have given away all you own,
what do you have left to give but your very
self? And what will help others more: you
giving away 100 gp now, or giving away 90
gp, investing 10 gp, and being able to give
another 90 gp in a year?
Courage. If you want to see good deeds
12 done and injustice pushed back, there is
often no better way than doing it yourself. is one thing, but putting others
This requires bravery, as you will often face down by constantly holding up
extreme adversary — be it bloody battle past mistakes and current failings
or being ostracized by those in power in in front of them is a recipe for pain
your society. Don’t back down, your beliefs and suffering. No lie can hurt as much
are worth fighting for! If you don’t have the as an awful truth — both between enemies
courage to fight for good, you are aiding and between friends. It is sometimes better
and abetting evil. A coward might live more to acknowledge that everyone is aware of
comfortably and longer, but certainly does certain truths, instead of blatantly pushing
much less good — so what is the coward’s peoples’ noses into them.
life really worth, what does it amount to?
Humility. It is not good and proper
All that being said, only fools rush in. If
to grandstand about your own
you sacrifice yourself through excessive
accomplishments. Your deeds speak for
boldness, you will accomplish as little as the
themselves, and the good is in the action —
coward for the cause of good.
not in the pretty words you or others gild
Diligence. Life is not always fair, and often around them. So be humble, don’t boast,
the demands placed upon you by society or and don’t pat yourself on the shoulder —
your own convictions require you to work not even in the privacy of your own mind.
way harder than you would like to. But when There is always more work to be done, and
duty calls, you must listen. Any pledge you such acts mean you have less time to do it.
have made must be fulfilled, any task that is Pride shines brightly, but it is a deceptive
undertaken in the name of good be carried gleam — all that is gold does not glitter. That
out diligently. What is worth doing is worth doesn’t mean you shouldn’t take pride in
doing right! If you neglect your duties, those your accomplishments. Know your worth
who depend on you will suffer from your — few others do! Don’t abase yourself or be
laziness. And if you carry out a task but do bashful when the time comes to show what
it poorly, you might cause more harm than you can do, or others less worthy — and with
if you hadn’t taken up the responsibility for less pure intentions — will take your rightful
it in the first place. On the other hand, if you place in the light.
pursue your duties too zealously, you might
Justice. You cannot change the cards fate
become unable to see the bigger picture. You
has dealt anyone, but you can at least
may think you know what is best for others,
treat them fairly and without prejudice.
but if you push your agenda on those who
Whether you judge the deeds or crimes
do not want it, you will reap only hatred and
of a beggar or a prince, always remember
fear. Finally, a duty neglected in fanatical
what circumstances they had to endure. A
pursuit of another is just as great a failure as
person without even a roof over their head
one abandoned out of laziness.
stealing a piece of bread from the table of
Honesty. Truth is the basis of everything. a noble cannot be judged as harshly as a
Nothing that’s built on lies can last, king commanding the last grains of rice be
truthfulness is the fundament of any swept from a starving family’s stores so he
enduring relationship, society, philosophy, may feast more properly tonight. Conversely,
and science. So you must speak honestly, doing good deeds in the face of great
always. Do not deceive, do not omit or challenges deserves higher praise — a coin
withhold vital information, and do not hide of alms given by a poor farmer is worth
your true feelings. You may think you’re infinitely more than one given by a
protecting others by doing so, at times — and wealthy merchant. Justice is not in
you may even be correct. Speaking the truth the letter of any law of mortals, 13
but in its application. In fact, adage exists. Being tolerant and remaining
applying the law too rigidly is just calm even when someone annoys you
as much an injustice as ignoring it. mightily is not easy, but it is better than flying
Dogmatism can only lead to tyranny. into a rage. If you lose your calm, not only
will you likely not get what you need, but you
Kindness. Treat everyone you meet with
may create a situation that generates further
kindness, be tolerant about their ways if
grief for everyone involved. It is said that the
they are foreign to you, and remember that
dead are patient, but it’s also true that they
anyone can have a bad day. If you respond to
are typically no longer any good to anyone.
any rudeness with anger, or to any asperity
Patience becomes apathy, at some point,
with dismissiveness, you may rob yourself
and those who grow utterly indifferent to
of the opportunity of a great relationship.
anything and anyone are as good as dead for
Bitterness breeds bitterness, and all that
all the help they are to their fellow mortals.
is needed to defuse a situation is often to
Never stop caring!
respond mildly and by not taking everything
to heart. Always strive to understand why Prudence. When you consider taking any
someone might be behaving less than action, you better make sure it’s the right
friendly to you, it is not usually your fault one! Words can be damaging enough, but
— or that of the other person, either! This they can be taken back, corrected, clarified.
doesn’t mean that you should take everything Actions are often much more difficult to
lying down, however. There are those who reverse — or impossible. When you think
will take any indulgence you offer them as that someone is an evildoer and decide they
permission to do worse — and if you do not deserve death, you better be right. It always
check them, others may suffer. Ignoring pays off to weigh your personal biases and
someone’s misdeeds is abetting them. the existing evidence before making snap
decisions or rash judgments — so long as
Mercy. Not every crime or misdeed demands
you don’t paralyze yourself with indecision,
retribution. Showing forgiveness to someone
that is. It’s true that acting under pressure
who is truly sorry about what they have
often leads to suboptimal decisions, but not
done offers a chance for them to become
doing anything at all is often worse. When
a part of society, again. Even a criminal
a village affected by a flood needs help, it’s
is still a sentient being with needs, hopes,
often better to just grab a few sacks of sand
and wishes. Meeting those is often all that
and start stacking than to debate where they
is needed for them to become the kindest
would be most effectively employed until the
and friendliest people you have ever met.
flood has subsided.
Ostracizing people and refusing to show
any pity, on the other hand, is the surest way Resilience. With all the adversity you have
of creating more hopelessness and further to face every day trying to do good, resilience
transgressions. You are never the only judge is a true virtue. You want to be like an
of such matters, however. If your mercy oilskin coat, every insult and injury to your
prevents those who suffered at the hands pride as a sentient being just bouncing off
of someone else from obtaining peace from like harmless rain. Anything else would
moral or material restitution, you create be a weakness — or would it? This virtue
more potential for further evil than you is more easy to turn into a vice of excess
prevent. Mercy must be shown by those who than most others, because by closing
are affected, or it has no value at all. yourself off against the hurt and stopping to
acknowledge it, you can grow callous and
Patience. Doing good often requires
unfeeling very quickly. Always remember
the proverbial patience of a saint
14 that you have legitimate needs, and don’t
— there is a reason this old
become so rigid that you do not feel their just rolling on the associated
call anymore. This is easier said than done, subversion table to make them
as growing a skin so thick that you withdraw more unique and interesting, and
from the world can be a reaction to trauma challenge your players’ expectations!
as well.
Lawful Good and Incorruptible Purity.
Temperance. Overindulgence in any mortal Lawful Good is the defining celestial
need or desire can lead only to corruption alignment, just as much as Lawful Evil is
of body and soul. You have needs, of course the alignment of devils and Chaotic Evil
— but to pursue them to the exclusion of is the alignment of demons. Lawful Good
anything else, or even to pursue them in is a complicated alignment, and has been
excess of the extent of your needs, will spoil throughout the history of D&D. It may
their fun and leave you wrecked. The same be the most contentious alignment of all,
is true for denying yourself any creature and is associated with many tropes itself,
comforts, however. There is no sense in such as the Lawful Stupid paladin who
investing so much willpower to resist your always follows the law to its letter even
urges that you have little time and effort when that is manifestly nonsensical. The
left to spend to actually do some good. Be expectations of most players are that an
kind to yourself, and don’t deny yourself the angel is Lawful Good. Enhancing this by
pleasures this life has to offer — the gods making the celestial Lawful Stupid is one
made you to experience them! way of subverting the trope, and turning the
angel into a villain. They may fight for a good
cause, but using means that are unjustifiable
except in the narrowest interpretation of
There are a great many tropes associated the laws of heaven. The section on Celestial
with celestials, both from our various Villains and Adversaries in this chapter goes
mythologies and from how popular culture into some detail on this particular kind of
transformed them in the modern age. celestial. You can also present your players
These can serve as great inspiration for with an angelic-looking charismatic celestial
portraying celestials in your game, as players who turns out to be downright manipulative
immediately connect to what is familiar to and evil — take a look at the svela in Chapter
them. In the same vein, subverting these 4, for example. On the other hand, a being
tropes makes them even more powerful tools with devilish features and presentation may
to the DM — you present your players with actually turn out to be a better embodiment
something that is familiar, and then make it of the true Lawful Good theme than any
more interesting, shocking, and exciting by “true-born” celestial.
going against the expectations your players Closely associated with the idea that
associate with it. celestials must be both lawful and good
Below you find a summary of the most is their seemingly incorruptible purity.
common and prevalent tropes, which often Angels often see and present themselves as
have their inherent counter-tropes. Each embodiments of virtue — not all the virtues,
comes with some ideas on how to subvert that would typically be a bit narcissistic even
them, presented in tables for easy access. for celestials, but at least a specific one. And
If you are picking up any of the creatures in they think of themselves as incorruptible
Chapter 4 that seem to embody any of the and infallible when it comes to their
tropes presented here for your game (and virtue of choice. History, of course,
the write-ups point out some that fit with teaches a different story and is
each trope particularly well) — consider littered with stumbling and 15
falling saints. A great celestial
to embody this trope in the form
of an obnoxiously zealous adversary
is the living saint in Chapter 4.
Angelic Beauty and Angelic Signs.
Celestials are perfection. This is how us Lawful Good and
