Book of Exalted Deeds
Book of Exalted Deeds
1 Introduction 4.1
4.1.1 Reading the Deity Entries
2 The Nature of Good 4.1.2 Amaunator
2.1 4.1.3 Arvoreen
2.1.1 EXALTED DEEDS 4.1.4 Alobal Lorfiril
2.2 THE STRAIGHT AND NARROW 4.1.5 Angharradh
2.2.1 ENDS AND MEANS 4.1.6 Anhur
2.2.2 VIOLENCE 4.1.7 Araleth Letheranil
2.2.3 RELATIONSHIPS 4.1.8 Aerdrie Faenya
2.3 PLAYING A HERO 4.1.9 Bahamut
2.3.1 THE RIGHTEOUS CRUSADER 4.1.10 Berronar Truesilver
2.3.2 THE FATED CHAMPION 4.1.11 Baervan Wildwanderer
2.3.3 THE BENEVOLENT HEALER 4.1.12 Baravar Cloakshadow
2.3.4 THE HOLY TEACHER 4.1.13 Cyrrollalee
2.3.5 THE PEASANT HERO 4.1.14 Corellon Larethian
2.3.6 EXALTED CHARACTERS 4.1.15 Chauntea
2.3.7 SIN AND ATONEMENT 4.1.16 Dugmaren Brightmantle
2.3.8 EXALTED ADVENTURES 4.1.17 Deep Sashelas
2.3.9 EXALTED HEROES NEED VILE FOES 4.1.18 Deneir
3 Variant Rules 4.1.19 Eachthighern
3.1 4.1.20 Eilistraee
3.1.1 CHANNELING 4.1.21 Emmantiensien
3.1.2 VOLUNTARY POVERTY 4.1.22 Eldath
3.1.3 WORDS OF CREATION 4.1.23 Flandal Steelskin
4.1.24 Gwaeron Windstrom
4.1.25 Garl Glittergold
4.1.26 Clangeddin Silverbeard
4.1.27 Gorm Gulthyn
4.1.28 Gaerdal Ironhand
4.1.29 Horus-Re
4.1.30 Hanali Celanil
4.1.31 Hathor
4.1.32 Hlal
4.1.33 Isis
4.1.34 Ilmater
4.1.35 Lathander
4.1.36 Labelas Enoret
4.1.37 Lurue
4.1.38 Lliira
4.1.39 Mielikki
4.1.40 Milil
4.1.41 Mystra (Midnight)
4.1.42 Moradin
4.1.43 Marthammor Duin
4.1.44 Nobanion
4.1.45 Odin
4.1.46 Osiris
4.1.47 Rillifane Rallathil
4.1.48 Sehanine Moonbow
4.1.49 Selûne
4.1.50 Sharess
4.1.51 Sharindlar
4.1.52 Sune
4.1.53 Segojan Earthcaller
4.1.54 Solonor Thelandira
4.1.55 Tymora
4.1.56 Torm
4.1.57 Tyr
4.1.58 Tamara
4.1.59 Valkur
4.1.60 Yondalla
4.2 Channel Divinity
2
5 Classes 5.13 EXALTED FEATS
5.1 Barbarian Path 5.13.1 Ancestral Relic
5.1.1 Champion of Gwynharwyf 5.13.2 Animal Friend
5.1.2 Restriction 5.13.3 Celestial Familiar
5.1.3 Dawn Herald of Zaphkiel 5.13.4 Celestial Mount
5.1.4 Restriction 5.13.5 Consecrate Arcane Item
5.2 Bard Collage 5.13.6 Exalted Smite
5.2.1 Emissary of Barachiel 5.13.7 Exalted Spell Resistance
5.2.2 Restriction 5.13.8 Exalted Turning
5.3 Cleric Domain 5.13.9 Exalted Wild Shape
5.3.1 Apostle of Peace 5.13.10 Favored of the Champions
5.3.2 Restriction 5.13.11 Gift of Faith
5.3.3 Prophet of Erathaol 5.13.12 Gift of Grace
5.3.4 Restriction 5.13.13 Hands of the Healer
5.4 Druid Circle 5.13.14 Holy Ki Strikes
5.4.1 Lion of Talisid 5.13.15 Holy Radiance
5.4.2 Restriction 5.13.16 Holy Subduel
5.4.3 Sentinel of Bharrai 5.13.17 Intuitive Attack
5.4.4 Restriction 5.13.18 Knight of Stars
5.5 Fighter Archetype 5.13.19 Nemesis
5.5.1 Anointed Knight 5.13.20 Nimbus of Light
5.5.2 Restriction 5.13.21 Nonleathal Substitution
5.5.3 Defender of Sealtiel 5.13.22 Nymph's Kiss
5.5.4 Restriction 5.13.23 Quell the Profane
5.6 Monastic Tradition 5.13.24 Ranged Smite Evil
5.6.1 Initiate of Pistis Sophia 5.13.25 Righteous Wrath
5.6.2 Restriction 5.13.26 Sacred Strike
5.7 Paladin Oath 5.13.27 Sanctify Ki Strike
5.7.1 Fists of Raziel 5.13.28 Sanctify Natural Weapon
5.7.2 Restriction 5.13.29 Servant of the Heavens
5.7.3 Oath of the Light 5.13.30 Spell Focus of the Gods
5.7.4 Restriction 5.13.31 Stigmata
5.8 Ranger Conclave 5.13.32 Touch of Golden Ice
5.8.1 Beloved of Valarian 6 Spells
5.8.2 Restriction 6.1 Good Spells
5.8.3 Stalker of Kharash 6.1.1 What's Good?
5.8.4 Restriction 6.1.2 SANCTIFIED MAGIC
5.8.5 Skylord 6.2 SPELL LISTS
5.8.6 Restriction 6.2.1 BARD SPELLS
5.9 Roguish Archetype 6.2.2 CLERIC SPELLS
5.9.1 Slayer of Domiel 6.2.3 DRUID SPELLS
5.9.2 Restriction 6.2.4 PALADIN SPELLS
5.10 Sorcerous Origin 6.2.5 RANGER SPELLS
5.10.1 Exalted Arcanist 6.2.6 SORCERER SPELLS
5.10.2 Restriction 6.2.7 WIZARD SPELLS
5.11 Warlock Otherworldly Patron 6.2.8 WARLOCK SPELLS
5.11.1 The Hopebringer 6.3 SPELL DESCRIPTIONS
5.11.2 Restriction
5.12 Wizard Arcane Tradition
5.12.1 Celestial Mystic
5.12.2 Restriction
3
7 Equipment
7.1
7.1.1 SANCTIFIED WEAPONS
7.1.2 VARIANT RULE: BETTER
SANCTIFIED WEAPONS
7.1.3 NONLETHAL WEAPONS
7.1.4 OPTIONAL MATERIAL
COMPONENTS
7.1.5 SPECIAL MATERIALS
7.2 MAGIC ITEMS
7.2.1 ARMOR
7.2.2 WEAPONS
7.2.3 RINGS
7.2.4 WANDS
7.2.5 WONDROUS ITEMS
7.2.6 STAFFS
7.3 MAJOR ARTIFACTS
7.3.1 Cup and Talisman of Al’Akbar
7.3.2 The Regalia of Good
7.4 REDEEMING EVIL MAGIC ITEMS
7.4.1 IRREDEEMABLE EVIL ITEMS
8 Celestial Paragons
8.1
8.1.1 CELESTIAL PARAGONS IN YOUR
GAME
8.1.2 CELESTIAL PARAGONS AND
CLERICS
8.1.3 THE UPPER PLANES
8.1.4 LAW AND CHAOS IN THE HEAVENS
8.1.5 THE CELESTIAL HEBDOMAD
8.2 Barachiel, The Messenger
8.3 Domiel, The Mercy-Bringer
8.4 Erathaol, The Seer
8.5 Pistis Sophia, the Ascetic
8.6 Raziel, the Crusader
8.7 Sealtiel, the Defender
8.8 Zaphkiel, The Watcher
8.8.1 TALISID AND THE FIVE
COMPANIONS
8.8.2 Elysium
8.9 Talisid, The Celestial Lion
8.10 Sathia, the Sky Duchess
8.11 Manath, the Horned Duke
8.12 Vhara, Duchess of the Fields
8.13 Kharash, the Stalker
8.14 Bharrai, the Great Bear
8.15 THE COURT OF STARS
8.16 Morwel, Queen of Stars
8.17 Faerinaal
8.18 Gwynharwyf, the Whirling Fury
9 Creatures
9.1 Celestial archon
9.1.1 Lantern Archons
9.1.2 Owl Archons
9.1.3 Sword Archons
9.1.4 Throne Archons
9.1.5 Hound Archons
9.1.6 Trumpet Archons
9.1.7 Warden Archons
9.1.8 Word Archons
9.1.9 Justice Archon
9.2 Guardinal
9.2.1 Equinal
4
Introduction
W
elcome to the Book of Exalted Deeds. There is Many players would just as soon overlook these questions,
an obvious parallel between this book and its believing they detract from the fun of the game. There’s
predecessor, the Book of Vile Darkness. Both nothing wrong with that. For groups that want to address
are named after minor artifacts detailed in the these issues, however, the Book of Exalted Deeds opens the
Dungeon Master’s Guide, artifacts that define way.
the sharp polarity between the most abhorrent At the same time, it presents a whole host of new
pits of evil and the highest peaks of opportunities for player characters of good alignment and
righteousness. While the Book of Vile Darkness concerns righteous conviction: new feats, spells, subclasses, magic and
itself with all things evil, dealing with the most reprehensible mundane items, and rules to help address the situations they
subjects ever covered in the DUNGEONS & DRAGONS face. These goodies aren’t just for the cleric and paladin,
game, this book tackles the opposite subject. The two books either—characters who sometimes are the sole voices of
share a similar outline, and there are several other parallels morality in an adventuring party.
in content as well, but their essential function is quite While paladins and good clerics will certainly find much of
different. use, characters of all classes can benefit from the new
The Book of Vile Darkness gives Dungeon Masters the material in the Book of Exalted Deeds—if they are
tools they need to bring the villains and monsters of their willing and able to walk the straight and narrow path of
campaigns to new lows of depravity and evil. Armed with the the exalted. There is one other reason this book is
Book of Exalted Deeds, players can now bring their intended for mature audiences: it deals with certain
characters, the heroes of the campaign, to aspects of real-world religion that might make
great new heights of valor and righteousness. some people uncomfortable. In the Book of
In contrast to thoroughly vile villains, heroes Exalted Deeds, you’ll find archons with names
are called upon to perform truly exalted drawn from Jewish, Christian, and Gnostic
deeds. angelology, paladins with stigmata, and monks
The Book of Exalted Deeds is for players who have sworn not to touch dead flesh or drink
who aren’t satisfied by slapping a good alcohol. Among the holy relics discussed here are
alignment label on their character and then items of torture and execution that were used
acting no different from the neutral upon saints and still carry the touch of sanctified
characters in the party. This book is all blood. To many people, these things are hardly
about how to make a good alignment mean in the same category as the appalling
something, and how to live up to the ideals abominations found in the Book of Vile
implied in that alignment. This is not a book Darkness. To many of us with deeply held
about what good characters can’t do—it’s not convictions about such matters, the subject
a list of ways to avoid being evil. Rather, it’s is touchy at best. This book carries a warning
about what they can do, the power that because we’re relying on you to deal with
they gain as a direct result of adhering your own reactions to this material in a
to a higher standard of righteousness mature manner: use what you like, adapt
than most of the world can hope to what doesn’t fit, and simply ignore what you don’t
achieve. like. We’ve tried to present the material with
It’s about being an agent of good, whether a sensitivity and appropriate gravity, and we trust you to
character serves a good deity or simply adheres use it in the same way.
to more abstract ideas of goodness. It’s about Author’s Note: I didn’t expect this book to require a
following a higher call than the lure of gold and experience disclaimer like the one Monte put in front of the Book of Vile
points, wrestling with tougher choices than which monster to Darkness. I like to think I am a good person, and I strongly
kill first or what magic item to buy with newfound loot, and encourage others to be good people as well. Nevertheless, I
doing the kinds of heroic deeds that make a difference in the feel the need to point out that this book attempts to define the
game world. morality of goodness in the context of the D&D® world, not
Like the Book of Vile Darkness, the Book of Exalted Deeds the real world. While I’ve tried to explore some shades of gray
is intended for mature players. That’s not because it’s filled in this book, the D&D universe is still much more black-and
with lurid depictions of depravity and torture. The material white than the real world. I don’t advocate anyone killing
isn’t meant to shock or offend (though some topics may). someone they think is evil, to give just one example.
Rather, this book deals with tough questions of ethics and
morality in a serious manner. It’s intended to help players and
Dungeon Masters wrestle with hard in-game issues: Is it okay
to slaughter every drow I see and sell their goods on the open
market? How do I wrest information from enemy prisoners
without compromising my alignment? Is there any hope for
the orc whelps in the stronghold, or should we slaughter
them, too?
5
The Nature of Good
W
hat is good? Many characters are happy to However, altruism often blends into mercy in situations
rattle off long lists of sins they haven’t where a villain asks for quarter and aid (see Mercy below). In
committed as evidence that they are good. The any case, altruism is tempered by respect for life and concern
utter avoidance of evil, however, doesn’t make for the dignity of sentient beings, and good characters
a character good—solidly neutral, perhaps, but balance their desire to help others with their desire to
not good. promote goodness and life.
Being good requires a certain quality of
temperament, the presence of virtues that spur a character, CHARITY
not just to avoid evil or its appearance, but to actively One specific aspect of helping others is charity: providing
promote good. As expressed in the Player’s Handbook, material assistance to those in need, particularly those whose
“‘Good’ implies altruism, respect for life, and a concern for situation in life robs them of pride and respect. Offering food
the dignity of sentient beings. Good characters make to the hungry, clothes to the naked, lodging to the homeless,
personal sacrifices to help others. Good is not nice, polite, care for orphans and widows, and hope to the hopeless are
well mannered, prudish, self-righteous, or naïve, though good- among the simplest and yet most profound of good deeds.
aligned characters might be some of those things. Good is Good characters offer this sort of assistance to needy people
the awesome holy energy that radiates from the celestial without regard for their moral character and with the utmost
planes and crushes evil. Good is selfless, just, hopeful, concern for their dignity.
benevolent, and righteous. The idea that creatures too weak to better themselves
deserve their low position is a hallmark of evil dogma. Good
EXALTED DEEDS characters reject this notion completely, recognizing that
These acts of goodness are concrete, positive means by most poor and needy people are the victims of circumstance,
which the heroes of the world fight against the darkness of not of their own weakness or failings.
evil. They are the meat and drink of the exalted hero, and HEALING
should serve as an inspiration for how to play a character of Healing wounds, removing disease, and neutralizing poison
good alignment, suggesting not only common actions but also are a concrete embodiment of a good character’s respect for
motivations and personality traits. life. These deeds are not inherently good, since they can be
HELPING OTHERS
performed selfishly or in the interests of evil. Even so, healing
When a village elder comes to a good character and says, magic involves positive energy, which is closely linked to holy
“Please help us, a dragon is threatening our village,” the good power. Many good characters devote their lives to healing as
character’s response is not, “What can you pay?” Neutral an expression of their morality.
characters might be that mercenary, and evil characters Pelor is a god of healing, and his clerics with the Life
would certainly consider how to collect the most benefit from domain make it their mission to share Pelor’s beneficence
the situation. For a good character, however, helping others is with others through healing. Even paladins, whose mission is
a higher priority than personal gain. primarily to smite evildoers, have the innate ability to heal
A good character might ask a number of other questions wounds and remove disease as a reflection of their pure
before leaping up from her seat and charging to the village’s goodness. A character devoted to healing views the power to
aid: good characters aren’t necessarily stupid. A good heal as a gift of celestial powers and is generally careful never
character can be cautious, determining how powerful the to use that gift in a way that would cheapen or taint it—by
dragon is and whether additional reinforcements are healing evil characters, for example.
required, but they should never say, “Sorry, I’m out of my On the other hand, some view healing as a means of grace,
league. Go find another hero.” It’s just good sense to learn as believing that every cure wounds cast on a blackguard cannot
much as possible about a foe before plunging into battle. help but lead the villain closer to repentance and redemption.
Even more, a good character need not be naïvely trusting. PERSONAL SACRIFICE
Some might go to great lengths to verify that the elder’s story A good character doesn’t just help others or fight evil when
is true and not some villain’s attempt to lure them into a trap. it’s convenient for him to do so. Even the most generous
All their caution or suspicion still doesn’t undermine a good altruism, when it comes without sacrifice or even serves one’s
character’s responsibility to offer help to those in need. own selfinterest, is neutral at best. A character committed to
Altruism is the first word in the Player’s Handbook’s the cause of good champions that cause in any circumstance,
definition of good, and helping others without reward or even often at great personal risk or cost.
thanks is part of a good character’s daily work. So who are
these “others” a good character is supposed to help? Again,
the “good is not necessarily stupid” rule comes into play.
Obviously, a good character is not required by their alignment
to help evil characters or those who are working at
crosspurposes to a good character’s own goals.
6
Forfeiting any claim on a reward for one’s deeds is a simple
form of sacrifice touched upon in the previous section.
Voluntarily donating money, goods, or even magic items to a Exalted Deeds and Vile Darkness
temple, charitable institution (an orphanage or aid society), or Your gaming group will make the best use of this
other organization is another financial sacrifice often book if your DM, at least, also has a copy of the
practiced by good characters. Exceptionally virtuous Book of Vile Darkness. Nothing in here requires
characters might swear sacred vows, forever sacrificing the you to have another book, but a party of exalted
enjoyment of some worldly pleasure—alcohol or stimulants, player characters shines brightest when pitted
sex, or material possessions— or course of action, including against truly vile villains. Some of the spells, feats,
violence. True heroes of righteousness, all too often, sacrifice items, and other offerings in this book are
their own lives to save the lives of others. specifically designed to counteract similar bits of
vileness. The spell ease pain was written
WORSHIPING GOOD DEITIES specifically with angry ache in mind, for example.
The deities of good are the highest exemplars of the However, they all have broad enough application
that you can use them even without another book
principles of virtue, righteousness, and purity. By offering (since, in the case of ease pain, a number of other
them worship, sacrifice, and service, good characters spells and effects create pain). The Book of Vile
cultivate their own personal virtue, assist the cause of good in Darkness includes an appendix concerning evil
concrete ways (supporting the charitable work of the church player characters. If you are part of a campaign with
and strengthening the clerics and paladins who serve as the evil player characters (PCs), then the function of
deity’s agents), and extend the deity’s reach in the world. this book might shift somewhat. In that case, the
Not all good characters worship good deities. Some serve Book of Exalted Deeds becomes a source of
neutral deities like St. Cuthbert, Obad-Hai, or Olidammara, opponents and enemies—good creatures to fight
while others put the claims of good above the dogma of any and good spells for those good nonplayer
deity. Nevertheless, virtually all good characters are willing to characters (NPCs) to cast against your characters.
cooperate with the churches of good deities, recognizing That’s a perfectly fine use of this book. On the
them as allies with a common cause. other hand, if all the new tricks—spells, feats,
Unlike evil deities, good deities usually have temples and prestige classes—in Book of Vile Darkness
shrines in open, public places—often at or near the center of tempted you to explore evil characters, then have a
look at the material in Book of Exalted Deeds.
bustling cities. In fact, the worship of good deities is one of Maybe you’ll be inspired to return to the side of
the forces that often helps to cement humanoid communities good!
together, serving to unite the populace in a common activity
and a common set of ideals. This is particularly common
among nonhuman races of good alignment, including
halflings, dwarves, and elves, where good alignment is the
norm and a single deity often claims the allegiance of an
entire community.
7
However, it is common for even human cities to be drawn Forgiveness is essential to redemption. If those she has
together in the worship of Pelor, who commands at least the harmed refuse to forgive her, a character seeking to turn
respect of neutral citizens as well as good. Of course, in evil away from evil faces nothing but hatred and resentment from
cultures, the worship of good deities can be both a crime and those who should be her new allies. Isolated from both her
an act of rebellion. former allies and her former enemies, she nurses resentment
and quickly slides back into her evil ways. By extending
CASTING GOOD SPELLS forgiveness to those who ask it, good characters actively
Good spells alleviate suffering, inspire hope or joy, use the spread good, both by encouraging those who are trying to
caster’s energy or vitality to help or heal another, summon turn away from evil and by demonstrating to evildoers that
celestials, or channel holy power. Particularly in the last the path of redemption is possible.
instance, good spells might be just as destructive—at least to
evil creatures—as a fireball. Not all good spells involve only BRINGING HOPE
sweetness and light. If the most soullessly evil villains relish spreading despair
Good spells don’t have any redemptive influence on those and devouring every last shred of hope, it naturally follows
who cast them, for better or worse. An evil wizard who that the cause of good involves rekindling hope in the face of
dabbles in a few good spells, most likely to help him achieve despair. This might be the most nebulous of all good deeds,
selfish ends, does not usually decide to abandon his evil ways hard to define or measure, but it also might be the heart and
because he’s been purified by the touch of the holy. On the essence of good. All the other good deeds discussed in this
other hand, there are certain spells whose sanctified nature section, in addition to their often concrete and physical
demands a concrete, physical sacrifice from the caster (see benefits to people in need, have the additional intangible
Sanctified Magic). No character can draw upon such holy benefit of increasing hope.
magic without being changed for the better as a result. A man whose body is wasting away from disease actually
has two illnesses: the physical disease that consumes his
MERCY flesh and the despair that gnaws at his soul. Healing him not
For good characters who devote their lives to hunting and only heals his body, it also restores his lost hope. A woman
exterminating the forces of evil, evil’s most seductive lure may who throws herself on a paladin’s mercy and turns from her
be the abandonment of mercy. Mercy means giving quarter to evil ways struggles along the difficult road to redemption.
enemies who surrender and treating criminals and prisoners The paladin’s mercy and forgiveness offer the most important
with compassion and even kindness. It is, in effect, the good assistance along that road: hope, a vision of the reward that
doctrine of respect for life taken to its logical extreme— lies ahead. Hope in its truest form is more than just a vague
respecting and honoring even the life of one’s enemy. In a wish for things to be better than they are; it is a taste of things
world full of enemies who show no respect for life as they might be. When an exalted bard comes to a city that
whatsoever, it can be extremely tempting to treat foes as they groans under the oppressive rule of a pit fiend, he may inspire
have treated others, to exact revenge for slain comrades and hope by singing tales of liberation or by demonstrating force
innocents, to offer no quarter and become merciless. of arms against the pit fiend’s diabolic minions.
A good character must not succumb to that trap. Good But the best hope available to the oppressed residents of
characters must offer mercy and accept surrender no matter the city is when the bard simply shows them kindness,
how many times villains might betray that kindness or escape thereby reminding them of what it was like to live under a
from captivity to continue their evil deeds. If a foe surrenders, more benign rule. He brings them together in community,
a good character is bound to accept the surrender, bind the whereas the devils have been turning them against each
prisoner, and treat him as kindly as possible. (See Mercy, other, sowing distrust alongside despair. By experiencing a
Prisoners, and Redemption in Chapter 2 for more about the taste of kindness and freedom, however small, the citizens
proper treatment of prisoners.) are inspired with hope. That hope empowers them to resist
In general, it’s a good idea for the DM to make sure that the the devils, with or without the bard’s force of arms.
players aren’t punished unnecessarily for showing mercy to
opponents. If every prisoner schemes to betray the party and REDEEMING EVIL
later escapes from prison, the players quickly come to realize Perhaps the greatest act of good one could ever hope to
that showing mercy simply isn’t worth it. It’s fine for these accomplish is the redemption of an evil soul. Bringing an evil
frustrations to arise once in a while, but if they happen every character to see the error of their ways not only stops them
time, the players will rightly give up in frustration. from preying on innocent victims, but helps them as well,
winning them a place in the blessed afterlife of the Upper
FORGIVENESS Planes instead of an eternity of torment and damnation in the
Closely tied to mercy, forgiveness is still a separate act. Mercy Lower. While acts of charity and healing might help a
means respecting the life of an enemy, treating him like a person’s body, redeeming an evil character helps their soul.
being worthy of kindness. Forgiveness is an act of faith, a Holding a sword to a captured villain’s throat and shouting,
willingness to believe that even the vilest evildoer is capable “Worship Heironeous or die!” is not a means of redemption.
of change. Good characters are not enjoined to “forgive and Sword-point conversion might be a useful political tool, but it
forget” every time someone harms them. At the simplest level, is almost entirely without impact on the souls of the
forgiveness means abdicating one’s right to vengeance. On a “converts.” Worse, it stinks of evil, robbing the victim of the
deeper level, if an evil character makes an effort to repent, freedom to choose and echoing the use of torture to extract
turn away from evil, and lead a better life, a good character is the desired behavior.
called upon to encourage the reformed villain, let the past be
past, and not to hold the character’s evil deeds against them.
8
True redemption is a much more difficult and involved Whether or not good ends can justify evil means, they
process, but truly virtuous characters consider the reward certainly cannot make evil means any less evil. Some good
worth the effort involved. The process of redemption is characters might view a situation where an evil act is
described in Chapter 2: Variant Rules. required to avert a catastrophic evil as a form of martyrdom:
Of course, good characters recognize that some creatures “I can save a thousand innocent lives by sacrificing my
are utterly beyond redemption. Most creatures described in purity.” For some, that is a sacrifice worth making, just as
the Monster Manual as “evil” are either completely they would not hesitate to sacrifice their lives for the same
irredeemable or so intimately tied to evil that they are almost cause.
entirely hopeless. Certainly demons and devils are best slain, After all, it would simply be selfish to let innocents die so a
or at least banished, and only a naïve fool would try to convert character can hang on to her exalted feats. Unfortunately, this
them. Evil dragons might not be entirely beyond salvation, view is ultimately misguided. This line of thinking treats the
but there is truly only the barest glimmer of hope. On the purity of the good character’s soul as a commodity (like their
other hand, a good character approaches every encounter exalted feats) that they can just give up or sacrifice like any
with orcs, goblinoids, and even the thoroughly evil drow with other possession. In fact, when an otherwise good character
heart and mind open to the possibility, however remote, that decides to commit an evil act, the effects are larger than the
their opponents might some day be transformed into allies. individual character. What the character sees as a personal
Creatures that are “usually evil” can be redeemed. This is not sacrifice is actually a shift in the universal balance of power
to say that a good character’s first thought in an ambush between good and evil, in evil’s favor. The consequences of
should be, “How can I redeem these poor orcs?” However, if that single evil act, no matter how small, extend far beyond
the ambushing orcs end up surrendering, there is ample the single act and involve a loss to more than just the
opportunity to seek their redemption. character doing the deed. Thus, it is not a personal sacrifice,
but a concession to evil, and thus unconscionable.
Good ends might sometimes demand evil means. The
THE STRAIGHT AND means remain evil, however, and so characters who are
NARROW serious about their good alignment and exalted status cannot
resort to them, no matter how great the need. Sometimes a
The choice to follow the path of exalted deeds means picking situation might demand that a good character cooperate with
one’s way among complicated moral issues and painful an evil one in order to accomplish a worthy and righteous
dilemmas. It means questioning some of the common goal. The evil character might not even be pursuing the same
assumptions about what’s acceptable in the context of a D&D goal.
adventure. For example, a brief civil war has put a new ruling house in
While the previous section outlined positive actions good power in a drow city, and the new rulers start actively raiding
characters can (and should) perform to improve the world the surface world. A party of good adventurers travels into the
and better the lot of those in it, this section discusses some of depths of the earth to stop the drow raids. At the same time, a
the difficult choices and decisions that characters trying to party of evil drow loyal to the deposed house seeks to
live up to high ideals are likely to face when those ideals overthrow the new rulers and restore their house to its
make contact with reality. position of power. The two groups have different but mutually
compatible goals, and it is possible—within certain limits—
ENDS AND MEANS for them to cooperate with each other. However, the good
When do good ends justify evil means to achieve them? Is it characters must not tolerate any evil acts committed by an
morally acceptable, for example, to torture an evil captive in evil ally during the time of their alliance, and can’t simply turn
order to extract vital information that can prevent the deaths a blind eye to such acts. They must ensure that helping the
of thousands of innocents? Any good character shudders at drow will put a stop to the surface raids, which might entail a
the thought of committing torture, but the goal of preventing level of trust the drow simply do not deserve. And of course
thousands of deaths is undeniably a virtuous one, and a they must not turn on their erstwhile allies when victory is in
neutral character might easily consider the use of torture in sight, betraying the trust the drow placed in them.
such a circumstance. With evil acts on a smaller scale, even Such a situation is dangerous both physically and morally,
the most virtuous characters can find themselves tempted to but cooperating with evil creatures is not necessarily evil in
agree that a very good end justifies a mildly evil means. itself.
Is it acceptable to tell a small lie in order to prevent a
minor catastrophe? A large catastrophe? A world-shattering VIOLENCE
catastrophe? In the D&D universe, the fundamental answer is Violence is a part of the D&D world, and not inherently evil in
no, an evil act is an evil act no matter what good result it may the context of that world. The deities of good equip their
achieve. A paladin who knowingly commits an evil act in heroes not just to be meek and humble servants, but to be
pursuit of any end no matter how good still jeopardizes her their fists and swords, their champions in a brutal war
paladinhood. Any exalted character risks losing exalted feats against the forces of evil. A paladin smiting a blackguard or a
or other benefits of celestial favor if he commits any act of evil blue dragon is not committing an evil act: the cause of good
for any reason. expects and often demands that violence be brought to bear
against its enemies. That said, there are certain limits upon
the use of violence that good characters must observe.
9
First, violence in the name of good must have just cause, A good character is not opposed to sex in principle, but will
which in the D&D world means primarily that it must be not condone exploitative or coercive relationships such as
directed against evil. It is certainly possible for a good nation prostitution, the use of slaves for sex, or sexual contact with
to declare war upon another good nation, but fighting in such children or others without the power to enter freely and
a conflict is not a good act. In fact, even launching a war upon willingly into a relationship of mutual respect. Also within the
a nearby tribe of evil orcs is not necessarily good if the attack context of respectful relationships, good characters exercise
comes without provocation—the mere existence of evil orcs caution in the use of compulsion magic to force others’
is not a just cause for war against them, if the orcs have been behavior. Spells such as dominate person, geas, and
causing no harm. A full-scale war would provoke the orcs to suggestion allow a caster to control another person, robbing
evil deeds and bring unnecessary suffering to both sides of that person of free will. This may not be an inherently evil act,
the conflict. Similarly, revenge is not an acceptable cause for but it certainly carries a tremendous ethical responsibility.
violence, although violence is an appropriate means of Forcing anyone to commit an evil act, of course, is evil.
stopping further acts of evil (as opposed to paying back evil Furthermore, a creature under compulsion should be
already committed). treated the same as a helpless prisoner, since that creature
The second consideration is that violence should have no longer poses a threat, at least for the duration of the spell.
good intentions. Launching an incursion into orc territory is Once an enemy is dominated, for example, he should not be
not a good act if the primary motivation is profit, whether that killed, but shown mercy and treated the same as a prisoner
means clearing the treasure out of the ruins the orcs inhabit who had willingly surrendered. (The same holds true for
or claiming their land for its natural resources. Violence charmed and compelled creatures.)
against evil is acceptable when it is directed at stopping or Perhaps the most important area of relationships for player
preventing evil acts from being done. characters involves a character’s interactions with the other
The third consideration is one of discrimination. Violence members of the party. A good character respects the other
cannot be considered good when it is directed against characters, treats them fairly, and values their lives as highly
noncombatants (including children and the females of at as his own. That said, he is within his rights to expect the
least some races and cultures). Placing a fireball so that its same treatment from them. Neutral characters are often
area includes orc women and children as well as warriors joined to adventuring parties through bonds of friendship and
and barbarians is evil, since the noncombatant orcs are not a loyalty to the other characters, and a good character respects
threat and are comparatively defenseless. those bonds and can trust a friend, even one who is not also
Finally, the means of violence must be as good as the good. Evil characters, however, typically join adventuring
intentions behind it. The use of evil spells, obviously, is not parties for purely selfish reasons. Paladins, of course, are
good even when the target is evil. Likewise, the use of torture prohibited from associating with evil characters, but other
or other practices that inflict undue suffering upon the exalted PCs should also steer clear of evil companions,
victims goes beyond the pale of what can be considered good. unless the evil character is attempting to reform herself and
Within these limits, violence in the name of good is an making progress toward neutrality at least.
acceptable practice in the D&D universe. Good characters in parties that also include neutral
characters carry a weighty burden of responsibility. They
RELATIONSHIPS should serve as examples of the good life, demonstrating the
Implicit in D&D’s definition of good—altruism, respect for virtue and the rewards of following the righteous path. They
life, and making sacrifices for the sake of others—is a sense must steer their neutral companions away from evil deeds,
that good is about maintaining a certain quality of and ought to encourage them toward goodness, as gently or
relationship with others. A good character’s relationships as bluntly as the individual case requires. Good characters
with other characters should be built on a mutual respect for can be guilty by association with neutral characters who
one another, whether that relationship involves the commit evil deeds, and simply turning a blind eye to the
companionship of an adventuring party or the intimacy of a questionable acts of their companions is not an acceptable
marriage. option.
There is nothing inherently evil about human (or This important prohibition can cause a great deal of
humanoid) sexuality, and being a good character doesn’t friction within an adventuring party. Some players build their
necessarily mean remaining a virgin. Certain religions and characters on the idea of being roguish, unsavory, perhaps a
cultures in the D&D universe encourage or at least condone little brutal. If the paladin in the party is constantly getting in
some people taking vows of chastity, but these are similar to the way of that character’s approach to things, everyone’s
vows of poverty or abstinence—rooted in the belief that giving enjoyment of the game is at risk. Many of these problems can
up the enjoyment of a good and natural thing can have be eliminated at the outset by working to achieve a consensus
positive spiritual benefits, not derived from an attitude that among the players regarding what kind of game you are
sex is evil. However, a good character is bound to realize that going to play. That doesn’t mean that everyone needs to agree
sexuality is laden with traditions of exploitation and abuse, an to play good characters and stick to the straight and narrow,
area of interpersonal relationships where power dynamics but players who want to play neutral characters need to know
are often manifested in unfortunate— really, evil—ways. up front what they’re getting into, and the whole group needs
to decide to what extent ethical debate is going to be a part of
every game session.
10
If everyone’s happy with the paladin and the rogue constantly
being at crosspurposes, and the group decides to make that a
central part of the roleplaying experience, that’s fine—as long
as the players treat each other with respect and the
characters don’t split the party into two warring factions.