mortals define beings closer to divinity than Incorruptible Purity
ourselves. This means both a pure soul
and a toned, beautiful body that matches
d4 Subversion
our own ideals. These ideals have changed
over time, of course — compare the chubby 1 Inverted Alignment. A very easy way to
putto angels of the Renaissance with the completely change how you use a stat
starved supermodels of today, who are often block is to invert the creature’s “typical”
worshiped like higher beings. This trope alignment to its polar opposite. It’s
about more than just words on a page
finds its subversion in a countertrope, that of
— what would drive a living saint to
the Angelic Abomination. The angels of the become Lawful Evil, what agenda would
Christian Bible are so bizarre and inhuman a Neutral Evil fateweaver pursue?
that the line “be not afraid” (Luke 2:10)
2 Corrupt Me! Some celestials feel so
when the angel appears to Mary and Joseph
confined by the corset of the Divine
makes perfect sense. Who would not waver
Order that they yearn for a way out —
at the sight of a being composed of infinite any encouragement towards or taste of
concentric burning wheels turning around personal freedom might be just what
themselves and covered in ever-watchful they have been waiting for. This doesn’t
human eyes? While celestials typically strive have to result in them falling to evil,
for perfection in all aspects of existence, but a shift from Lawful Good to Chaotic
beauty is in the eye of the beholder. Not all Good can be just as tumultuous.
angels have to conform to our concept of 3 Lawful Genius. Inverting the Lawful
it — some may appear strange and alien to Stupid trope, where a character pursues
us, such as the lucent, the crystal crafter or a rule to a truly dumb and nonsensical
the theloba, while others may be downright extent, can be a great setup for a villain.
terrifying, such as the angel of death or the The well-intentioned extremist, someone
archon of nature, all to be found in Chapter who wants to do good and has radical
4 of this book. and smart — workable, but entirely
unethical — solutions to the world’s
Deeply connected to how we imagine many problems, can be a powerful
divine beings is an expectation of certain antagonist. The solution often involves
physical features. Every child can name at them being in power to keep order.
least two of them: a golden halo and white 4 Vice from Virtue. Any celestial might
wings — what angel would be complete pursue a virtue to an extent that they
without these? At the same time, many devils turn it into a vice. This heightening offers
appear with wings — albeit of a different almost endless possibilities for drama —
appearance: leathery or with black feathers, see the Celestial Virtues chapter and the
and their own head adornments, such as Celestial Drama: Virtue box.
horns. The symbology is distinct, but very
similar — and easy to fake. Not every
being sporting angelic symbols is
going to be good — or if they are
16 good-aligned, they may still be
awful people and do terrible
things that must be opposed (see
Celestial Villains and Adversaries).
That’s also true in its inversion — see
the fallen angel and the ascended fiend
in Chapter 4, for both sides of the coin.
Angelic Beauty and
Angelic Signs Angel x Devil. Angels and devils are
opposites made flesh — and, as we all
know: opposites attract. Enemies can
d4 Subversion
become much more, in the fullness of time,
1 Not All That Glitters Is Gold. Angels particularly for people who live as long as
know the effect their appearance has these beings of heaven and hell. When you
on mortals. The fallen angels flaunt spend centuries warring with one another,
their beauty to use this instinctive — especially in a fight that is so well balanced
and entirely unfounded — reverence
as the eternal struggle of good and evil, you
of mortals to build up cults that serve
them.
are bound to get to know your adversary
pretty well — as well, in fact, as you would
2 All That Is Gold Does Not Glitter. with few other people… such as close
Ascended fiends find it difficult to shake
friends, or lovers. An angel might think they
their physical form when they become
can uplift a devil and make them see the
angels. They look like hell-spawn, but
could not be more intent on embodying light — the typical “I Can Fix Them!” trope.
purity — just that their bodies do A devil might recognize the (often justified!)
not comply. This is a source of great chinks of doubts in an angel’s otherwise
dysphoria, to some of them. impenetrable armor of virtue, and feel the
need to show them that there is more to
3 Angelic Abominations. Not all celestials
are built for the pleasure of mortal existence than dogma — such as free will!
eyes. They embody different aspects of Friendships and love affairs between angels
perfection. Crystal crafters, for example, and devils are thus surprisingly common.
can seem more like an approximation Some of them are transitory, others drag
of humanoid physiology with their eerily on painfully without being acknowledged
blank faces. by either side, many are deeply toxic — as
4 Beauty Standards Are Ephemeral. the above examples already hinted at — and
Celestials are about consistency, and few ever end in a “Happily Ever After”. But
don’t change just because mortal beauty “some”, “many”, and “few” are the clue words
standards change. Anything that has ever for any storyteller and DM to subvert a trope
been a beauty standard, and anything — and few storylines are as satisfying to
that will never be one, are to be found — subvert as those of romance and friendship.
and equally valued! — among celestials:
fat angels, scarred angels, asymmetric Fallen Angel and Broken Angel. Oh, how
angels, angels lacking certain bodily the mighty have fallen. Pride comes before
features such a nose, or sporting too the fall. The higher you rise, the deeper you
many such as extra pairs of arms getting fall. Our vocabulary is full of such proverbs.
successively smaller down their torso. And who would they apply to more strictly
than to celestials, who are both literally and
metaphorically above mortals, with their
high ideals in their Seven Heavens?
Why these are such powerful
tropes in our myths and popular 17
culture is difficult to say.
Maybe we just want to see
good and beautiful things
sullied and broken — maybe
the fact that even something so
perfect as the divine can become
mundane gives us hope that our
poor mortal souls might venture the
other way. This finds its reflection in Angel x Devil
the direct subversion of the Fallen
Angel trope — the Ascended Fiend. d4 Subversion
Of course, both these tropes are
1 Happy Couple. Not all relationships
directly represented with celestials
between angels and fiends have to be
in this book: the fallen angel and the fraught with difficulty — depict a happy
ascended fiend in Chapter 4. couple, who somehow found approval
The broken angel is somewhat more even by their peers! Maybe this involves
tragic even than the fallen angel. rationalizations on the part of the peers,
or deceptions on the part of the couple
These beings have lost their faith or
— there can still be drama, but the
belief in themselves, but they have not
relationship itself is stable as a rock.
found anything to replace them with.
The fallen angel, at least, has a new 2 I Did Fix Them! Not all intentions
allegiance and a new agenda. The of helping someone beloved better
themselves have to end in failure.
broken angel has simply lost hope but
Sometimes, having someone who has
refuses to fall to the other side. The faith in you is really all that’s needed to
molten saints in Chapter 4 can often better yourself.
embody this trope. Subverting the
fallen angel trope is more difficult, as 3 Just A Fling. Not all relationships need
permanent commitment, and this can
it does not have a direct mirror, unlike
be acknowledged consensually by all
the Fallen Angel trope. Still, there parties — this removes much potential
is more than good and evil between for drama, but it does still hold shock
heaven and hell — and happiness may value to many players (if not for a lack of
yet be found even in a life’s the ashes. personal experience then because this
Guardian Angel and Guiding Angel. is rarely depicted in fiction). “What do
you mean, you know it won’t last? And…
Mortals pray to angels for protection
you’re both fine with that!? You’re just
and guidance. Indeed, it sometimes having fun…? That’s… great!”
seems that the only justification
for the existence of celestials is for 4 Seduced Seducer. Devils are often
mortals to have someone to appeal depicted as seducing pure angelic beings
to evil. How about that backfiring, and
to with their strife and worries.
the angel seducing the devil to good?
Accordingly, the tropes of a personal
Guardian Angel or a Guiding Angel
are strong in many cultures. These
are represented in this book with
the guardian angel in Chapter 4
and the Angelic Guides of the
aasimar in Chapter 3. Not
18 all angels want to serve
mortals so directly,
however, even if it is
supposed to be their purpose
in life. Some are neglectful,
overburdened with other duties,
Fallen Angel and or simply not suited for a job such
Broken Angel as this. Judging by the outcomes of
most prayers, how many celestials are
d4 Subversion there who truly do listen?
1 Bent, Not Broken. A scuffed up battle Heavenly Hierarchy. The assumption
angel, wings torn off, covered in blood, that celestials live in a strict heavenly
a prosthetic arm lost in battle, face hierarchy is often true and, as we
contorted in pain and despair — but her have seen, in fact implied by the
eyes still burn with fire. She may never nature of celestials (see the Celestial
lift a sword again, and has lost all signs
Natures section at the beginning
of splendor that we associate with an
angel — but she’s not broken, she still
of this chapter). Atop it all sit the
has fight in her. That fight might be of a gods, below them their appointed
different nature, going forward, but she archangels, and then multiple tiers of
will keep fighting. lesser beings — with the mortals, of
course, at the very bottom. However,
2 Stumbling, Not Fallen. The contrast
between angel and fiend tends to be such hierarchies are never static!
presented in absolutes. There is narrative Mortals have ascended to godhood —
power in this, but it’s also rather dull. even if only grudgingly acknowledged
An angel can make a mistake and take by some celestials. Angels often
a few steps down the path of evil, only act outside their hierarchy, and in
to be shown the way back by a band of any case there is no strict chain of
sympathetic adventurers who refuse to command. Hierarchies are always
deal in absolutes. changeable, and like any social
3 Neither Heaven Nor Hell. The trope of construct only exist as long as those
the Fallen Angel implies that the angel who are part of it believe in it. The
can only oscillate between two states: molten saints actively reject the
good and evil. Some celestials simply heavenly hierarchy, while the cherubs
refuse to take such sides — the way are an example for a type of celestial
to defeat this eternal conflict is to not who often spurn it — at least where
engage in it. Leaving room for shades of
they can get away with that behavior.
gray in your stories and characters can
Other celestials are seldom in direct
be unexpected and powerful.
conflict with hierarchical structures,
4 Clawed Out of the Dirt. Falling is because they stand outside it, and
easy — it just requires you to let go are recognized by other celestials to
of something. Climbing is hard — it
do so with impunity — this includes
requires work and resolve. The fallen
the glorified icon and the aegis. The
angels are very dramatic, but the
ascended fiends really deserve more cloud watcher is an example for a
admiration and spotlight in our stories. celestial who is rarely even thought
of by other celestials and as such
is rarely bothered with any
demands of the heavenly
hierarchy.
19
Heavenly Hierarchy