DIVIDED LOYALTIES
For better or for worse, a paladin is not just good: they are
lawful good, sworn not just to uphold the principles of good
but also bound by a code of conduct, and subject to local law
as well. Many paladins are also members of a specific deity’s
church, a knightly order of some sort, or both. At the best of
times, these various loyalties—their code of conduct, their
church’s laws, their order’s demands, the laws of their nation,
and the abstraction of their alignment—are all in harmony,
and her path is clear before them. When circumstances are
not so ideal, they find themself torn between conflicting
demands: their superior in their knightly order commands
them to kill a brutal murderer who has escaped punishment In the D&D universe, if one side’s goals are actually evil, a
in court on a legal technicality, for example. Their personal relatively simple Commune spell can make that abundantly
code requires that they punish those that harm innocents, clear. Diplomacy might not always work, but the outbreak of
and this killer certainly falls in that category. However, their violence is not just a failure of diplomacy, it is a failure of
personal code also instructs them to respect legitimate good and a victory for evil.
authority, which includes both their knightly superior and the
local law that has let the killer go free. The demands of their CRIME AND PUNISHMENT
good alignment suggest they should punish the wrongdoer, When dealing with evildoers who are citizens of the realm
but the demands of her lawful alignment insist that she obey specifically, or members of the civilized humanoid races
the judgment of the court. It is entirely possible that either (dwarf, elf, gnome, half-elf, half-orc, halfling, human) in
their superior or the magistrate in the case is corrupt or even general, it is often preferable to bring evildoers to justice in
possessed. the form of legitimate legal authority rather than meting out
Whom do thy obey? How do they sort out the conflicting that justice oneself.
demands of their loyalties? When fighting through a dungeon, characters needn’t
Paladins are by no means alone in this situation. Any switch to subdual tactics when they suddenly encounter evil
character who tries consistently to do good eventually finds dwarf minions. But if those minions surrender, it is best to
themself in a situation where different loyalties are in take the prisoners back to town to stand trial for their crimes.
conflict. Chaotic good characters might care far less about a When the adventure takes place in a city and the opponents
potentially corrupt or at least ineffectual court system, but are citizens of the city (rather than evil monsters from the
they might have other personal standards or obligations that sewers or deeper underground), subduing opponents and
cause conflict in similar or different situations. turning them over to the city watch is preferable to killing
In the end, however, many such conflicts boil down to a them and possibly being forced to stand trial for murder.
question of priorities, and for a character who aspires to The principles of good make certain demands about how
exalted deeds, good is the highest priority. In the example criminals are treated. The death penalty for serious crimes is
above, the murderer must at least be captured, if not killed, commonly practiced and widely accepted and does not
before he can kill again. If they have reason to suspect qualify as evil, even if many good characters, firm in their
corruption, either in the court or in their own order, the belief that redemption is always possible, would rather see
paladin must attempt to uncover it, though it might mean even the vilest criminals offered the opportunity to find their
being cast out of their order, punished under local law, or way to righteousness during their imprisonment. Torturing
both. Their paladinhood and their exalted status remain prisoners, either to extract information or simply as a means
intact, since they acted in the cause of good even when that of punishment, is unequivocally evil, however.
required questioning the legitimacy of authority. Magistrates This leads good characters (especially lawful good
or knightly superiors who serve the cause of evil while posing characters) into a dilemma: Is it wrong to turn a prisoner over
as agents of good are not legitimate authority, and the paladin to legitimate authorities knowing that the prisoner will be
is right for exposing their corruption. tortured and abused in captivity? Fortunately, the answer is
What does a good character do when they are opposed by straightforward, if sometimes difficult to implement. Yes,
good? Two good nations might go to war, two good delivering a person over to be tortured, even if the person is
adventuring parties might be working toward opposite goals, thoroughly evil and the torturers are a legitimate authority, is
or two good characters might become bitter enemies. As evil. How to avoid being put in that position is a more difficult
discussed under Violence, above, violence against good question, and one that depends greatly on the circumstances.
creatures is not good. When conflict arises, as it certainly will
at times, good characters must use every diplomatic means
available to avoid the outbreak of violence, whether between
nations, smaller groups, or individuals.
11
BEING AHEAD OF YOUR TIME LAW, CHAOS, AND GOOD
Heroic characters often end up at odds with their culture and Lawful good characters by no means have a monopoly on
society. The standards expected of good characters in D&D, goodness. Though all paladins are lawful good, plenty of
especially those who lay claim to exalted status, bear much exalted characters of all character classes are chaotic good or
more similarity to modern sensibilities about justice, equality, neutral good, and they exemplify the ideals of good in the
and respect for life than to the actual medieval world that D&D universe no less than the paladin. There are differences
D&D is loosely based on, and that is quite intentional. between the goodness of a lawful good character and that of
It is certainly possible that your campaign world might be a his chaotic good counterpart, just as there are marked
more enlightened place than medieval Europe—a place differences between the archons and eladrins that embody
where men and women are considered equal, slavery is not those alignments in the celestial realms.
practiced in any form, torture and capital punishment are Lawful Good characters possess a sense of discipline,
shunned, and the various human and humanoid races live honor, and community that other good characters do not
together in harmony. In such a case, an exalted character can necessarily share. Lawful good characters are members of
live in relative peace with her culture, and focus her attention monastic or knightly orders, church hierarchies, or
on slaying evil creatures in ruins and dungeons or rival, evil organizations devoted to righteous causes. They believe that
nations. On the other hand, your campaign world might more morality can be legislated, and promote the establishment of
closely reflect the realities of life in Earth’s Dark or Middle just societies whose laws and customs inculcate good
Ages. Perhaps women are not viewed as men’s equals or even behavior in their citizens. Lawful good adventurers fight evil
sentient beings in their own right, slavery is widespread, knowing that they have the support of legal systems behind
testimony from serfs is only acceptable if extracted through them: they are bringing criminals to justice as well as
torture, and humans of a certain skin tone (let alone opposing evil.
nonhumans) are viewed as demonic creatures. In an evil culture or one that tolerates evil, lawful good
It is vitally important to remember one thing: these factors characters are in a difficult situation. On the one hand, they
don’t change anything else said in this chapter (or in the Book abhor evil and cannot stand to see it institutionalized. On the
of Vile Darkness) about what constitutes a good or evil deed. other hand, they believe in legitimate authority and will not
Even if slavery, torture, or discrimination are condoned by overthrow a kingdom because of evil practices within it.
society, they remain evil. That simply means that an exalted Lawful good characters usually try to work to change flawed
character has an even harder road to follow. Not only must social structures from within, using whatever political power
she worry about external evils like conjured demons and is available to them rather than toppling those structures by
rampaging orc hordes, she must also contend with the evil force.
within her own society. Chaotic Good characters are strong-willed individualists
In all likelihood, most human (and halfling) societies fall who tolerate no oppression, even in the name of the common
somewhere between the two extremes described above. In good. They usually work alone or in loose bands, rather than
game terms, humans tend to be neutral, neither good nor evil. as part of some organization or hierarchy. They have no
Human societies might tolerate a variety of evil practices, confidence in the ability of laws and social mores to train
even if some humans find them distasteful. In such a people in good behavior. Indeed, they have seen all too often
circumstance, an exalted character is still at odds with the how people hide behind rules and laws as an excuse for evil
norms of her society and may occasionally find herself in or at least irresponsible acts. While promoting a legal system
conflict with it, but she can devote her time and attention to that places few restrictions on individual freedom, chaotic
dealing with evil acts, either inside or outside her society, good individuals look to other forces—religion, philosophy, or
rather than trying to reform an entire nation or culture. community, for example—to encourage good behavior and
In situations where a society’s practices put good punish evil. Chaotic good adventurers fight evil because it’s
characters at odds with it, a good character’s alignment is the evil, not because it’s illegal.
strongest indicator of how she will deal with that conflict. In societies where evil practices are tolerated, chaotic good
characters are the most likely rebels, and they have few
hesitations about overthrowing the existing order if it means
eliminating those evils.
Neutral Good characters occupy an indistinct middle
ground. They espouse the ideals of good and none other. As a
rule, they don’t care whether good is imposed through laws
and customs or encouraged by temples and philosophers;
they simply want goodness to flourish. Legislating morality
sometimes works, and is good as far as it goes. When lawful
good societies begin legislating every detail of their citizens’
lives, however, passing laws on subjects that have no bearing
on good and evil, the neutral good citizens become impatient.
They support law when it promotes good, but not law for its
own sake. Similarly, they like the idea of personal freedom,
but they’re not sure everyone should have it: too much
freedom gives evildoers too much room to prosper.
12
Like chaotic good adventurers, neutral good ones fight evil
because it’s evil, but it certainly doesn’t hurt to have the
backing of legal authority whenever possible. Neutral good Ulmo Lightbringer
characters in societies that tolerate evil resist evil to the Small humanoid (Halfling, Mark of Healing),
extent they can, without actively working to overthrow the Chaotic good
government. They protest injustice, sometimes engaging in
civil disobedience since unjust laws are useless and not Armor Class 17 (Unarmored Defense)
binding in their view. Hit Points 90 (15d8 + 30)
Speed 45 ft
13
If a holy artifact or relic needs to be recovered from the
prison plane of Carceri, the fated champion attempts it. If
Spellcasting. Ulmos spellcasting ability is need be, she stays behind while her friends carry the relic
Intelligence (spell save DC 13, +5 to hit with spell through a gate leading home, making sure they are not
attacks). Ulmo has the following wizard spells followed before the gate closes even though it means she is
prepared:
Cantrips (at will): mage hand, booming blade, minor
trapped there forever.
illusion, chill touch
1st level (4 slots): healing word, sleep, disguise self Sample Fated Champion
2nd level (3 slots): prayer of healing, invisability, The youngest child of a noble family, Regina was raised in a
mirror image, shadow blade peaceful abbey dedicated to Pelor, but early in her life she
demonstrated far more interest in the martial path. The
Possessions Corpse Slayer Rapier, Cloak of gentle scholars of the abbey tried at first to restrain her
Protection, Slippers of Spider Climbing, Boots of violent tendencies, then sent her to live with an order of
Sprining & Striding warriors devoted to Raziel. There she found her true calling
as a soldier in a holy war against a demonic cult. While she
Actions derives great satisfaction from the good works she performs,
Extra Attack you can attack twice, instead of once, she has lost too many allies and friends to believe that any
whenever you take the Attack action on your turn. other fate awaits her than death. Her ultimate goal is to die a
good death—not gurgling on the end of a demonic blade
Corpse Slayer Rapier. Melee Weapon Attack: +9 to
hit, reach 5ft., one target. Hit 8 (1d8 + 3) piercing
while her companions fall all around her, but heroically,
& 5 (1d8) piercing against undead.
righteously, honorably. If she is to die, and she knows she
must, she wants her death to bring salvation to others.
Unarmed Strike. Melee Weapon Attack: +8 to hit,
reach 5ft., one target. Hit 7 (1d6 + 3) bludgeoning
Hands of Healing Your mystical touch can mend
wounds. As an action, you can spend 1 ki point to
Regina
touch a creature and restore a number of hit points medium humanoid (Human), Lawful good
equal to a roll of your Martial Arts die + your
Wisdom modifier. When you use your Flurry of Armor Class 23 (plate, shield)
Blows, you can replace one of the unarmed strikes Hit Points 129 (8d10 + 3d8 + 66)
with a use of this feature without spending its ki Speed 30 ft
cost.
STR DEX CON INT WIS CHA
Reactions
18 (+4) 10 (+0) 18 (+4) 8 (-1) 18 (+4) 10 (+0)
Deflect Missiles You deflect or catch a missile when
you are hit by a ranged weapon attack. When you
do so, the damage you take from the attack is Saves Str +8, Con +8
reduced by 1d10 + 8. If you reduce the damage to Skills Athletics +7, Survival +8, Intimidation +4,
0, you can catch the missile if it is small enough for History +3, Perception +8
you to hold in one hand and you have at least one Senses passive Perception 18
hand free. If you catch a missile in this way, you can Languages Common, Elvish and Celestial
spend 1 ki point to make a ranged attack (range Challenge 11 (7,200 XP)
20/60 feet) with the weapon or piece of
ammunition you just caught, as part of the same Fighter, Level 8 Defence, Second Wind, Action
reaction. You make this attack with proficiency, Surge, Ancestral Weapon, Anoint Self (call to battle,
regardless of your weapon proficiencies, and the divine clarity), ordained warrior, Anoint Ancestral
missile counts as a monk weapon for the attack. Weapon (good weapon)
Cleric, Level 3 War Priest, Channel Divinity (1/rest),
Harness Divine Power, Guided Strike
THE FATED CHAMPION Tough. Your hit point maximum increases by an
Martyrdom is the inevitable doom of the fated champion. She amount equal to twice your level when you gain
knows that her passion for righteous deeds will lead to her this feat. Whenever you gain a level thereafter, your
death, and so all that she does is tinged with a melancholy hit point maximum increases by an additional 2 hit
points.
fatalism. At times, she might speak glowingly about the great
reward that certainly awaits her and her companions in the Human Determination You are filled with a
celestial realms, but at other times she focuses on the determination that can draw the unreachable within
inevitability of her doom. Her heroism is undiminished by her your reach. You gain the following benefits:
certainty that it will cause her death, however, and she is When you make an attack roll, an ability check, or
capable of truly astonishing acts of valor performed with no a saving throw, you can do so with advantage.
regard for her own safety. The fated champion takes on only Once you use this ability, you can't use it again
the most dangerous quests. until you finish a short or long rest.
14
Sworn now to the ways of peace, Tasthania counts a
number of orcs among her friends, and she views the
Spellcasting. Regina spellcasting ability is Wisdom redemption of orcs as her particular mission of healing in the
(spell save DC 16, +8 to hit with spell attacks). world. She also continues to work side by side with the
Regina has the following cleric spells prepared:
Cantrips (at will): Guidance, Light, Sacred Flame 1st
unicorn to heal the creatures that dwell in the wood.
level (4 slots): divine favor, shield of faith, healing
word, bless, Ceremony, Protection from Evil and
Good 2nd level (2 slots): magic weapon, spiritual
weapon, Hold Person, Warding Bond
Tasthania Silvershade
medium humanoid (Human), neutral good
Possessions +1 plate armour, +1 shield, ring of fire
resistance, cloak of billowing Armor Class 16 (scale male, shield)
Hit Points 54 (8d8 + 14)
Speed 30 ft
Actions
Extra Attack you can attack twice, instead of once,
whenever you take the Attack action on your turn. STR DEX CON INT WIS CHA
Longsword. Melee Weapon Attack: +9 to hit, reach 10 (+0) 14 (+2) 14 (+2) 10 (+0) 19 (+4) 10 (+0)
5ft., one target. Hit 8 (1d8 + 4) slashing.
Saves Wis +6, Cha +3
Skills Medicine +10, Insight +7
Senses passive Perception 14
THE BENEVOLENT HEALER Languages Common, Sylvan, Druidic and Celestial
The benevolent healer is a kindly soul devoted to helping Challenge 8 (7,200 XP)
others—often a healer in the literal sense, a cleric boasting a
full complement of healing spells. Alternatively, they might be Druid, Level 7 Wild Shape, Balm of the Summer
a bard who uses their music to inspire and uplift, a druid who Court, Hearth of Moonlight and Shadow
tends the plants and animals in a peaceful grove, or an Cleric, Level 1 Disciple of Life
adventuring sorcerer who concentrates on protective spells
to enhance her companions’ abilities. They are generally not Healer. You are an able physician, allowing you to
a frontline fighter, and often refuses to participate in combat mend wounds quickly and get your allies back in
at all, unless it is to heal wounded comrades so they can the fight. You gain the following benefits:
rejoin the fray. When you use a healer's kit to stabilize a dying
They have a humble attitude and a gentle demeanor. The creature, that creature also regains 1 hit point.
benevolent healer goes on adventures not to earn glory or As an action, you can spend one use of a healer's
amass treasure, though money has great power to help and kit to tend to a creature and restore 1d6 + 4 hit
heal. Rather, they are led to adventure out of their sense of points to it, plus additional hit points equal to
concern for others—often their adventuring companions, the creature's maximum number of Hit Dice. The
who are the primary recipients of their healing talents. They creature can't regain hit points from this feat
might also take up a quest to find a magical cure for a again until it finishes a short or long rest.
supernatural disease afflicting a town, help to hunt down a Medic You master the physician's arts, gaining
lycanthrope that has been terrorizing a village (seeking his the following benefits:
cure, not his death), or join a quest to find a relic to revitalize
a blighted land. You gain proficiency in the Medicine skill. If you
are already proficient in the skill, you add double
Sample Benevolent Healer your proficiency bonus to checks you make with
As a young girl, Tasthania Silvershade lost her family— it.
During a short rest, you can clean and bind the
indeed, her whole village—to a band of marauding orcs. She wounds of up to six willing beasts and
was playing alone in the nearby woods when the orcs humanoids. Make a DC 15 Wisdom (Medicine)
descended on the village and obliterated it. When she check for each creature. On a success, if a
returned to the village, she discovered a unicorn moving creature spends a number of Hit Die during this
slowly among the smoldering ruins, looking for any survivors rest, that creature can forgo the rolls and instead
it might be able to heal. The only survivor Tasthania and the regain the maximum number of hit points the
unicorn found, however, was a young orc warrior. Tasthania die can restore. A creature can do so only once
wanted to kill him, but the unicorn stayed her hand and per long rest, regardless of how many Hit Dice it
healed the orc’s wounds. Tasthania fumed while the orc fled. spends.
Years later, as Tasthania reached adulthood and began her
walk on the druid’s path, she was ambushed in the woods by
another orc band. The leader of that band, however,
recognized her and called off the attack, for he was the same
warrior that she and the unicorn had healed and freed.
15
He is happy to leave theology to scholars and piety to
priests, while guiding others toward righteousness and
Spellcasting. Tasthania spellcasting ability is perfection by example.
Wisdom (spell save DC 15, +7 to hit with spell
attacks). Tasthania has the following cleric spells
prepared:
Cantrips (at will): Guidance, Light, Sacred Flame, Veshann
Mold Earth, Frostbite, Druidcraft medium humanoid (half-elf), lawful good
1st level (4 slots): bless, cure wounds, healing
word, bless, sanctuary, Detect Poison and Disease, Armor Class 13 (16 with mage armour)
Goodberry, Entangle Hit Points 54 (8d8 + 14)
2nd level (3 slots): Warding Wind, Pass without Speed 30 ft
Trace, Lesser Restoration, Healing Spirit
3rd level (3 slots): Conjure Animals, Dispel Magic,
Wall of Water STR DEX CON INT WIS CHA
4th level (1 slot): Conjure Woodland Beings,
8 (-1) 16 (+3) 14 (+2) 13 (+1) 8 (-1) 16 (+3)
Stoneskin
Possessions Decanter of Endless Water, Winged Saves Wis +6, Cha +3
Boots, Mystery Key, Staff of Adornment Skills Arcana +9, Religion +5, History +5
Senses passive Perception 14
Actions Languages Common, and elvish
Staff. Melee Weapon Attack: +3 to hit, reach 5ft., Challenge 9 (5,000 XP)
one target. Hit 4 (1d6) bludgeoning.
Sorcerer, Level 7 Exalted Visons, Consecrated Spell,
Magical Understanding, Arcane Rejuvenation, Font
of Magic, Subtle Spell, Twinned Spell
THE HOLY TEACHER Warlock, Level 2 Pact Magic, Healing Light,
The holy teacher is devoted to the practice of sharing his Agonizing Blast, Eyes of the Rune Keeper
virtue with others. He might be a teacher in the traditional Ritual Caster. You have learned a number of spells
sense: a scholar who imparts factual knowledge to others, that you can cast as rituals. These spells are written
perhaps instructing them in the doctrines of a good religion in a ritual book, which you must have in hand while
or the precepts of a celestial order. Or he might be a cleric or casting one of them. You acquire a ritual book
other pious individual who teaches in a moral sense, holding two 1st-level spells of your choice, from
exhorting others to follow the righteous path. Or perhaps he the wizard spell list. You must choose your spells
leads by example, the force of his personality drawing others from that class's spell list, and the spells you
along the path he himself walks. choose must have the ritual tag. The class you
The holy teacher is drawn to adventures that allow him the choose also determines your spellcasting ability for
opportunity to teach—even if the only pupils are his own these spells: Intelligence for wizard. If you come
adventuring companions. He might be drawn along as a across a spell in written form, such as a magical
guide or advisor to a party on an important quest for the spell scroll or a wizard's spellbook, you might be
cause of good, particularly if that quest deals with ancient able to add it to your ritual book. The spell must be
on the spell list for the class you chose, the spell's
lore that falls within his specialty or involves dangerous level can be no higher than half your level (rounded
moral temptation. He also often adventures in order to up), and it must have the ritual tag. The process of
broaden his own knowledge. copying the spell into your ritual book takes 2
hours per level of the spell, and costs 50 gp per
Sample Holy Teacher level. The cost represents material components you
At the age of six, Veshann saw a trumpet archon, and the expend as you experiment with the spell to master
sight changed his life. He was so impressed with the it, as well as the fine inks you need to record it.
celestial’s righteous majesty, so taken with its unearthly
beauty, and so drawn to the virtue it embodied that he
became utterly fascinated with the Seven Heavens, seeking to
learn all he could about the origins of this awesome creature.
Now twenty-one, Veshann is no less obsessed with the
Heavens, and he is well on his way to accessing the mysteries
of the Illuminated Heaven, the highest reaches of Celestia.
While progressing on his personal path toward
enlightenment, however, he tries to live his life as a model for
others to follow, particularly the rag-tag lot of adventurers he
travels with.
Veshann is neither brilliantly intelligent nor deeply wise,
but his personality makes him a natural exemplar and leader,
and he shares his own experience of the life of virtue in lieu
of passing on any real knowledge or insight.
16
Spellcasting. Veshann spellcasting ability is Solarian Goblinslayer
Charisma (spell save DC 15, +7 to hit with spell medium humanoid (dwarf), chaotic good
attacks). Veshann has the following cleric spells
prepared: Armor Class 17 (studded leather, shield)
Cantrips (at will): sacred flame, light, eldrich blast, Hit Points 54 (8d8 + 14)
Mage Hand, Prestidigitation, Message, Light, Fire Speed 25 ft
Bolt, Control Flames
1st level (4 slots): cure wounds, guiding bolt, hex,
find familar, Detect Magic, Unseen Servant, shield, STR DEX CON INT WIS CHA
Mage Armor 13 (+1) 15 (+2) 15 (+2) 9 (-1) 8 (-1) 15 (+2)
2nd level (3 slots): Skywrite, flaming sphere, lesser
restoration, Magic Mouth, Enhance Ability
3rd level (3 slots): Daylight, Slow, Lightning Bolt, Saves Dex +4, Cha +4
Haste, Counterspell Skills Stealth +4, Acrobatics +6, Deception +4,
4th level (1 slot): Sickening Radiance, Confusion Performance +4, Religion +3, Thieves Tools +4
Senses passive Perception 9
Possessions Mizzium Apparatus, Staff of Swarming Languages Common, Thieves' Cant and dwarven
Insects Challenge 4 (5,000 XP)
17
She is often more rough around the edges than characters
who were good all their lives, but is no less dedicated to
exalted deeds now. On adventures, the redeemed villain Thaqualm
shows the most interest in spreading the good news she has Medium aberration, chaotic good
experienced, offering redemption to other villains but fighting
fiercely when her attempts are met with violence. Armor Class 16 (Unarmored Defense)
Some are much like righteous crusaders, smiting evil Hit Points 54 (8d8 + 14)
monsters wherever they are found, while others focus their Speed 45 ft
attention primarily on humanoid villains, foiling their vile
schemes and hoping to guide them to change their ways. STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 12 (+1) 19 (+4) 17 (+3) 17 (+3)
Sample Redeemed Villain
Thaqualm is an extraordinary redeemed villain: a mind flayer
who has joined the cause of good. Living deep underground Saves Wis +6, Cha +3
on the outskirts of a mind flayer city, Thaqualm was a victim Skills Medicine +7, herbalism kit +7, poisoner's kit
of a small-scale slave rebellion: Her duergar thralls broke free +7
Senses passive Perception 13
of her mental control and forced her into three years of Languages Deep Speech, Undercommon, telepathy
wretched servitude, her mental powers suppressed and her 120 ft.
body at the verge of starvation. Finally, she was liberated—by Challenge 9 (5,000 XP)
an adventuring party from the surface who killed her duergar
masters but spared the pathetic illithid, showing her kindness Monk, Level 9 Unarmored Defense, Martial Arts, Ki,
unlike anything she had ever experienced before. Eventually, Ki-Fueled Strike, Unarmored Movement, Deflect
she joined the adventurers and traveled with them for two Missiles, Hands of Healing, Hands of Harm, Slow
years. Fall, Stunning Strike, Ki-Empowered Strikes,
She joined a monastic order, and has now retired to a life Noxious Aura, Evasion, Stillness of Mind,
of contemplation. She has sworn a vow of nonviolence and Unarmored Movement improvement
works hard to redeem any evil humanoids she may
encounter, hoping to set them on the same course that has Innate Spellcasting (Psionics). The mind flayer's
proven so rewarding for her. innate spellcasting ability is Intelligence (spell save
DC 15). It can innately cast the following spells,
requiring no components: At will: detect thoughts,
levitate
1/day each: dominate monster, plane shift (self
only)
Magic Resistance. The mind flayer has advantage on
saving throws against spells and other magical
effects.
Possessions Bracers of Defense, Pole of Angling,
Wand of Smiles, Ring of Truth Telling
Actions
Extra Attack you can attack twice, instead of once,
whenever you take the Attack action on your turn.
Tentacles. Melee Weapon Attack: +7 to hit, reach 5
ft., one creature. Hit: 15 (1d6 + 1) psychic damage.
If the target is Medium or smaller, it is grappled
(escape DC 15) and must succeed on a DC 15
Intelligence saving throw or be stunned until this
grapple ends.
18
EXALTED CHARACTERS THE EXALTED FIGHTER
A chaotic good barbarian swinging a holy greataxe is a very Not every soldier of righteousness is a paladin. Many fighters
different character than a chaotic good sorcerer wielding holy march into battle in good’s name. Without the divine power of
arcane power. Members of different character classes follow a paladin to support them, exalted fighters rely primarily on
the exalted path in different ways. The following section the martial prowess reflected in their extensive selection of
describes some of those ways for characters of each basic combat feats, and only secondarily on any supernatural
class. exalted feats they might acquire. Particularly to neutral good
and chaotic good characters, the way of the fighter has
distinct advantages over the paladin’s difficult calling.
THE EXALTED BARBARIAN
Not at all the oxymoron some might think, an exalted THE EXALTED MONK
barbarian is chaotic good by necessity. He stands opposed to Disciplined ascetics who devote themselves to spiritual
the evil in decadent urban society, the tyranny of evil rulers, perfection, good monks are natural candidates for the
and the machinations of devils. An exalted barbarian’s rage is extreme demands of the exalted path. It is a small step from a
an earthly manifestation of celestial wrath against the forces monk’s unarmed and unarmored fighting style to a vow of
of evil. His greatest challenge is ensuring that, in the heat of poverty that rejects all accoutrements of battle. Likewise,
his rage, he does not commit an evil action by mistake. many monks practice ascetic extremities that lead naturally
into other lifelong sacred vows. Good monks stand easily
THE EXALTED BARD beside paladins among the finest examples of exalted
While many bards are roguish scoundrels, the exalted bard is characters.
an artiste who is attuned to the music of the heavens and the
poetry of creation. Often closely aligned with the eladrins, THE EXALTED PALADIN
exalted bards are perfectly suited to subduing opponents If an exalted barbarian seems a bit like an oxymoron, then
without killing them by using their powerful enchantments. “exalted paladin” probably sounds redundant. All paladins, of
They also command the power of human emotion, inspiring course, are called to be exemplars of the lawful good
hope and courage in their allies. Exalted bards are perhaps alignment, and to the extent that they succeed, they are
the ultimate diplomats, combining skill and natural Charisma among the finest examples of exalted player characters as
to avert conflict as often as not. well.
THE EXALTED CLERIC THE EXALTED RANGER
By necessity, an exalted cleric serves a good deity— Depending on their alignment, exalted rangers may end up
Heironeous, Ehlonna, Pelor, Kord, Moradin, Yondalla, Garl similar in many ways to paladins, druids, or barbarians. Like
Glittergold, Bahamut, or perhaps one of the deities described druids, they are at home in the natural world (more so than in
in this chapter. Though good-aligned clerics might worship the lofty contemplation of the celestial planes), and are very
the lawful neutral St. Cuthbert or the chaotic neutral down-toearth in the figurative sense as well. For an exalted
Olidammara, good clerics of neutral deities are not wholly ranger, good is not an abstract cosmic principle, but very
devoted to good and thus generally not permitted to gain concretely manifested in how a person lives and treats others
exalted feats. Exalted clerics are the perfect servants of good around him, whether sentient or not. Exalted rangers always
deities, living extensions of their deities’ will. Their choose favored enemies that are evil—they may have neutral
understanding of good is filtered through their deities’ dogma opponents (such as lizardfolk), but cannot devote their
and priorities: a cleric of Heironeous is primarily interested extensive training to fighting opponents who are not actually
in fighting evil, while a cleric of Pelor spends much effort in evil.
helping and healing the common folk. Both are equally good,
equally exalted, and they might even be of the same THE EXALTED ROGUE
alignment, but their priorities differ. Their faith is the lens Exalted rogues, while they share the same class skills and
through which they view both the world and the demands of abilities as their nongood kin, are as a rule not roguish in the
the exalted life. descriptive sense. A lawful good rogue is as dependable as a
paladin, and a chaotic good rogue might sing with the eladrin
THE EXALTED DRUID Court of Stars. Even lawful good rogues are not bound to an
If exalted bards are closely associated with the eladrins, then abstract and impractical code of honor that would limit their
exalted druids are linked to the bestial-seeming guardinal use of sneak attacks beyond the general limitations on
celestials. Like the guardinals, exalted druids are both violence discussed earlier in this chapter. The use of sneak
devoted to good and intimately familiar with the natural attacks is no more evil than the use of a bull rush or
world. They value close friendships—whether with trampling maneuver: when engaged in a life-or-death struggle
adventuring allies, animal companions, or fey creatures—and against the forces of evil, use tactics that help ensure your
particularly hate evil creatures that despoil nature. victory.
19
THE EXALTED SORCERER Monks, paladins and good clerics might lose class abilities
Some exalted sorcerers proudly claim their descent from or spell access, and other characters could lose access to
metallic dragons, while others suggest that their powers exalted feats. Depending on the severity of the transgression,
come more directly from the celestial realm. Like wizards, good characters might become neutral or even evil, either in
exalted sorcerers bring arcane might to the fight against evil, one cataclysmic fall or over the course of a long downward
much like paladins wielding staffs instead of swords. They spiral.
generally eschew necromancy and avoid casting evil spells at The powers of good would be hypocritical if they
all costs. Many exalted sorcerers learn to channel celestial demanded that mortals offer forgiveness to one another
energies with spells ranging from bless to heal also learn to while themselves withholding it from mortals who displease
channel limited divine power as if they were clerics. them. Therein is the blessing and assurance that all good
creatures can cling to: there is no sin so great that it cannot
THE EXALTED WIZARD be forgiven. However, just as when player characters extend
An exalted wizard appears as a awe-inspiring figure swathed forgiveness to villains, forgiveness is predicated upon
in white robes, glowing with celestial energy, and radiating repentance. A character who has committed an evil act
righteous fury. Like sorcerers, many exalted wizards claim to cannot simply obtain an atonement spell and carry on as if
have received their spells not from celestial ancestry, but nothing had happened. They must first make amends for her
from the libraries of the heavenly powers, so that they might actions, at least trying to repair any damage they caused and
use those spells in battle against evil. Their spell preferences offering sincere apologies to those who might still hold
echo those of exalted sorcerers. resentment against them.
They must demonstrate a willingness to try harder in the
THE EXALTED WARLOCK future to avoid such actions, a real commitment to avoiding
An exalted warlock will be someone who doesnt have the evil at all costs. In many cases, they must also perform an act
power to ward of evil but have the desire too, so they seek out of penance: a good deed that most likely has nothing to do
powerful, good alligned beings who can be their medium for with reparations to those they injured, but simply
new powers. Most of these creatures will end up be members demonstrates their renewed commitment to good.
of the hebdomad or archfey. They will spread their patrons With all these criteria met, the powers of good joyfully
word, acting as messengers. welcome straying sheep who return to the fold, and an
atonement spell subsequently cast can have its full effect:
restoring a paladin’s class, restoring a cleric’s or druid’s spell
powers, or restoring the benefits of exalted feats to any
character.
EXALTED ADVENTURES
It is possible to take a party of exalted player characters and
let them make their way through any D&D adventure. They
are still D&D characters, even if their motivations might
differ from those of many other characters and the abilities
they bring to bear might be different as well.
However, if an adventure doesn’t speak to their motivations,
they might take it in a completely different direction than the
DM intended. Likewise, a campaign needs to address what
matters to the characters, offer them opportunities to shine
(in terms of both using the powers they have acquired and
demonstrating their heroic righteousness), and provide them
with truly evil opponents to face. This section, more than any
other in this book, is designed with the Dungeon Master in
mind.
Nothing here need be off-limits to players’ eyes, but DMs in
particular will find specific advice about how to craft
adventures and campaigns that feature exalted characters to
best effect.
LET HEROES BE HEROES
There are two sides to this maxim. On the one hand, don’t put
player characters into situations where the only way to
SIN AND ATONEMENT succeed is to be a scoundrel or a villain. On the other hand,
The higher one’s standards, the easier it is to fall short of let PCs do things that matter, that make a difference in the
them. There are times in any campaign when players of good world and in the lives of its people.
characters make bad choices or are forced into a choice
between two evils and end up committing the lesser. The
dangers are great:
20
It is okay to put a mature group of players into a situation They have prevented future raids on the nearby village,
where they face a difficult choice between the right thing to stopped the cultists from calling their archdevil master to the
do (from a moral and ethical perspective) and the easy thing world, or concretely tipped the cosmic balance in favor of
to do. It is also okay to let them suffer a little bit, in the short good, at least for a time.
term, for making the right choice for righteousness over Along the same lines, appeal to the PCs’ motivations—a
reward. fundamental rule of adventure design. Don’t offer a sizable
Good people rarely have it easy in life, and exalted financial reward to a group of PCs who have all sworn a vow
characters may actually find themselves persecuted, hated, of poverty. Better still, let a group of characters who might be
and reviled. You can force them to suffer setbacks in order to strapped for cash show their true heroism by helping out
remain on the straight and narrow path of righteousness, but when there’s no hope of reward. (Later, surprise them with
as a general rule, don’t force them to suffer devastating treasure that more than meets their financial needs. They
failure. shouldn’t be good for the sake of the reward, but virtue can
This is a general rule, not a universal one: there may in fact have rewards besides virtue itself.) Cast most adventures, if
be times when a glorious martyrdom for the entire party is an not every one, in terms of real conflict between good and evil,
acceptable climax to an adventure or a campaign. If your not just conflicts between people and monsters with lots of
players are ready to start a new group of PCs, younger heroes treasure involved.
who will eventually rise to vanquish the evil that claimed the
lives of the saints gone before, or if you envision a period of EXALTED HEROES NEED VILE FOES
time where every PC becomes a risen martyr in order to Much of the material in this book is designed specifically to
bring the campaign to a close, then let the characters find address similar material in the Book of Vile Darkness. There
themselves facing a choice between certain death and are orders dedicated to the Celestial Paragons to combat the
ultimate corruption. It is hard to imagine a more spectacular fiendish cults described there, beneficent spells designed to
and riveting campaign event. If you are not planning such a alleviate the effects of vile spells, and so on. You don’t need
dramatic turn, however, stick to the general rule: let their the Book of Vile Darkness to make satisfying adventures for
choices be difficult but not deadly. exalted PCs, but truly vile villains help to create a sense of
Equally as important, let their choices and their actions contrast that makes players feel that much more heroic.
matter. Don’t send exalted characters on dungeon crawl after Exalted characters shouldn’t struggle to foil the plans of a
dungeon crawl with no higher purpose than garnering as vaguely sinister bureaucrat who plots to raise taxes in his
much loot as possible, “the better to fight evil monsters with.” province. Instead, they should fight the undead hordes of
Their confrontation with the forces of evil should not be Ystan the Graylord while seeking to liberate the mentally
random or haphazard, and they shouldn’t quest after holy enslaved soldiers that swell his army’s ranks, or quest to
relics just so they can use them to smite the monster behind destroy the demon-possessed blue dragon Enesstrere, who is
the next door. Characters built around a mission to combat gathering a demonic army to conquer all the tribes of the
evil don’t want to just combat it whenever they happen to desert. A thoroughly evil villain provides a dramatic foil for
break down a door and find an evil monster there. They want the characters, a yardstick against which they can measure
to foil nefarious plots, uncover diabolical cults, and slay not their own virtue.
just evil monsters, but evil villains.
They need to know that, when they purge a dungeon of
every evil creature within, they have made a difference in the
world.
21
The ideal villain, in fact, is one whose life is strangely parallel It is important work, however, for without it humans would
to one or more of the PCs’: perhaps a character of similar quickly lose all faith in goodness. When designing adventures
birth and circumstances, who simply made wrong choices at for exalted characters, it is not enough that, after finding a
key junctures in his life. If one of the PCs is a peasant hero village burned to the ground and its inhabitants raised as
who spent his youth mixed up with violent gangs but zombies to serve the evil necromancer, the PCs wipe out the
managed to rise above his origins and become a paladin, then zombie army and slay the necromancer. There must also be
an ideal villain would be one of his old buddies who has some opportunity for them to bring good out of the horrible
become a criminal overlord in the hero’s home city. tragedy of the village. Perhaps the players can hold up the
Allow the player to see how the choices spelled out in his example of the village to quarreling neighbor nations,
character’s background, as well as the choices he made while inspiring them to put aside their differences and cooperate to
playing the character, have made him the hero he is today, help the PCs defeat the zombie army and kill the
while different choices might have led him to the other end of necromancer. Afterward, the two nations might sign a lasting
the sword of justice. peace accord in the ruins of the village, then work together to
rebuild it in memory of the dead.
GET TO THE ROOTS
Exalted characters tend to look at the big picture, or at least
they should be encouraged in that direction. If a tribe of once-
peaceful lizardfolk has started conquering large stretches of
human territory, exalted characters should wonder what
caused the change in behavior, rather than just slaughtering
hordes of neutral creatures. Perhaps a black dragon moved
into their old territory, forcing them to relocate, and
characters with enough patience and skill in Diplomacy can
negotiate a peaceful settlement.
On the other hand, perhaps a demonic cult has been
actively recruiting among the lizardfolk, has converted or
killed their leader and seized control of the tribe. Even in this
case, the cause of good is better served by going straight to
the top and unseating the corrupted leader, rather than
simply slaughtering all the lizardfolk the characters can find.
A campaign that features exalted characters should allow
those characters ample opportunity to address the root
causes of the problems they face, so that they can not only
stop evil in its tracks, but also prevent it from ever regaining
the same foothold. Rather than blindly striking wherever the
manyheaded hydra of evil should happen to rear its next ugly
head, exalted characters should have a chance to root out its
origin, even to strike at its heart, perhaps in a climactic,
campaignending battle.
BRINGING GOOD OUT OF EVIL
Deities in the D&D universe are not omnipotent. They do not
have control over everything that happens on the Material
Plane, even events directly related to their portfolio. Mortals
have free will—exemplified by the willfulness of most player
characters—and often choose to act in ways that are contrary
to the bidding of one or more deities. If a deity wants events
to unfold a certain way, they must react to the actions of
mortals and try to shape events and circumstances, through
their mortal servants and through direct application of divine
power, to turn those actions toward their own ends.
A good Dungeon Master, rather than forcing their players
along a certain course of actions and events, adapts the
events of the adventure in response to their actions and
brings the adventure back around to them.
In the same way, the deities of good, unable to force
mortals to be good, work to turn even the most evil actions
mortals perform around to good ends. As agents of good,
many heroes find themselves in the situation of bringing good
out of evil. This is grim work, and even the most exalted
characters loathe the idea that all they can do is clean up the
messes caused by evil.
22
Variant Rules
T
his chapter includes variant rules covering a EXORCISM
variety of exalted topics, from channeling When evil spirits and fiends use their powers to possess and
celestials to incorporating voluntary poverty corrupt mortals, the servants of good rely on exorcism to
and nonviolence into a game that often is all drive them out. The most basic methods of exorcism are
about killing monsters and taking their stuff. spells such as banishment, or dispel evil and good that can
These rules may or may not be suitable for send a fiend back to the Lower Planes. Similarly, a cleric can
your campaign, and your DM should give final attempt to turn a ghost or other undead creature that is
approval on whether you may use them. possessing a living victim, causing the creature to abandon
the body and flee in its ethereal form. Certain characters
CHANNELING have the supernatural ability to force possessing spirits out of
Certain fiends are known for their ability to seize control of a a body or to censure evil outsiders, which likewise causes
creature or object, a phenomenon known as possession. them to abandon the body they are possessing.
Respect for the life and dignity of sentient creatures bars Aside from spells and abilities to expel possessing
good creatures from usurping control of another in this creatures, certain other abilities and items can help exorcists
manner. However, some celestials are content to exercise perform their grim tasks. A possessing fiend can hide its
their power through a mortal form if the mortal host invites presence from even magical detection by making a special
them to do so. Similar in many ways to fiendish possession, Stealth check (as described in the Book of Vile Darkness).
celestial channeling is an important means by which the The Spell Focus of the Gods feat applies to spells such as
forces of good work in the world. detect evil when a character uses them to discern the
Unlike fiendish possession, channeling works only if the presence of a possessing fiend. Incense of consecration is
mortal is willing. The celestial does not assume an ethereal helpful when dealing with undead possessors, and a thurible
form in preparation for possessing the mortal; it simply of consecration amplifies its effect.
merges its own form with the mortal’s as part of its spelllike The most useful aids, however, are items and substances
ability. As with possession, spells such as protection from that fiends find abhorrent, which make a banishment spell
good & evil block celestial channeling, even if the spell’s more likely to succeed. Certain items, such as angel radiance,
target is willing to channel the celestial. Similarly, spells such can also increase the saving throw DC of a spell, such as
as dispel evil & good, as well as special abilities that drive dispel evil and good.
possessing spirits out of their victims, can work on the Although harder to perform, there are rituals you can do
channeled celestial even if the mortal wants the celestial to that can drive a possessing creature out of a body without the
remain. use of certain spells. A good aligned character can perform
A mortal channeling a celestial becomes a mortal the ritual of exorcism, the ritual takes 1 hour, requires the
manifestation of the celestial’s power. The celestial can draw person to be seated (preferably restrained for safety) in the
on all of the mortal’s memories, and the celestial senses what centre of a special ring of blessed salt, the exorcist then
the mortal senses. The mortal and the celestial can spends the duration anointing the possessed creature with
communicate telepathically, but neither has complete access holy water and oils (which cost 30gp) and sending prayers to
to the current thoughts of the other. While channeling a their god or the forces of good to draw the being out. The
celestial, the mortal’s Intelligence, Wisdom, and Charisma exorcist makes a Religion check at the end of the ritual to
scores become 5 points lower than the celestial’s (or remain invoke the forces of good to expel the creature, the DC is
the same as the mortal’s scores if they are higher). An equal to 10 + the possessing creatures CR. If they pass the
increase in Wisdom affects the mortal’s Wisdom saves, and check, celestial light shines down on the creature expelling
all three increases might affect bonus spells and saving throw the possessing creature or similar divine effect (gods such as
DCs for spells and special abilities. The mortal can use its Pelor may wreath the creature in holy fire).
own skills and the celestial’s skills. If the mortal and the
celestial have the same skill, use the skill of whichever has HEROIC SACRIFICE AND MARTYRDOM
more ranks in the skill. Use the mortal’s effective ability The essence of heroism is expressed in situations where a
scores to determine skill modifiers. character makes a heroic sacrifice, giving up his own life in
The channeling mortal can use all of the celestial’s order to save his companions. Gandalf fighting the balrog in
supernatural and spell-like abilities, and can cast spells Moria so his companions could escape in J.R.R. Tolkien’s The
known to the celestial if his requisite ability scores are high Fellowship of the Ring is a classic and vivid example from
enough. The mortal remains in complete control of their own fantasy literature. In addition to covering his friends’ escape,
body while channeling the celestial, so celestials never allow a character might insert himself into an infernal machine that
nongood mortals to channel them. The mortal or the celestial consumes his life force in order to open a portal the rest of
can end the channeling at any time, as a free action. When the party needs to get through, throw himself into a negative
this occurs, the celestial appears in an unoccupied space energy vortex to prevent an apocalyptic machine from
adjacent to the mortal. destroying the world, stay in a blazing inferno in order to
close the portal through which devils are entering the world,
or otherwise give his own life for the greater good.
23
It is hard to reward a dead character (except in the Upper time they wake up amounts to cruelty. That said, a certain
Planes where his soul goes to rest), but it is certainly possible measure of caution is reasonable. A regenerating devil who
to reward the player of such a character. can teleport away with a moment’s thought can be a very
The phenomenon of martyrdom is similar to that kind of difficult prisoner to keep as long as it is conscious, unless the
heroic sacrifice. In the strictest sense, a martyr is a person party has access to dimensional shackles. Such a prisoner is
who chooses to be killed rather than renounce her religious best kept so far into nonlethal damage that it takes a week to
beliefs. More generally, a martyr in the context of this book is regenerate, at least until better means to restrain it can be
a person who chooses death rather than renouncing their found.
purity and their commitment to righteous deeds. A character Similarly, enemy spellcasters can be a threat even when
who dies in combat has not automatically made a heroic bound and gagged, and they must be treated with vigilance
sacrifice, nor are they necessarily a martyr. Both sacrifice and not brutality. Items like shackles of silence (described in
martyrdom require a clear decision on the part of the Magic Items) are effective in preventing spellcasters from
character, a willing sacrifice in order to achieve a higher using verbal and somatic components, but the more powerful
purpose. (and much more expensive) antimagic shackles are required
Of course, in the DUNGEONS & DRAGONS game, death to ensure the caster can’t use even still, silent spells to escape
is not always the ultimate sacrifice. Like Gandalf, characters or harm his captors.
who die heroically are quite capable of returning from death. Aside from the moral high ground, there is one good and
If the character can be raised or resurrected—the body is important reason to take prisoners rather than kill every
recoverable or the other characters can cast a form of enemy: live prisoners give better information than dead ones.
resurrection—then little reward is necessary. The DM might (Speak with dead means that even dead men sometimes tell
consider giving the character a special experience award that tales, but living creatures can give more extensive answers
helps offset any lost exp they did not gain from the event that and the number of questions isn’t limited.) While evil
killed them. characters may readily resort to torture to extract
If the characters have no means of raising the character information from prisoners, good characters simply can’t, and
from the dead, the character might still return as a risen even using the threat of torture (“Answer the question or I’ll
martyr (ether as a revenant or a deathless), remaining on the hand you over to Brak here, who doesn’t have the same
Material Plane in order to finish the quest they were on. If qualms I do”) is morally questionable. Fortunately for good
there is no way for the dead character to return, the DM characters, there are other ways of making prisoners talk.
could reward the player by allowing him to make a new Charm and compulsion spells such as suggestion and
character at a higher level than they would normally allow. charm monster can do the job admirably. An Intimidate or
The Dungeon Master’s Guide suggests that new characters preferably a Persuasion check can also cow a prisoner into
replacing old characters should begin at least 1 level lower disclosing the desired information, even without the use of
than the average party level or the lowest-level character in torture. This intimidation need not include threats of physical
the party. This makes creating a new character generally a harm, since displays of holy power or strong moral
less attractive option than a raise dead spell, thus exhortation can serve the same purpose. For that matter, a
encouraging party continuity. character with many ranks in Persuasion can turn a hostile
However, to reward particularly dramatic heroism, the DM character friendly on a more lasting basis, extracting needed
could allow the player to make a new character of the same information in that manner.
level as the dead one, or they can be visited by a great being At the DM’s discretion, good treatment of a prisoner can
of good, their good or an angel who wishes to reward them grant a bonus on this Persuasion check ranging from +2 (for
for their great sacrifice granting them life once more to the minimum standards of treatment that a good character
complete their goals before returning to take them to the would expect) to +6 or higher (for truly exceptional
after life and the rewards it grants to someone who performs treatment). Getting information from a prisoner is a short-
the ultimate act of good. term solution that often proves useful. It is possible and
ultimately desirable (even though rarely practicable) not only
MERCY, PRISONERS, AND REDEMPTION to make an evil prisoner friendly in his attitude, but actually
When an evil enemy throws down his weapon and pleads for to change his alignment, turn him away from evil, and redeem
mercy, a good character faces a host of new issues, his soul so he can be set free to commit evil no more.
sometimes enough to make the, wish the enemy had simply As discussed in the previous sections, sword-point
fought to the death. Justice demands mercy, so killing an conversion is useless and hardly exalted; the process of
enemy who surrenders is out of the question for a character actually redeeming an evil creature is long and involved.
pursuing the exalted path of good. Righteousness also First, the captors must treat the prisoner with truly
encourages the virtue of prudence, and a prudent character exceptional care and respect—far better than the prisoner
certainly recognizes that an evil person requesting mercy is knows he would treat the characters if the situation were
quite possibly hoping for an opportunity to kill them when reversed. Initially, an evil character might greet this treatment
their back is turned. How does a good character extract with scorn and look for opportunities to escape. When he
important information from a prisoner? Is there any hope of finds the good characters gentle but firm, kind but smart in
redeeming an evil enemy once they are captured? An exalted their defenses, he gains a new degree of respect for them,
character wrestles with these and other difficult questions in gleaning at least a glimmer of an idea that one needn’t be
such a situation. cruel to be strong.
Prisoners must be treated with a certain amount of
respect. Torturing prisoners is out of the question, of course,
and generally knocking prisoners unconscious again every
24
Second, the captors must display a willingness to forgive the Must never have lost the benefit of exalted feats or class
evil that the prisoner has done. If their conversation is laced abilities because of committing an evil act, even if the
with talk of punishing their captive, or gleeful anticipation of character properly atoned
the punishment he will receive when they turn him over to Must at all times behave in a way the DM considers to be
the authorities, he sees little purpose in even contemplating a exemplary of the exalted path described in this book.
change of heart, instead directing all his energies toward Must be at least 6th level
escaping the grim fate they have planned for him. As Must make an extraordinary sacrifice (not necessarily his
discussed in earlier, the possibility of forgiveness is essential or her life) for the good of another
in demonstrating that redemption is possible. A character who meets these criteria and achieves this
Third, a good character must spend at least an hour every pinnacle of sanctification can acquire the saint template,
day with the prisoner, encouraging him to talk about the evil detailed in later in the book under Monsters, at the DM’s
he has done, and in turn describing the benefits and rewards discretion. Upon acquiring the template (usually shortly after
of the life of good. This task is best performed by a exalted making the great sacrifice that confirmed their exalted
characters who can speak with authority not only about status), the character sacrifices their next two levels of
mortal forgiveness, but also divine mercy. Often it is advancement in order to “catch up” with the (artificially low)
important for a villain to know that the deities of good will level adjustment of the template. For example, a 7th-level
welcome him as a worshiper. Each day this conversation paladin who becomes a saint becomes the equivalent of a
takes place, even if it begins rather one-sided, the good 9th-level character. They must accumulate a total of 45,000
character makes a Persuasion check. The evil character then XP to gain another level, becoming an 8th-level paladin and a
makes a special Wiisdom save, adding his level as a bonus on 10th-level character. A character with this template can still
the saving throw, against a DC equal to the good character’s gain their normal 20 player levels as well as the equivalent 2
check result. from sainthood.
The DM can give the same bonus on the Persuasion check A saint is still a far cry from godhood; they are more like an
as for checks made to interrogate prisoners. Creatures earthly celestial. However, saints have an advantage over
whose alignments are listed as “always” a specific alignment, ordinary mortals where the good deities are concerned: the
and characters who would lose class abilities if they changed deities always hear their prayers and pay attention. In game
alignment (including evil clerics and blackguards), gain a +4 terms, this could translate to a handful of minor spell-like
bonus on their Wisdom saves. Fiends with the Evil alignment abilities or increased chance for Divine Intervention. In the
are immune to redemption in this manner. Neutral (neither game world, however, people tend to flock to saints in order
good nor evil) characters take a –2 penalty on their Wisdom to receive their blessings and bring their concerns to the ears
saves. Creatures who have been enthralled by an emissary of of the deities. Saints often spend an hour in prayer every day,
Barachiel (see Classes) or who have been subject to the simply lifting up the names of those who have approached
vision of heaven spell (see Spells) take penalties on their them for help and asked them to pray on the supplicants’
Wisdom saves. behalf.
If an evil character fails seven saving throws in a row at any
point during the process of redemption, the evil component
of his alignment changes to neutral. If a neutral character
(including a formerly evil character who has already failed
seven saves) fails seven saving throws in a row, his alignment
changes to good. The change is permanent and can be
changed by the normal means.
Redeemed villains have no special link to the good
characters who facilitated their redemption. They might
choose to continue associating with the PCs, or they might
strike out on their own, as the DM decides. However, they are
always friendly to the characters, and feel that they owe a
debt of gratitude to them, which the PCs can collect sooner
or later.
SAINTHOOD
Even an epic-level character is probably a long way from
becoming a deity, at least in most campaigns. However, there
is a goal to which the purest and most devoutly good
characters can aspire at almost any level: sainthood. No
temple or religious organization needs to give its formal TITHES AND OFFERINGS
approval for a character to become a saint. Rather, sainthood Good characters give money from the treasure they acquire
is a gift bestowed by the deities of good and the mightiest to temples, orders, and charitable organizations. Some
celestials to those exalted heroes who deserve it. characters are required to do so (see Voluntary Poverty,
In order to qualify for sainthood, a character must meet the below), while others just do it because it is the right thing to
following qualifications, as well as any additional do. Characters should do so without any thought that it might
requirements set by the DM: be to their own profit. It benefits the people who are helped
Must be of good alignment by that money, which usually includes the poor, sick,
Must have at least three exalted feats orphaned, and otherwise needy.
25
However, many organizations spout maxims intended to Endure Elements: A 3rd-level ascetic is immune to the
encourage giving by reminding potential donors that effects of being in a hot or cold environment. They can exist
generosity often results in unexpected rewards, and there is comfortably in conditions between –50 and 140 degrees
truth in those maxims. Characters give without thought of Fahrenheit without having to make saves (as described in the
reward, but reward often comes anyway. Dungeon Master’s Guide).
The DM should track individual or party donations to Exalted Strike: At 4th level, an ascetic gains a +1
temples and other organizations. Even ten percent of the enhancement bonus on all their attack and damage rolls. In
treasure a typical PC acquires on a single adventure is a effect, any weapon the character wields becomes a +1 magic
spectacular amount of money to a commoner or expert, and weapon. This bonus does not stack with any other
the DM should make sure that nonplayer characters (NPCs) enchantment bonus. Additionally when the character reaches
who receive or otherwise benefit from the PCs’ donations 12th level their attacks count as Sanctified.
treat them accordingly. Whenever the characters come to the Sustenance: A 5th-level ascetic doesn’t need to eat or
temple they give money to, needing a spell cast or some other drink.
form of assistance, the DM can compare the usual price of Defelection A 6th-level ascetic character has +2 AC bonus
whatever the PCs need with the amount of money they have against ranged attacks.
donated since their last such request. If they have donated Resistance: At 7th level, an ascetic gains a +1 resistance
more than the spell or service usually costs, the temple clergy bonus on all saving throws. This bonus increases to +2 at
should be more than happy to provide it at no charge, or at 13th level, and to +3 at 17th level. This effect does not stack
least at cost (for spells that have expensive components, for with a paladins aura of protection.
example). However, this generally works only if the characters Ability Score Improvement: When you reach 7th level,
are regular donors—past donations are great, but the you can increase one ability score of your choice by 2, or you
assurance of future donations are what make temple budgets can increase two ability scores of your choice by 1. As normal,
possible. you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a
VOLUNTARY POVERTY feat.
In many cultures and belief systems, the height of purity is Natural Armor: At 8th level, an ascetic isn't wearing armor,
embodied in an ascetic lifestyle that involves forswearing all their AC is 13 + their Constitution modifier. You can use your
material possessions. Such a life is hard for most D&D natural armor to determine your AC if the armor you wear
characters even to imagine, since their possessions— would leave you with a lower AC. A shield's benefits do not
particularly their magic items—are such an important part of apply while you use your natural armor.
their capabilities. A character who swears a vow of poverty Mind Shielding: At 9th level, an ascetic character is
and takes the appropriate vows, Sacred Vow and Vow of immune to magic that allows other creatures to read their
Poverty, cannot own magic items, but he gains certain thoughts, determine whether they are lying, know their
spiritual benefits that can help outweigh the lack of those alignment, or know their creature type. Creatures can
items. telepathically communicate with them only if they allow it.
These benefits simulate class like features and Damage Reduction: An ascetic gains damage reduction,
progression, which can grant a character essentially two all damage they take from magic or from evil creatures is
player classes, if this does not suit the DM, they can simply reduced by 3. This reduction is increased to 5 against fiends
pick and choose features from this and grant them as boons and undead.
to the players, granting the boons around the same time as Greater Sustenance: Once they attain 12th level, an
the rest of the party gain their loot from the end of a dungeon ascetic character doesn’t need to breathe.
or the completion of mission, this can be presented as divine Energy Resistance: At 13th level, an ascetic reduces any
gifts from a god or as blessings granted by a guardian angel acid, cold, lightning, fire, and thunder damage by 5. At 20th
that appears to them and encourages them to keep up the level, this increases to 15.
good work. Freedom of Movement: At 14th level, an ascetic can act as
These benefits depend on their character level. The level at if continually under the effect of a freedom of movement spell.
which the character swears the vow (and takes the Regeneration: At 17th level, an ascetic heals 1 point of
appropriate vows) is irrelevant; if they give up their damage per level every hour. If you are at 0 Hit Points or
possessions at 10th level they gain all the benefits of a 10th- below 50% of your hit point maximum, you gain 1 hit point of
level ascetic character, with the exception of bonus exalted damage per level every 5 minutes. once per long rest, when
feats. you you roll a Death save that would cause you to die, you
AC Bonus: A 1st-level ascetic receives a +1 bonus to their instead treat it as rolling a 20 on the dice.
Armor Class. The bonus increases by +1 at 11th and 16th True Seeing: At 18th level, an ascetic gains a continusous
level. This bonus to AC does not apply to attacks made by true seeing ability, as the spell.
celestials or sanctified weapons.
Bonus Exalted Feats: At 1st level, an ascetic gets a bonus
exalted feat, and another bonus feat at 10th and 15th level.
Unlike the other benefits of a vow of poverty, a character does
not gain these bonus feats retroactively when they take the
Vow of Poverty.
26
OTHER RAMIFICATIONS OF POVERTY Even characters who have sworn a vow of peace can and
A character who has forsaken material possessions may find should receive XP for combat encounters that involve the
themselves at a marked disadvantage when it comes to destruction of constructs and undead. These unliving
certain necessary expenses, such as expensive material creatures are not covered by a vow of peace, and destroying
components. One option is for ascetic characters to beg them can be an appropriate goal for the most exalted
components from other party members, who are probably character. Likewise, the DM should give full normal XP for
gaining as much benefit from having the spell cast as the combat encounters where pacifist characters subdue or
caster is, this should not be interpreted as the party "holding" otherwise incapacitate opponents. Other types of encounters
the ascetic characters things for them and should be the the DM might consider granting XP awards for include the
parties charitable donations to the character only for the set following:
components. Redeeming an evil character. This is worth an additional
Alternatively, an ascetic spellcaster can sacrifice award (assuming an initial award for subduing the
experience points in place of expensive components, with 1 character) equal to the award for defeating the character
XP equivalent to 1 gp value of components. Having a in combat.
character in the party who has taken a vow of poverty should Negotiating to avoid combat or avert a larger
not necessarily mean that the other party members get bigger confrontation. This is worth an award at least equal to the
shares of treasure! An ascetic character must be as extreme award that would have been gained for plunging into
in works of charity as they are in self-denial. The majority of combat and defeating the opponents.
their share of party treasure (or the profits from the sale Destroying an irredeemably evil magic item or artifact.
thereof ) should be donated to the needy, either directly Use the caster level of the item (20th level for an artifact)
(equipping rescued captives with gear taken from their fallen as a CR for the “encounter” to determine XP.
captors) or indirectly (making a large donation to a temple Sacrificing one’s life to save others or suffering
noted for its work among the poor). martyrdom. If the character returns from the dead, they
While taking upon themself the burden of poverty should receive an XP award equal to at least 100 XP per
voluntarily, an ascetic recognizes that many people do not character level, which might help counterbalance a lost
have the freedom to choose poverty, but instead have it forced experiance they did not gain from the encounter.
upon them, and seeks to better those unfortunates as much
as possible. Using these guidelines as a starting point, the DM can
construct adventures and encounters that allow all the
WAGING PEACE characters in a party—pacifist or not—to shine and continue
If the Vow of Poverty feat stretches the basic assumptions of to advance levels. The DM should never set out to punish a
the D&D game, the Vow of Nonviolence and Vow of Peace character for taking the Vow of Peace. For the DM to
shatter them. Characters who don’t kill? It is almost unheard pronounce one session, “A gnat got through the strainer in
of, and doesn’t just cause problems with what happens to your drinking water this morning, you swallowed it, and now
characters as they advance (as poverty does) but raises the you need an atonement,” is simply capricious and
question of how they advance at all. The experience system in unnecessarily antagonistic to the player.
D&D relies almost entirely on defeating monsters in combat. The DM and the players should all work together to ensure
If characters don’t enter combat, they normally don’t gain XP. that a character with Vow of Peace contributes something to
At least, that’s the assumption in most D&D campaigns. the game so that everyone can enjoy it more. It is okay to put
However, the experience system can stretch to a pacifist character in a situation where refusing to fight is a
accommodate even completely pacifist characters with a Vow difficult (but still viable) option, but not to take away the
of Peace. choice entirely.
First, the XP system as presented in the Dungeon Master’s
Guide rewards characters not for killing monsters, but for
overcoming challenges. Characters with the Vow of Peace
have means at their disposal to overcome challenges without
killing anything. Their calming aura can stop would-be
attackers in their tracks, and nonlethal damage and charm
and compulsion spells are excellent alternatives to damage-
causing evocations.
Second, the Dungeon Master’s Guide presents options for
granting XP to characters who overcome challenges that
have nothing to do with slavering monsters or deadly traps. If
the DM is willing to construct encounters or entire
adventures where a pacifist character’s skills at negotiation
and other means of dealing with serious noncombat
situations are tested, they can award XP for noncombat
encounters, as described in the Dungeon Master’s Guide. A
free-form XP system is another way to handle games that
deemphasize combat.
Rewarding characters who try to live a life of peace can be
done using the The Adventuring Day; Adventuring Day XP,
system to grant XP.
27
WORDS OF CREATION CREATION
In accordance with their original purpose, the Words of
The Words of Creation are fragments of a lost language Creation can greatly enhance any process of creation. If they
thought to be the precursor of the Celestial tongue. Very few are spoken as part of the casting of a Conjuration spell, the
celestials remember some of these words, and even fewer duration of the spell is doubled. Spells with an instantaneous
mortals have access to one or two of them as well. So great is duration are not affected.
their power that no mortal mind can comprehend more than If they are spoken while using any Artisan Tool that would
three or four words, and no evil tongue can speak them or craft something, they grant the crafter a +4 bonus on the
bear their sound. A character must take the Words of Craft check. These uses of the Words of Creation do not deal
Creation feat to be able to use these words in any way. nonlethal damage to the speaker.
It is possible, though difficult, to communicate entirely
using the Words of Creation. It has no words for evil concepts EXALTED POWER
such as misery, despair, hate, and betrayal, while the subtlety The Words of Creation help energize good magic items and
of its terminology for beauty, kindness, and mercy is spells. If used in conjunction with a good spell that has a
astonishing. It has no written form, and if transliterated into verbal component, the Words of Creation increase the spell’s
writing it loses all power and meaning. effective level by +1. If used when creating a good magic item
Besides communication, there are four essential ways to with charges, the Words of Creation increase the item’s
use the Words of Creation which a DM could introduce a few amount of charges by +2 without increasing the cost.
words to the party in place of magic items or as extra boons. Using the Words of Creation to enhance a good spell deals
Typically it is usually only bards with their powers over the 1d4 points of nonlethal damage to the caster per spell slot
spoken word that can utilize Words of Creation, though a DM (cantrips count as 1st level for this effect). Using them to
might see fit to allow others to use them, especially if their enhance a magic item deals no nonlethal damage, since their
players do not have a bard. use is measured out over a long period of time.
CELESTIAL CHOIR TRUE NAME
The Words of Creation can be woven into song, forming Each creature has a unique true name among the Words of
music that surpasses any earthly melody and echoes the Creation. No mortal is familiar with the countless true names
grandeur of the music of the heavens. A bard who knows of every creature in the world, no matter how extensively they
some Words of Creation can use these powerful words to have studied the Words of Creation. Nevertheless, a
enhance their bardic music ability as detailed below. character familiar with the Words of Creation can research a
A bard can expend a bardic insperation dice to speak a specific creature’s true name if they have access to legend
Word of Creation and thread the two together to produce lore and either contact other plane or commune spells, as
helpful effects. When a bard uses the Words of Creation in well as adequate place of study, this can depend on the
this manner, it is extremely draining, and the bard takes 1d4 subject in question, for example researching a fiend could
points of nonlethal damage for each point rolled on the require a demon hunters guilds library, while looking into an
bardic die. undead would require a temple of kelemvors holy texts.
For example, if Devis uses the Words of Creation to Inspire Researching a true name requires one week per CR of the
Courage for a creature, and rolls a 10 on his d12, he would creature you are studying and an expenditure of 1,000 gp per
take 10d4 damage, this damage cannot be resisted or week. The character must cast (or have cast on her behalf )
prevented in anyway. legend lore once each week, but the material component cost
The Words of Creation doubles the effect of several bardic is included in the research cost. At the end of the research
music abilities: time, the character must cast commune or contact other
Inspire Courage: As a reaction to a creature other than plane. Then they makes a skill check, using the appropriate
you within 30ft of you that can hear you making a saving skill to the target creature’s type (arcana for a construct or
throw against Frighten or Charm, roll your bardic and add dragon, religion for an undead, and so on). The DC for this
the result to that creatures save. check is 10 + the creature’s CR, Fiends and celestials take
Inspire Competence: As a reaction to a creature other great care to hide their true names from the worlds, for them
than you within 30ft of you that can hear you makes a the DC is 20 + the creature's CR. If the check succeeds, the
Check they can add your Charisma to the roll, this can be character has discovered the creature’s true name. If it fails,
done after they roll but before the result is determined, the character must go through the research process again if
you then roll a bardic die. they want to keep trying. Once a character has discovered a
Inspire Greatness: As an action to a creature other than creature’s true name, they can exercise their power over that
you within 30ft of you that can hear, you roll your bardic creature in a number of different ways.
die, that creature can roll half the number rolled rounding You can impose a –4 penalty on the creature’s saving
down (minimum 1) in hit dice to heal, expending those hit throws to resist your Enchantment spells or effects that
dice, the creature also gains a bonus to Constitution Charm the creature.
saving throws equal to the roll until the end of its next Once per day, you can have the creatures Magic
turn. Resistance be ignored by creatures of your choice, This
Inspire Heroics: As a reaction to a creature other than lasts for 1 minute.
you within 30ft of you that can hear you is hit by an attack You can cast Teleport on the creature without including
that will reduce its hitpoints to 0, roll your bardic die, it is yourself as a target on that creature once every 7 days,
instead reduced to a number of hit points equal to the roll. without expending a spell slot.
28
You gain a +4 bonus on any Persuasion or Intimidation Words of Power could also simply replicate the effects of
checks made against the creature. magic items or spells, for example, the Word of Shielding can
The creature has a -4 on any saving throw against Planar be spoken as a reaction to provide a +5 to your ac until the
Binding you cast on it. start of your next turn, or the Word of Blasting which can
To gain these banefits the character must use their action create a cone of thunderous noise similar to a horn of
to speak the creature’s true name and a binding incantation blasting. these can simply have a number of uses per day
in the Words of Creation to the creature, it does not need to similar to the items they replicate, any more uses would
hear you or understand you. Uttering the incantation deals damage a characters voice permanently and irreversibly
5d4 points of nonlethal damage to the speaker.
The character and the creature do not have to be in the
same area or even the same plane to benifit from the above
effects, it is possible, for example, to ignore a creature’s
magic resistance while on a different plane. The one
exception is the teleportation function, which requires the
character to be within range of the creature after speaking its
true name and the incantation.
Spoken Words
Words of Creation is a language that is difficult to speak and
learn, but that does not mean that individual words cannot
hold power.
As a variant rule to the Words of Creation, or as an
addition to them, a DM can have certain Words of Creation
that grant their own bonuses. These Words of Power can be
individual spoken words instead of incantations which add
additional effects when spoken or simply learned. This can be
used in place of magic items or in addition too, they could
also make for great additions to a campaign.