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.

the Seven Heavens, with its hierarchy and


Celestial Order.
This conflict between a Lawful Good
society and its Chaotic Good counter-
The conflict between a Lawful Good society culture translates directly to conflicts
and a Chaotic Good counter-culture can be between Lawful Good villains and Chaotic
just as serious as that with any evil-aligned Good characters. Each side of society is
invader of the society. To the anarcho-punks represented by individuals, after all. The
living in the streets, just trying to get by and example of Javert and Valjean in the Villain
doing right by their community, the lawful by Any Other Name box is the classic
state is the villain. Fundamentally, this example of this, where Javert becomes the
is a conflict between order and free will. embodiment of a state that cares more for
Nation states, as a whole, value order over order than for the fate of any one individual,
individual freedom, which creates security and Valjean is the symbol for the individual
— but only for those who fit into the state’s disenfranchised by that order just trying to
ideal of a “good citizen”. There are degrees to survive.
this duality, of course, but if ever there was a
society that fit the bill of “order and security
over individual free will” — it certainly is 25
Celestial Drama: Order
Religions often mirror the way. Should that order be order of creation does include
absolute order of the Seven threatened, they might intervene such things as death and
Heavens, and most celestials directly. On a grander scale, the violence…
worshiped by them like it that
d4 Celestial Drama
1 Agenda. An angelic guide grooms their aasimar charge to become the next leader of a holy
order — as is the order of things. The living saint Juni (she/her) emerges and is elevated by
the order to that august position. The angelic guide portrays the living saint as a usurper and
conspires to remove them — is the guide right or wrong?
2 Agenda. Angels of death maintain the balance — there is no life without death. The land
thrives, and the people prosper. Death is almost unheard of, as Chauntea’s clerics of life do
their work. Kelemvor worries, as less and less souls make their way to his halls — he sends
out Sorrow (they/them), an angel of death, to guide them.
3 Agenda. Nature follows its own order, guarded by archons of nature, and civilization is an
interference. Refugees from a great war cut down swathes of trees to build new homes in a
formerly peaceful forest. The gnomes among them set up great furnaces for their industry. The
archon of nature Old Oak (they/them), who protects the forest, is poised to strike against the
defilers, but do those who flee death deserve it?
4 Agenda. Religions often grow around principles like charity and equality, but then develop
elaborate mortal hierarchies. Archangels might misunderstand these hierarchies as a sign of
good, as they are in the Seven Heavens. The popular preacher Heym (he/him) rises to fame
and overthrows the hierarchies of his church — and the people cheer! The archangel Augusto
(he/him) of that faith undertakes to restore order, not realizing that it is a corrupt order that
stifles faith among mortals rather than fostering it.

Importantly, the good villain does not use


publicity purely for self-aggrandizement.
The line between “good” and “evil” begins to It is always just a means to an end, for
blur when a good villain starts sacrificing the them. They might cultivate their image as
lives or well-being of other sentient creatures a benevolent figure to shore up support
in pursuit of their agenda. Even if they are for their plans. They might even use it to
not acting in their own personal interest, conceal their true intentions from those
most people will consider that evil. On the they consider to be in opposition to them —
other hand, many good people are willing to people they would consider villainous, or at
go along with it if they trust the good villain least misguided and lost to all reason, from
enough. Especially in the case of celestials, their perspective. Some may even consider
people often just don’t want to believe they adulation their just due, but they don’t revel
could be evil. Even if their deeds look bad, in it — they take it for granted, and don’t
they cannot reconcile that with the image pursue it when it is withdrawn. What matters
they hold of them in their minds. is their mission, not their own ego.
Some beings are simply too good to A good villain might only be a villain to the
26 be evil. heroes of a story. To most other characters
Celestial Drama: Smite Evil
Whether it be divine relics, abundance of the holy scattered very particular interest in its
consecrated places, or even across the multiverse, and preservation.
saintly mortals — there is an celestials sometimes take a
d4 Drama
1 Holy Relics. The crystal crafter Stability (it/its) has made it its duty to retrieve all blades forged
by its mentor. One of the adventurers found such a blade, a mighty holy avenger. The crystal
crafter considers them unworthy of carrying that blade and is eager to retrieve it. Can the
adventurer resist or is there a way for them to prove themself?
2 Making a Point. A living saint often leaves behind relics of their deeds on purpose. The living
saint Carmina (she/her) came back to life without the ring finger she lost when she died last,
as it was cut off by a mighty demon that left a scar that crosses lifetimes. She, understandably,
wants her finger back — but it now has the power to repel evil simply by pointing at it, and is
used by monks to protect refugees in their sanctuary from fiends. They charge a hefty fee for
their kindness.
3 False Idol. Glorified icons consecrate their resting places by their very presence. The wandering
preacher Ullana (she/her) claims that the statue a prominent temple presents as a glorified
icon is just a mundane statue, as he saw the true icon elsewhere. Glorified icons often don’t
talk or move for centuries, so how can this matter be decided before it tears the faith apart?
4 Untamed. A group of wild hearts considers a particular pack of wolves holy and is sworn to
protect it because one of the pack’s ancestors killed a fiend once. The wolves keep killing
sheep in a nearby town, and severely injured a shepherd trying to protect her flock. The wild
hearts absolutely refuse to let any harm come to the pack or direct its movements or behavior
— you cannot interfere with the holy!