A party of adventurers must travel the world to discover the
four Words of Power to open the ancient tomb of Tz'namak
where they can find the final Word of Power that can be used
to defeat the evil dragon lord that has been destroying the
country with his own Words of Power.
29
Religion
T
he gods and other powerful beings of the Although the above chart shows the evil alignments, no
Upper planes are always on the front lines good god would allow an evil aligned character to be granted
against the forces of evil. They reside on the any of their powers, and should a divine caster ever deviate
planes of Arcadia, Mount Celestia, Bytopia, from their gods alignment, they lose all powers granted by
Elysium, the Beastlands, Arborea, and Ysgard, there divine class features, except for feats and Ability Score
which all represent some aspect good. Improvements.
This Section outlines the gods a beings on Domains: Clerics of the deity can choose from among the
those realms that gleam worship from mortals. domains listed here.
Favored Weapon: The kind of weapon the deity favors.
Reading the Deity Entries The deity’s clerics generally prefer to use this weapon, and
The first section of text in each deity description contains certain spells that clerics cast, such as spiritual weapon, may
basic information about the deity. have effects that resemble this weapon.
Name: The first line gives the name by which the deity is The favored weapon line usually contains two entries. The
generally known. Other names or titles attributed to the deity first is for weapon-wielding clerics, while the parenthetical is
(if any) are given immediately below the name. Following the for clerics who don’t wield weapons.
name is the deity’s level of power. In descending order, the Channel Divinity This lists the channel divinity granted by
levels of power are greater deity, intermediate deity, lesser the god, after the list of gods there is a section that lists the
deity, and demigod. These rankings do not affect the abilities new channel divinitys granted by this book and how to gain
of characters, the power and spells granted, or most anything them.
in the mortal world. They represent the relative levels of Descriptive Text
power among deities only. Immediately following the line-item deity entries is
Home Plane: The portion of the cosmos where the deity information about what the deity looks like and other general
usually resides. Feel free to change these home planes as facts.
appropriate to your campaign. Dogma: The basic tenets of the deity’s creed or teachings.
Symbol: A short description of the holy or unholy symbol Clergy and Temples: This text gives details of how the
carried by the deity’s clerics. This symbol is often used on deity’s clerics act and the types of temples or shrines that are
altars or other items dedicated to the deity. dedicated to the deity. It also describes any particular
Alignment: The deity’s alignment. Deities follow the same alliances or enmities between that faith and others.
alignments as mortals do.
Portfolio: The aspects of mortal existence with which the Amaunator
deity is most often associated. Portfolio elements are listed
roughly in their order of importance to the deity. Keeper of the Eternal Sun
Worshipers: Those who worship or venerate the deity, Greater deity
listed roughly in order of their number and importance to the Home Plane: Eternal Sun
deity. Symbol: Golden sun
Cleric Alignments: What alignments the deity’s clerics can Alignment: Lawful neutral
have. As noted in the Player’s Handbook, a cleric typically has Portfolio: Law, the sun
the same alignment as his deity. Some clerics are one step Worshipers: Farmers, travelers, lawmakers
away from their respective deity’s alignment. For example, Cleric Alignments: LG, LN
most clerics of Heironeous (who is lawful good) are lawful Domains: Life, Light
good themselves, but some are lawful neutral or neutral good. Favored Weapon: Light mace
A cleric may not be neutral unless his deity is neutral. Channel Divinity Preserve life, Radiance of the dawn,
Two alignments are within one step of each other if they Turn the Faithless, Sun Flare
appear adjacent to each other horizontally or vertically on the Amaunator was a cautious god who did not just try to write
following chart. Alignments that are adjacent to each other down everything to be certain about it, but made sure to go
on a diagonal are not within one step. through the pain of contracting, signing, sealing, and
notarizing everything as well, a trait similar to the Celestial
Lawful good Neutral good Chaotic good Bureaucracy.
Lawful neutral Neutral Chaotic neutral
Amaunator's avatar, whose skin shed golden light, looked
like a lanky, silver-white haired, and short man with a white
Lawful evil Neutral evil Chaotic evil tenday growth of beard clad in a long, flowing, black or purple
gown with silver or gold trims, the uniform of a magistrate.
Some deities do not accept clerics of all alignments that He always equipped himself with two tools: a scepter and a
are within one step of their own. For example, Bahamut, a legal tome in each hand. The former was the scepter of the
lawful good deity, has lawful good and neutral good clerics eternal sun, which doubled as his melee-weapon.
but does not allow lawful neutral clerics.
30
Dogma Arvoreen
Amaunatori believed that law was the foundation on which
any civilization was built without which any civilization would The Wary Sword
fall apart. They viewed the predictability with which the sun Exarch
rose every day as an aspiration how securely the law would Home Plane: Green Fields
deal with wrongdoers and solve problems. They were also Symbol: Crossed short swords
expected to take advantage of their legal knowledge by their Alignment: Lawful good
deity. Portfolio: Vigilance, war
This belief was lived out by teaching their novices to not Worshipers: Halflings
just learn but also live in accordance with the law. The idea Cleric Alignments: NG, LG, LN
was that people who knew about law were the ones who Domains: War
could live a life without coming into conflict with it. The Favored Weapon: Short Sword
church of Amaunator was a very hierarchical organization. Channel Divinity Guided strike, War god's blessing,
Those in the lower rung were told to keep tabs on their Champion Challenge, Guard the Weak
superiors. The goal of this policy was to increase the number Arvoreen was strict and preached aggressive watchfulness
of precedents that could be used to give rulings uniformity but only to react to aggression. He didn't support starting
and with it their church influence. conflicts unless it was done to stop evil practices. Arvoreen
After the Netherese church of Amaunator fell, an never attacked first and didn't hold thieving to be
Amaunatori sect within Lathander's church was where the dishonorable as long as it was against a foe. However, it was
Yellow God was worshiped. They existed for fifteen centuries extremely forbidden to steal from the Hin (halflings) or their
in the 14th century DR. The dogma of this sect, the allies.
Brotherhood of the Glorious Sun, believed that the god of Dogma
dawn was Amaunator's reincarnation and would one day take Vigilance against attack protects the community. Prepare an
over Lathander and return to be Amaunator. According to the active defense, drill continuously, and leave nothing to
Amaunatori during those days, Amaunator was not just a god chance. Put down danger before allowing it a chance to rear
of the sun, but the one of glory, light, and perfect order who its head. Seek out allies, no matter how unorthodox. Stealing
could possibly take over the entire Faerûnian pantheon. Like from other halflings or allies is never acceptable, but thieving
their forebears, they promoted the aspect of law over good is not dishonorable when employed against enemies to better
and viewed their god as a force that could bring order into the the odds in later combat.
world.
Clergy and Temples Clergy and Temples
The church of Amaunator was the primary religious The followers of Arvoreen also taught blade-work to the
organization dedicated to Amaunator. Their deity died of young, especially the deity's favored weapon, the short sword.
neglect after about thousand years after the fall of Netheril, The clergy prayed before dawn, before going on patrol. If
but survived as a sect in the church of Lathander. able, they would also pray before battle with the Battle Hymn
of the Keepers, an oral depiction of halfling military victory
dating back centuries.
The vestments of the priesthood were silver-colored chain
mail and helmet, along with dark blue tabards with his holy
symbol. They also wore an amulet of a small silver buckler.
31
Alobal Lorfiril Angharradh
The Merry Magician Queen of Arvandor
Demipower Lesser deity
Home Plane: Arborea Home Plane: Arvandor
Symbol: A partially drunken wineglass with colorful orbs Symbol: Three interlocking circles
floating out of it Alignment: Chaotic good
Alignment: Chaotic Good Portfolio: Wisdom, growth, protection
Portfolio: Revelry, mirth Worshipers: Farmers, fighters, midwives, mothers,
Worshipers: Halflings community elders, druids, elves.
Cleric Alignments: NG, CG, CN Cleric Alignments: NG, CG, CN
Domains: Life, Trickery Domains: Knowledge, Life, War
Favored Weapon: Dagger Favored Weapon: Spear
Channel Divinity Preserve life, Invoke duplicity, Cloak of Channel Divinity Knowledge of the ages, Read thoughts,
shadows, Chaos Casting Preserve life, Guided strike, War god's blessing, Point Blank
Alobal was a youthful spirit who encouraged his followers Shot
to try and attain as much enjoyment out of each moment as Angharradh, also referred to as the Queen of Arvandor,
possible. To Alobal, responsibilities were matters for a later who was sometimes considered the personification of three
date, and the glorious now should instead be spent enjoying separate elven goddesses, Aerdrie Faenya, Hanali Celanil,
good food, fine wine, friendships, and love. and Sehanine Moonbow, as well as a single goddess who
extended beyond these three separate aspects before the
Dogma Spellplague, was the chief goddess of the Seldarine. As such,
The Reveler taught his followers the lack of worry or hurry, her nature reflected traits of each of these deities. Due to the
and that every day had as much potential as the following day. nature of her creation, Angharradh exhibited a fierce
To Alobal, wasting away one's life in the moment on endless, protectiveness and strong resolve. Despite her vigilance, the
dull drudgery was not only fruitless, but potentially even a sin reversal of the Elven Retreat and the return of drow to
Clergy and Temples
Cormanthor weakened Angharradh's spirit while causing the
three goddesses to spend more time apart.
The Reveler taught his followers the lack of worry or hurry,
and that every day had as much potential as the following day. Dogma
To Alobal, wasting away one's life in the moment on endless, Unity and diversity bring strength. Be ever vigilant against
dull drudgery was not only fruitless, but potentially even a sin She Who Was Banished and work together in defending the
His Temples were often nothing more than shines in lands of the Fair Folk from those who would work evil.
taverns, places of entertainment such as opera houses or Celebrate the One and the Three for their collective purpose
even in a spa. The shines would often be a wine glass and individual expressions of life. Through the melding of
fountain that would flow with all kinds of liquids, some widely different skills and interests, creativity, life, and
taverns would use them as wine fountains. artistry are nurtured and new ideas are discovered.
Clergy and Temples
The church of Angharradh was essentially the unified face of
the three separate, but closely allied, churches of Aerdrie,
Hanali and Sehanine. Most clerics of Angharradh were
affiliated with at least one aspect of the Three, being
considered wise women and sages, often being consulted
when important issues arose. Clerics and druids of
Angharradh prayed for their spells at a time of their choosing,
but it must be the time when they pray to one of the three
goddesses. The clergy celebrated the holy days and important
ceremonies of one of the Three, depending upon which
aspect they venerated.
32
Anhur Araleth Letheranil
General of the Gods The Prince of Stars, The Twilight Rider
Demigod Lesser deity
Home Plane: Heliopolis Home Plane: Arborea
Symbol: Kopesh with hawk's head pommel bound with a Symbol: A white shaft of light, small at the top and largest
cord at the bottom
Alignment: Chaotic Good Alignment: Chaotic good
Portfolio: War, Conflict, Physical Prowess, Thunder, Rain Portfolio: Light, stars, revelations
Worshipers: Druids, Fighters, Monks, Rangers, soldiers, Worshipers: Elven adventurers, astrologers
warriors Cleric Alignments: NG, CG, CN
Cleric Alignments: NG, CG, CN Domains: Knowledge, Light
Domains: Ambition, Strength, Tempest, War, Zeal Favored Weapon: longsword
Favored Weapon: Falchion Channel Divinity Knowledge of the ages, Read thoughts,
Channel Divinity Consuming Fervor, Feat of Strength, Radiance of the dawn, Enchanting Starlight
Destructive Wrath, War God's Blessing, Inspiring Smite, Araleth appeared as a male elf with silvery hair and
Strength of the Ages glowing golden eyes. He wore white robes, and was
Anhur, also known as Ramathant in Thay and Ramman, sometimes surrounded by a shimmering white aura. Araleth
Rumathep or Ramatep in Unther, is a wise and peace-loving opposed evil, and encouraged elves to combat any evil,
deity. He remains ever vigilant in his role of protecting darkness-loving creatures. He was especially aggressive and
Mulhorand from evil, but still finds the time to appreciate relentless when regarding the drow.
those he defends. Dogma
Dogma Unity and diversity bring strength. Be ever vigilant against
Anhur's views often come into conflict with those of Horus- She Who Was Banished and work together in defending the
Re, both of whom seek to guide Mulhorand and its people. lands of the Fair Folk from those who would work evil.
His enemies include Set, Sekolah, and Hoar, and due to Celebrate the One and the Three for their collective purpose
Mulhorand's continued expansion he may come into conflict and individual expressions of life. Through the melding of
with Tempus. Anhur and Isis consider each other to be allies, widely different skills and interests, creativity, life, and
despite increased conflicts due to similarities in their artistry are nurtured and new ideas are discovered.
portfolios after Anhur absorbed that of Ramman upon his Clergy and Temples
death. He and Nephthys often work together to thwart threats The church of Angharradh was essentially the unified face of
from nearby Thay, and from time to time is romantically the three separate, but closely allied, churches of Aerdrie,
involved with Sharess. Hanali and Sehanine. Most clerics of Angharradh were
Clergy and Temples affiliated with at least one aspect of the Three, being
The position of priest in the church of Anhur is hereditary; considered wise women and sages, often being consulted
members belong to the House of Ramathant, and can claim when important issues arose. Clerics and druids of
at least one divine incarnation of Anhur among their Angharradh prayed for their spells at a time of their choosing,
ancestors. Anhur's clergy is composed entirely of humans but it must be the time when they pray to one of the three
native to Mulhorand. Temples to Anhur are solidly built goddesses. The clergy celebrated the holy days and important
structures design to repel invaders. They are continuously ceremonies of one of the Three, depending upon which
stocked with equipment and provisions in the event they are aspect they venerated.
besieged.
The center of power of the church of Anhur is located in
Sultim, the location of the Blood Fortress. Worship of the
Falcon of War is strongest in Mulhorand, but temples
dedicated to Anhur can also be found in Unther and
Chessenta.
Martial skills are an important factor in the lives of the
clergy and followers of the Church of Anhur. These clerics
spend much of their time preparing for battle, as well as
training the soldiers of Mulhorand.
33
Aerdrie Faenya Bahamut
Queen of the Avariel, Lady of Air and Wind The Platinum Dragon, King of the Good Dragons
Intermediate deity Lesser Deity
Home Plane: Arvandor Home Plane: Celestia
Symbol: A bird silhouetted in a cloud Symbol: Star above a milky nebula
Alignment: Chaotic good Alignment: Lawful good
Portfolio: Air, avariels, avians, fertility, rain, weather Portfolio: Good, dragons, wind, wisdom
Worshipers: Avariels, bards, elvish druids, rangers, and Worshipers: Good dragons, anyone seeking protection
those with winged animal companions, sorcerers, travelers, from evil dragons
winged beings Cleric Alignments: LG, NG
Cleric Alignments: NG, CG, CN Domains: Life, War, Dragon
Domains: Life, Tempest, Trickery, Nature Favored Weapon: Heavy pick (bite)
Favored Weapon: Quarterstaff Channel Divinity Infuse Element, Guided Strike, Sacred
Channel Divinity Preserve life, Destructive wrath, Weapon, Preserve Life
Emissary of Peace, Invoke duplicity, Cloak of shadows, Bahamut is revered in many locales. Though all good
Airburst dragons pay homage to Bahamut, gold, silver, and brass
Aerdrie Faenya was free, chaotic and impulsive, and did dragons hold him in particularly high regard. Other dragons,
not like to stay in any one place for too long. While she even evil ones (except perhaps his archrival Tiamat), respect
delighted in creating unpredictable weather, including some Bahamut for his wisdom and power.
fairly severe thunderstorms, her primary joy was simply to
feel the air around her as she flew high above the ground. Dogma
Somewhat distant, Aerdrie seldom involved herself in the Bahamut is stern and very disapproving of evil. He brooks no
culture of her fellow deities. Usually disregarding the other excuses for evil acts. In spite of this, he is among the most
elves of Faerûn, Aerdrie mainly concerned herself with the compassionate beings in the multiverse. He has limitless
affairs of the few remaining avariel. empathy for the downtrodden, the dispossessed, and the
helpless. He urges his followers to promote the cause of good,
Dogma but prefers to let beings fight their own battles when they
The ever-changing reaches of the sky are the great gift of the can.
Winged Mother. Take flight into her windswept embrace, and To Bahamut, it is better to offer information, healing, or a
gambol amid the clouds. Honor those who dwell with the (temporary) safe refuge rather than to take others’ burdens
Aerdrie and cherish the birds dancing on her tresses. Change upon oneself. Bahamut is served by seven great gold wyrms
is beautiful and chaos births new life. Ascend, soar, glide, that often accompany him.
dive, and ascend again and relish in the freedom that the
Winged Mother bequeaths. Clergy and Temples
Bahamut accepts only good clerics. Clerics of Bahamut, be
Clergy and Temples they dragons, half-dragons, or other beings attracted to
The church of Aerdrie Faenya was small, with little Bahamut’s philosophy, strive to take constant but subtle
organization and only a few scattered temples. The clergy action on behalf of good, intervening wherever they are
was primarily concerned with exploration and maintaining needed but trying to do as little harm as possible in the
good relations with other sentient avian races, such as giant process. Many gold, silver, and brass dragons maintain simple
eagles and aarakocra. shrines to Bahamut in their lairs, usually nothing more
As the avariel declined in number, few elven clerics of elaborate than Bahamut’s symbol scribed on a wall.
Aerdrie could fly without magical aid. As a result, many of her Bahamut’s chief foe is Tiamat, and this enmity is reflected
priests worked to create new spells and items by which in their worshipers. His allies include Heironeous, Moradin,
magical flight became possible and were sometimes given Yondalla, and other lawful good deities.
the gift to levitate by the deity herself.
34
Berronar Truesilver Baervan Wildwanderer
The Revered Mother The Forest Gnome, Father of Fish and Fungus
Intermediate deity Exarch
Home Plane: Dwarfhome Home Plane: Golden Hills
Symbol: Intertwined silver rings Symbol: Face of a raccoon
Alignment: Lawful good Alignment: Neutral good
Portfolio: Hearth, home Portfolio: Woodlands, Travel, nature, forest gnomes
Worshipers: Children, Dwarven defenders, dwarves, Worshipers: Druids, rangers, rock gnomes, forest gnomes,
fighters, homemakers, husbands, parents, scribes, wives tricksters
Cleric Alignments: LG, NG Cleric Alignments: LG, NG, CG
Domains: Life, Light Domains: Nature
Favored Weapon: Heavy mace Favored Weapon: Halfspear
Channel Divinity Preserve life, Radiance of the dawn, Channel Divinity Charm animals and plants, Nature's
Turn the Unholy, Great Fortitude Wrath, Predator’s Grace
Berronar Truesilver is matriarch of the dwarven pantheon. Baervan Wildwanderer is gentle, good natured, and
As Moradin’s bride, Berronar sees it as her duty to act as an mischievous, and his penchant for good natured mischief
authority figure for the dwarven gods, using her keen rivals Garl Glittergold himself. Though Baervan sometimes
negotiation skills and calm demeanor as a balm to keep the plays jokes on other creatures, it is hard not to like him. The
sometimes fractious pantheon unified. According to dwarven Masked Leaf's tricks are much more pointed than typical of
traditionalists, if not for the quality, the Morndinsamman (and the Forgotten Folk, and if Baervan wants to send someone a
perhaps the entire dwarven race) might never have survived message, he does so in the form of a joke. Baervan is the
the stresses of its long, gradual decline. patron of the forest gnomes, rare and secretive kin of rock
gnomes.
Dogma
The children of Moradin are shaped on the Soul Forge and Dogma
ever warmed by the embrace of the Revered Mother. Tend the The Great Forests of the Outdoors await those of the
hearth and home, drawing strength and safety from truth, Forgotten Folk daring enough to venture forth from their
tradition, and the rule of law. Join with friends, kin, and clan burrows. Wander the great woodlands in search of
in common purpose. Do not succumb to the misery of greed excitement and sylvan sites of incredible beauty. Defend and
or the evils of strife, but always bring hope, health, and cheer protect the creatures of the forest and the woodlands in
to those in need. Once an oath is made, Berronar watches which they reside. Be ever curious, and follow life wherever it
over its keeping--to break it is to grieve her sorely. Children may lead.
must be cherished and guarded well from harm, for they are
the future of all dwarvenkind. Clergy and Temples
The church of Baervan is loosely organized and consists
Clergy and Temples mostly of regional sects, each of which is fairly independent.
Berronar's clerics were known as faenor, which translated as Members of Baervan's clergy are found mostly in outdoor
"those of the home". Faenor served as the guardians and gnome communities in the great forests of Faerun,
protectors of dwarven clans. They archived the lore, particularly forest gnome villages. Individual clerics often
traditions, and family histories of the dwarves. By acting as wander far afield, typically accompanied by a raccoon (or dire
teachers and healers, they aimed to further the good health raccoon) companion. All members of the Masked Leaf's
and good character of the dwarven race. Serving as the moral clergy are concerned with the protection of nature (and the
compass of the dwarves, they could be very conservative and gnomes who dwell in harmony with it), and they are actively
they did not tolerate foolhardiness and controversial ideas in involved in driving off evil creatures. Baervan's clergy gather
young dwarves. Their patience was definitely taxed by the monthly in sylvan glens under the light of the full moon to
number of twins from the Thunder Blessing. dance, hurl acorns at each other, and offer up magical
In the rigid church structure, every cleric knew his or her trinkets or other treasures to the deity.
place, and every clan's church was built to look alike. This
was done so visitors from other clans knew exactly where
they fit in. Berronar ran her church like a strict, but loving
mother.
35
Baravar Cloakshadow Cyrrollalee
The Sly One, Lord in Disguise The Hand of Fellowship, the Hearthkeeper
Lesser deity Intermediate Deity
Home Plane: The Golden Hills Home Plane: Green Fields
Symbol: Dagger against a hooded cloak Symbol: Open door
Alignment: Neutral good Alignment: Lawful Good
Portfolio: Illusions, deceptions, traps, wards Portfolio: Friendship, trust, the hearth, hospitality, crafts
Worshipers: Adventurers, deceivers, gnomes, illusionists, Worshipers: Artisans, cooks, guards, halflings, hosts,
rogues, thieves innkeepers
Cleric Alignments: LG, NG, CG Cleric Alignments: LG, LG, NG
Domains: Arcana, Trickery Domains: Life
Favored Weapon: dagger Favored Weapon: Club
Channel Divinity Arcane abjuration, Conjure Duplicate, Channel Divinity Preserve life, Halfling Skill
Invoke duplicity, Cloak of shadows, Strong Illusions For more than a millennia, Cyrrollalee busied herself with
Baravar Cloakshadow is a crafty, vengeful deity who overseeing the mundane minutia of the stewardship of
specializes in deceptions. He is unforgiving of any creature halflings’ homes. She encouraged camaraderie among her
who threatens his charges, and he feels no compunction subjects, always with an eye toward ensuring the safety of
against acting against those who have earned his enmity. each halfling’s individual dwelling. Of late, however, she has
Although he shares Garl’s love of a good practical joke, expanded her view of home from the literal to the
Baravar’s jests and tricks may cause no little discomfort to metaphorical. Scholars long have said that the hin are a race
the victims. He is also a thief and enjoys using illusions to on the rise, a youthful species waiting for a cultural and
confuse creatures before robbing them. Often, Baravar steals political blossoming.
out of boredom as much as for any other reason. The Sly One Dogma
sends celestial agents to harass gabionades from a distance Be generous in friendship, and welcome all friends into your
even before the gnomes are threatened: “Do unto them home and trust. Never betray the trust of a host, break an
before they have a chance to do unto you” is a philosophy he oath, or violate the sanctity of another’s home. The Day of
often acts upon. Discovery approaches, when all hin rally around a new home
Dogma based upon dignity, companionship, and love.
The world is a dangerous place, and the only sure defense is Clergy and Temples
to cloak oneself in the shadows under a web of deception. Cyrrollalee’s change in perspective has swelled the ranks of
Strive to master the art of illusion and the game of deceit for her faithful and catapulted her from a docile deity whom all
therein lies security. Trust no one that has not proven halflings nominally honored to a symbol of hin pride, a
trustworthy to your satisfaction. In war, use the crafts of rallying point for those halflings seeking a better place for
illusion and camouflage to make sure your side wins. Devote themselves and their race. Her clerics, known as home
yourself to your art and those you love with equal fervor, for fellows, lead halfling communities, set examples for good-
one must have a reason to live beyond mere survival. hearted clean living by being exemplars of friendship and
Clergy and Temples good will, and establish temples that serve both as places of
The church of Baravar is only loosely organized, for the veil of introspection and as homes away from home, with ample
secrecy that surrounds it also shields its members to some gust rooms and fully stocked kitchens. Though the bulk of the
degree from one another. Baravar’s clergy is deeply involved modern clergy concerns itself with the search for suitable
in experimenting with and refining the art of creating halfling homelands, home fellows advocate the cultivation of
illusions. A sizable fraction of the clergy are adventurers, strong, respectful relationships with other goodly races.
charged with tracking down and acquiring new spells and Because their searches so often send them to distant lands,
magic items that allow the creation and control of effects lightfoot halflings, with their pervasive wanderlust, vastly
from the school of illusion. Other clerics work as researchers, outnumber other hin subraces in Cyrrollalee’s clergy.
ever-refining their magical craft. Clerics of Baravar are
generally sneaky, smart gnomes, and they serve their
communities as spies and investigative agents and by
teaching skills such as disguise, camouflage, and hiding.
36
Corellon Larethian Chauntea
Corellon, Ruler of All Elves. The Grain Goddess
Greater deity Greater deity
Home Plane: Arborea Home Plane: House of Nature
Symbol: Quarter moon or starburst Symbol: Blooming rose on a wreath of golden grain
Alignment: Chaotic good Alignment: Neutral good
Portfolio: Arts, crafts, elves, magic, music and bards, Portfolio: Agriculture, Crops, Farmers, Gardeners,
poetry and poets, war and warriors Summer
Worshipers: Elves Worshipers: Peasants and indentured servants, druids,
Cleric Alignments: NG, CG, CN farmers, and gardeners
Domains: Arcana, Life, Light, War Cleric Alignments: LG, NG, CG
Favored Weapon: Bows Domains: Nature, Life
Channel Divinity Arcane abjuration, Preserve life, Favored Weapon: Scythe
Radiance of the dawn, Guided strike, War god's blessing, Channel Divinity Preserve life, Nature's Wrath, Harvest
Step Together Feast
The deity of Elves, Corellon Larethian, usually appears as Chauntea is as old as Toril itself. Hers is the divine spark
an androgynous elf clad in a sky-blue cloak and armed with a that gave life to the natural world, the vibrant, caring spirit
longbow and longsword. They also wear a large circular infused with the planet at the moment of its creation.
amulet that bears his crescent moon symbol. They have a Originally a deity of wild places and animal life, Chauntea has
lithe and swift look about them and their movements are both grown with her world, changing and adapting to its many
swift and graceful. developments which over the millennia have taught her
patience to the point of being, at times, ponderous.
Dogma
Corellon concerns theirself with all aspects of elven welfare. Dogma
They also remain alert to any taint of evil among the elves, Growing and reaping are part of the eternal cycle and the
and they seek to stamp out any evil influence the moment it most natural part of life. Destruction for is own sake and
appears. Corellon played a leading role in the schism that leveling without rebuilding are anathema. Let no day pass in
ultimately resulted in the banishment of the drow which you have not helped a living thing flourish. Nurture,
underground. tend, and plant wherever possible. Protect trees and plants,
Corellon spurs their people toward self-reliance, vigilance and save their seeds so that what is destroyed can be
against danger, and appreciation of the world's beauty. It is replaced. See to the fertility of the earth but let the human
Corellon's influence that leads elves to study magic and womb see to its own. Eschew fire. Plant a seed or small plant
swordplay for the duration of their long lives, to serve as at least once a tenday.
guardians and caretakers of the forests, and to appreciate
aesthetic pleasures in spite of their warrior heritage Clergy and Temples
Members of the Great Mother’s clergy divide themselves into
Clergy and Temples two factions of roughly equal size. Those clerics who minister
Corellon's clerics often wear blue cloaks. They serve as to farmers and agricultural workers in cities, towns, and
leaders, teachers, diplomats, and generals in elven villages refer to themselves as Pastorals, while those of the
communities. They train others in the arts of combat and wilder, older sect that caters to the wilderness call
magic while honing their own skills, and they serve as themselves, with a touch of arrogance, the True Shapers.
mediators in any disputes that may arise from the elves' Memebrs of both sects recognize no central authority--theirs
independent lifestyle. They usually seek to maintain cordial is a highly individualistic faith. Chauntea sets out a doctrine
relations with other good, sylvan creatures. outlining a general set of values and taboos, but how each
Corellon's temples can be located anywhere elves live. cleric adapts this code for herself and her flock is largely a
Usually in sylvan woodlands. Though always beautiful and matter of personal interpretation. The church welcomes
designed to blend in with the surrounding landscape, they members of all races, though women vastly outnumber men,
are invariably both sturdy and defensible. They are often perhaps because the religion’s liturgy is infused with
placed on hilltops, river crossings, and other locations of references to fertility, motherhood, and femininity.
strategic significance. Living plants or trees are always
included in a temple of Corellon, either as decoration or part
of the same structure.
37
Dugmaren Brightmantle Deep Sashelas
the Errant Explorer Lord of the Undersea, the Dolphin Prince
Exarch Intermediate deity
Home Plane: Dwarfhome Home Plane: Arborea
Symbol: Open book Symbol: Dolphin
Alignment: Chaotic good Alignment: Chaotic good
Portfolio: Invention, discovery Portfolio: Oceans, Sea elves, Knowledge, Creation
Worshipers: Peasants and indentured servants, druids, Worshipers: Sea elves, druids, fishers, rangers, sages,
farmers, and gardeners sailors
Cleric Alignments: CG, NG Cleric Alignments: CG, NG, CN
Domains: Knowledge Domains: Knowledge, Nature, Tempest
Favored Weapon: shortsword Favored Weapon: Trident
Channel Divinity Knowledge of the ages, Read thoughts, Channel Divinity Knowledge of the ages, Read thoughts,
Runic Script Charm animals and plants, Destructive wrath, Oceanic
Dugmaren Brightmantle, also known as the Errant Vortex
Explorer, was the dwarven deity of scholarship, discovery and Deep Sashelas is a charismatic leader and an inspired
invention and an exarch of Moradin. Just as Marthammor creator whose art is everchanging. Unlike the other
Duin exemplified the urge to explore the world beyond the Seldarine, Deep Sashelas is rarely satisfied with what he's
mountain, Dugmaren Brightmantle signified the exploratory done and always seeks to improve it. Deep Sashelas can be
striving to blaze the trails of creativity by using accumulated fickle and flighty, and there are many myths that involve his
knowledge to create that which was new and good. amorous exploits with such creatures as mermaids, mortal
Brightmantle represented the progressive elements of a sea elves, human females, and even a demigoddess.
naturally conservative race that nonetheless prided itself on
its infrequent innovations. Dogma
Swim the great currents and the shallow seas. Exult in the
Dogma dynamic beauty and life of the bounteous Undersea. Revel in
The secrets of the world are waiting to be revealed. Travel the joy of creation and increase its myriad aspects. Seek not
widely, broaden your mind at every opportunity, and pursue to hold that which is everchanging, but instead love the
the life of a scholar. Cultivate the spirit of inquiry among the change itself. Seek out fellow swimmers who honor the ways
young and be a teacher to all. Seek to recover lost and arcane of the Lord of the Undersea, and ally with them against those
knowledge of ages past and apply it in the world today. Try who see only the darkness of the deeps. Follow the way of the
new methods of doing things just for the joy of dolphin. Promote knowledge and use of the sea by
experimenting. Learn a little of everything, for you never reasonable folk, and fight those that would stain or deplete its
know what might be of use down the road. beauty and bounty.
Clergy and Temples Clergy and Temples
Dugmaren’s clerics, known as xothor (“those who seek The church of Deep Sashelas is a broadly based church
knowledge”), draw from the most creative tinkers and free organized along regional lines with each region
thinkers of dwarven communities, on rare occasions even corresponding to a sea or ocean. The clergy of Deep Sashelas
allowing gnomes to join their orders. They follow a doctrine are more organized than most elven clergies because of their
of knowledge for knowledge’s sake, seeing equal value in role as mediators and befrienders of nonaquatic races. His
learning a once-lost recipe for toasted zygom stalk and clerics and druids, known as delphions, interact regularly
discovering the crucial flaw in an enemy’s defensive with dolphins who inhabit the region surrounding their home
fortifications. In fact, since the xothor strongly favor creation communities, and senior druids are almost always
over destruction, there’s a good chance many of them would accompanied by their dolphin companions.
prefer the recipe. Temples of the Errant Explorer, usually
sprawling edifices filled with the scattered detritus of a half-
hundred abandoned experiments and twice as many open
books, can be found above and below the surface.
38
Deneir Eachthighern
Lord of All Glyphs and Images Lord of Unicorns and Pegasi
Lesser Deity Lesser deity
Home Plane: House of Knowledge Home Plane: Ysgard, Arborea, The Beastlands
Symbol: Lit candle above purple eye with triangular pupil Symbol: Unicorn horn
Alignment: Neutral Good Alignment: Chaotic good
Portfolio: Glyphs, images, literature, scribes, cartography Portfolio: Healing, loyalty, protection
Worshipers: Historians, loremasters, sages, scholars, Worshipers: Unicorns, pegasi
scribes, seekers of enlightenment, students Cleric Alignments: CG, NG, CN
Cleric Alignments: CG, LG, NG Domains: Life, Protection
Domains: Arcana, Knowledge Favored Weapon: Unicorn Horn
Favored Weapon: dagger Channel Divinity Disciple of Life, Shield of the Faithful,
Channel Divinity Arcane abjuration, Knowledge of the Inspire Morale, Turn the Tide
ages, Read thoughts Eachthighern is a member of the Seelie Court. Myths differ
In the realm of the ideal, a single work of writing when on his parentage, but most often he is regarded as a son of
read, will unlock the secrets of the multiverse, catapulting its the ki-rin god Koriel. Sometimes he is said to be the offspring
reader to the heights of godhood. The pursuit of this work, of a humanoid trickster god, such as Erevan Ilesere, who took
known as the Metatext, consumes the deity Deneir and his on female form in order to conceive and give birth to
followers. It is said that Deneir, a servant of Oghma the Eachthighern.
Binder, first achieved his position among the deities by Eachthighern is very choosy about who he allows to ride
glimpsing the merest portion of this text, and that the need to him. He permits Oberon and Fionnghuala this honor, as well
read the entire work gives him purpose. Deneir believes that as Hanali Celanil of the Seldarine.
the Metatext is reflected in the Prime Plane through snippets
of every written work ever committed to paper. As patron to Dogma
artists, illuminators, cartographers, and scribes, the Lord of I look for these qualities and characteristics in people.
All Glyphs and Images oversees all written creation, Honesty is number one, respect, and absolutely the third
desperately hunting his elusive charge. would have to be loyalty. To turn down a cry for help is to turn
away from good, be it the whimper of a hare caught in a
Dogma hunters trap or the call to arms of a kingdom against
Information that is not recorded and saved for later use is injustice. Never be left wanting when it comes to these three
information that is lost. Punish those who deface or destroy a principles
book in proportion to the value of the information lost.
Literacy is an important gift from Deneir; spread it wherever Clergy and Temples
you travel, that it might couch the hearts and minds of all Eachtighern, like other sylvan gods, did not grant spells to his
Faerun. Fill idle hours with the copying of written work, for in followers, nor did he have priests or clerics, for all fey
such a manner do you propagate knowledge and aid the creatures had magical powers of their own. Nevertheless, he
pursuit of the Metatext. Information should be free to all and was revered primarily by unicorns and secondarily by pegasi
all should be able to read it so that lying tongues cannot as a god of healing, loyalty, and protection.
distort things out of proportion. He was not directly worshiped most places in the Realms;
however, Kamerynn, a unicorn summoned by the
Clergy and Temples Earthmother of the Moonshae Isles may have been one of his
Deneir’s church is concerned with the gathering and avatars.
recording of information so that nothing written is lost. Most One place on Toril where Eachtighern was worshiped was
keep a journal of their activities, including poems, songs, and Evermeet, where the herds of unicorns and pegasi there
stories they hear on their journeys. Each cleric takes a vow of revered him, and it was said that he would come to the
charity, agreeing to write or read letters and transcribe defense of the elves' island if the unicorns and pegasi there
information (this is done for free for the poor, at the cost of were ever attacked by outside forces.
materials plus a silver piece for those able to afford it, and a
standard scribe’s rates for the well-off). They teach people
how to read and most learn the Scribe Scroll feat in order to
be able to make magical scrolls.
39
Eilistraee Emmantiensien
The Dark Maiden, Lady of the Dance Treant-King
Lesser Deity Greater deity
Home Plane: Arvandor Home Plane: Arborea
Symbol: Nude long-haired female drow dancing with a Symbol: Two acorns
silver bastard sword in front of a full moon Alignment: Chaotic good
Alignment: Chaotic Good Portfolio: Oceans, Sea elves, Knowledge, Creation
Portfolio: Song, beauty, dance, swordwork, hunting, Worshipers: Treants
moonlight Cleric Alignments: CG, NG
Worshipers: Good-aligned drow, hunters, surface-dwelling Domains: Nature
elves Favored Weapon: Staff
Cleric Alignments: CG, LG, NG Channel Divinity Nature's Wrath, Charm Animals and
Domains: Light, Nature, Life Plants, Preserve Life, Sow the Seed
Favored Weapon: Greatsword Emmantiensien was the god of treants and a member of
Channel Divinity Preserve life, Radiance of the dawn, the Outer Circle of Queen Titania's Seelie Court, acting as
Charm animals and plants, Sacred Weapon, Moon Dance the court sage. The name was in fact a contraction of a much
The patron of good-aligned drow and those of that race longer Treantish name, which translated to "one who is slow
who wish to live in the Realms Above in peace, Eilistraee (eil- to rouse but is great in might when stirred to action".
iss-tray-yee) is a melancholy, moody deity. She is greatly Grave and quiet, Emmantiensien was a god of few words;
angered by the evil of most drow but glad that some have when he spoke, however, everyone listed, for his wisdom was
worked their way free of the Spider Queen’s web. Eilistraee is great.
a lover of beauty and peace but is not averse to striking back
against those who would harm her followers. She appears as Dogma
an unclad, glossy-skinned drow woman of great height with Hold your distance and take in the total situation, rather than
ankle-length, sweeping hair of glowing silver. latching on to the popular idea of what is best. All is in a
cycle, deftly and beautifully balanced. It is the duty of the
Dogma devout to see this cycle and the sacred Balance as clearly as
Be always kind, save in battle with evil. Encourage happiness possible. Make others see the Balance and work against
everywhere. Learn and teach new songs, dances, and the those that would disturb it. Watch, anticipate, and quietly
flowing dance of skilled sword work. Promote harmony manipulate. Resort to violence and open confrontation only
between the races. Befriend strangers, shelter those without when pressured by time or hostile action. Fight against the
homes, and feed the hungry. Repay rudeness with kindness. felling of forests, banish disease wherever you find it, defend
Repay violence with swift violence so that those that cause it the trees, and plant new flora wherever possible. Seek out,
are swiftly dealt with. Aid drow in distress, and give them the serve, and befriend the dryads and learn their names. Kill
Lady’s message: “A rightful place awaits you in the Realms only when needful, destroy fire and its employers, and beware
Above, in the Land of the Great Light. Come in peace and live orcs and others who bring axes into the forest.
beneath the sun again where trees and flowers grow."
Clergy and Temples
Clergy and Temples Emmantiensien was revered by chaotic good treants as a god
The church of Eilistraee is little known and poorly of their people and of trees and deep, hidden magic. He was
understood by inhabitants of the surface world. seen as an eternal being of wisdom, similar to how the scaled
Clerics of the Dark Maiden pray for spells at night, after ones saw the World Serpent. His holy symbol was two
moonrise, singing them whenever possible. Their rituals acorns.
revolve around a hunt followed by a feast, dancing (wearing He was not directly worshiped in most places in the
as little clothing as possible), and a Circle of Song. This last is Realms; however, some elves of Faerûn offered prayers to
held preferably in a wooded glade on a moonlit night, in him along with their worship of the Seldarine, as they also
which the worshipers sit and dance by turns in a circle, each did to the other deities of the fey people.
one leading a song. Worshipers of Eilistraee try to let out all
the gathered emotions of the day with an evensong.
40
Eldath Flandal Steelskin
Goddess of Singing Waters, Mother Guardian of Grovess Master of Metal, the Great Steelsmith
Lesser Deity Intermediate Deity
Home Plane: House of Nature Home Plane: The Golden Hills
Symbol: Waterfall plunging into a still pool Symbol: Flaming hammer
Alignment: Neutral Good Alignment: Neutral Good
Portfolio: Quiet places, springs, pools, peace, waterfalls Portfolio: Mining, physical fitness, smithing, metalworking
Worshipers: Druids, pacifists, rangers Worshipers: Artisans, fighters, gnomes, miners, smiths
Cleric Alignments: NG Cleric Alignments: CG, LG, NG
Domains: Nature, Life Domains: Forge, Knowledge
Favored Weapon: Net Favored Weapon: Warhammer
Channel Divinity Nature's Wrath, Charm Animals and Channel Divinity Artisan's blessing, Knowledge of the
Plants, Preserve Life, Turning Tides ages, Read thoughts, Peerless Athlete, Steel Skin
Eldath is the guardian of groves, and her presence is felt Flandal Steelskin is a true master artisan. He is ever-
wherever there is calm. She is a pacifist who avoids hostile demanding of his own work and strives tirelessly to increase
action, even if threatened. Although she, quiet, and enigmatic, his skills. He is also a patient tutor, and only lazy and
Eldath is possessed of unknown depths of character and indifferent crafters draw his ire. The Master of Metal is often
unexpressed resolve that cannot be broken. She meets found traveling with one or two of the other gnome deities in
challenges by strategically withdrawing, a course of action search of new ores and veins of metal to use in his forges.
that in time always leads opponents to overextend into an When Flandal is not traveling, he can be found in his
untenable position in which their reinforcements have been workshop, planning or making a new magical weapon. He is
converted to her side. Recently she has been suffering many no stranger to battle, trusting in the products of his forges to
attacks from Malar and his followers, with the People of the see him to victory.
Black Blood despoiling several of her sacred pools.
Dogma
Dogma The treasures of life are buried within Flandal’s embrace, and
Peace can only come from within and cannot be taught or only hard labor, dedication, and great craftsmanship, as
imposed. Seek stillness and thereby find peace. Plant trees taught by the Master of Metals, can reveal that hidden beauty.
and green-leafed things and tend such things when they need Dig mines, extract ores, and forge suits of armor, weapons,
it, wherever they may be. Nurture and aid, and do not to and other items of metal. Strive to refine known techniques,
restrict or punish. Work violence only to defend, and slay no invent new processes, and stay physically fit.
thing of the forest except to prevent it from slaying
themselves or another under their protection. Swear to take Clergy and Temples
no thinking life except in direst need. Share with all beings Not unlike a guild of artisans, the church of Flandal allows its
the beneficial things that grow in or come from running members a great deal of individual freedom, serving
water that all may know of and praise Eldath. primarily as a forum for improving their skills and
exchanging ideas. Members of Flandal’s clergy are peerless
Clergy and Temples miners and smiths. They continuously hone their skills in
Clerics and druids of Eldath pray for their spells once per day underground environments, seeking an intuitive
at a time selected after great personal reflection. The only understanding of their natural environment. Many serve as
calendar-related holy day of the church is the Greening, a teachers, instructing other gnomes in the art of detecting
gathering and festival celebrated at Greengrass. It is likely veins of ore, unsafe environments, and the presence of
preceded by the Firstflow, a festival held at varying times hostile creatures. Clerics of the Master of Metal oversee the
when the waters break up and begin to flow at the conclusion safety of gnome miners and inspect the output of gnome
of winter. The Chant of the Fastness is performed at the smithies. Nearly all members of the clergy are considered
dedication of new open air temples or shrines of the goddess, master smiths when working with one or more types of
where the water is blessed and empowered with healing metal, and they produce fantastic weapons and suits of armor
magic for a few days. Many clerics and druids multiclass as whose quality rivals that of clerics of Moradin. Flandal’s
rangers. clerics are expected to undergo regular strength and stamina
training, a practice that keeps them physically fit for mining,
smithing, or battle, as needed.
41
Gwaeron Windstrom Garl Glittergold
Tracker who Never Goes Astray The Joker, the Watchful Protector, the Sparkling Wit
Demigod Greater Deity
Home Plane: House of Nature Home Plane: The Golden Hills
Symbol: White star and brown paw print Symbol: Gold nugget
Alignment: Neutral Good Alignment: Lawful Good
Portfolio: Tracking, rangers of the North Portfolio: Protection, humor, trickery, gem cutting, gnomes
Worshipers: Druids, rangers, troll hunters Worshipers: Adventures, bards, defending soldiers, gem
Cleric Alignments: CG, LG, NG cutters, gnomes, illusionists, jewelers, miners, rogues, smiths
Domains: Knowledge, Nature Cleric Alignments: LG, LN, NG
Favored Weapon: greatsword Domains: Trickery
Channel Divinity Knowledge of the ages, Read thoughts, Favored Weapon: Pickaxe
Charm animals and plants, Primal Strike Channel Divinity Invoke duplicity, Cloak of shadows,
Gwaeron Windstrom is the quiet, reclusive patron of Midas Touch
rangers of the North who always appears as a tall and Garl Glittergold is a gentle and approachable deity, one
physically impressive human male stripped to the waist with who values quick thinking and a clear head more than almost
flowing white hair and a long white beard. Taciturn and slow anything else and who rarely stays in one location for very
to anger, the Master of Tracking prefers to instruct through long. Though physical prowess and spiritual might are
example, not words, and his rage, once ignited, is a terrible important, nothing is more crucial than keeping it all in
thing. He loathes trolls, and is known to stalk them across the perspective. He prefers trickery, illusion, and wiles to direct
Evermoors. Although Gwaeron is highly respected by rangers physical confrontation, although if forced to fight he is hardly
active in the North, his faith is more one of emulation than weak. Garl often steals evil weapons and magic intended for
veneration. malefic ends and then disposes of them. He is also a
mischievous trickster, said to have the largest collection of
Dogma jokes in the multiverse.
Intelligent beings can live in harmony with the wild without
requiring the destruction of one in the name of the other. Dogma
Embrace the wild and fear it not, because the wild ways are While life may sometimes be hard, it is important to keep a
the good ways. Keep the Balance and learn the hidden ways sense of humor and always welcome opportunities for
of life, but stress the positive and outreaching nature of the laughter and delight. Communities are forged through the
wild. Do not allow trees to be needlessly felled or the forest cooperation and communal spirit of a group of individuals
needlessly burned. Live as one with the woods, teach others who work and play together. The strength of a community is
to do so, and punish and curtail those that hunt for sport or the cooperation that binds individuals into more than the
practice cruelties on wild creatures. sum of their contributions. A great prank can lighten hard
times and make good ones shine. Never take yourself too
Clergy and Temples seriously, lest you lose touch with those you protect and care
There is not an organized Gwaeronan church distinct from for. Do not fear change or the unorthodox--therein lies the
the church of Mielikki, and the existence of his faith is little future. Above all, do what works.
known outside the ranks of northern rangers. Rather, most
shrines of the Lady of the Forest in the North include a small Clergy and Temples
shrine or side altar to the Master of Tracking within their The church of Garl is quite prominent in gnome society,
confines. Gwaeron’s followers, known as Stalkers of the although fairly loosely organized for a lawfully inclined faith.
Silent Path, work to keep the numbers of trolls, orcs, and Garl’s clerics serve their communities as artisans, educators,
other humanoids in check across the North and oppose the entertainers, mediators, and protectors. In their teaching of
followers of Malar at every turn. the young, members of the Joker’s clergy combine a very
Gwaeron’s followers observe no holy days other than those earthy practicality with a streak of humor that keeps their
celebrated by Mielikki. After a successful “stalk,” those who young charges entertained and their learning all the better for
invoke Gwaeron’s name are expected to leave a circle of six that. Many also work as smiths (particularly goldsmiths),
footprints in the ground with their right foot, the heel of each miners, gem cutters, and they are expected to contribute to
print neatly touching and the toes facing outward. Almost all the best of their ability, regardless of their seniority. Finally,
clerics and druids of Gwaeron Windstrom multiclass as the clergy must maintain a good archive of jokes, jests, and
rangers. tales.
42
Clangeddin Silverbeard Gorm Gulthyn
Father of Battle, Lord of the Twin Axes, the Rock of Battle Lord of the Bronze Mask, the Eternally Vigilant
Intermediate Deity Lesser Deity
Home Plane: Dwarfhome Home Plane: Dwarfhome
Symbol: Two crossed battleaxes Symbol: Shining bronze mask with eyeholes of flame
Alignment: Lawful Good Alignment: Lawful Good
Portfolio: Battle, war, valor, bravery, honor in battle Portfolio: Guardian of all dwarves, defense, watchfulness
Worshipers: Barbarians, dwarves defenders, dwarves, Worshipers: Dwarven defenders, dwarves, fighters
fighters, monks, paladins, soldiers, strategists, tacticians, Cleric Alignments: LG, LN, NG
warriors Domains: War
Cleric Alignments: LG, LN, NG Favored Weapon: Warhammer
Domains: War Channel Divinity Guided strike, War god's blessing,
Favored Weapon: battleaxe Unyielding Defence
Channel Divinity Guided strike, War god's blessing, Vow Most dwarven enclaves, set as they are in the lightless
of Enmity, Celestial Axes realm below the surface, stand in the path of aggressive,
When a dwarf marches off to battle, the hymns of rapacious Underdark enemies. Gorm, a humorless masked
Clangeddin Silverbeard echo in his warrior’s heart. Those warrior, ensures the safety of dwarven clan holds and seeks
dwarves who fight by profession or preference (which is most to defend these realms from their enemies, manifesting on
of them) honor the Lord of the Twin Axes in word and deed, the Prime far more often than his companions in the
pledging to honor in battle, mastery in training, and wisdom Morndinsamman. He keeps vigils on battlements, establishes
in war. Clangeddin never backs down from a challenge, never traps and deadfalls in neighboring passages, and instructs his
compromises, and never surrenders, even when all is lost. clerics on the art of planning a steady and reliable defense for
Clangeddin harbors a special kind of hatred toward giants, the community. Those who have seen him fight on the walls
and it is said that the natural ability of dwarves to confound of besieged communities relate his stunning battle prowess,
and defeat these enemies is a gift from him. but comment that his combat maneuvers increasingly belie
not only millennia of dutiful practice, but a growing
Dogma desperation, as if each battle might be the Lord of the Bronze
The finest hours of dwarvenkind come in the thrusts and Mask’s last.
feints of war. Seize the opportunity to defend your kin and
ensure their victory wherever conflicts erupt. Revel in the Dogma
challenge of a good fight, and never waver in the face of Never waver in your duty to Gorm’s sacred charges. Defend,
adversity, no matter how ominous. Lives should never be protect, and keep safe the children of the Morndinsamman
thrown away foolishly, but the greatest honor is to sacrifice from the hostile forces of the outside world. Be always
oneself for the cause on the field of battle in service to a vigilant and ever alert so that you are never surprised. If need
righteous cause. When not fighting, prepare for the next be, be prepared to pay the greatest price so that the clan and
conflict physically, tactically, and by acquiring resources. the community survive, and your name will be remembered
Attack hill giants whenever possible and other evil giants for generations.
whenever necessary.
Clergy and Temples
Clergy and Temples Clerics of Fire Eyes, known as barakor (“those who shield”)
Popular in dwarves communities thanks to their martial skill organize the defense of dwarven communities, act as
(if not their belligerence), followers of Clangeddin have poor bodyguards, and instruct local dwarves about the value of
reputations among other races, who see them as bloodthirsty alertness and vigilance. Upon entering the church, each
berserkers. While certain followers undoubtedly verify such barakor is assigned a charge to protect. More powerful
an evaluation, the bulk of those who follow the Father of clerics often choose to defend important clan personages, but
Battle know much of troop movements, tactics, and military the assignments of novitiates seem to be determined at
strategy, and make excellent wartime advisers. His clerics random, and include children and elderly or infirm members
conduct military training every day and learn and teach of the clan. All are willing to sacrifice themselves (“paying
methods of crafting armor and weapons. As they seek to Gorm’s greatest price,” in the vernacular of the church) to
make the dwarves ever stronger on the battlefield, they are protect their charge. Temples to the Golden Guardian
always alert for new tactics, traps, and weapons. typically are plain stone constructions featuring a central
altar containing the remains of a fallen barakor. Most contain
a small armor and are well fortified against attack.
43
Gaerdal Ironhand Horus-Re
The Stern, Shield of the Golden Hills Lord of the Sun, Master of Vengeance, Pharaoh of the Gods
Lesser Deity Greater Deity
Home Plane: The Golden Hills Home Plane: Heliopolis
Symbol: Iron band Symbol: Hawk’s head in pharaoh’s crown surrounded by a
Alignment: Lawful Good solar circle
Portfolio: Vigilance, combat, martial defense Alignment: Lawful Good
Worshipers: Administrators, fighters, judges, monks, Portfolio: The sun, vengeance, rulership, kings, life
paladins, soldiers, warriors Worshipers: Administrators, judges, nobles, paladins
Cleric Alignments: LG, LN, NG Cleric Alignments: LG, LN, NG
Domains: War Domains: Light, Knowladge
Favored Weapon: warhammer Favored Weapon: khopesh
Channel Divinity Guided strike, War god's blessing, Channel Divinity Guided strike, War god's blessing, Eye
Defelcting Strike Ray
Gaerdal Ironhand is the most dwarflike deity of the gnome Horus-Re is a confident deity who believes strongly in the
pantheon, rarely smiling and fiercely intense and the only Mulhorandi concept of maat (justice, honor, order, and
gnome deity who could be considered stern. Gaerdal takes righteousness). More than a code of chivalry, maat is the
his duties as protector of gnome burrows very seriously, at natural state of the universe and all things are expected to
the cost of sacrificing a playful spirit. The Shield of the conform to it. Only by doing so can the citizens of Mulhorand
Golden Hills has no use for tricks, jokes, or deceits, and he be at peace with the gods and live a happy life. Horus-Re
remains unsmiling at gnome tales and pranks. The other believes that Mulhorand is eternal, and to promote eternity,
gnome deities say he chuckles in private, but this is deeply one must deny change, so Horus-Re tries to discourage
uncertain. Gaerdal often assists gnomes in preparation for change.
battle.
Dogma
Dogma Goodness, honor, and order are the natural state, and that
The best defense is unswerving vigilance. Serve Gaerdal with which leads to evil, treachery, and chaos is by rights
absolute dedication and devotion. Defend and protect gnome unnatural and the enemy. Lead Mulhorand by example, and
communities against all invaders both obvious and hidden. let your deeds speak your intentions. Goodness and harmony
Never cease to hone the skills of war, and take the come from living within maat rather than fighting it. Laws
opportunity of relative peace to pass such talents on to exist to bring prosperity to those under them. The pharaoh
gnomes at large. and the church of Horus-Re rule with Horus-Re’s guidance
and set laws as guidelines for honorable action within
Clergy and Temples Mulhorand’s tradition. Make no hasty changes or decisions,
The church of Gaerdal is organized in a strict military as their consequences are always suspect and may
hierarchy. Gaerdal’s clerics are as close to being a warrior undermine the steadfast rule of eternity. Protect the weak
caste as one could find among gnomes, and their numbers and avenge all wrongs. Smite traitors with righteous
are fairly small. They are rather moralizing, much less given vengeance.
to levity than most gnomes, and may often be administrators,
judges, and the like. Their role as protectors is of major Clergy and Temples
importance to both their religious teachings and the safety of The church of Horus-Re is strictly organized, and the church
the communities in which they dwell. Although temples of the hierarchy is tightly intertwined with Mulhorand’s governing
Shield of the Golden Hills are rare, Gaerdal’s clerics usually institutions. Clerics of Horus-Re are precepts (provincial
erect small statues of Gaerdal at the major entrances to governors and rulers of cities) and administrators; they
gnome settlements to remind other gnomes of their daily control vast tracts of land and thousands of slaves.
duties. The closest most members of Gaerdal’s clergy get to Mulhorand’s most powerful government position after the
actively seeking enjoyment is their perennial and self- pharaoh is the vizier, a position traditionally held by the
assumed task of making life difficult for the followers of highest-ranking cleric of Horus-Re. Before the Time of
Baravar and, to a lesser extent, Baervan Wildwanderer and Troubles, the clergy of Horus-Re was so busy governing and
Garl Glittergold. engaging in political infighting that they had very little time
for actual religion.
44
Hanali Celanil Hathor
The Heart of Gold, Winsome Rose, Lady Goldheart The Nurturing Mother
Intermediate Deity Lesser Deity
Home Plane: Arvandor Home Plane: Heliopolis
Symbol: Gold heart Symbol: Horned cow's head wearing a lunar disc
Alignment: Chaotic Good Alignment: Neutral Good
Portfolio: Love, romance, beauty, enchantments, magic Portfolio: Motherhood, folk, music, dance, the moon, fate
item artistry, fine art, artists Worshipers: Bards, dancers, mothers
Worshipers: Aesthetes, artists, enchanters, lovers, Cleric Alignments: CG, LG, NG
sorcerers Domains: Life, Light
Cleric Alignments: CG, CN, NG Favored Weapon: Long cow horns (short sword)
Domains: Life Channel Divinity Preserve life, Radiance of the dawn,
Favored Weapon: A shining heart (dagger) Nature's wrath, Blessed crown
Channel Divinity Preserve life, Golden Heart Hathor is known for her soft speech, which is like receiving
Hanali Celanil is a being of timeless beauty and benign comforting words following a raging argument, words that
nature, who always forgives minor transgressions and seem gentle because they dispel anger and sadness. Her
delights in rewarding her followers with the bliss of laughter is like the joy of an infant, and all babies are
unexpected love and affection. She embodies romance, precious to her. Hathor’s very presence brightens her
beauty, love, and joy in elven spirits, her only flaws being her surroundings and brings peace and contentment to those in
own mild vanity and flighty nature. Although she rarely the shadow of her presence. Hathor never utters a harsh
appears to her faithful, Hanali delights in seeing the growth of word, shows impatience, or loses her smile. She speaks
love among elves, and she often acts in secret to protect earnestly and humbly except when performing one of her
young lovers. She is also known as an aspect of Angharradh, dances or a song, when she is wildly exuberant.
the Triune Goddess.
Dogma
Dogma Help all who turn to you for aid, be they slave or free, high
Life is worth living because of the beauty found in the world born or low born, for all Mulhorand’s children are equal in
and the love that draws twin hearts together. Nurture what is Hathor’s eyes. Provide sustenance for the hungry, healing for
beautiful in life, and let beauty’s rapturous glow enliven and the hurt, health for the diseased and protection for the
brighten the lives of those around you. The greatest joy is the endangered. Act humbly, for pride and haughty words come
rapture of newfound love and the tide of romance that not from the heart of the Nurturing Mother. Treat those in
sweeps over those wrapped in its embrace. Find love your care as royalty, for so shall you be cared for in the
wherever it takes root, and bring it to its fullest bloom so that peaceful garden of the Quiet One in the afterlife. Be joyful
all may share in the joy and beauty it creates. Always give and spread happiness with your words and deeds. Dance and
shelter and succor to young lovers, for their hearts are the let your heart be light, for goodness and mercy shall be yours
truest guides to life’s proper course. in this life and the next.
Clergy and Temples Clergy and Temples
Hanali’s clerics are flighty and somewhat vain, given to The church of Hathor is loosely organized, eschewing the
dancing and wild celebrations. The hierarchy is loosely trappings of theocratic power common to Mulhorand’s other
organized, and clerics are free to join or leave a temple’s temples. Hathor has no interest in politics, and few of her
ranks as they wish. They preside over marriage and rites of clerics seek temporal power---a rarity in Mulhorand. Instead,
passage ceremonies for young elves, although they are not her servants seek to nurse the sick, aid the poor, and protect
required to marry, for Hanali’s concern is love, not all children. Clerics of Hathor wander Mulhorand dispensing
necessarily marriage. Members of Hanali’s clergy spend their aid to the poor and downtrodden. They donate much of their
days cultivating beauty and love in all their myriad forms. money directly to those who need it most and many live solely
Many of Lady Goldheart’s clerics tend fine gardens, while on the charity of those they aid. Almost all her clerics are
others amass personal or temple-based collections of gems, female.
crystal sculptures, and other fine works of art. While things
of gold and crystal, particularly jewelry and statues, are
favored, beautiful art in any form is admired, collected, and
displayed. Hanali’s clerics must always be finely dressed, and
displaying one’s personal beauty to its best advantage is a
requirement of every cleric of the Heart of Gold.
45
Hlal Isis
The Jester, The Keeper of Tales Bountiful lady, Lady of Rivers, Mistress of Enchantment
Lesser Deity Intermediate Deity
Home Plane: Arborea Home Plane: Heliopolis
Symbol: An open book Symbol: Ankh and star on a lunar disc
Alignment: Chaotic good Alignment: Neutral Good
Portfolio: Humor, storytelling, inspiration Portfolio: Weather, rivers, agriculture, love, marriage, good
Worshipers: Dragons, bards, performers magic
Cleric Alignments: NG, CG, CN Worshipers: Arcane spell casters, druids, lovers, mothers
Domains: Knowledge, Dragon, Trickery Cleric Alignments: CG, LG, NG
Favored Weapon: Short sword (claw) Domains: Knowledge, Life
Channel Divinity Chaos Casting, Infuse Elements, Favored Weapon: An ankh and star (punching dagger)
Watcher's will, Invoke duplicity, Cloak of shadows Channel Divinity Knowledge of the ages, Read thoughts,
Hlal is a sleek, copper-colored dragon with a ready grin and Preserve life, Shield of the Lady
a happy glint in her eye. Of the dragon gods, she is the most Isis is a woman of even temper and great dedication. She is
friendly to nondragons (even Aasterinian enjoys a reputation a regal and noble deity who is eager to share the knowledge
of playful danger). of the gods with humanity and often goes to great lengths to
introduce her worshipers to new concepts and ideas. In many
Dogma cases, these new ideas take the form of magical spells. Isis
Hlal enjoys sharing stories and songs with those who often finds the antics of mortals amusing, but she is a kind,
appreciate such things, regardless of the listener’s race or understanding goddess who cares greatly for her worshipers
background. She has little use for tyrants—even well- and the peoples of Unther and Mulhorand.
meaning ones—and even less patience for cruelty or bullying.
She teaches that one must be free of restraint, whether real Dogma
or psychological, in order to freely express one’s opinions. Encourage love, affection, and marriage in the citizens of
Mulhorand. Sow the seeds of happiness, family, and food
Clergy and Temples wherever you go and provide wise counsel for those in need.
Hlal’s clerics are often multiclass cleric/bards, using music, Use your magic to benefit of the people of Mulhorand and
poetry, and tall tales to spread the faith. Places of worship to never to harm them, particularly by shaping the weather to
Hlal are usually simple shrines, which can be packed up and serve the populace and creating magic items for the benefit of
moved to the next town or dragon lair at a moment’s notice. all. Protect the heroes of Mulhorand and those who are in
The followers of Hlal share much in common with those of love.
Olidammara, and many characters pay homage to both
deities simultaneously. Both Hextor and Vecna are among Clergy and Temples
her chief enemies, because of their portfolios. The church of Isis is hierarchically organizes so as to ensure
orderly planting and reaping of the harvest. Clerics of Isis
spend their days overseeing the agricultural production of the
nation’s farms, particularly during planting time. Isis’s high
clerics use weather control spells to ensure a bountiful
harvest. Members of her clergy also administer most
marriage ceremonies in Mulhorand and Unther, work as
matchmakers for those in search of a mate, serve as go-
betweens for lovers, and counsel young mothers on raising
their children. They often fashion small charms for those
whose deeds have won the goddess’s favor and magic items
to serve good causes or lighten the burden of the common
people.
46
Ilmater Lathander
The Crying God, the Broken God, He Who Endures, the Lord The Morninglord
on the Rack Greater Deity
Intermediate Deity Home Plane: House of Nature
Home Plane: House of the Triad Symbol: Sunrise made of rose, red, and yellow gems
Symbol: Pair of white hands bound at the wrist with a red Alignment: Neutral Good
cord Portfolio: Athletics, birth, creativity, dawn, renewal, self-
Alignment: Lawful Good perfection, spring, vitality, youth
Portfolio: Endurance, suffering, martyrdom, perseverance Worshipers: Aristocrats, artists, athletes, merchants,
Worshipers: The lame, the oppressed, the poor, monks, monks (Sun Soul), the young
paladins, serfs, slaves Cleric Alignments: CG, LG, NG
Cleric Alignments: LG, LN, NG Domains: Life, Light
Domains: Life Favored Weapon: “Dawnspeaker” (light or heavy mace)
Favored Weapon: An open hand (unarmed strike) Channel Divinity Preserve life, Radiance of the dawn,
Channel Divinity Preserve life, Turn the Tide, Martyrs New dawn
Sacrifice Lathander, whose title was The Morninglord, was a deity of
Gentle and good-spirited, Ilmater is a quiet, even-tempered creativity, dawn, renewal, birth, athletics, spring, self-
deity who willingly shoulders the burdens and tears of a long- perfection, vitality and youth. He favored those who dispelled
suffering world. Although he is slow to anger, the wrath of the the undead and blessed those who planted new life.
Broken Deity is terrible in the face of extreme cruelty or Lathander was also the god called upon to bless birth and
atrocities. He takes great care to reassure and protect fertility related ceremonies. Some saw him as the neutral
children and young creatures, and he takes exceptional good aspect of Amaunator but the two were considered
offense at those who would harm them. The Crying God separate deities again after the Second Sundering.
appears as a man whose body has been badly mutilated by
punishment on the rack, crisscrossed with marks of torture Dogma
and having broken and ravaged joints. He is short, burly, Strive always to aid, to foster new hope, new ideas, and new
balding, and wears only a breechcloth, but his kind, homely prosperity for all humankind and its allies. It is a sacred duty
face is warm and comforting. to foster new growth, nurture growing things, and work for
rebirth and renewal. Perfect yourself, and be fertile in mind
Dogma and body. Wherever you go, plant seeds of hope, new ideas,
Help all who hurt, no matter who they are. The truly holy take and plans for a rosy future in the minds of all. Watch each
on the suffering of others. If you suffer in his name, Ilmater is sunrise. Consider the consequences of your actions so that
there to support you. Stick to your cause if it is right, your least effort may bring the greatest and best reward.
whatever the pain or peril. There is no shame in a meaningful Avoid negativity, for from death comes life, and there is
death. Stand up to all tyrants, and allow no injustice to go always another morning to turn a setback into a success.
unchallenged. Emphasize the spiritual nature of life over the Place more importance in activities that help others than in
existence of the material body. strict adherence to rules, rituals, and the dictates of your
seniors.
Clergy and Temples
Misunderstood by most, pitied and even scorned by a vocal Clergy and Temples
minority, the church of Ilmater yet has one of the largest and Despite the failures of the distant past, Lathander’s faith
most faithful followings in Faerun. In a cruel world, the remains extremely popular and powerful today, especially
suffering, the sick, and the poor have come to rely only on the among idealistic young nobles (though seldom their parents).
Crying God’s followers to provide succor to all. The church of They claim to be personally tasked by the Morninglord to see
Ilmater is widely loved by common folk in settled lands to the affairs of their lessers, as though their fortuitous
everywhere, and its clergy can count on generous support in accident of noble birth granted them a writ to serve as
their lifelong mission of healing. Those who cannot Lathander’s mortal representatives. For many young
comprehend why anyone would willingly submit to the aristocrats, a foray into Lathanderism represents a last act of
torments and cruelties that Ilmater’s faithful seem to rebellion before accepting the responsibilities of the nobility.
welcome misunderstand the church. Among those who hate Those of truer heart, however, remain in the church and often
weakness, the church of the Crying God is seen as weak and end up making a profound difference in their community.
foolhardy--cruel tyrants and powerful villains alike Commoners appreciate such treatments, making the
dangerously underestimate its members. Morninglord popular among all social classes.