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.

Every celestial, no matter how insignificant


in the hierarchy of the Seven Heavens, can
bestow blessings. These gifts spring forth
not from themselves, but from the gods or
ideals they serve. Celestials merely channel
32 the gods’ benevolence, and how much of it
they can command depends on their own
standing within the celestial hierarchy and
the strength of the deeds or character of the
person they bestow a blessing upon — in
other words: upon the degree of attention
they and the blessing’s circumstances
command from their god.
Some blessings are permanent, others
subside after a certain time or when used
up. In either case, a character cannot benefit
from more than one instance of the same
blessing at a time.

Symbolic blessings are minor charms or


boons, which often only last for a limited
time or have a limited number of uses. They
are typically awarded when a celestial is
pleased by a mortal’s conduct, as motivation
for a greater task the celestial expects, or
even just in a show of the celestial’s general
benevolence. Symbolic blessings can be
awarded by any celestial of CR ½ or higher,
and for almost any deed or show of character
that is in alignment with the celestial’s own
philosophy.
Blessing of Confession. A confession
soothes your soul, and you become immune
to being charmed until you finish your next
long rest.
Blessing of Confidence. When you fail a
Charisma (Performance or Persuasion)
check, you can immediately attempt the
check again. You must finish a short or long
rest before you can do so again.
Blessing of the Craft. You become proficient
in one tool of your choice. You double your
proficiency bonus when making a skill check
using the tool.
Blessing of Empathy. You are truly gifted
with an empathetic mind. You automatically
know the general emotional state of any
creature you meet with which you share a
language: happy, angry, sad, or indifferent.
33
Blessing of the Feather. You the mortal manages to greatly impress the
can hover just above ground, celestial.
and still walk as if in contact with
Blessing of Ability. You can increase one
the ground while doing so. You do not
ability score of your choice by +2, up to a
trip any traps on the ground that require
maximum of 22.
contact while doing so.
Blessing of the Aegis. You gain a +1 bonus
Blessing of Gratitude. A celestial is thankful
to AC permanently, and proficiency with one
to you. You can re-roll any d20 after you see
saving throw of your choice.
the result, but before you learn the outcome
of the roll. The blessing then expires. Blessing of Death. You must fail five death
saving throws instead of three before you
Blessing of Safety. A celestial watches over
die. This blessing expires when you die.
you, protectively. When you fail a saving
throw, you can choose to succeed instead. Blessing of Endurance. You have proven
The blessing then expires. that you can keep going, no matter what.
Whenever you roll a hit die to restore hit
Blessing of Light. A divine light fills your
points or increase your hit point maximum
soul, and you learn the word of radiance and
after leveling up, you can reroll any result of
the light cantrips. Charisma or Wisdom is
1 or 2, but you must use the new roll.
your spellcasting ability for these spells.
Blessing of Forgiveness. A celestial forgave
Blessing of Remembrance. You have
you one of your sins. Other celestials honor
honored the memory of a dead celestial.
this decision, and will not hold that sin
As a reward, you are protected from death
against you in any way. In addition, you are
yourself. The next time you die, you are
suffused with the knowledge that change is
instantly returned to life with 1 hit point.
always possible, which allows you to give up
Blessing of Valor. A sense of undefeatable one to three of your class levels to take a the
purpose fills you, and you cannot be same number of levels in a different class, as
frightened until you finish your next long if you just leveled up.
rest. The blessing then expires.
Blessing of Honesty. You speak from the
heart, so when you are not lying everyone
automatically believes you are telling the
truth, even if they would be inclined to be
Significant blessings are valuable and often suspicious.
permanent boons bestowed by a celestial
who is thoroughly impressed with the Blessing of Hope. Even in your darkest hour,
achievements of a mortal. To qualify for such you hold a firm faith that things will always
a blessing, the mortal typically has to show get better. While you are suffering from the
that they would rather die doing what is blinded, deafened, paralyzed, poisoned, or
right than live a life of moral failing, that they stunned conditions, you have advantage on
value the well-being of others over their own, any saving throw to end the condition on
or willingly suffer through a great ordeal in yourself.
pursuit of a god’s task. In other words — the Blessing of Inspiration. You gain three
mortal has to prove themself a true hero, inspiration points, which you can expend to
and a champion of a celestial cause. They add 1d20 to the result of any ability check,
have to become instruments of divine saving throw, or attack roll. You can decide
will. Significant blessings can be to use this inspiration after you make the
bestowed by any celestial of CR roll, but before you learn its outcome. Once
34 5 or higher, and only when
expended, the inspiration
points are lost.
Blessing of Love. This blessing is
only useful to those who direct it at
someone else, and its benefits multiply
as it is shared. Whenever you take the Help
action directed at a creature you truly love
— whether romantically or platonically —
the target can reroll one of the dice once.
You cannot use this feature again until the
creature you targeted has used the same
blessing. The target gains the ability to use
this blessing once after you help it.
Blessing of Radiance. As a bonus action, you
can begin to radiate bright light in a radius
of 10 feet, and dim light for an additional 10
feet. This effect lasts for up to 10 minutes,
or until you end it early (no action required).
While radiating light, you are resistant to
fire and radiant damage. Once you use this
feature, you cannot use it again until you
finish a short or long rest.
Blessing of Wrath. You learn the wrathful
smite spell, and can cast it once without
expending a spell slot. You regain the ability
to do so when you finish a long rest. You
can also cast this spell using spell slots.
Charisma is your spellcasting ability for the
spell.
Divine Debt. The Seven Heavens are in your
debt. You can cast the conjure celestial spell
once. The being that appears is related to
the god or celestial who owes you the debt.
The debt is then paid in full.