47
Labelas Enoret Lurue
The Lifegiver, Lord of the Continuum, the Sage of Sunset The Unicorn, the Unicorn Queen, the Queen of Talking
Intermediate Deity Beasts
Home Plane: Arvandor Demigod
Symbol: Setting sun Home Plane: House of Nature
Alignment: Chaotic Good Symbol: Silver-horned unicorn head before a crescent
Portfolio: Time, longevity, the moment of choice, history moon
Worshipers: Bards, divine disciples, elves, lore masters, Alignment: Chaotic Good
scholars, teachers Portfolio: Talking beasts, intelligent no humanoid
Cleric Alignments: CG, CN, NG creatures
Domains: Arcana, Knowledge, Life Worshipers: Druids, entertainers, outcasts, rangers,
Favored Weapon: “The Timestave” (quarterstaff) travelers, unicorn riders
Channel Divinity Arcane abjuration, Knowledge of the Cleric Alignments: CG, CN, NG
ages, Read thoughts, Preserve life, Passage of time Domains: Knowledge, Life
Labelas Enoreth is a philosopher-deity, a patient teacher Favored Weapon: A unicorn horn (shortspear)
and instructor. His demeanor is calm and meditative, and he Channel Divinity Knowledge of the ages, Read thoughts,
is not given to sudden action or hasty speech. According to Preserve life, Silver sliver
legend, he traded an eye for the ability to peer through time. Given to wanderlust, Lurue can be whimsical, but she is
Labelas concerns himself with transgenerational changes infinitely loyal once she takes someone into her trust and
and the growth of learning and wisdom among elves, and never abandons her worshipers in times of need. When faced
thus rarely involves himself directly in the lives of individuals. with no other option but combat, Lurue is a dedicated and
intractable foe, but she prefers light banter, clever riddles,
Dogma new discoveries, and the joyous exploration of life.
The march of time is inexorable, but the blessings of the Dogma
Lifegiver enable the children of Corellon to live long and
fruitful lives, unmarked by the passage of years. Record and The Unicorn is a symbol of hope, joy, salvation, and
preserve the lessons of history, and draw lessons from that protection for the needy, forlorn, and forsaken. Life is to be
which has unfolded. In the end, the sun always sets ere the relished and lived with laughter. Quests are to be taken on a
next day dawns anew. dare and gifts are to be made on a whim. Impossible dreams
are to be pursued for the sheer wonder of the possibility of
Clergy and Temples their completion. Everyone, no matter how unique, is to be
The church of Labelas is small, but highly organized, for praised for their strengths and comforted in their
records of its traditional practices and beliefs date back weaknesses. Evil melts quickest in the face of a rapier wit
millennia. Clerics of Labelas are the keepers of elven history and unshackled joy. Search for the unicorn and in the pursuit
and lore, and they are charged with searching for hidden find happiness.
facts of the past. They compile and protect such sacred Clergy and Temples
knowledge and record it for the instruction of future
generations. Members of Labelas's clergy are also The church of Lurue has no formal hierarchy, nor temples
philosophers and teachers, responsible for educating the dedicated in her name. While some entire species, such as
young and promoting and acquiring knowledge. unicorns, pegasi, and talking owls, venerate her as Queen,
The faithful of Labelas do not celebrate individual holy most of her worshipers (such as those that were the targets
days, for the passage of time is uniform, independent of the of an awaken spell) are outcasts from their own kind due to
events that unfold in each regular interval. Instead, the their unique abilities. Clerics of Lurue spend their days
Lifegiver’s followers gather each day in small groves near his providing aid and comfort to the needy, lending support to
temples as the sun sets to mark the passage of another day, a dreamers so that they can achieve their aspirations, and
daily ritual known as the Marking of Time. They utter prayers rescuing all who need aid from whatever assails them. Few
to Labelas, including prayers for their daily spells, and recite stick to a single duty for any length of time (though they are
all that they have learned in the past day to be recorded by very good about seeing a single particular task through to the
the lore keepers of Arvandor who serve the Lifegiver. Many end), and most are periodically struck with wanderlust. Many
clerics multiclass as bards, divine disciples, or lore masters. of Lurue’s clergy are adventurers who travel about Faerun
seeking wrongs to right and finding a good balance of
merriment, new experiences, and self-improvement in such a
profession.
48
Lliira Mielikki
Our Lady of Joy, Joybringer, Mistress of the Revels Our Lady of the Forest, the Forest Queen
Lesser Deity Intermediate Deity
Home Plane: Brightwater Home Plane: House of Nature
Symbol: A triangle of three six-pointed stars (orange, Symbol: Gold-horned, blue-eyed unicorn’s head facing left
yellow, red) Alignment: Neutral Good
Alignment: Chaotic Good Portfolio: Autumn, dryads, forest creatures, forests,
Portfolio: Joy, happiness, dance, festivals, freedom, liberty rangers
Worshipers: Bards, dancers, entertainers, poets, revelers, Worshipers: Druids, fey creatures, foresters, rangers
singers Cleric Alignments: CG, LG, NG
Cleric Alignments: CG, CN, NG Domains: Nature
Domains: Life Favored Weapon: “The Hornblade” (scimitar)
Favored Weapon: “Sparkle” (shuriken) Channel Divinity Charm animals and plants, Nature's
Channel Divinity Preserve life, Rebuke the Violent, Joy Wrath, Inspiring Smite, Seasons Wrath
Spring Mielikki is a good-humored deity who is quick to smile and
Lliira is the perpetually moving maiden of countless confident in her actions. She is fiercly loyal to and protective
ballads, the archetypal dancing ingenue that has inspired of those she calls friends but considers carefully before
poets, songwriters, and any who revel in the experience and including someone among them. While she knows death is
wonderment of a life lived gaily and free. Somewhat detached part of the cycle of life, she is not as hard-hearted as Silvanus
from the everyday events of the mundane world, Lliira speaks and often intervenes to cure the injuries of a creature
to her most devoted adherents in dreams, showing by because she finds them hard to bear. Mielikki appears as a
example that most slights are not worth worrying about, and robust, russet-haired, brown-eyed woman of shapely form and
that few troubles are important enough to draw one away lithe grace, garbed in leather armor of muted green and
from the Elysian Rigadoon, a philosophy that places joyful brown.
movement above all other concerns.
Dogma
Dogma Intelligent beings can live in harmony with the wild without
Each day is another movement in the Elysian Rigadoon, the requiring the destruction of one in the name of the other.
joyful dance of a life lived in rapture and without care or Embrace the wild and fear it not, because the wild ways are
frustration. Seek joy always by working to bestow it upon the good ways. Keep the Balance and learn the hidden ways
others. Festivals are for all--gather into celebrations the lost, of life, but stress the positive and outreaching nature of the
the lonely, the exiled and outlaw, the shunned, and even your wild. Do not allow trees to be needlessly felled or the forest
foes. Let folk follow their own desires, and never fail to follow burned. Live in the forest and be a part of the forest, but do
your own. not dwell in endless battle against the forest. Protect forest
life, defend every tree, plant anew where death fells a tree,
Clergy and Temples and restore the natural harmony that fire-users and
Lliira’s clerics (known as joybringers) range from inattentive woodcutters often disrupt. Live as one with the woods, teach
flirts to deviant hedonists. All are good-hearted, and value others to do so, and punish and curtail those that hunt for
revelry above all else. Theirs is an aerobic devotion, and sport or practice cruelties on wild creatures.
Lliirans are appreciated throughout Faerun as some of the
most physically toned individuals around. Their temples raise Clergy and Temples
monies by hosting grand galas and then spend these monies The church of Mielikki is well-regarded in wilderness areas,
in seemingly chaotic fashion, perhaps to beautify this or that where rangers are often the only shield against the dangers
public place, or to throw a surprise party for a dour lord. of the frontier. Correctly or not, most see its clergy as far
Among the easy going of civilized lands, joybringers of Lliira more willing to seek an equitable balance between settlement
find patronage and encouragement, and are among the most and preserving nature than the faithful of Silvanus or the
popular clerics in Faerun. In darker lands, or in harsh, elves who have long stalked the forests. Moreover, her church
uncivilized regions in which frivolity can lead to death from is seen as a necessary counter to the bestial savagery of the
the elements or government, their religion is zealously Beastlord’s followers.
suppressed. Curious to a fault, this only encourages the Clerics, druids, and spell
Lliirans to seek out such locales, hoping to provide happiness casting rangers of Mielikki pray
and joy with the step of a jolly jog or the lilting trill of a for spells in the morning or evening
beautiful song. but are required to observe both.
They listen to and understand
the whispers of the woods after
a period of meditation and
extended introspection. Once
a month, each cleric or druid is
required to perform the Song of
Trees, a ritual that calls forth a dryad
or treant, and then serve the creature
by performing small tasks for a day.
49
Milil Mystra (Midnight)
Lord of Song, the One True Hand of All-Wise Oghma The Lady of Mysteries, The Mother of All Magic, The Lost
Lesser Deity Goddess
Home Plane: House of Knowledge Greater deity
Symbol: Five-stringed harp made of silver leaves Home Plane: Elysium
Alignment: Neutral Good Symbol: Circle of seven stars, nine stars encircling a
Portfolio: Poetry, song, eloquence flowing red mist, or a single star
Worshipers: Adventurers, bards, entertainers Alignment: Neutral good
Cleric Alignments: CG, LG, NG Portfolio: Magic, Spells, the Weave
Domains: Light Worshipers: Alchemists, bards, sages, sorcerers, wizards
Favored Weapon: “Sharptongue” (rapier) Cleric Alignments: CG, CN, NG
Channel Divinity Radiance of the dawn, Inspiring Smite, Domains: Arcana, Knowledge
Songblade Favored Weapon: Seven Whirling Stars (shuriken)
Milil is the ultimate performer, self-confident, inspired, Channel Divinity Arcane abjuration, Knowledge of the
possessed of total recall or anything he sets a mind to ages, Read thoughts, Watcher's will, Enter the weave
remember. He is able to improvise facilely out of desire or Mystra, the Mother of all Magic, formerly known as
necessity; well-educated in general theories of conduct and Midnight, was once a greater goddess who guided the magic
broad areas of knowledge; and masterful in all sorts of that enveloped Toril and its surrounding space. Mystra
performance technique, especially within his sphere of tended to the Weave constantly, making possible all the
knowledge--music, poetry, and elegant speech. However, he is miracles and mysteries wrought by magic and users of magic.
also self-centered and egotistical and likes to be the center of She was believed to be the embodiment of the Weave and of
attention. If not the center of attention, he bores easily, and magic itself. Mystra's symbol was a ring of seven stars
his mind wanders or he leaves. He is also given to flirtation surrounding a rising red mist, spiraling to the heavens.
with both deities and mortals for his own enjoyment, to the Mystra ruled over the divine dominion of Dweomerheart.
deep annoyance of more sober deities.
Dogma
Dogma Love magic for itself. Do not treat it just as a weapon to
Life is a song, beginning at birth and only silenced with the reshape the world to your will. True wisdom is knowing when
final chord. Strive always to make the whole song, not just the not to use magic. Strive to use magic less as your powers
lyrics and music, more beautiful. Destroy no music or develop, for often the threat or promise of its use outstrips its
instrument, nor stop a singer before the tune is done. Listen actual performance. Magic is Art, the Gift of the Lady, and
to the world around as well as filling it with your own sound. those who wield it are privileged in the extreme. Conduct
One singer’s music is another’s noise, so still no bad music if yourself humbly, not proudly, while being mindful of this. Use
its making be joyful. Spread the teaching of song and the Art deftly and efficiently, not carelessly and recklessly.
musicianship always. Sing to Milil every day. Music is the Seek always to learn and create new magic.
most precious thing folk can create--so encourage its training,
use, and preservation at all times and in all possible ways. Clergy and Temples
Awaken a love of song in all folk you can, and offer its The church of Mystra preserved magical lore so that magic
performance freely around campfire or on the trail. Cease not would continue and flourish in the future even if the
in your own seeking for new tunes, new techniques, and new dominant races of Faerûn were to fall. Its members also
instruments to master. sought out those skilled in magic or who had the potential to
use it, keeping a close eye on those who were likely to
Clergy and Temples become skilled. Her clerics were encouraged to explore
The church of Milil is organized, with all churches paying magical theory and create new spells and magic items. Sites
heed (or at least lip service) to the Patriarch of Song in dedicated to the goddess were enhanced by the Weave to
Waterdeep. Most clerics of Milil, known as Sorlyn, spend allow any spell cast by her clerics while in them to be affected
their time learning lyrics, tunes, and how best to perform by metamagic. Mystra honored commitments to members of
them on a slowly expanding repertoire of instruments both in her predecessor's clergy who'd joined the church before the
their temples and on the road. They take care to write down Time of Troubles, preventing them from being forced to leave
both original compositions and those they have learned, using the clergy due to alignment differences.
magic to record such works for those as yet unborn. More
adventuresome clerics roam the roads of Faerun, rescuing or
protecting common minstrels and great
bards alike when such individuals fall
on hard times or into peril and
accompanying adventurers of other
faiths on deeds of heroism so that they
can compose ballads about what befell.
50
Moradin Marthammor Duin
The Soul Forger, Dwarffather, All-Father Finder of trails, Watcher over Wanderers, the Watchful Eye
Greater Deity Lesser Deity
Home Plane: Dwarfhome Home Plane: Dwarfhome
Symbol: Hammer and Anvil Symbol: Upright mace in front of a fur-trimmed leather
Alignment: Lawful Good boot
Portfolio: Dwarves, creation, smithing, protection, metal Alignment: Neutral Good
craft, stonework Portfolio: Guides, explorers, expatriates, travelers,
Worshipers: Dwarven defenders, dwarves, engineers, lightning
fighters, miners, smiths Worshipers: Dwarves, fighters, rangers, travelers
Cleric Alignments: LG, LN, NG Cleric Alignments: CG, LG, NG
Domains: Forge, Knowledge Domains: Nature, Trickery
Favored Weapon: “Soulhammer” (warhammer) Favored Weapon: “Glowhammer” (heavy mace)
Channel Divinity Artisan's blessing, Knowledge of the Channel Divinity Charm animals and plants, Invoke
ages, Read thoughts, Champion challenge, Sacred weapon, duplicity, Cloak of shadows, Conjure duplicate, Trail blazer
Thunder Blessing The most conservative dwarves pledge that the Stout Folk
Moradin is a stern paternal deity, gruff and belong underground, and that those who travel the Realm
uncompromising, and hard as stone when it comes to Above (known collectively among dwarven cultures as
protecting his chosen race. A harsh but fair judge, he is Wanderers) have at worst betrayed ancient ideals and at best
strength and force of will embodied. He inspires dwarven are somewhat disturbed fools. If the latter is the case, the
inventions and constantly seeks to improve that race, young dwarven deity Marthammor Duin is the grand king of
encouraging their good nature, intelligence, and harmonious fools. The patron of those dwarves who have left the clan
existence with other good races while battling their pride and holds to explore the world under the sun, Marthammor
isolationist tendencies. His warhammer is a weapon and a approaches life with an almost gnome-like demeanor, always
tool, called Soulhammer. curious to see what’s beyond the horizon and always willing
to trade stories of travels past beside a crackling campfire.
Dogma
Moradin is the father and creator of the dwarven race. Honor Dogma
him by emulating his principles and workmanship in Eschew the illusory safety of the clan hold and instead travel
smithing, stone working, and other tasks. Wisdom is derived widely to spread the words of the Morndinsamman to those
from life and tempered with experience. Advance the of other races, that they might gain the product of dwarven
dwarven race in all areas of life. Innovate with new processes wisdom. Help fellow wanderers and sojourners to the best of
and skills. Found new kingdoms and clan lands, defending your ability, for the road is easier endured amid the tread of
the existing ones from all threats. Lead the dwarves in the companionship. Seek out new ways and paths, and discover
traditions laid down by the Soul Forger. Honor your clan the wise world in your wanderings. Herald the way of
leaders as you honor Moradin. newfound hope.
Clergy and Temples Clergy and Temples
The church of Moradin has an active role in guiding the Marthammor’s clergy, the volamtar (“blazers of fresh trails”)
morals of dwarven communities. They emphasize the Soul represent one of the most widely recognized dwarven
Forger’s hand in everyday dwarven activities such as mining, churches of the surface world, especially in the North, where
smithing, and engineering, and invoke his blessings when their worshipers have grown abundant in recent decades.
these tasks are begun. They lead the push to found new Volamtar mark wilderness trails near dwarven strongholds,
dwarven kingdoms and increase the status of dwarven in that the path of those who decide to leave the clan holds is
surface communities. They take an active role in teaching the made that much easier. They patrol the trade routes and
young of the communities and oversee most formal game trails between human and dwarven enclaves, healing
ceremonies. Of particular interest to the clerics of Moradin the injured and clearing such areas of dangerous predators.
are the Thunder Children, and his clerics who were born of In urban areas, they establish temples with the aim of
the Thunder Blessing are expected to do great things for the strengthening dwarven populations through healing services,
race. religious ceremonies, and exchange of information. Urban
temples usually conform to local architectural style.
51
Nobanion Odin
Lord Firemane, King of the Beasts All-Father
Demigod Greater Deity
Home Plane: House of Nature Home Plane: Asgard
Symbol: Male lion’s head on a green shield Symbol: Watching blue eye
Alignment: Lawful Good Alignment: Neutral Good
Portfolio: Royalty, lions and feline beasts, good beasts Portfolio: Knowledge, magic, war
Worshipers: Druids, fighters, leaders, paladins, rangers, Worshipers: Bards, fighters, gnomes, nobles,
soldiers, teachers, wemics philosophers, sages, sorcerers, wizards
Cleric Alignments: LG, LN, NG Cleric Alignments: LG, NG, CG
Domains: Nature Domains: Knowledge, War
Favored Weapon: A lion’s head (heavy pick) Favored Weapon: Gungnir (Shortspear)
Channel Divinity Charm animals and plants, Nature's Channel Divinity Knowledge of the ages, Read thoughts,
Wrath, Pride in the Pride Guided strike, War god's blessing, Peerless Athlete, Abjure
Nobanion radiates both power and gentleness. His roar is the Extraplanar, Ride till valhalla
deafening, and when he chooses to exert the full force of his Odin All-Father was the leader of the Norse pantheon of
charisma, his regal majesty is overwhelming, yet the tiniest Asgard, the most powerful of their number, and the supposed
creature who approaches him in good faith finds itself father of Tyr, god of justice of the Faerûnian pantheon. Odin
comfortable in his presence. He deeply wants those under his typically appeared as an older man with a bald head and a
rule to willingly choose good over evil, action over inaction, long gray beard. He wore a patch over one eye and a gray
and order over chaos. He does not command from the rear tunic under a hooded cloak of blue. His avatar often was seen
and would never ask someone to do something he would not wearing a slouch hat. The All-Father was a proud god and
be willing to do himself, including laying down his life for stern and brave. Two of the only acts that his worshipers
another. could do that would truly anger him were to help a giant or to
lose a battle. Odin's moral outlook was good, with a balance
Dogma of law and liberality, though he sometimes leaned more
Hunt only when hungry and do not gorge without need. toward the side of chaos.
Waste nothing and all shall have plenty. The cycle of life links
all living things into one being, and that being is life itself. Dogma
The law of th ejungles is that only the strong survive, but they Seek the acquisition of knowledge, wisdom and cunning.
survive best be being leaders, not tyrants, by protecting the Make use of your intelligence to appreciate the world, but do
weak, not bullying them. All creatures have their strengths in not become cold to humanity in the pursuit of knowledge.
their assigned roles and should be encouraged to find their Rejoice at battle between the strong, though forbid
niche. From cooperation between beings of differing oppression of the poor and defenceless. Crush without mercy
strengths comes the strength of teamwork and community, all those who do so. It is forbidden for a visitor to harm thier
the strongest force of all. By demonstrating compassion and host, to desecrate a sacred standing stone, or pillage a shrine.
tolerance and living within the land, all living creatures may Believe in self-reliance. One should not rely on the favor of
find harmony with nature and one another. By staying true to Odin or take the gods' assistance for granted, for the Father
oneself and one’s pride and conducting oneself with the of Victory is known to switch sides unexpectedly in battle,
dignity and honor, the respect of one’s peers may be earned. likewise, switch loyalties quickly if your ruler is foolish or
weak. Losing an eye in battle is believed to be a symbol of
Clergy and Temples Odin's favor. Intentionally putting out one's own eye to
Worship of Nobanion is scattered throughout the Vilhon emulate Odin is strongly discouraged, those who consider it
Reach, the Dragon Coast, and Shining Plains regions, by are foolish and vain.
Lord Firemane is venerated primarily within the confines of
the Gulthmere Forest, in the city of Nathlekh, and among the Clergy and Temples
wemics of the Shining Plains. Aside from his followers in The only known site of worship to Odin in Realmspace was
Nathlekh, Nobanion’s followers are strictly ordered in rank on the worldlet of the Rock of Bral, among the Tears of
but not otherwise organized. The Pride of Nobanion fill Selûne orbiting Toril. By the end of the 14th century DR,
leadership roles in many communities where he is revered. Odin had about 100 worshipers there, almost enough to
Many serve as benevolent monarchs, elevate him to the level of demipower in that crystal sphere.
judges, militia, constables, or as On other worlds, most of Odin's
guardians against evil. The vanguard of priests were tribal chieftains.
armies loyal to Nobanion is typically Odin's holy symbol was a
filled with clerics and crusaders of the watching blue eye. His
Lion King. Others teach their hunting worshipers were never evil
or martial skills to the young, while creatures. They saw their god as
passing along moral instruction and ruling over battles, knowledge,
important traditions both by word and poetry, and wisdom.
deed.
52
Osiris Rillifane Rallathil
Lord of Nature, Judge of the Dead, Reaper of the Harvest The Leaflord
Intermediate Deity Intermediate Deity
Home Plane: Heliopolis Home Plane: Arvandor
Symbol: White crown of Mulhorand over a crossed crook Symbol: Oak tree
and flail Alignment: Chaotic Good
Alignment: Lawful Good Portfolio: Woodlands, nature, wild elves, druids
Portfolio: Vegetation, death, the dead, justice, harvest Worshipers: Druids, rangers, wild elves
Worshipers: Attorneys, druids, embalmers, judges, Cleric Alignments: CG, CN, NG
paladins, rangers, seekers of rightful vengeance Domains: Nature
Cleric Alignments: LG, LN, NG Favored Weapon: “The Oakstaff” (quarterstaff)
Domains: Life, Grave, Nature Channel Divinity Charm animals and plants, Sacred
Favored Weapon: “Just Reward” (light flail or heavy flail) weapon, Defender of the green
Channel Divinity Preserve life, Path to the grave, Charm Rillifane Rallathil is quiet, reflective, and enduring over
animals and plants, Lord of the Afterlife cons unchanged. He is the least flighty of all the Seldarine,
Osiris has a powerful and commanding presence, yet those the least likely to act on a whim, and often grave and self-
whose hearts are pure and true are very comfortable in his absorbed. The Leaflord is protector of the woodlands and
company. His stern demeanor is cracked only by the antics of guardian of the harmony of nature. He is often likened by his
playful children, who have been known to make him smile clerics to a giant oak tree, so huge that its roots mingle with
and laugh in delight, and his wife, Isis, whom he loves the roots of every other plant in the world, that stands at the
passionately. However, when confronted by those who violate heart of Arvandor. The great tree draws into itself all the ebb
the principles of maat (justice, honor, order, and and flow of seasons and lives within the woodlands of the
righteousness), particularly by despoiling the resting places of green elves. At the same time, it defends and sustains those
the dead, his anger is terrible and his wrath unstoppable. lands against disease, predation, and assaults of all kinds.
The Leaflord is the patron of wood elves (and to a much
Dogma lesser extent wild elves).
Goodness, honor, and order are the natural state, and that
which leads to evil, treachery, and chaos is by rights Dogma
unnatural and unlawful. Goodness and harmony come from The Great Oak draws energy from all the living creatures of
living within maat rather than fighting it. An organized the world and nourishes, sustains, and protects them from
approach brings the most good for all. Laws exist to bring outside threats. Live in harmony with the natural world,
prosperity to those under them. The pharaoh and his allowing each living being the opportunity to serve out its
representatives set laws as guidelines for honorable action natural purpose in life. As the Leaflord’s countless branches,
within Mulhorand’s tradition. Those guidelines must be his faithful are to serve as his mortal agents in the natural
applied with honor; when honor is lacking in their world. Defend the great forests from those who would ravage
application, the fair judgment of Osiris is the law. The justice their riches, leaving only destruction in their path. Contest
of Osiris is a lack of partiality. Be not angered without justice. both the quick and the slow death of Rillifane’s bounty and
Great is justice when it is even-handed; in the eyes of truth, a hold strong like the great oaks in the face of those who can
slave and the pharaoh are as one. see only their own immediate needs.
Clergy and Temples Clergy and Temples
Clerics and druids of Osiris pray for their spells at dusk, The church of the Leaflord generally keeps to itself,
when the day’s activities are judged. The two most important extending itself only to help fellow elves and other sylvan
holy days in the church of Osiris are Highharvestide and beings. The church hierarchy is organized regionally and
Midwinter. The former is a (relatively) joyous celebration of divided into branches, as each type of cleric serves a specific
Osiris’s bounty in which all the citizens of Mulhorand are role. The druids who compose the bulk of Rillifane’s clergy
invited to join. The latter is a solemn, private day during tend to the health of the forests and those who dwell within,
which the sanctity of every burial crypt in Mulhorand is fiercely contesting any attempt to further reduce those forests
renewed or reinforced so that the dead may continue to rest that remain. Many clerics serve as ambassadors of the faith,
easy. The Passing to Eternal Contentment and Justice is a working outside the communities of wood elves to educate
sacred ceremony performed during the preparation and other races and even other elven subraces how to better
burial of the dead. There are three dwell in harmony with nature. In times
versions of the ceremony--High, of war, however, the leaders of
Middle, and Low Passing--that are each region unite the branches
employed during funerals for the of the faith and wood elf
royal family, the nobles, and the warriors into a single force.
commoners, respectively. Many
clerics multiclass as paladins, and
both clerics and druids sometimes
multiclass as rangers.
53
Sehanine Moonbow Selûne
Daughter of the Night Skies, the Luminous Cloud, Lady of Our Lady of Silver, the Moonmaiden
Dreams Greater Deity
Intermediate Deity Home Plane: Gates of the Moon
Home Plane: Arvandor Symbol: Pair of female eyes surrounded by seven silver
Symbol: Misty crescent above a full moon stars
Alignment: Chaotic Good Alignment: Chaotic Good
Portfolio: Mysticism, dreams, death, journeys, Portfolio: Good and neutral lycanthropes, moon,
transcendence, the moon, the stars, the heavens, moon elves navigation, questers, stars, wanderers
Worshipers: Diviners, elves, half-elves, illusionists, Worshipers: Female spell casters, good and neutral
opponents of the undead lycanthropes, navigators, monks (Sun Soul), sailors
Cleric Alignments: CG, CN, NG Cleric Alignments: CG, CN, NG
Domains: Grave, Knowledge, Light Domains: Knowledge, Life
Favored Weapon: “Moonshaft” (quarterstaff) Favored Weapon: “The Rod of Four Moons” (heavy mace)
Channel Divinity Path to the grave, Knowledge of the Channel Divinity Knowledge of the Ages, Read Thoughts,
ages, Read thoughts, Radiance of the dawn, Conjure Preserve Life, Seven shooting stars
duplicate, Control undead, Divine illusion Selune represents the mysterious power of the moon, the
Sehanine Moonbow rarely concerns herself directly with celestial force that influences the tides, changes
events in Faerun aside from weaving illusions around secret lycanthropes, orders of reproductive cycles, and pulls at the
elven retreats and guiding elves coming to those lands. Her edges of sanity. An incalculably ancient deity, Selune
power waxes and wanes with the phases of the moon, approaches existence with the placid calm of dappled
growing strongest when the moon is full. As befit’s the elven moonlight. Like the moon itself, the quietly mystical Lady of
goddess of mysteries, Sehanine is cloaked in secrets and Silver has many faces. At times, she seems distant, cloaked in
illusions and rarely speaks her mind directly, preferring to the sadness of past defeats and tragedies. At others, she
communicate through a process of dreams, visions, and other dances joyfully, her lithe form glowing with majestic radiance.
mystic experiences. Sehanine is a truly spiritual and A chaotic being well accustomed to change, Selune can be
ephemeral being who evades any attempt to define her and count on for at least one constant--her ceaseless war against
whose serenity surrounds her like a mantle of moondust. her archnemesis Shar. Together the two created Toril and
infused it with life, and ever since, they have battled over the
Dogma fate of their creation.
Life is series of mysteries whose secrets are veiled by the
Luminous Cloud. As the spirit transcends its mortal bounds Dogma
and new mysteries are uncovered, a higher form is achieved Let all on whom Selune’s light falls be welcome if they desire.
and the cycle of life continues. Through contemplation and As the silver moon waxes and wanes, so too does life. Trust in
meditation, communion with the Lady of Dreams is achieved. Selune’s radiance, and know that all love alive under her light
Through dreams, visions, and omens revealed in sleep or the shall know her blessing. Turn to the moon, and she will be
reverie, the Daughter of the Night Sky unveils the next step your true guide. Promote acceptance and tolerance. See all
along the path and the next destination on the endless other beings as equals. Aid fellow Selunites as if they were
journey of mystic wonder that is life and death and life. your dearest friends.
Clergy and Temples Clergy and Temples
The church of Sehanine is clouded in mystery, and little is The Moonmaiden’s clergy believe that “anywhere the full
known about its secretive hierarchy. Sehanine’s clerics are moon shines is the place for Selune.” Her worshipers tend to
the seers and mystics of elven society. They serve as the be patient, accepting all with an understanding ear and a
spiritual counselors to elves and half-elves who seek to healing hand. Selune’s lessons of compassion and guidance
embark on journeys in search of enlightenment so as to through observation of the heavens resonate strongest with
transcend their current state of being. As shepherds and sailors, nonevil lycanthropes, and especially female casters.
protectors of the dead, Sehanine’s clerics organize and Her church possesses a very chaotic hierarchy, which
administer funeral rites and guard the remains of the fallen. occasionally shifts with the phase of the moon or other less
They seek out and destroy undead creatures, for Sehanine predictable heavenly phenomena. Clerics of Selune value
holds such creatures--with the notable exceptions of self-reliance, humility, and practical application of common
baelnorns and other good-aligned undead beings who sense far more than rigid adherence to stodgy ceremonies.
voluntarily prolong their existence in order to serve their kin-- The appearance of Selune’s temples vary as much as her
to be blasphemous. As defenders of elven homelands, clerics, from small shrines in the wilderness to huge open-air
Sehanine’s clergy are responsible for weaving and or skylit buildings the size of great
maintaining the illusions that guard those sanctuaries that mansions. Reflecting ponds, small
remain and for divining potential threats to their continued gardens, and feminine zymology
existence. The prime task of adventuring clerics is the dominate Selunite architecture.
retrieval of lost arcane and magical
knowledge, especially if it
pertains to illusions or
divinations.
54
Sharess Sharindlar
The Dancing Lady, Mother of Cats Lady of Life and Mercy, the Shining Dancer
Demigod Intermediate Deity
Home Plane: Brightwater Home Plane: Dwarfhome
Symbol: Feminine lips Symbol: Flame ring rising from a steel needle
Alignment: Chaotic Good Alignment: Chaotic Good
Portfolio: Hedonism, sensual fulfillment, festhalls, cats Portfolio: Healing, mercy, romantic love, fertility, dancing,
Worshipers: Bards, hedonists, sensualists courtship, the moon
Cleric Alignments: CG, CN, NG Worshipers: Bards, dancers, dwarves, healers, lovers
Domains: Ambition, Beauty, War Cleric Alignments: CG, CN, NG
Favored Weapon: A great cat’s paw (claw bracer) Domains: Life
Channel Divinity Guided strike, War god's blessing, Favored Weapon: “Fleebite” (whip)
Invoke Duplicity, Beauty's Truce, Cats Eyes Channel Divinity Preserve life, Last Act of Mercy
Sharess is a radiantly beautiful goddess, rivaled only by When the dwarf falls sick or is struck down in combat, he
Sune. Her voice is said to be a throaty purr and to give the often utters prayers to Sharindlar, the dwarven deity of
listener the feeling he or she is being brushed by the softest healing and mercy. Dwarves make no secret of their
fur or velvet when she speaks. She is a fickle, flight deity, who veneration of this benevolent goddess who protects the
prevents anyone from getting too close to her true spirit. She dwarven people through the kindness and the restorative
has the willful independence and pleasure-seeking nature touches of her clergy. What most dwarves are loath to admit
common to felines and is constantly preening and grooming to their taller companions, however, is that Sharindlar
to maintain her appearance. She is often depicted (especially represents a side of dwarven life rarely observed by
in Mulhorand, where she is known as Bast) as a voluptuous outsiders. When dwarves abandon their taciturn moods for
human female with the head of a cat. Sharess enjoys toying an evening of dance, or when a hardened warrior softens to
with beautiful mortals and she cannot resist casually flirting accept the vows of marriage to his childhood love, Sharindlar
with anyone she encounters. However, when her ardor cools is invoked as a deity of gaiety, romance, and dance.
and her passion is sated, Sharess is easily distracted and
quick to move on to new pleasures. She dislikes snakes Dogma
intensely. Be merciful in speech and deed. Temper anger and hostility
with constructive and charitable endeavor. The children of
Dogma Moradin must live in safety to propagate. Embrace the gift of
Life is to be lived to its fullest, in decadent sensual fulfillment life with ebullience and grace. Maintain and encourage the
of yourselves and others. That which is good is pleasurable traditional rites of courtship and marriage. Sharindlar
and that which is pleasurable is good. Pleasure is to be restores the fertile seed of dwarven life, while Berronar
sought out at every opportunity and life is to be lived as one protects the fruit.
endless revel. Spread the bounty of Sharess so that all may
join in the endless revel of life and bring joy to all those in Clergy and Temples
pain. Infinite experiences await those who would explore, so Clerics of the Shining Dancer are known as thalornor (“those
try the new as well as savoring the old. who are merciful”). They spend most of their time ministering
to the needs of the sick or frail in dwarven communities,
Clergy and Temples providing words of encouragement with a gentle bedside
The church of Sharess is casually organized, although its manner. When not engaged at the bedside, clerics of
members often work and play together. The clergy of Sharess Sharindlar work to instruct youth on proper dwarven
often run festhalls in large cities or directly serve decadent courting rituals, even going so far as to play matchmaker
rulers. These festfalls cater to all the senses and include between two “compatible” youths. Of late Sharindlar’s
fantastic feasts, heavenly baths and massages, and every command of fertility has expanded the thalonors’ influence
other pleasure imaginable. Wealthy festhalls often employ over animal husbandry and developing new strains of crops.
one or two mid-level Sharessan, and some Sharessan wander Concerned as they are with births, both from a medical and
the countryside with Sharess’s blessing seeking new pleasing metaphorical perspective, most thalornor treat the Thunder
sensations to add to their repertoire. Blessing with even more reverence than their brethren, often
Clerics of Sharess pray for their spell at dusk, when the bending over backward to encourage thunder twins to join
lure of the night first beckons. The church of Sharess the clergy. Temples most often are large halls with ample
celebrates more festivals than possible any other faith in space provided for dancing and celebration and plenty of
Faerûn. They are known collectively as the Endless Revel of intimate guest rooms for visiting revelers.
Life. The daily rising and setting of the sun, the yearly
passage of seasons, the appearance of a full moon, or nearly
any other event is cause for celebration and wild revel to
which the general populace is always invited. Each such
festival has several outlandish titles and new festivals are
added all the time as old ones are forgotten.
55
Sune Segojan Earthcaller
Firehair, Lady Firehair Earthfriend, Lord of the Burrow
Greater Deity Intermediate Deity
Home Plane: Brightwater Home Plane: The Golden Hills
Symbol: Face of a red-haired, ivory-skinned beautiful Symbol: Glowing gemstone
woman Alignment: Neutral Good
Alignment: Chaotic Good Portfolio: Earth, nature, the dead
Portfolio: Beauty, love, passion Worshipers: Druids, elemental archons (earth), fighters,
Worshipers: Lovers, artists, half-elves, adventurers gnomes, illusionists, merchants, miners
Cleric Alignments: CG, CN, NG, LG (paladins only) Cleric Alignments: CG, LG, NG
Domains: Life, Light Domains: Grave, Light
Favored Weapon: A silken sash (whip) Favored Weapon: “Earthcaller” [crystalline rod] (heavy
Channel Divinity Preserve life, Radiance of the dawn, mace)
Comely charm Channel Divinity Path to the grave, Radiance of the dawn,
Fairest of the deities, Sune is benevolent and sometimes Gem Cutter
whimsical. She always appears as a radiantly beautiful red- Segojan Earthcaller is an earthy and pragmatic deity who
haired woman of incredible charm. She alternates between always communicates in a direct and straightforward fashion.
deep passions and casual flirtations and has been Although he attempts to defuse and avoid conflicts if possible,
romantically tied to many of the other Faerunian deities. the Earthfriend is a fierce opponent if he or his followers are
Sune enjoys attention and sincere flattery, and avoids anyone attacked, particularly when he or his followers are threatened
who is horrific or boorish. Lady Firehair loves and protects in their den. The Lord of the Burrow only intercedes directly
her followers, who in turn manifest and protect the beauty of when gnomes who dwell within the earth are threaded,
the world. usually in situations when interactions between rock gnomes,
deep gnomes, and other races who inhabit the Underdark are
Dogma brought into conjunction. Segojan is seen as the patron of
Beauty is more than skin deep. It issues from the core of rock gnomes.
one’s being and reveals one’s true face to the world, fair or
foul. Believe in romance, as true love will win over all. Follow Dogma
your heart to your true destination. Love none more than The earth is the heart and soul of the Forgotten Folk. From
yourself except Sune, and lose yourself in love of the Lady its nurturing embrace spring forth the children of Garl, on its
Firehair. Perform a loving act each day, and seek to awaken surface and amid its tunnels and caves they dwell in life, and
love in others. Respond to love at least once a day. Encourage beneath its silent shroud they rest in death. Preserve and
beauty wherever you find it. Acquire beautiful items of all protect the natural world that lies beneath the roots of those
sorts, and encourage, sponsor, and protect those who create who dwell on the surface. Dig burrows, tunnel, and explore,
them. Keep your own body as comely as possible and as for the Badger welcomes all gnomes into his domain. Ware
attractively displayed as situations warrant. Let hairstyle and the evil that ensnares those blinded by the avarice and
clothing best suit your personal appearance, striving to stir destructive impulses of the Crawler Below, and the Lord of
and delight others who look upon you. Moreover, hide not the Burrow shall protect those who dwell in his demesne and
away, but always seek to present yourself to those around you live in harmony with his teachings.
in a pleasing variety of garbs and activities so as to move
them with love and desire. Love those who respond to your Clergy and Temples
appearance, and let warm friendship and admiration flower The church of Segojan is very prominent in rock gnome
where love cannot or dares not. communities and acts in a quite organized fashion, working
closely with the clergies of other gnome gods. In conjunction
Clergy and Temples with the clergy of Baervan Wildwanderer, particularly the
Aside from those who despise love and beauty as a diverse ecology found beneath the surface. In conjunction
manifestation of weakness, the church of Sune is widely with the clergy of Flandal Steelskin, Segojan’s faithful
loved throughout Faerun and has many adherents to its supervise mining operations and oversee the safety and
teachings. However, as most Sunites are seen as flighty, vain, protection of gnome miners. In conjunction with the
and superficial but basically harmless, the church of Sune followers of Callarduran Smoothhands, they work to forge
has less influence than its prominence might otherwise ties between gnomes who dwell on or directly beneath the
suggest. Sunites have an intense rivalry with the followers of surface and the deep gnomes of the Underdark. Segojan’s
Hanali Celanil, the elven deity of beauty. Sune’s clerics pray in clerics go further than others in actively seeking to watch
the morning after a refreshing scented bath (or after at least over boundaries with the territory of Underdark races and
washing their hands). tunnels deeper underground than gnomes usually explore.
56
Solonor Thelandira Tymora
Keen-Eye, the Great Archer Lady Luck, the Lady Who Smiles, Our Smiling Lady
Intermediate Deity Intermediate Deity
Home Plane: Arvandor Home Plane: Brightwater
Symbol: Silver arrow with green fletching Symbol: Silver coin featuring Tymora’s face surrounded by
Alignment: Chaotic Good shamrocks
Portfolio: Archery, hunting, wilderness survival Alignment: Chaotic Good
Worshipers: Arcane archers, archers, druids, elves, Portfolio: Good fortune, skill, victory, adventurers
rangers Worshipers: Rogues, gamblers, adventurers, Harpers,
Cleric Alignments: CG, CN, NG lightfoot Halflings
Domains: Nature, War, Ancients Cleric Alignments: CG, CN, NG
Favored Weapon: “Longshot” (longbow) Domains: Trickery
Channel Divinity Charm animals and plants, Guided Favored Weapon: A spinning coin (shuriken)
strike, War god's blessing, Nature's Wrath, Amber Spear Channel Divinity Invoke duplicity, Cloak of shadows, Coin
Solonor Thelandira is always in pursuit of quarry, and he flip
rarely remains in one location for very long. Unlike many Tymora, the friendly, graceful, and kind deity of good
hunters, the Great Archer stalks prey only out of concern for fortune, owes her impressive popularity to two factors.
the overall balance between the species and to destroy evil- Firstly, her dominance over narrow escapes and lucky
doers, particularly the drow. His serious, sometimes grim, discoveries makes her the patron of choice to Faerun’s
demeanor reflects the difficulty he faces in forging a burgeoning adventurer population, who propitiate her in
workable compromise between the competing forces of hopes of prolonged survival and spectacular takes. The
civilization and wilderness, instinct and knowledge, and greatest boon to her church came during the Time of
savagery and domesticity. Solonor’s word is his bond, and his Troubles, however, when Tymora appeared to followers in
pledge is never given lightly. Solonor does not close to do Arabel and set up shop in the temple known as the Lady’s
battle with an enemy, but tracks and pursues instead, firing House. As the entire continent quaked with magic gone wild,
arrows from a never-empty quiver. Tymora offered all-too-absent stability and the reassurances
that some deity still cared about their human subjects. The
Dogma ability to actually meet a deity (in exchange for a reasonable
Walk in harmony with nature and oppose the efforts of those donation to the church, of course) bolstered faith in
who disturb her delicate balance. Preserve the wild places fro desperate times, and the ranks of her clergy and followers
excessive encroachment, and work with those who would swelled accordingly.
settle the land to preserve the beauty that first attracted
them. Hunt only for sustenance, culling the old and the weak Dogma
from the herd so that all species may prosper. Like an arrow One should be bold, for to be bold is to live. A brave heart and
in flight, it is difficult to arrest the consequences of an action. a willingness to take risks beat out a carefully wrought plan
Choose your targets carefully, for an ill-considered action can nine times out of ten. Place yourself in the hands of fate and
have a long reaching impact. trust to your own luck. Bear and conduct yourselves as your
own masters, showing your good or bad fortune as
Clergy and Temples confidence in the Lady. Chase your own unique goals, and the
The church of Solonor is a disparate one, with little Lady aids the chase. Without direction or goals, you soon
communication among groups of clerics except to exchange know the embrace of Beshaba, for those on no set course are
information. Solonor’s clerics serve as scouts and archers in at the mercy of misfortune, which has no mercy at all.
elven armies, as bowyers, fletchers, archery instructors in
elven settlements, and as hunters and providers for far-flung Clergy and Temples
rural communities. Among those Fair Folk who largely Those commoners who fail to take themselves too seriously
eschew the trappings of civilization, members of Solonor’s see the servants of Tymora as energetic advocates of fun and
clergy preside over initiation ceremonies into adulthood. adventure. The clerics preach a doctrine that urges their
Hawkeyes serve the Great Archer by working to maintain the followers to take chances and do something, rather than
balance of nature. Solonor’s clerics are deadly enemies of sitting around and daring nothing. Accordingly, those who
those who worship Malar or Talos, and they often join forces choose Tymora as patron tend to possess a zest for life and a
with those who serve Rillifane Railathil in order to calm assurance that the Lady Who Smiles will ensure they
exterminate followers of those evil gods whenever they make live a long and fruitful life. Halflings consider Tymora to be
their presence known. one of Yondolla’s Children, and consider her widespread
worship in human lands as simply the greatest of Lady Luck’s
numerous humorous cons.
Each Tymoran temple is an independent operation with its
own hierarchy and doctrinal interpretation, which usually
boils down to the whims of the high priest or priestess
informed by a baseline collection of beliefs and customs.
57
Torm Tyr
The True, the True Deity, the Loyal Fury The Even-Handed, the Maimed God, the Just God
Greater deity Greater Deity
Home Plane: House of the Triad Home Plane: House of the Triad
Symbol: Right-hand gauntlet held upright with palm Symbol: Balanced scales resting on a war hammer
forward Alignment: Lawful Good
Alignment: Lawful Good Portfolio: Paladins, judges, magistrates, lawyers, police,
Portfolio: Duty, loyalty, obedience, paladins the oppressed
Worshipers: Paladins, heroes, good fighters and warriors, Worshipers: Animal breeders, elemental archons (air),
guardians, knights, loyal courtiers rangers, rogues, sailors
Cleric Alignments: LG, LN, NG Cleric Alignments: LG, LN, NG
Domains: War, Devotion, Vengeance Domains: Order, War
Favored Weapon: “Duty’s Bond” (greatsword) Favored Weapon: “Justicar” (longsword)
Channel Divinity Guided strike, War god's blessing, Channel Divinity Guided strike, War god's blessing,
Sacred Weapon, Vow of Enmity, Treacherous revelations Order's Demand, Justice strike
Torm the True, patron of paladins and unswerving enemy Before every criminal trial in civilized lands, good-hearted
of corruption and evil, serves the people of Faerun by magistrates whisper prayers to Tyr the Even-Handed, asking
exemplifying the chivalric ideal. An ascended hero who lived that he guide their judgments with temperance and resolve. A
his mortal life in service to a just sovereign, Torm eschews utopian interloper deity who long ago came to Toril from a
the pretense of his fellow deities, instead adopting a humble foreign cosmos, Tyr sees himself as a father figure working to
position that he exists to serve the common good and the rule craft a perfect society among the people of Faerun, whom he
of law as established by honorable mortal rulers. Though a views as his wayward children. The pain of knowing that his
true deity with awesome power at his disposal, the Loyal Fury mortal charges cannot hope to initiate and protect a flawless,
is all too familiar with the failings of mortal men, having completely just orderly existence tinges Tyr’s philosophy with
fallen victim to hubris, gullibility and ignorance when an undercurrent of resigned sadness.
confined to a mortal shell during the Time of Troubles.
During that seminal event, Torm allowed himself to be Dogma
controlled by his own corrupt, oppressive clerics for a short Reveal the truth, punish the guilty, right the wrong, and
time, an occurrence that gave him perspective on his own always be true and just in your actions. Uphold the law
flaws and enhanced his sense of humility. Stern, righteous, wherever you go and punish those who do wrong under the
and unyielding in the face of evil, Torm’s spirit lifts when law. Keep a record of your own rulings, deeds, and decisions,
dealing with his friends, the weak, the defenseless, and the for through this your errors can be corrected, your grasp on
young. the laws of all lands will flourish, and your ability to identify
lawbreakers will expand. Be vigilant in your observations and
Dogma anticipations so you may detect those who plan injustices
Salvation may be found through service. Every failure of duty before their actions threaten law and order. Deliver
diminishes Torm and every success adds to his luster. Strive vengeance to the guilty for those who cannot do it
to maintain law and order. Obey your masters with alert themselves.
judgment and anticipation. Stand ever alert against
corruption. Strike quickly and forcefully against rot in the Clergy and Temples
hearts of mortals. Bring painful, quick death to traitors. Clerics of Tyr pray for spells at dawn. In addition to
Question unjust laws by suggesting improvement or numerous minor holidays, Tyr’s priesthood follows a strict
alternatives, not additional laws. Your fourfold duties are to regimen of monthly high rituals. On the first of each month,
faith, family, masters, and all good beings of Faerun. Tyrrans celebrate Seeing Justice, at which specially chanted
prayers elicit the appearance of a white-hot war hammer that
Clergy and Temples glows with heat and light. The thirteenth day brings
Clerics of Torm pray for their spells at dawn. On the 13th of celebration of the Maiming, at which the congregation sings
Eleasis, they celebrate a somber ceremony known as the loud, booming hymns as an illusionary gauntleted hand
Divine Death to commemorate Torm’s sacrificial destruction surrounded by a nimbus of burning blood appears above
of Bane. The 15th of Marpenoth sees a more jovial ritual in them. A similar ritual called The Binding, which takes place
the form of the True Resurrection, which celebrates the on the twenty-second day of each month, involves an image of
anniversary of Torm’s return to Toril at the behest of Ao. burning, crying eyes. Individual temples of Tyr offer lodging,
Shieldmeet, traditionally a time when Faerunians enter new fresh mounts, healing, spell aid, weapons, gear, and holy
agreements and compacts, is a time of great advice, as well as confession of sins, which plays an
religious significance to followers of the deity important absolving role in the faith.
of duty who take their oaths very, very
seriously. In addition to the daily morning
prayer, clerics are expected to give thanks
and honor to Torm through quiet prayers at
noon, dusk, and midnight. Temples of Torm
frequently double as citadels.
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Tamara Valkur
Her Beneficence, Her Mercy The Mighty, Captain of the Waves
Lesser Deity Demigod
Home Plane: Elysium Home Plane: Warrior's Rest
Symbol: Seven-pointed star on field of black Symbol: Cloud with three lightning bolts on a shield
Alignment: Neutral good Alignment: Chaotic Good
Portfolio: Life, light, mercy Portfolio: Sailors, ships, favorable winds, naval combat
Worshipers: Good dragons, healers, those desiring mercy Worshipers: Fighters, rogues, sailors
Cleric Alignments: LG, NG, CG Cleric Alignments: CG, CN, NG
Domains: Dragon, Life, Strength, Light Domains: Tempest, War
Favored Weapon: Scimitar (claw) Favored Weapon: “The Captain’s Cutlass” (cutlass)
Channel Divinity Infuse Elements, Preserve Life, Sun Channel Divinity Destructive wrath, Guided strike, War
Flare god's blessing, Static strike
Tamara is the kindest and most benevolent of the draconic Valkur can pilot any sailing craft in any conditions, and he
deities. Some mistake this quality for weakness, though such never shies away from a challenge. His moods are as
beings don’t make the same error twice. She appears as a mercurial as the weather, but he is always incredibly loyal to
luminously beautiful silver dragon, her eyes shining with the his crew. He is usually jolly, always lucky, emphasizes his
brightness of the sun itself. points by shaking his fist in the air, and has a great belly
laugh. Valkur never holds a grudge, but when angered, his
Dogma voice cracks like rolling thunder. Valkur epitomizes the
Tamara believes in mercy, both in life and in death. Not only daring sea captain who can sail his ship through anything the
does she heal the sick and tend the injured, she delivers a Deities of Fury can unleash.
merciful end to those dragons nearing the end of their
natural lives. She fiercely detests those who artificially Dogma
prolong the life of a dragon, particularly when it is against There is nothing more invigorating than challenging the
that dragon’s will. elements. The feel of wind and spray on one’s face and the
deck pitching beneath one’s feet is the greatest feeling in the
Clergy and Temples world. If humankind is to expand its reach, daring men and
Tamara’s clerics are healers, but also deliverers of death to women must defy the odds and dare the impossible. The
those who try to escape it. They prefer to destroy any undead thrill of exploration is sweeter than wine or rum. There is
they encounter, particularly draconic undead (such as always risk, but without risk life is empty. Life is to be lived
dracoliches). Though a peaceful and merciful faith, the and damn the consequences. One’s loyalties are first to one’s
worshipers of Tamara do not hesitate to stand against evil or mates, then to one’s ship, and then to Valkur, who protects all
tyranny. Tamara counts Pelor among her staunchest allies sailors. Rely not on Valkur’s hand to always extract you from
and Falazure, Hextor, Nerull, and Erythnul among her difficulties, for such is coddling and leads to a lack of
enemies. challenge and the room to grow. Rather, Valkur helps those
actively solving their own problems by helping their plans
work.
Clergy and Temples
The church of Valkur is only loosely organized, with clergy
members coming together to worship only when serving on
the same ship or in port at the same time. Some clerics of
Valkur captain sailing ships that sail the length of the Sword
Coast or across the Sea of Fallen Stars. Most serve as
officers on some ship or other. Few clerics of Valkur serve on
pirate ships, but many enjoy serving their homelands as
privateers. While in port, Valkur’s clerics provide care and
small amounts of monetary support to sailors down on their
luck and to families whose chief breadwinner has been lost at
sea. Other clerics run shipyards or administer fleets of
merchant ships. Valkur’s clerics are also fond of contributing
to seaborne exploration and long-distance trading
expeditions because of the challenges and opportunities they
present.
59
Yondalla The fact that many members of the clergy double as
community leaders reinforces the influence of Yondalla’s
The Protector and Provider, the Nurturing Matriarch, the credo upon halfling society.
Blessed One
Greater Deity
Home Plane: Green Fields
Symbol: Cornucopia on a shield
Alignment: Lawful good
Portfolio: Protection, bounty, halflings, children, security,
leadership, wisdom, creation, family, tradition
Worshipers: Children, halflings, leaders, paladins, parents
Cleric Alignments: LG, LN, NG
Domains: life
Favored Weapon: “Hornblade” (short sword)
Channel Divinity Preserve life, Hearth and home
Yondalla created the halfling race in her own image, and it
is due to her charming personality, friendly demeanor,
curiosity, loyalty, and sense of mischief that halflings are
among the best-tempered of the goodly races. As the
matriarch of the halfling pantheon (and indeed the entire
race), all halflings revere the Blessed One. Even those few
who have rejected the traditional values of the hin respect
Yondalla for her guidance of the race as a whole. Yondalla
serves as an example to all her people, espousing harmony
among halflings, good relations with other races, and the
strong defense when faced with the affronts of enemies. It is
Yondalla’s wish that all her children are safe and prosperous,
treat each other well, and live interesting, full lives. Yondalla
is forgiving, slow to anger, and kind, but when her charges
become threatened she acts with bravery and ferocity that
has gained the respect of even her most warlike godly
contemporaries. Yondalla knows that her race represents a
truly good creation, and does anything within the boundaries
of honor to nurture and protect it.
Dogma
Those who seek to live in accordance with the way of the
Provider will be blessed with a cornucopia of riches. Seek
peace and comfort, for a life lived with both is true wealth.
Although violence should never be welcomed, the Protector's
aegis will extend to those willing to fiercely defend their
home and community. Lead through example, and know the
activities of those you lead so that you can help shoulder their
burdens when need be. Treasure your family, for your parents
gave you life and your children are your future. Care for the
aged and the weak, for you never know when you may be one
of the strong laid low.
Clergy and Temples
Perhaps surprisingly, Yondalla’s clerics build few temples.
Worship of the Nurturing Matriarch is so ingrained into
nearly every aspect of halfling society that the hin treat the
idea of specific services to their goddess once a tenday with
bemused dismissal. This isn’t to suggest halflings have a
theocratic culture, but rather that Yondalla (and by extension,
her clergy) presents through her actions (as interpreted
through stories taught to all halflings in their youth) the
values of a halfling should embrace to live life to its fullest
and to benefit the community, namely: acceptance,
community, love, gaiety, curiosity, loyalty, diplomacy, tradition,
and a well-developed sense of mischief.
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Channel Divinity: Enchanting Starlight
Channel Divinity Starting at 2nd level, you have learned how to copy the stars'
The following is a list of Channel Divinity's granted by certain light, using your power to blind your enemies and empower
gods, these can help a character feel more unique and allow your allies.
the player to have a choice to specialize into the worship of a As an action, you can channel the power of the stars. A
specific god. A DM may see fit to allow a player to switch one creature you designate within 60 feet of you deals extra
of their channel divinity features with the following or with radiant damage equal to your Wisdom modifier with each of
another of the gods channel divinitys at the players request. their attacks and damaging spells or abilities until the end of
For a cleric they can simply swap out the channel divinity your next turn. Additionally, all creatures within 10 ft of you
granted by their domain for the ones listed, this can only be make Constitution saving throw or be blinded until the end of
done if the character has chosen the Divine Domain of the their next turn.
god they worship and choose one of the channel divinities Channel Divinity: Strength of the Ages
granted by that god. For example a Cleric of Arvoreen can
swap out their Guided Strike Channel Divinity for Guard the Starting at 2nd level, you empower a creature with the
Weak, but they could not do this if they had chosen the Grave strength to strike down any foe.
cleric divine domain, only if they had chosen the War domain. As an action, you present you holy symbol and choose a
Paladins also follow this rule, but they get the choice to creature you can see within 60 feet of you, the creature can
switch one of the two options granted by their channel perform a feat of strength, the creature gains Strength equal
divinity for their gods. to its level or your level, whichever is higher, until the end of
its next turn.
Channel Divinity: Airburst
Channel Divinity: Point Blank Shot
Starting at 2nd level you can use your channel divinity to
command the air around you. As an action, present your holy Starting at 2nd level, you enchant your eyes with divine
symbol and summon an explosion of air radiating from your energy allowing you to quickly snap to many foes.
body. All creatures within 15 feet of you must make a As an action, you present you holy symbol and choose a
strength saving throw (against your spell DC) or be thrown number of creatures equal to your spellcasting modifier
10 feet away from you and knocked prone. within 10 feet of you, you can make one ranged weapon
attack or cast one cantrip that has an attack roll against each
Channel Divinity: Halfling Skill creature, you do not suffer disadvantage for having a creature
Starting at 2nd level, you can use your channel divinity to within 5 feet of you for these attacks.
summon all the skill of a true halfling. As an action, present Channel Divinity: Chaos Casting
your holy symbol and for the next 10 minutes you gain a +5 Starting at 2nd level, you control over chaos is great.
bonus to all your skill checks, also you gain a climb speed As a bonus action, you present you holy symbol and the
equal to your walk speed and you add 10 feet to all your next spell you cast that deals a random damage type, counts
Jumps. as being cast one level higher and choose one target of the
Channel Divinity: Strong Illusions spell, you deal your level of extra force damage to the target.
Starting at 2nd level, you can use your channel divinity to Channel Divinity: Guard the Weak
enhance your illusions. As an action, present your holy Starting at 2nd level, you can set a ward over a creature to
symbol and for the next 10 minutes any illusion spell you cast protect them from harm.
counts as being cast one level higher, and when you cast an As an action, you present you holy symbol and you can
illusion spell of 1st level or higher, as part of the same casting generate a protective ward over one creature you touch. The
you can also cast t two minor illusion spells. ward stays on the creature for 1 hour, while the ward is on
Channel Divinity: Predator’s Grace the creature it counts as being under the effects of the
Starting at 2nd level, you can use your channel divinity to Nondetection spell.
grant yourself the grace of a predatory beast. As a bonus Additionally once during the duration of the ward the
action, present your holy symbol and for the next 1 minute creature can expend the ward to gain a bonus to one saving
you gain 15 feet extra movement, difficult terrain does not throw equal to half your level.
imped your movement and once on each of your turns during Channel Divinity: Sun Flare
the duration of this feature, you can gain advantage on one Starting at 2nd level, you can channel the power of the sun to
attack against a creature. ward off any undead.
Channel Divinity: Great Fortitude As an action, you present your holy symbol as a bright flash
Starting at 2nd level, you can use your channel divinity and of sunlight flares from it. Each undead that can see or hear
imbue a target with dwarven fortitude. As a bonus action, you within 90 feet of you must make a Wisdom saving throw.
present your holy symbol and touch one creature within If the creature fails its saving throw, it is turned for 1 minute
reach, that target gains temporary hit points equal too 1 of its or until it takes any damage. And that area is filledwith bright
hit die + your cleric level + its constitution. While it has these sunlight for the next hour.
Temporary hit points it has advantage on Constitution saving Any undead that start their turn in this light must make a
throws and resistance to poison damage. Consitution saving throw against your spell save DC or be
Blinded until the end of their turn.
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A turned creature must spend its turns trying to move as far Channel Divinity: Harvest Feast
away from you as it can, and it can't willingly move to a space Starting at 2nd level, you can use your Channel Divinity to
within 30 feet of you. It also can't take reactions. For its conjure up a fine hearty meal for you and your companions.
action, it can use only the Dash action or try to escape from As an action, during a long rest you can have any cook's
an effect that prevents it from moving. If there's nowhere to utensils be your holy symbol for this channel divinity.
move, the creature can use the Dodge action. During the long rest you take an hour to cook up a fine
After this feature resolves the area affect by this feature is meal, the ingrediants appear at the start of the hour and you
filled with bright light that counts as sunlight for 5 rounds. use them during the meal preperation. Any additional
This feature counts as turn undead for your Destroy ingrediants can be added to improve the meal such as using a
Undead feature. Heward's Handy Spice Pouch to enhance the flavors.
Channel Divinity: Oceanic Vortex This meal is able to feed up too 5 creatures, and provides
enough nourishment to sustain a creature for one day.
Starting at 2nd level, you can use your Channel Divinity to Additionally the creatures that partake in this meal have
conjuer a swirling vortex of water. advantage on saving throws against poison and frightened for
As an action you present your holy symbol, and create a 10 the next 24 hours. Also if they are suffereing from a disease
feet diamater sphere of swirling water within 60 feet of you they may roll a saving throw against it with advantage as well
that lasts for 1 minute. Each creature that starts its turn in as adding your spell casting modifier to the roll.
the area or enters it for the first time on their turn must make You can expend spell slots to increase the number of
a Strength saving throw. If they fail, they are restrained. The creatures the meal can feed, the number of additional
target repeats the saving throw at the end of their turn. In creatures is equal to the spellslot spent, for example if you
addition, if the enemy is inside a body of water when they fail expend two 2nd level spellslots you can feed an additional
their save, they sink down 60 feet or as far as possible. four creatures.
Channel Divinity: Inspire Morale Channel Divinity: Runic Script
Starting at 2nd level, you can Channel Divinity to inspire Starting at 2nd level, you can use your Channel Divinity to
morale to your allies. create runes that befuddle the mind of those who look on
As an action you present your holy symbol and shout a them or are simply unseen to all but those you choose.
virtuous word of confidence. Each creature of your choice As an action, you start a 10 minute ritual where you use
that can hear you boosts its moral until the end of your next your holy symbol to create magical runes that only you and
turn. During this time, they cannot be frightened and can your allies can read. Over the duration you choose a number
make one attack roll, ability check, or saving throw with of creatures equal to your spellcasting modifier that remain
advantage, disregarding any disadvantage on that roll. within 10 feet of you during the 10 minutes.
Channel Divinity: Turning Tides For the next 1 hour anything those creatures writes
Starting at 2nd level, you can use your Channel Divinity to appears to be in any language and handwriting they wish, and
manifest both the healing capabilities and its unyielding any creatures that are affected by the channel divinity see
wrath. them as dwarven runes that are the true written text, which
As an action, you present your holy symbol and conjure can be different to what the writer has others see the text.
torch-like orbs of transparent water that hover around you. The text can not appear as unknown or hidden
The number of orbs summoned is equal to your Wisdom information.
modifier, and they disappear after 1 minute or immediately Alternatively, during the ritual you can transfer words from
after they come into contact with a creature. one place to another, transferring 1 page worth of
As a bonus action, you can direct one of these orbs to move information every minute. This could be used to transfer a
up to 60 feet in any direction. If an orb encounters a hostile spell scroll into a spell book. The original location of the
creature, that creature mist succeed on a Dexterity saving writing is lost as it has now been moved.
throw or take cold damage equal to your cleric level + Channel Divinity: Moon Dance
Wisdom modifier and have its speed reduced by 10 feet until Starting at 2nd level, you can use your Channel Divinity to
the start of your next turn. If the orb encounters a friendly enter an enchanting dance where your weapon becomes like
creature, that creature gains temporary hit points equal to a tuning fork to the mon itself.
your cleric level + Wisdom modifier. As an action, for the next minute you produce a 5-foot aura,
Channel Divinity: Step Together the aura glows shedding bright light, any creature that starts
Starting at 2nd level, you can use your Channel Divinity to its turn in the aura must pass a Constitution saving throw
have you and your allies traverse the feydark for a split against your spell save DC or takes 2d6 radiant damage. Over
second, allowing near instant transportation. the duration you can use Dexterity for any weapon attack you
As an action, you present your holy symbol and choose a make.
number of willing creatures equal to your Proficiency within If a creature critical hits you during the duration of this
30-feet of you. Choose one of those creatures, it may teleport channel divinity, they must pass a Wisdom saving throw
up to 10-feet, then choose a second creature, it teleports up against your spell save DC, on a failed save they are charmed
10 feet away from the creature immediately before it, by you for the duration.
continue doing this until all creatures have teleported once.
After the choosen creatures have teleported, you may then
teleport to within 10-feet of any one of those creatures.
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Channel Divinity: Steel Skin Channel Divinity: Unyielding Defence
Starting at 2nd level, you can use your Channel Divinity to Starting at 2nd level, you can use your Channel Divinity to
momentarily strengthen your skin, granting it steel like stand in defiance against all odds.
properties. As a reaction when you are reduced to 0 hit points and not
As an action, you press your holy symbol against your skin killed outright, you present your holy symbol, having 0 hit
and for the next minute your skin becomes steel like, gaining points doesn't knock you unconscious for the next minute.
a metallic sheen. For the duration you double your weight, You still must make death saving throws, and you suffer the
your unarmed strikes deal d8 + strength bludgeoning damage normal effects of taking damage while at 0 hit points.
and are magical. Additionally you have advantage on Strength However, if you would die due to failing death saving throws,
checks and saving throws, gain immunity to poison damage, you don't die until the duration of this channel divinity ends,
any critical hit against you becomes a normal hit and gain an and you die then only if you still have 0 hit points.
unarmoured defence of 16 + your Constitution modifier.
Channel Divinity: Deflecting Strike
Channel Divinity: Celestial Axes Starting at 2nd level, you can use your Channel Divinity to
Starting at 2nd level, you can use your Channel Divinity to take an enemies blow and redirect it away.
turn your weapons into fierce instruments of destruction. As a reaction when you are hit by a weapon attack, you
As a bonus action, you present your holy symbol which deflect the blow using your holy symbol, you can deflect the
transforms into two magical axes for the next 1 minute. attack to another creature within range of the attack. That
For the duration you may add your ability modifier to any creature must make a Dexterity saving throw, the Dc is the
attacks you make with your off hand atatcks using these original attack roll of the attack. On a failed save they are the
weapons. Each axe deal 3d4 slashing damage, are light, target of the attack instead. On a success the attack is wasted.
finesse and deal triple damage on a critical hit instead of
double and weapon attacks score a critical hit on a roll of 19 Channel Divinity: Eye Ray
or 20 with these weapons. Starting at 2nd level, you can use your Channel Divinity to
While you have both axes in your hands they count as your send a beam of sunlight from your eyes in a line.
holy symbols. As an action, you present your holy symbol, then your eyes
If you score a critical hit with one of these weapons you glow and you produce a blazing line of radiant energy 10-foot
make an additional attack with the same weapon as part of wide, and X feet long, where X is your level times 10.
the same action. Each creature in the line must make a Charisma saving
throw or take your level worth of 2d4s plus your spellcasting
Channel Divinity: Primal Strike modifier in radiant damage. Taking half damage on a success.
Starting at 2nd level, you can use your Channel Divinity to Once you use this channel divinity you gain blindsight 30-
turn your body into that of a predatory beast and slash at your feet and are immune to the blind condition for the next 10
foes. minutes.
As a bonus action, you present your holy symbol, as you do
it and the arm you present it with morph into a bestial form Channel Divinity: Mindus Touch
which strikes at your foe before turning back. Starting at 2nd level, you can use your Channel Divinity to
You can choose between a few forms, each granting its own turn object into gold.
benifits. Each attack counts as magical. As an action, you present your holy symbol and touch one
Talons: You can make two unarmed attacks against a small object. All or parts of the object become gold for a
creature within 5 feet of you, you can use your dexterity for number of hours equal to your level in this class. This gold is
these attacks. Each claw attack deals 2d6 + Your dexterity real for all intensive perposuses and is non magical. After the
modifier + half your level in this class slashing damage. If you time is up the object returns to normal.
hit the creature with both attacks you rend them and they When you reach different levels in this class you can affect
take an additional 2d6 damage. larger objects. 7th medium, 12th large, 16th huge.
Claw: You can make one unarmed strike against a target At 13th level you can use this channel divinity on creatures,
within 5-feet of you, the attack deals 2d10 + your strength when you use this feature this way you cast flesh to stone, but
modifier + your level in this class bludgeoning damage. If the creature is turned to gold instead of stone.
your able to to grapple the creature you can then move them Channel Divinity: Golden Heart
10 feet and be restrained until the end of its next turn.
Bite: You can make one unarmed strike against a target Starting at 2nd level, you can use your Channel Divinity to
within 5-feet of you, the attack deals 2d8 + your strength help express your true skill in presenting yourself and the
modifier + your level in this class piercing damage. The target beauty of others.
must then make a strength saving throw against your spell As an action, you present your holy symbol as you hold a
save DC or be knocked prone, have its movement halved and set Painter's Supplies. You enchant the supplies with a
be unable to take reactions until the end of its next turn. special magic that will help bring out a creatures inner
Quills Each creature within 10-feet of you must make a beauty. Over a long rest you can paint a portrait of a creature
Dexterity saving throw or take 5d4 + your Constitution you have seen for at least 1 hour.
modifier piercing damage. Until the creature or another This portrait displays the creatures inner soul as well as
spends its action removing the quills after taking damage their outward appearance, the portrait will depict them as
from this channel divinity, it takes 1 extra damage from any their true alignment. If they are chaotic evil they will be a
bludgeoning, slashing or piercing damage. malformed or demonic version of themselves, if they are
lawful good they will appear as beautiful and perhaps angelic.