Divine blessings are exceedingly rare,


often only bestowed a handful of times in
a generation. They are reserved for those
mortals who shape the fate of the Seven
Heavens themselves, and sometimes
granted directly by the gods rather than
through celestial intermediaries. They
are so powerful that they might be
perpetuated through a mortal 35
bloodline for generations, result of the d20 roll of 9 or lower as a 10. In
infusing the descendents of the addition, you always know when someone is
hero granted the blessing. These lying, and you gain truesight out to a range of
blessings are often unpredictable, 30 feet.
and can manifest after skipping many
generations, and after all memory of them
is lost. Some aasimar bloodlines have
come into being this way. Heroes granted
such blessings are no longer mere divine
instruments — they are the embodiment of
celestial virtues and principles, worthy of
standing side by side with other celestials.
Divine blessings can only be bestowed by On rare occasions, items of the Material
celestials of CR 12 or higher. Plane are infused with a sliver of the divine.
This can occur when a mortal enchanter or
Blessing of the Ages. You do not age craftsperson channels proves particularly
mentally or physically, not even by magical devout and channels the blessing of their
means, and you remain healthy and vigorous god directly into the piece they are working
until your natural death. Your natural life on. Such an artifact can also be bestowed
expectancy is doubled. You can increase all directly on a hero by a celestial to aid them
your ability scores to a maximum of 24, and in their cause. Finally, the deeds of a mortal
you can immediately increase two ability can prove so idealistic, their convictions so
scores by +2, or one ability score by +4. powerful, that they inadvertently channel the
Blessing of Comprehension. You can speak benevolence that shines down on them from
and understand all languages, even extinct the Seven Heavens into an item. These relics
ones. You can also understand all ciphers are often created in an act of martyrdom.
and codes. All such artifacts are often passed from
individual to individual, although no
Blessing of Elevation. You can change your unworthy soul may typically wield them to
lineage to aasimar, if you so choose. If you do full effect.
this, you gain the aasimar’s Angelic Wings,
Blessed Radiance, and Picture of Health Celestial Relics. Relics are a special kind
features for free (see Aasimar chapter). of magic item, which only show their full
power in the hands of those who have proven
Blessing of Faith. You hold firm in your themselves worthy, which is reflected in
beliefs, and any success is a sign of your certain requirements to unlock their powers.
god’s favor. When you succeed on a saving These requirements can sometimes be
throw against a spell or against an effect determined through study of the relevant
caused by an enemy, you gain temporary histories and myths, but often they can only
hit points equal to your level, and your next be divined by a suitably devout hero, or
attack roll has advantage. discovered by accident through practice.
Blessing of Insight. You become proficient
in any three Intelligence or Wisdom based
skills, and double your proficiency bonus for
one of them. Armor (plate or breastplate), legendary
Blessing of Truth. Whenever you make (requires attunement)
a Wisdom (Insight) or Intelligence This armor comes in two variants: full plate
(Investigation) check, treat any or breastplate. In any case, the breast piece
36
is elaborately decorated with embossed Every holy symbol is dedicated
scenes of celestials triumphant in battle. to a god or belief. If you share
the belief, you can use it as a spell-
While wearing this armor, you gain a +3
casting focus that grants a +1 bonus to
bonus to AC.
spell attack rolls and spell save DC.
In addition, the armor has three charges.
The wearer can use an action to expend a
charge to project golden spectral wings from
the back of the armor. The wings last for up Relic (rare), requires attunement by a cleric,
to 10 minutes, or until dismissed (no action druid, paladin, or warlock
required). The armor regains 1d3 expended
charges daily at dawn. Prerequisites: reach level 5 and fulfill a
mission issued by a celestial who represents
your faith
In addition to all properties of the saint’s
Potion, rare holy symbol, you can add your proficiency
bonus to any roll you make to concentrate on
As an action, you can apply this blessed
a spell that is on your class spell list.
water to a weapon. The weapon deals double
damage to fiends (devils and demons) and Finally, the symbol now grants a +2 bonus
undead for 24 hours, and its attacks count as to spell attack dolls and spell save DC when
magical. used as a spellcasting focus.
Alternatively, you can use an action to drink
the water to gain the effects of a bless spell
for 1 hour. If you are a fiend or an undead,
you do not gain this benefit and take 55 Relic (very rare), requires attunement by a
(10d10) radiant damage. cleric, druid, paladin, or warlock
Prerequisites: reach level 11 and be chosen
by a living saint to carry on their duties
In addition to all properties of the saint’s holy
Weapon (any), rare (requires attunement)
symbol and the exalted holy symbol, you gain
Any crystal-crafted version of a weapon the following features, based on your class.
gains the light and finesse properties if the
Cleric. Your Divine Intervention feature is
base weapon type does not have the heavy
successful on a roll of your cleric level plus
property, and loses the two-handed property.
your proficiency bonus now.
If the base weapon type of a crystal-crafted
Druid. You can shift into 1 CR higher beasts
version does have the heavy property, it loses
when using your Wildshape feature.
the heavy property (and the two-handed
property, if it has it), but does not gain the Paladin. The size of all your auras increases
light and finesse properties. by 10 feet in radius.
Any crystal-crafted weapon also gains a +1 Warlock. You can recover one use of your
bonus to attack and damage rolls. highest level Mystic Arcanum during a short
rest instead of a long rest.
Finally, the symbol now grants a +3
bonus to spell attack dolls and
Relic (uncommon), requires attunement by a spell save DC when used as a
cleric, druid, paladin, or warlock 37
spellcasting focus.
A Path Paved with Choices. The life of an
aasimar can be a bitter one. It can be filled
with love. Often, it is both those things. No
matter where their path takes them, it is
paved with difficult choices. Being aasimar
means to stand apart. Most just want to be
“normal” or at least not to be treated any dif-
Aasimar are mortals, touched by the divine. ferently than anyone else. This is what drives
They walk the world burdened by destiny many aasimar to adventure. Among heroes,
and the expectations of their gods. Some they often stand out much less, and can
are broken by these demands and fall to evil, interact as true peers — make friends, find
while others are spurred on to ever greater love, and walk their path in company. This
deeds and remembered as heroes. An aasi- makes anything their divine duty demands of
mar might meet with true reverence by other them easier to bear, and yet it can be difficult
mortals, or jealous prejudice — but they can for any aasimar to let others get close. Is it
be certain to be hunted by the agents of evil. really right to expose others to their risk, to
Divine Duty. The central cause for an aasi- the pain and responsibility they have to bear,
mar’s existence is a divine duty demanded of and to the deadly demands heaped on their
them by their god. Most aasimar are created shoulders? An aasimar who managed to
by direct divine intervention for a specific shake off such concerns and find a group of
purpose. How they deal with the celestial ex- friends who accept them as they are would
pectations that come with this is often what count themselves as one of the most lucky —
defines an aasimar. Do they reject their in- or blessed — of their kind.
tended purpose, furious at the presumption
of a distant and unknowable being taking
possession of their life? Do they embrace it,
thankful to their creator for the trust placed
in them and the powers they receive? Where
Many aasimar are not aware of their divine
most mortals can conveniently ignore ex-
origins from birth. Some bear visible signs
istential questions of this nature, aasimar
of their nature, but these are not always
are thrust head-first into them — they might
recognized. Other aasimar are raised from
attempt to run from them, but they can never
birth to be trained and educated to fulfill
escape.
their destiny. No matter how an aasimar
Center of Attention. Throughout history, grows up, they usually do not display any
aasimar have been known as saints, de- particular gifts or signs of celestial heritage
spoilers, lightbringers, and tyrants. They until a moment of awakening. This moment
are powerful, they command respect, they is unique to every aasimar, and can be
can do great deeds and uplift countless harrowing and spurn the aasimar on by
souls — or they can fall and leave ashes and haunting them for the rest of their lives, or
tears in their wake. Aasimar are thus always full of love and warm the aasimar’s heart in
the center of attention, one way or another. moments of doubt.
Some try to avoid such situations, to pursue
The Moments of Awakening table provides
their mission in quiet dignity. Others revel
some suggestions for these formative events.
in the praise — and some even wallow in
Quite often, this is also the first time an
the resentment, out of self-deprecation,
aasimar’s angelic guide reveals themself to
defiance, or to find justification for
them.
their evil deeds.
40
Creating an
Aasimar Character
When creating an aasimar character, consider
using these expanded character options to spice
up the experience for yourself and others at the
table. All the options in this chapter are just that,
though: suggestions. If you want a quick build,
you can simply pick up one of the lineages in
Volo’s Guide to Monsters and have a great and
fully functional experience. Most of the tools
in this chapter are here to give you some ideas
for building a more in-depth backstory and
character development avenues. These choices
are designed to affect your character in different
ways throughout their developing story, and not
just a decision you make at character creation.
The options you get here are:
Awakening. Decide on a formative event that
made your character realize their divine heritage
for the first time, and set them on their path.
Aasimar Lineages. Build your own unique
but balanced custom aasimar lineage from a
combination of more than a dozen individual
physical and cultural traits.
Aasimar Backgrounds. Pick a background rooted
in common tropes around celestial heritage —
or something else that fits!
Angelic Guides. Every aasimar has a celestial
attempting to advise and guide them. These can
be all but absent or extremely close — be it as
a trusted friend or naggingly looking over the
aasimar’s shoulder. This section contains many
options to give your guide a unique personality
and the presence in your story you desire.

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.

Encounter Afermath & Rewards


Safety. The lucent guides you to a place of
safety, where you can rest.
Divine Inspiration. The lucent rewards an in-
spirational d6 to you after you rescue another
being from great distress. You can add the d6
to any d20 roll once.
Company. The lucent accompanies you on
your adventure and cannot be shaken.
A Light in Dark Places. A slain lucent
sometimes crystallizes into a flask of clear
water that sheds bright light in a 10-foot
radius, and dim light for an additional 10 feet,
whenever you need it. The vial can also be
used as holy water, which consumes it.

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.

STR DEX CON INT WIS CHA


6 (−2) 14 (+2) 10 (+0) 9 (−1) 10 (+0) 15 (+2)

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.

STR DEX CON INT WIS CHA


10 (+0) 16 (+3) 10 (+0) 10 (+0) 10 (+0) 18 (+4)
The halls and avenues of Mount Ce-
Proficiency Bonus +2 lestia vibrate with a divine symphony,
Skills Performance +8 perpetually carrying a uniformly majestic
Senses passive Perception 10 note that is yet ever changing, to illuminate
Languages Common, Celestial, and any two other another facet of the Seven Heaven’s glory.
languages
Challenge 1/4 (50 XP) This musical kaleidoscope is created by the
inspired virtuoses, celestial musicians cho-
Harmonizing. When multiple virtuoses play alongside sen for their unending creativity and perfec-
each other within 30 feet of one another, they all play tion with their chosen instrument.
the Divine Melody simultaneously, and their Divine
Melody gains additional benefits: Soloists in Harmony. Every inspired virtuose
• 2 virtuoses: All Divine Melody dice become a d6. is blessed with a unique style and talent you
Both virtuoses must play the same Divine Melody can pick out of any orchestra. And yet, they
option. have to work together to create the chorus of
• 4 virtuoses: The virtuoses can choose two Divine the Seven Heavens. Finding the harmony in
Melody options at once, and all Divine Melody
their diverging tones is a constant challenge
dice become a d8.
• 8 virtuoses: The virtuoses play all Divine Melody — and the orchestral manifestation of the
options at once, and all Divine Melody dice ideals of the Heavens.
become a d10.
Inspiration Seekers. The virtuoses rarely
Actions remain on Mount Celestia for more
Divine Melody. The virtuose plays a melody that than a few months at a time. There is a
affects any creature of its choice, including itself, that constant flux in the exact composition of
can hear the music within 60 feet of it. The virutose
must use its action on each of its turns to maintain
their orchestra. The virtuoses wander the
the effect. The virtuose chooses one of the following: multiverse in search of inspiration, and to vet
• Battle Hymn: The chosen creatures add 1d4 to their skills in contests with other bards and
every attack roll. performers. They find that the contrasting
• Bolstering Hymn: The chosen creatures gain 2d4 styles and forms of expression they observe
temporary hit points on the start of their turn. on these journeys are essential to keep
• Uplifting Hymn: The chosen creatures add 1d4 to
all saving throws and skill checks.
their performances fresh and inspiring. Few
other inhabitants of Mount Celestia seem
aware of the fact that the divine hymns they
hear everyday do, in fact, originate from
inspiration gathered from places such as
the Material Plane — and even the Abyss
60 and the Nine Hells themselves.
Encountering
aN Inspired Virtuose
Inspired virtuoses are far from rare, and travel all
over the multiverse. They are often mistaken for
aasimar, as they rarely advertise their true nature.
Social. The virtuoses are driven creatives, almost
frantic and harried in their search for new
inspiration — adventurers and their stories are
like feast in famine, to them.
Combat. Inspired virtuoses often support divine
hosts or individual angelic champions in battle
with their hymns.

Encounter Afermath & Rewards


Praise Be! The virtuose sings praises of your
exploits on their travels — you find a warm
welcome where you least expect it.
Accompanying Melody. The virtuose
accompanies you on an adventure, to support
you with their Divine Melody.
Toss a Coin to Your Hero. The virtuose
composes a song about you that becomes a
fan favorite throughout the realm — you never
have to worry about paying for a meal or bed
again, where that song has been heard.
Divine Instrument. On a slain divine virtuose,
you find an instrument of the bards (Doss lute,
Fochulcan bandalore, or Mac-Fuirmidh cittern).
61
The wilderness of the Material
Plane is usually considered the
realm of beasts, druids, and — in
some enchanted forests — fey. But
Wild Heart
Small Celestial, Typically Neutral Good
there is no domain in the Material
Plane not claimed by one god or an- Armor Class 14 (bark armor)
other, and servants of their divine will Hit Points 18 (4d6 + 4)
abound anywhere. The wild hearts are Speed 30 ft.
celestial spirits of nature, cavorting
with the same abandon and joy through STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 13 (+1) 9 (−1) 16 (+3) 12 (+1)
the lofty treetops of the great forests
as through the glittering caves of the Proficiency Bonus +2
Underdark. Saving Throws CON +3, WIS +4
Skills Animal Handling +6, Perception +6, Survival +4
Sacred Nature Monuments. There are
Senses darkvision 60 ft., passive Perception 16
many places of power in the wilder- Languages Celestial, Common
ness, some all but forgotten and faded, Challenge 1/2 (100 XP)
some famous places of pilgrimage.
These can be as innocuous as a beau- Forest Friends. The wild heart can communicate with
tiful boulder carved with faded water beasts as if they shared a language. Beasts are never
hostile to the wild heart unless it harms the beast
lines, or as magnificent as a 100-foot
first.
high waterfall gleaming in all the colors
Magic Weapons. The wild heart’s weapon attacks are
of the rainbow. Both the most heavily magical.
frequented and the loneliest of these
Actions
natural monuments attract wild hearts.
Shillelagh. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Some believe wild hearts are charged
one target. Hit: 7 (1d8 + 3) bludgeoning damage.
by the gods of nature to protect these
Magic Sling. Ranged Weapon Attack: +5 to hit, range
often vulnerable locations, but the truth 30/120, one target. Hit: 6 (1d6 + 3) bludgeoning
is that wild hearts would not stray from damage.
their sacred places even if commanded Beast Caller (Recharges after a Long Rest). The wild
to. Nature itself is more important to heart calls upon the help of the wild, and 1d4 beasts
them than any divine hierarchy. of CR 1/4 or lower immediately magically appear to
fight by its side. The beasts roll for initiative and act
Grounded. Wild hearts take diverse independently in support of the wild heart. What
forms, but all resemble a small human- beasts appear depends on the environment: for
oid with some sort of beastly features — example, giant owls in the forest, deep rothés in the
Underdark, giant bats in a cave, velociraptors in the
antlers, bat ears and noses, lion manes jungle, wolves in the mountains, or constrictor snakes
or jaguar tails, for example. Wild hearts in the swamp.
slowly and subconsciously adapt their Wild Spells. The wild heart casts one of the following
appearance to their environment, over spells, using Wisdom as its spellcasting ability (spell
time. Resembling children in character save DC 13):
as much as in appearance, wild hearts At will: pass without trace
are usually encountered playing and 1/day each: cure wounds, fog cloud, goodberry, snare
smeared with mud — hardly a pre-
sentation, overall, which would
scream “celestial” to most.
62
Encountering
a Wild Heart
The initial attitude of wild hearts towards
travelers in their domains can range from
cautious to welcoming, but they usually make
themselves known in some way, sooner or
later. The more remote their home is, the more
friendly they often are — curious by nature and
untainted by bad past experiences.
Social. Wild hearts can talk, but prefer to
communicate with strong facial expressions,
gestures, and expressive postures.
Combat. Wild hearts fight only in defense of their
stretch of wilderness and its inhabitants, and call
upon the help of their beast friends to do so —
they don’t like doing anything alone.

Encounter Afermath & Rewards


Goodberries. The wild heart gifts you a fistful
of goodberries.
Hidden Passage. The wild heart silently guides
you through a dangerous area, with help of its
pass without trace spell.
Nature Charm. The wild heart gifts you with a
small charm made of pebbles and twigs, which
grants you a +1 bonus to all Wisdom (Survival)
checks while you carry it.
Magic Stones. On a slain wild heart, you find
a pouch of 2d10 magic pebbles. Shooting
them with a sling, they deal 1d6 bludgeoning
damage and confer a +1 bonus to attack and
damage rolls.

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.

Encounter Afermath & Rewards


Heroism. Having fought and bled alongside
a pride, you receive the benefits of a heroism
spell for 24 hours (+2 temporary hit points).
Warrior’s Thanks. After saving a pride from
certain death, you receive the Charm of
Celestial Gratitude.
Honorary Pride. Impressed by your battle
prowess, the prides welcome you as an
honorary member of their pack. You profit
from their Pack Tactics and Pride of the Pack
while fighting with them.
Valhalla Awaits. With their dying breath, a
pride asks you to deliver the group’s battle flag
to their ancestral home. If you succeed, you
receive the Blessing of Valhalla.

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.

Encounter Afermath & Rewards


Silent Guidance. The guardian angel’s charge
is important to your adventure, and the angel
engineers for you to meet them because they
think you can aid in the charge’s protection.
Patron. The guardian angel thanks you for
helping keep their charge safe by introducing
you to the powerful celestial who tasked them
with their current charge.
Guardian’s Charge. The guardian angel
chooses you as its Guardian’s Charge.
Carry the Torch. With its dying breath, the
guardian angel asks you to take up the
protection of its charge.

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.

Encounter Afermath & Rewards


Dedication. Anyone willing to join the living
saint’s belief can gain the Dedication effect of
the ceremony spell from their blessing.
Common Cause. The living saint sees their
god’s cause reflected in your mission, and sac-
rifices themself for you when the time comes.
Divine Task. With their dying breath, the living
saint tasks you to carry out a mission they
could not complete. If you succeed, you gain a
favor from their god. If you ignore the mission,
the living saint hunts you down after their
reincarnation.
Holy Symbol. On a slain living saint, you find
their holy symbol. If you share the saint’s
belief, you can use it as a spellcasting focus
that gives a +1 bonus to spell attack rolls and
spell save DC.

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.

Encounter Afermath & Rewards


Confession. Sworn to keep your truth safe, the
svela takes offers to take your confession of
a sin. The confession soothes your soul and
you become immune to being charmed or
frightened until your next long rest.
The Truth Must Out. The svela offers to reveal
the truth of one legitimate question you wish
to ask another creature.
Mediator. The svela offers to mediate a dis-
pute among friends or foes, with gentle guid-
ance — typically under a zone of truth spell.
Herald of Truth. With its dying breath, the
svela reveals an awful truth to you that it
cannot take to the grave.

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.

Encounter Afermath & Rewards


Good Deed. The ascended fiend pesters you
about a good deed they can do for you.
Healing Touch. The ascended fiend casts
greater restoration for you.
Fall Angel. The ascended fiend takes upon
themself one of your sins or transgressions, to
protect you in front of or raise your standing
with a higher celestial.
Forgiveness. When slaying an ascended fiend,
they grant you the Forgiveness charm with
their dying breath.
73
Encountering
a fallen Angel
Whether as an agent of hell, lord or lady of
an independent domain, or lone wanderer
— encounters with a fallen angel tend to the
dramatic. Most memorable of all, of course, is
witnessing their fall — from bending a few rules
to forgetting to consult the needs or opinions of
anyone but themselves.
Social. Fallen angels are dangerous, but enticing.
They are persuasive and can make the most foul
deeds seem logical and even compassionate.
Combat. Fallen angels are ruthless and efficient,
both in combat and in social interactions. They
are never shy of a fight, but pursue simpler
solutions where available.

Encounter Afermath & Rewards


Attendants. The fallen angel offers you
the support of its cult, and four cultists as
henchmen.
Cult Induction. The fallen angel offers to
recognize you as members of its cult.
Revenge. The fallen angel supports you (with
knowledge or in combat) against another
celestial.
Divine Debt. When slaying a fallen angel, the
Seven Heavens smile upon you and you gain
the Divine Debt charm.

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.

Encounter Afermath & Rewards


Battle Tactics. The battle angel analyzes an
upcoming combat for you, giving you a +1
bonus to attack rolls in that fight.
Combat Training. The battle angel teaches you
the use of up to three weapons, giving you
proficiency with them.
Valor. The battle angel regales you with tales of
their many battles, and you gain the Blessing
of Valor.
Magic Prosthetic. On a slain battle angel, you
find a magical arm prosthetic.

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.

Encounter Afermath & Rewards


“Trinket”. The crystal crafter gifts you a
“trinket” — a small everyday item, but of
surpassing beauty. Priceless, really, but sells
for no less than 1,000 gp.
Crystal Weapon. The crystal crafter creates a
crystal blade of your choice for you.
Focus Crystal. The crystal crafter parts with a
crystal that serves as a spell focus, and can be
used, as an action, to restore up to three levels
worth of spell slots once per day.
Heart Shard. The heart shard of a slain crystal
crafter can be used to cast creation from it
once per day. The shard itself assumes the
form, and can be returned to its shard state as
an action.

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

Armor Class 17 (scale armor)


Hit Points 136 (16d12 + 32)
Speed 10 ft., swim 40 ft.

STR DEX CON INT WIS CHA


19 (+4) 11 (+0) 15 (+2) 15 (+2) 18 (+4) 18 (+4)

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)

Amphibious. The theloba can breathe air and water.


Encountering
a Theloba
Actions
Concussive Slam. The theloba moves into a 15-by-15 Thelobai are rare, but their influence can often
foot space. If any Large or smaller creature occupies ripple for hundreds of miles through the waters
that space, it is pushed out of it to the nearest of the Underdark, as they manipulate their
unoccupied space and must make a DC 16 Strength
environment just as much as aboleths — just for
saving throw. On a failed save, the creature takes 36
(5d12 + 4) bludgeoning damage and is stunned until a different purpose.
the end of its next turn. On a successful save, it takes Social. Thelobai are kind to those in need, and
half as much damage and is not stunned. never turn down an honest plea for help.
Protective Swallow. Melee Weapon Attack: +8 to hit, Combat. Thelobai are difficult to anger, but
reach 5 ft., one target. Hit: The target is swallowed. are terrible enemies when defending a kuo-toa
The swallowed target is blinded and restrained, and
colony or other community they consider under
it has total cover against attacks and other effects
their protection — they do not pull punches.
outside the theloba. The theloba can release a
swallowed target at any time, no action required.
Encounter Afermath & Rewards
If the theloba takes 20 damage or more on a single
turn from a creature inside it, the theloba must Calming Presence. The theloba casts calm
succeed on a DC 15 Constitution saving throw at emotions for you.
the end of that turn or regurgitate all swallowed
creatures, which fall prone in a space within 5 feet of
Protected Transportation. The theloba
the theloba. If the theloba dies, a swallowed creature transports you in its mouth to a place of your
is no longer restrained by it and can escape from the choice, even through extreme danger.
corpse using 15 feet of movement, exiting prone. Hospitality. The theloba convinces a kuo-toa
If the target remains swallowed until the start of the community (or other usually hostile communi-
theloba’s next turn, it emerges covered in glittering ty) to take you in and treat you as a friend.
golden slime and scales. It can now breath air and
water, has advantage on ability checks and saving Blessed Hide. The scales of a dead theloba can
throws made to escape a grapple, and while in be fashioned into a platinum scarf with 7 days
sunlight it has disadvantage on attack rolls as well of labor by someone proficient in smiths tools.
as on Wisdom (Perception) checks that rely on sight.
The effect lasts until the theloba ends it in a 10-minute
ritual, or until the affected creature is targeted by a
greater restoration spell or similar magic.
83
REGIONAL EFFECTS
The region over which a cloud watcher passes is
affected by its magical presence, and it can choose
Encountering one or more of the following effects:
a cloud Watcher Dark Cloud. Any creature of the cloud watcher’s
choice that it can see within a 5-mile radius around
Finding a cloud watcher is easier than interacting the point above which it hovers feels miserable, as if a
dark cloud hangs over its head. It is poisoned while in
with one, if you at least know what you are
the area or until a greater restoration is cast on it.
looking for. Usually, a cloud watcher finds you.
Benevolent Presence. Any creature of the cloud
Social. Cloud watchers occasionally follow watcher’s choice that it can see within a 5-mile radius
individuals below them. While they usually don’t around the point above which it hovers feels more
engage, unless in great distress, they do not joyful and uplifted as if someone benevolent was
reject being approached. watching over them. It can add 1d4 to all skill checks
Combat. Cloud watchers tend to disengage and and saving throws for 24 hours.
fire off lightning to dissuade potential pursuers The effects the cloud watcher places on a creature
over standing their ground. fade over the course of 2d4 hours after the cloud
watcher dies or the creature leaves its area of
Encounter Afermath & Rewards influence.

Come Sunshine or Rain. The cloud watcher


manipulates the weather for you.
Spy Satellite. The cloud watcher shares
information it observed in the past or scouts
out an area for you.
Cloud Influence. The cloud watcher targets
you with one of its Regional Effects — good or
bad, as it deems appropriate.
Divine Rain. A dying cloud watcher dissolves
into a torrent of rain — all of which is holy
water.

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

Armor Class 23 (plate and dual shield)t


Hit Points 207 (18d10 + 108)
Speed 50 ft., fly 50 ft.

STR DEX CON INT WIS CHA


27 (+8) 15 (+2) 23 (+6) 15 (+2) 14 (+2) 19 (+4)

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.

Encounter Afermath & Rewards


LEGENDARY ACTIONS Communion with the Dead. The angel of death
The angel of death can take 3 legendary actions,
casts speak with dead for you.
choosing from the options below. Only one legendary Message Beyond. The angel of death delivers
action option can be used at a time and only at the one message to a dead soul and returns their
end of another creature’s turn. The angel of death reply (if any).
regains spent legendary actions at the start of its turn.
Death Spell. The angel of death casts one of its Spells Blessing of Death. The angel of death bestows
of Death. upon you a Blessing of Death.
Quiet of the Dead. The angel of death silences a Lost Soul Jar. On a slain angel of death, you
creature it can see within 60 feet of it until the end of find a lich’s soul jar — apparently the angel
that creature’s next turn.
was on an important, but unfinished, mission.
Soul Usher (Costs 2 Actions). The angel of death forces
a creature at zero hit points that it can see within 120
feet of it to make a death saving throw. The target
must roll twice and use the lower result.

89
Fateweaver
Medium Celestial, Typically Neutral Good

Armor Class 17 (fate armor)


Hit Points 247 (38d8 + 76)
Speed 30 ft.

STR DEX CON INT WIS CHA


10 (+0) 10 (+0) 15 (+2) 19 (+4) 29 (+9) 13 (+1)

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)

Legendary Resistance (3/Day). If the fateweaver fails a


saving throw, it can choose to succeed instead.
Oracle. Fateweavers know the particulars of any
specific activity or event to occur within 7 days.
They can only predict the results of a specific set
(continued from adjacent box) Its current hit points
of circumstances or chain of events. Specifics not
and hit point maximum are reduced by the number
considered by the fateweaver can alter what actually
rolled. In addition, it loses access to all class features
occurs.
granted by its highest class level with every roll,
Ultimate Awareness. The fateweaver cannot be including spell slots. If the target has several equally
surprised. high class levels to choose from, or other features
Actions that could have been acquired at different levels (such
as known spells, ability score increases, or feats),
Strands of Fate. Melee Spell Attack: +15 to hit, up to the DM chooses which features are lost. The target
four targets, reach 30 ft. Hit: 23 (4d6 + 9) psychic can repeat its saving throw at the end of each of its
damage. All creatures hit by the same attack are turns, ending the effect on itself on a success. The
connected by fate until the start of the fateweaver’s effect also ends when the target has only one class
next turn. Any time one of them fails a saving throw level remaining. The target regains one lost class
against a spell or an effect that targets only it, all of level at the end of a long rest until it regains all lost
them are affected as if they were the target. class levels, or the fateweaver can restore them all in
Foresight (3/Day). The fateweaver casts foresight. The a 10-minute ritual. The target regains its original hp
spell only ends when its duration runs out, not when maximum at the end of its first long rest, or at the end
the fateweaver casts it again. of the fateweavers’ restoration ritual. The effect ends
Unravel Destiny (Recharge 6). The fateweaver begins early if the fateweaver dies. Once a target succeeds on
to unravel the fate of a creature it can sense within its save or the effect ends, it is immune to this effect
120 feet of it. The target must make a DC 23 Wisdom for 24 hours.
saving throw. On a failed save, it must expend one of
its hit dice at the start of each of its turns. (continued
Reactions
in adjacent box) Pluck the Strings. The fateweaver changes the result
of any ability check, attack, or saving throw made
by a creature it can sense within 120 feet of it. The
fateweaver decides the exact result.

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

Armor Class 18 (natural armor)


Hit Points 273 (26d12 + 104)
Speed 60 ft., fly 120 ft.

STR DEX CON INT WIS CHA


20 (+5) 19 (+4) 19 (+4) 11 (+0) 21 (+5) 12 (+1)

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)

Attuned with Nature. The archon can communicate


with all beasts and plants as if they shared a language.
Legendary Resistance (2/Day). If archon fails a saving
throw, it can choose to succeed instead.
Actions
Multiattack. The archon makes two attacks with its
elemental fists.
Elemental Fists. Melee Weapon Attack: +11 to hit,
reach 15 ft., one target. Hit: 13 (2d10) cold damage, 13
(2d10) fire damage, 13 (2d10) lightning damage, and
13 (2d10) thunder damage.
Nature Spells. The archon of nature casts one of the
following spells, using Wisdom as its spellcasting
ability (spell save DC 19), without requiring material
components.
At will: animal messenger, druidcraft, shape water,
LEGENDARY ACTIONS
skywrite The archon can take 3 legendary actions, choosing
1/day each: animal shapes, control weather, storm of from the options below. Only one legendary action
vengeance, tsunami, whirlwind option can be used at a time and only at the end of
another creature’s turn. The glorified icon regains
Wild Shapes. The archon transforms into any beast.
spent legendary actions at the start of its turn.
It adopts the statistics of the beast, but retains its
mental ability scores and the hp of its true form. Nature Spells. The archon casts one of its spells.
It also retains its personality and the ability to cast Wild Shapes (Costs 2 Actions). The archon uses its
its Nature Spells. Using an action, it can change Wild Shapes ability.
back into its true form, or into another beast. When Wrath of Nature (Costs 2 Actions). The archon moves
reduced to 0 hp while transformed, the archon up to its movement speed and makes one attack with
transforms back into its true form and dies. its Elemental Fist.

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)

Forceful Protection. When a creature starts its turn


within 30 feet of the archangel, or enters this area for
the first time on its turn, the archangel can make one
stole whip attack against it, no action required.
Actions
Multiattack. The archangel uses its smiting
zweihänder (either attack or guard), and then makes
four stole whip attacks.
Smiting Zweihänder Attack. Melee Weapon Attack:
+13 to hit, reach 10 ft., one target. Hit: 14 (2d6 + 7)
slashing damage and 14 (4d6) radiant damage.
Smiting Zweihänder Guard. The archangel’s sword
emanates a golden light in a 30-foot radius, and any
creature of the archangel’s choice that starts its turn
in the illuminated area, or enters it for the first time
on its turn, must succeed on a DC 21 Constitution
saving throw or is blinded until the end of its turn.
Stole Whip. Melee Weapon Attack: +13 to hit, reach
30 ft., one target. Hit: 9 (2d8) slashing damage,
and the target is moved up to 30 feet away from the
archangel, in a direction of its choice.
Voice of Authority (3/Day). The archangel casts
dominate person, using Charisma as its spellcasting
ability (spell save DC 21).

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

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