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No matter the depiction the creature it depicts must make a As an action, you can present your holy symbol before a
Charisma saving throw when they see the painting, if they fail, new-born creature, you know how long the creature will live
they think it is the most amazing and accurate picture they through natural causes.
have ever seen of themselves, acting within their nature Additionally, you can as an action, you can present your
towards such a thing. holy symbol before a creature that has just passed due to old
A creature that presents a portrait of the creature it is age, you get a flash back of the creatures life, seeing notable
gifting it to, presents it with true love, then the creature they moments of its life, afterword's you get a sense of where its
gift it to knows that it is the truest love of said creature, and soul passed on too.
becomes effected bu Calm Emotions for the next hour.
Channel Divinity: Silver Sliver
Channel Divinity: Blessed Crown Starting at 2nd level, you can use your Channel Divinity to
Starting at 2nd level, you can use your Channel Divinity to summon a shard of Lurues power.
gain a holy crown similar to that of Hathor. As an action, you present your holy symbol and summon a
As an action, you present your holy symbol and a horned magical silvered spear that lasts for 24 hours. The spear
halo appears over your head. For the next hour you cast counts as your focus and grants you a +1 to spell and melee
Animal Friendship at will, without expending a spell slot. attack rolls with it.
Additionally you have a number of d6 equal to your level in Additionally, your Divine Strike, Blessed Strike and
this class, you can use a bonus action to expend on of these Improved Divine Smite features deal an additional 1 damage.
dice to heal a creature for a number of these d6 as a bonus At 13th level this Channel Divinity also increases your spell
action at a range of 30 feet. save DC by 1.
Channel Divinity: Shield of the Lady Channel Divinity: Seasons Wrath
Starting at 2nd level, you can use your Channel Divinity to Starting at 2nd level, you can use your Channel Divinity to
gain protection against harmful effects that would prevent have nature rack at your foes with all its fury.
you from performing good. As an action, you present your holy symbol and target a
As an reaction when you are hit by an attack or failed a spot you can see within 120 feet. An cube of 20 foot in radius
saving throw, you present your holy symbol and if you are hit is created on that spot, you then choose water, fire, earth or
or fail a saving throw you can choose to have the attack miss air, the effects varies depending on what you choose:
you or to succeed the saving throw. If an evil creature caused
you to fail the saving throw or was the one to hit you, you can Water The area is drenched in water and an area of Frigid
have the attack or save affect them instead of you. Water, dousing any non magical flame in the area. The
area is considered Heavy Precipitation for 1 minute.
Channel Divinity: Martyrs Sacrifice While this effect lasts any creature that starts its turn in
Starting at 2nd level, you can use your Channel Divinity to the area or enters it for the first time on its turn must pass
take the suffering of others. a Constitution saving throw or take your level in Cold
As an action, you present your holy symbol and for the next damage.
minute, your wrists are bound in a bloodstained cord. While Fire The area is under the effects of Extreme Heat
this effect is in place your movement is halved, but you are causing a save every minute a creature spends in the area,
under the effects of Freedom of Movement. any fire seems brighter and more fierce and evaporating
Additionally, each time a creature is targeted for an attack any non magical water in the area. The area lasts for 1
or saving throw within 20 feet of you, you can choose to have minute and is Heavily Obscured. While this effect lasts any
the effect target you instead, but you automatically fail the creature that starts its turn in the area or enters it for the
save or are hit by the attack without any rolls. first time on its turn must pass a Constitution saving
You cannot die while under the effects of this Channel throw or take your level in Fire damage.
Divinity, if you are ever reduced to 0 HP, you instead remain Earth The ground in the area counts as Quicksand. The
conscious, although you take saving throws as normal, and if area lasts for 1 minute and is Lightly Obscured. While this
you fail 3, once this effect ends you die. If you die due to this effect lasts any creature that starts its turn in the area or
effect your soul is sent to the upper plains and rewarded. enters it for the first time on its turn must pass a
Constitution saving throw or take your level in
Channel Divinity: New Dawn Bludgeoning damage.
Starting at 2nd level, you can use your Channel Divinity to Air The area is under the effects of a Strong Wind, that
bring light to the world. affects all flying. The area lasts for 1 minute. While this
As an action, you present your holy symbol at dawn, giving effect lasts any creature that starts its turn in the area or
praise to the day you can choose an number of creatures enters it for the first time on its turn must pass a
equal to your proficiency within 30 feet of you. Until the next Constitution saving throw or take your level in Lightning
dawn all those creatures feel refreshed and cheery as well as damage.
holding an air of good feelings for those around them. Channel Divinity: Songblade
Additionally, any spells you cast on them have a range of
sight. Starting at 2nd level, you can use your Channel Divinity to
summon a blade made of pure resonance.
Channel Divinity: Passage of Time
Starting at 2nd level, you can use your Channel Divinity to
feel the passage of time and what can come with it.
64
As an action, you present your holy symbol and conjure a or succeeds a skill check, that creature can grant a +1 to
musical blade within 30 feet of you. You create a floating, another of the chosen creature on the next same roll on that
musical blade within 30 feet of you, that lasts for 10 minutes creatures next turn. For example, a creature hits with an
or until you use this Channel Divinity again. When you attack they can grant another creature affected by this
conjure the blade, you can make a melee spell attack against channel divinity within 30 feet of it, a +1 on their next attack
a creature within 5 feet of the weapon. On a hit, the target roll.
takes thunder damage equal to 2d4 + your level. This effect can only grant a max +3 bonus. Should a
As a bonus action on your turn, you can move the weapon creature have a +3 to their roll and they succeed the saving
up to 20 feet and repeat the attack against a creature within 5 throw, check or hit with an attack with that bonus, all
feet of it. creatures under this effect gain 3 temporary hit points.
Channel Divinity: Enter the Weave Channel Divinity: Ride Till Valhalla
Starting at 2nd level, you can use your Channel Divinity to Starting at 2nd level, you can use your Channel Divinity to
transform your body into pure magic, surf the weave and take the suffering of others.
bring back some of its power. As an action, you present your holy symbol and for the next
As an action, you present your holy symbol and teleport hour, you summon 5 magical beasts, 1 warhorse, 2 ravens
yourself to the weave, the realm of magic. At the start of your and 2 wolves. They are deathly bound to you, taking any
next turn you can reappear within 10 feet of your original order you give them as best they can, their attacks are
position, afterward you can choose a spellslot up to your magical and take their turn immediately after yours. You can
proficiency modifier in level that you have spell slots for, you perform this Channel Divinity once per day.
may cast one of your spells of that level without expending a At 10th level, you instead summon 1 warhorse with 30 hit
spell slot. If the spell heals or deals damage then it does extra points and plate armour barding with a movement of 100
force damage or healing equal to your proficiency bonus. feet, and 60 foot flying speed, with the Bad Flier feature. 2
Dire wolves, and 2 giant ravens.
Channel Divinity: Thunder Blessing
Starting at 2nd level, you can use your Channel Divinity to Channel Divinity: Lord of the Afterlife
grant a mother your blessing or to awaken those who have it. Starting at 2nd level, you can use your Channel Divinity to
As an action, you present your holy symbol and rest it on take advantage of a creature dying to gain power from the
the belly of a woman wishing to conceive, if she were to try realm of death.
within the next 12 hours and it would be viable for her too, As a reaction when a creature within 60 feet of you dies,
she will conceive twins. A creature can only benefit from this you present your holy symbol and gain an number of soul
once. fragments equal to your level. You can have these soul
Alternatively, you may as an action, present your holy fragments for up to 1 hour or until you go to 0 hp. Each
symbol and touch a dwarf. for the next 1 minute they add a fragment grants you 2 temporary hit points.
+1 to all saving throws, attack rolls and ability checks. Each time you get hit by a melee attack, the creature takes
1 necrotic damage per soul fragment you lost to the attack.
Channel Divinity: Trail Blazer
Starting at 2nd level, you can use your Channel Divinity to Channel Divinity: Defender of the Green
travel great distances without the risk of getting lost. Starting at 2nd level, you can use your Channel Divinity to
As an action, you present your holy symbol and you create bring forth the spirits that live inside the plant life around
a Tiny incorporeal hand of shimmering light in an you.
unoccupied space you can see within range. The hand exists As an action, you present your holy symbol and you grant
for 8 hours as you concerntrate on it as a spell, but it the semblance of life and intelligence to a plant of your choice
disappears if you teleport or you travel to a different plane of within range, allowing it to answer the questions you pose.
existence. The plant speaks to you telepathically. The spell fails if the
When the hand appears, you name one major landmark, plant was the target of this Channel Divinity within the last
such as a city, mountain, castle, or battlefield on the same 10 days.
plane of existence as you. Someone in history must have Until the spell ends, you can ask the plant up to three
visited the site and mapped it. If the landmark appears on no questions. The plant knows only what has happened near it
map in existence, the spell fails. Otherwise, whenever you within the last week. Answers are usually brief, cryptic, or
move toward the hand, it moves away from you at the same repetitive, and the plant is under no compulsion to offer a
speed you moved, and it moves in the direction of the truthful answer if you are hostile to it or it recognizes you as
landmark, always remaining 5 feet away from you. an enemy. This Channel Divinity doesn't let the plant learn
If you don't move toward the hand, it remains in place until new information or speculate about future events.
you do and beckons for you to follow once every 1d4 minutes.
Channel Divinity: Divine Illusion
Channel Divinity: Pride in the Pride Starting at 2nd level, you can use your Channel Divinity to
Starting at 2nd level, you can use your Channel Divinity to befuddle foes with spirit illusions.
have each member of your own pride feed off each others As an action, you present your holy symbol and you can
success. place a number of duplicates equal to your proficiency within
As a bonus action, you present your holy symbol and 30 feet of you. These duplicates are identical to you in every
choose a number of creatures within 30 feet of you equal to way, they all move at the same time. While these duplicates
your proficiency bonus. For the next 1 round, when one of exist, you can occupy any of their squares on your turn,
those creatures passes a saving throw, hits with an attack although you may not move, or teleport to any other space.
65
Each duplicate has your AC, and make saving throws with As an action, you present your holy symbol and and a large
your proficiency but only have 1 hit point. As long as there are amber spear appears in your hand. You draw a line that is 5
any duplicates you cannot be targeted or be affected by any foot wide and 10 feet per level in this class long. Each
attack or ability other than your own. After all duplicates are creature in the line must pass a Wisdom saving throw or take
destroyed, you appear in the last space and this affect ends. 1d4 per level in this class. If a creature is large it takes 1d6
The duplicates last for 1 minute. per level, a huge or larger creature takes 1d8 per level.
Channel Divinity: Seven Shooting Stars Channel Divinity: Treacherous revelations
Starting at 2nd level, you can use your Channel Divinity to Starting at 2nd level, you can use your Channel Divinity to
transform part of your spirit into celestial shooting stars. have a intense set of visions where they see a set of flash
As an action, you present your holy symbol and you gain backs of their their worst moments.
seven floating star like orbs that orbit you. These starts last As an action, you present your holy symbol and choose a
for 1 hour or until you use this Channel Divinity again, on creature you can see within 60 feet of you. That creature sees
your turn as a bonus action or as a reaction to taking damage, every evil act it has ever committed, the strongest visions
you may expend one of the orbs to teleport 10 feet. being those of treason or betrayal. It then has visions of each
celestial punishment for such act. This is enough to bring
Channel Divinity: Cats Eyes most mortal beings to tears, the strongest of beings may
Starting at 2nd level, you can use your Channel Divinity to simply laugh at such things. Regardless the reaction to such
gain the vision of your gods favorite creature. visions, Torms attention is drawn to the being. And the
As an action, you present your holy symbol and for the next creature no matter how flippant feels the weight of such a
minute you gain darkvision 60 feet, if you already have thing, and will have a -1 on all attack rolls, ability checks and
darkvision, you gain an additional 30 feet. Additionally you saving throws until it finishes a long rest.
become awear of all felines with 1 mile of you, and you may
see through the eyes of any of them. Channel Divinity: Justice strike
Starting at 2nd level, you can use your Channel Divinity to
Channel Divinity: Last Act of Mercy bring justice to wrongdoers.
Starting at 2nd level, you can use your Channel Divinity to When you hit a creature with a melee attack, you can use
grant a fallen ally one last chance to live. your channel divinity to bring the full might of justice to the
As a reaction when an ally you can see would die from creature. The creature must make a Wisdom saving throw, if
rolling a death save, you present your holy symbol and the they succeed then they gain advantage on their next saving
ally counts as roll a natural 20 on the death save. The throw. If they fail their next saving throw is an automatic fail.
creature has then got advantage on all attack rolls and saving
throws until the start of its next turn. Channel Divinity: Static Strike
Starting at 2nd level, you can use your Channel Divinity to
Channel Divinity: Comely Charm wrap a target you hit in binding lightning that limits vision
Starting at 2nd level, you can use your Channel Divinity to and harms.
unleash your inner beauty to overcome your foes mind. When you hit a creature with a melee attack, you can use
As an action, you present your holy symbol and all your channel divinity to envelop the target in a swirling storm
creatures of your choice that can see you within 30 feet, each of static electricity. The target counts all targets it can see as
creature must make Charisma saving throw or be blinded by being lightly obscuered, it takes lightning damage equal to
you, while blinded this way the creature looses concentration your spell casting modifier at the start of each of its turns, as
on an spell or ability and can not concentrate on anything. does any creature that hits it with a melee attack or touches
Creatures immune to charm are immune to this effect. it. It gains vulnerability to lightning damage. This effect lasts
Channel Divinity: Gem Cutter
for 1 minute, or until the creature spends an action to make a
strength saving throw.
Starting at 2nd level, you can use your Channel Divinity to
increase your whit to be as sharp as a well cut gem. Channel Divinity: Hearth and home
As an action, you present your holy symbol and for the next Starting at 2nd level, you can use your Channel Divinity to
hour you get a strong sense of how hard any ability check will create a aura of peace and homly feelings.
be. You make any check with a Artisans tool with advantage. As an action, you present your holy symbol and and
Anything created by you from this duration, has a particularly perform a 1 hour ritual. At the end of this ritual, you count as
special look that incites interest in those that look on the casting the spell Galder's Tower but it takes the form of a
item. small single level bungalow. it has a Dining Space, Bedroom
Channel Divinity: Amber Spear
and Washroom. Everything is sized for a halfling.
Starting at 2nd level, you can use your Channel Divinity
sounding a gnarled horn, you summon a glowing amber
spear of pure magic. Seizing hard upon the spear's
translucent shaft, you hurl it at the foe with uncanny
accuracy.
Divine Inks
At 3rd level, you can draw the likeness of a creature and
animate it. While you are using your calligrapher's supplies
or painter's supplies as a spellcasting focus, as an action, you
can expend a spell slot to quickly sketch the outline of and
animate any beast or celestial in an unoccupied space you
can see within 5 ft of you. Using this feature requires
concentration. The spellslot you expend determines the
Challenge Rating of the creature animated, as shown in the
Divine Artist table
PART 3 | Classes
67
Spellcasting Ability. Charisma is your spellcasting ability
Barbarian Path for your Champion of Gwynharwyf spells, since you learn
your spells through dedicated worship and zelot devotion.
Champion of Gwynharwyf You use your Charisma whenever a spell refers to your
Gwynharwyf is the celestial patron of barbarians, the model spellcasting ability. In addition, you use your Charisma
for how rage and righteousness can coexist in a single being. modifier when setting the saving throw DC for a Champion of
Her champions are mortal barbarians who strive to emulate Gwynharwyf spell you cast and when making an attack roll
her sublime balance of fury and reserve, using their rage to with one.
smite implacably evil foes while retaining their focus on good, Spell save DC = 8 + your proficiency bonus + your Charisma
with its demands for mercy and respect for life. modifier
They are among the fiercest warriors for the cause of good Spell attack modifier = your proficiency bonus + your
on the Material Plane, armed with spells they can actually Charisma modifier
cast while raging, ironwilled resistance to compulsions, and
eladrinlike resistance to attacks in addition to their fearsome
rage.
Most champions of Gwynharwyf are wandering Level Cantrips Known Spells Known 1st 2nd 3rd 4th
adventurers of some sort. Some are guerilla fighters in evil 3rd 2 3 2 - - -
kingdoms, working to overthrow tyrants and liberate
oppressed peoples. Others are dungeon delvers, seeking to 4th 2 4 3 - - -
exterminate monstrous aberrations and vile creations from 5th 2 4 3 - - -
the face of the earth. Still others stalk city streets, sniffing out
diabolical cults and their evil masters. 6th 2 4 3 - - -
7th 2 5 4 2 - -
Restriction 8th 2 6 4 2 - -
Only Good alligned characters can choose the Champion of 9th 2 6 4 2 - -
Gwynharwyf barbarian archetype.
Your DM can lift this restriction to better suit the 10th 3 7 4 3 - -
campaign. The restriction reflects the unique features they 11th 3 8 4 3 - -
gain and how they gain them, but it might not apply to your 12th 3 8 4 3 - -
DM's setting or your DM might be willing to grant you an
exception. 13th 3 9 4 3 2 -
14th 3 10 4 3 2 -
Spellcasting
When you reach 3rd level, you gain the ability to cast spells. 15th 3 10 4 3 2 -
See chapter 10 for the general rules of spellcasting. 16th 4 11 4 3 3 -
Cantrips. You learn two cantrips: Primal Savagry and one 17th 4 11 4 3 3 -
other cantrips of your choice from the Champion of
Gwynharwyf spell list. You learn another Champion of 18th 4 11 4 3 3 -
Gwynharwyf cantrip of your choice at 10th and 16th level. 19th 4 12 4 3 3 1
Spell Slots. The Champion of Gwynharwyf Spellcasting
table shows how many spell slots you have to cast your 20th 4 13 4 3 3 1
Champion of Gwynharwyf spells of 1st level and higher. To
cast one of these spells, you must expend a slot of the spell's
level or higher. You regain all expended spell slots when you
finish a long rest. For example, if you know the 1st-level spell
charm person and have a 1st-level and a 2nd-level spell slot Whirlwind of Blades
available, you can cast charm person using either slot. At 3rd level, when you adopt this path, your study into the
Spells Known of 1st-Level and Higher. You know three 1st- fighting techniecs of Gwynharwyf become refined and as you
level Champion of Gwynharwyf spells of your choice. The swing your blades you seem like a whirlwind. You gain the
Spells Known column of the Champion of Gwynharwyf following benifits while raging:
Spellcasting table shows when you learn more Champion of
Gwynharwyf spells of 1st level or higher. Each of these spells
must be of a level for which you have spell slots. For instance,
when you reach 7th level in this class, you can learn one new
spell of 1st or 2nd level.
Whenever you gain a level in this class, you can replace one
of the Champion of Gwynharwyf spells you know with
another spell of your choice from the Champion of
Gwynharwyf spell list. The new spell must be of a level for
which you have spell slots.
PART 3 | Classes
68
On your turn while engaged in two-weapon fighting or Also while you are in this rage, you whip up an aura of
wielding a double-bladed scimitar, when you score a sparking sand around you in a 10ft aura. Any creature that
critical hit with a melee weapon or reduce a creature to 0 ends its turn within the aura must make a Strength saving
hit points with an Attack action, you can make two attacks throw against your spell save DC. On a failed save, the
with your off-hand or use the double-bladed scimitars creature takes 2d8 lightning & 2d8 magical bludgeoning
special bonus attack twice, as a bonus action instead of damage and be pushed 10 feet away from you.
once. On a successful save, the creature takes half as much
Reckless Attack and Rage damage works with attack rolls damage and isn't pushed.
using Dexterity as well as Strength.
When you engage in two-weapon fighting, you can add Champion of Gwynharwyf Spell List
your ability modifier to the damage of the second attack. Cantrips
Furious Casting Word of Radiance, True Strike, Thaumaturgy, Spare the Dying,
At 3rd level, Your rage is a perfect balance between the hatred Sacred Flame, Resistance, Light, Gust, Guidance, Druidcraft,
towards evil and the reserved battle focus of Gwynharwyf. Dancing Lights
You can cast and concentrate on champion spells even while 1st Level
raging. If you have another spellcasting class, you cannot cast Wrathful Smite, Thunderous Smite, Thunderwave, Shield of
spells from that class while raging, only the spells that you
gain from this class. Faith, Protection from Evil and Good, Guiding Bolt, Heroism,
Eyes of the Avoral, Compelled Duel, Divine Favor, Bless
Divine Grace 2nd Level
At 6th level, Twice a day, you can gain a bonus equal to your Zone of Truth, Warding Wind, Spike Growth, Silvered Weapon,
Charisma bonus on any saving throws. Locate Animals or Plants, Gust of Wind, Gentle Repose,
Enhance Ability, Darkvision, Calm Emotions, Augury
Smite Evil 3rd Level
At 6th level, Once per day, a champion of Gwynharwyf may
attempt to smite evil with one melee attack. You add your Wind Wall, Warcry, Tongues, Thunder Step, Spirit Guardians,
Charisma bonus to your attack roll and deal 2 extra points of Speak with Plants, Phieran’s Resolve, Magic Circle, Fear, Dispel
weapon damage per barbarian level. If you accidentally smite Magic, Crusader's Mantle, Create Food and Water, Blinding
a creature that is not evil, the smite has no effect but the Smite, Beacon of Hope
ability is still used up for that day. 4th Level
A 11th-level champion of Gwynharwyf can smite evil twice Staggering Smite, Sickening Radiance, Guardian of Faith, Giant
per day. At 16th level, she can use this ability three times per
day. Insect, Guardian of Nature, Freedom of Movement, Divination,
Additionally, you can cast Detect Good & Evil three times a Dolorous Motes, Conjure Woodland Beings, Banishment, Aura
day, without expending a spellslot. of Purity
Fearsome Fury
At 10th level, a champion of Gwynharwyf can strike terror
into the hearts of their foes while they rage. When you enter a
rage, you can make an Intimidate (charisma) check. Any
enemy that comes within 30 feet of you while you are raging
or starts their turn within 30 feet of you, must make a
Wisdom save against a DC equal to your Intimidate check
result. Those who fail become Shaken until the end of their
turn. While Shaken in this way, they attack you with
disadvantage and they suffer a -2 to attack rolls and ability
checks. Creatures immune to Frightened are also immune to
this feature, a creature that passes the save is immune to this
effect for 24 hours.
Whirling Fury
At 14th level, you can take the form of a whirlwind of
sparkling, stinging sand.
Once per long rest, you can enter a special Rage called
Whirling Fury, this rage grants all the same benefits as your
normal rage but it only lasts for one minute. While you are in
your Whirling Fury, you gain resistance to Acid, Cold and
Lightning Damage.
PART 3 | Classes
69
Dawn Herald of Zaphkiel Lightbrearer's Presence
Beginning at 10th level, you can use your action to awe
For barbarians that become dawn heralds, their rage is not someone with your radiant presence, inspiring them to aid
the conduit for their martial prowess in battle, and they you. When you do so, choose one creature you can see within
instead channel the light of Chronias, allowing it to shine 30 feet of you. If the creature can see or hear you, it must
through them as they decimate any evil in their path. succeed on a Wisdom saving throw (DC equal to 8 +
Chronias, also known as the Illuminated Heaven, was the proficiency + Constitution modifier) or be charmed by you
seventh and final layer of Mount Celestia. Many religions until the end of your next turn. On subsequent turns, you can
made this level the home of their lawful good deities, use your action to extend the duration of this effect on the
believing any lesser realms were merely to accommodate charmed creature until the end of your next turn. This effect
less-worthy souls. It was thought to be the ultimate goal of ends of the creature takes damage, or if it ends its turn out of
the inhabitants of Celestia to ascend the layers one by one in line of sight or more than 60 feet away from you.
order to reach Chronias, where their souls would join with If the creature succeeds on its saving throw, you can't use
the essence of the plane itself. this feature on that creature again for 24 hours.
Most train alongside paladins and clerics, empowering
their strikes with bursts of radiant light. Cascading Light
At 14th level, you can launch yourself into the sky, only to
Restriction crash down somewhere nearby in a burst of brilliant and
Only Good alligned Aasimar characters can choose the Dawn destructive light. As an action on your turn while raging, you
Herald of Zaphkiel barbarian archetype. can choose an empty space within 60 feet of you on the
Your DM can lift this restriction to better suit the ground that you can see. You immediately move to that space
campaign. The restriction reflects the unique features they without provoking attacks of opportunity.
gain and how they gain them, but it might not apply to your All creatures within 10 feet of your new location must
DM's setting or your DM might be willing to grant you an make a Constitution saving throw (DC equal to 8 +
exception. proficiency + Constitution modifier), as light flares around
you. On a failed save, a creature takes 5d6 radiant damage,
Inner Light evil aligned creatures take 10d6 radiant damage, and is
Starting at 3rd level, you become a conduit for the light of blinded until the start of your next turn. On a successful save,
Chronias, allowing it to shine through you in battle. a creature takes half as much damage and isn't blinded.
When you enter a rage, you can choose to begin glowing For as long as your current rage lasts, or for 1 minute after
with magical light, shedding bright light in a 15 foot radius, using this feature you deal 1d4 radiant damage on all melee
and dim light for an additional 15 feet. attacks, this damage becomes 1d6 against evil creatures.
Additionally, you gain proficiency in the Persuasion skill, You can use this ability only once per rage.
and you can speak, read, and write Celestial.
Piercing Light
Also at 3rd level, once per turn when you take the Attack
action while you are raging and holding a simple or martial
melee weapon, you can make a special magical attack in
place of one of your attacks, releasing a blast of radiant
energy in a line that's 5 feet wide and 15 feet long.
Creatures in the line mist make a Dexterity saving throw
(DC equal to 8 + proficiency + Constitution modifier), taking
radiant damage equal to 1d4 + your rage damage + half your
barbarian level on a failed save, and half as much on a
successful one. If you're holding a heavy or versatile weapon
in two hands when you make this special attack, it deals an
additional 1d4 radiant damage.
Additionally, if you use your Reckless Attack feature, the
line increases to 30 feet long.
Aegis of Zaphkiel
At 6th level, you're able to call upon Zaphkiels blessing when
you use Chronias light to strike down your foes to shield you
from evil.
When you deal damage to a creature with your Piercing
Light feature, you can immediately form a shield of light
around yourself, which lasts until the end of your next turn,
While this light surrounds you, you reduce any damage you
take from attacks and spells by an amount equal to your
Constitution modifier + your rage damage bonus. You can use
this ability only once per short or long rest.
PART 3 | Classes
70
You gain the ability to weave the words of creation into
Bard Collage your Inspiration, dulling the pain of those that hear your
preaching. When you grant a creature Bardic Inspiration,
Emissary of Barachiel they regain a number of hit points equal to a roll of your
Ruler of the first heaven of Celestia, Barachiel is patron of Bardic Inspiration die. If you target an unconscious creature
lawful good heralds and messengers. He is charged with the with your bardic Inspiration, they regain the hit points, but
defence of Celestia and the promulgation of law and cannot hear you to benefit from the Inspiration.
goodness on the Material Plane, and his emissaries help him Additionally, at 11th level, your very words seem laced with
carry out this latter mission. The emissaries of Barachiel are the divine intent of the words of creation. Once per turn,
peacemakers, diplomats, and evangelists, as well as staunch when you cast a spell or ability which you speak for and
opponents of evil and corruption. causes one or more creatures to regain hit points, you may
Centers of population are the natural habitat of most use your reaction to cause another creature within 30 feet of
emissaries of Barachiel, whose primary purpose involves you to regain half that same amount of hit points.
encouraging people toward lawful good behaviour. Some
emissaries, however, gravitate toward real challenges: Church Orator
preaching Barachiel’s cause among traditionally hostile or At 3rd level, your preaching has taught you how to captivate
evil humanoids, from lizardfolk to orcs. The fact that some of the attention of an audience, and your oratory skill allows you
these emissaries even survive is testament to their power and to extol the virtues or condemn the vices of a person, playing
conviction. on people's moral standards.
While few emissaries have the fortitude to work for long If you perform in front of a crowd for at least 1 minute, you
among evil humanoids, many others make shorter forays into can attempt to alter your audience's opinion of a person other
hostile territory; most emissaries who would follow than yourself. At the end of your performance, choose a
adventuring parties would seek to convert them to a more number of creatures who speak a language within 60 ft of
good. you who watched and listened to all of it. Each target must
succeed a Wisdom saving throw against your spell save DC,
Restriction or have their opinion altered.
Choose one creature you have been orating in favor of or
Only Lawful Good alligned characters can choose the Apostle against. If you were orating in favor of this creature, they have
of Peace cleric archetype. advantage on all Charisma (persuasion) and Charisma
Your DM can lift this restriction to better suit the (Intimidation) against the targets, and the targets are inclined
campaign. The restriction reflects the unique features they to act helpfully towards them, and hinder those who would
gain and how they gain them, but it might not apply to your harm the creature. They will not put themselves in danger for
DM's setting or your DM might be willing to grant you an the creature unless they were already inclined to.
exception. If you orated against this creature, they have disadvantage
on all Charisma (persuasion) and Charisma (Intimidation)
Emissary of Barachiel Magic checks against the targets, and the targets are inclined to be
Starting at 3rd level, you learn an additional spell when you hostile and hindrance towards the creature. They will not
reach certain levels in this class, as shown in the Emissary of attack it unless they were already inclined to.
Barachiel Spells table. The spell counts as a bard spell for This effect ends after an hour, or if you or the creature
you, but it doesn't count against the number of bard spells orated in favor of attacks one of the targets. Anytime the
you know. targets take damage, they may re-roll the Wisdom saving
Emissary of Barachiel Spells throw. Creatures do not feel influenced beyond normal
Bard Level Spells
means by this feature.
Once you use this feature, you can't do so again until you
3rd Sanctuary finish a short or long rest.
5th Calm Emotions
9th Tongues
13th Divination
17th Hallow
Divine Messenger
Starting at 3rd level, You gain proficiency in the Persuasion
skill. If you are already proficient in the skill, you add double
your proficiency bonus to checks you make with it.
Words of Creation
Starting at 3rd level, The Words of Creation are fragments of
a lost language thought to be the precursor of the Celestial
tongue. Very few celestial remember some of these words,
and even fewer mortals have access to one or two of them as
well.
PART 3 | Classes
71
Conversion
At 6th level, A emissary of Barachiel can use his calling ability
to facilitate actual conversion of nongood beings.
As an action, expend a use of your Bardic Inspiration, All
creatures within 30 feet you must make a Wisdom saving
throw against your spell save DC, creatures can choose to fail
the save. Creatures who fail begin acting as though their
alignment were one step closer to good. Lawful evil creatures
act lawful neutral, neutral evil creatures act neutral, and
chaotic evil creatures act chaotic neutral. Lawful neutral and
neutral good creatures act lawful good. True neutral and
chaotic good creatures act neutral good, and chaotic neutral
creatures act chaotic good.
Creatures affected by this temporary alignment shift can
make new saving throws each day for a total of seven days,
which they can choose to fail. If the emissary is not present at
the time a creature makes its save, it receives a +1 bonus on
the saving throw, and this bonus increases by 1 for each
additional saving throw for which the emissary is not present.
During these seven days, an affected creature is immune to
any other conversion effect, from the same emissary or a
different one. During this time, the alignment shift can be
reversed with a Ceremony spell, but the caster must make an
ability check using their spellcasting ability. The DC equals
your spell save DC. On a successful check, the alignment shift
ends.
If a creature fails seven saving throws after the initial
saving throw against the Conversion, the alignment change is
permanent. At this point, the creature can change alignment
again, either through another conversion effect, or voluntarily
(in a gradual manner, as alignment change normally works—
the creature cannot simply decide to be evil again).
After using your Words of Creation to use your Conversion,
make a DC 15 Charisma saving throw or you take 5d4 points
of damage, this damage can not be resisted by any means.
Divine Jury
At 14th level, you are considered judge, jury and executioner
of the gods.
You are recognised a true force of good, you can provide
evidence of your power to any place of worship that worships
a force of good, or a place of law that follows a lawful good set
of laws (this would include most lawful civilised places, with a
few exceptions such as those of the drow or fiends), once they
see such proof they are willing to have you preside for any
matter of such a place if they have need of such a person.
Sentencing
At 14th level, an emissary of Barachiel can help to keep good
creatures good, and Barachiel grants you a blessing.
You alignment can never be changed, and your ability
scores cannot be changed against your will.
You can restore any creatures alignment to its original
state, as an action if you can touch them.
You can expend a use of your Words of Creation as an
action to cause all creatures within 60 feet of you, not native
to the current plane you are in to make a Charisma saving
throw against your spell save DC or be banished to their own
plane of existence. You can also instead target only one
creature with this effect, if the target fails they are instead
sent before Barachiel and a council of trumpet archons,
where they are bound by enchanted gold chains where they
must see trial.
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Channel Divinity: Reprimand the Violent
Cleric Domain Starting at 2nd level, you can use your Channel Divinity to
Apostle of Harmony exert an calming presence over others.
As an action, you present your holy symbol, and each
In a world where conflict usually means violence, where good creature that can see or hear you within 30 feet of you must
and evil meet regularly on the field of battle, where might too succeed on a Wisdom saving throw or be charmed by you for
often makes right and power is measured in gold pieces, the 1 minute, creatures charmed by this effect lose the will to
apostle of peace is a lone voice crying in the wilderness, fight and cannot willingly harm someone. Creatures can
calling for a change of heart. Having completely forsworn repeat their save against this effect at the end of their turn.
violence in any form, the apostle of peace is an advocate for
nonviolent resolution of conflict. He is a powerful font of Pacifying Touch
divine magic, but his spells are all aimed toward healing, Starting at 6th level, An apostle of peace gains the ability to
calming hostility, and aiding his allies. pacify hostile or angry creatures by touch. Three times per
Apostles of peace are usually solitary wanderers or even long rest, as an action you can touch a creature within range,
hermits. Many apostles are far removed from the violent if the target is unwilling you must make an spell attack roll
struggles of the adventuring life, but may serve as resources against them. If you touch the creature you supress their
of knowledge, spells, or spiritual guidance for adventuring violent tendencies for 1 hour, the pacifying touch does not
parties. Apostle of peace are unusual but not impossible, they suppress positive emotions, just anger, rage, and hostility.
spend their lives convincing others of new forms of conflict The apostle of peace can use this feature to rid a creature
resolution. of mind affecting spells or effects that are charming,
frightening or possessing a creature. If the target is under any
Restriction spell or effect that would cause these conditions, that spell or
Only Good alligned characters can choose the Apostle of effect ends. The apostle can also use this to end any effect
Peace cleric archetype. that would incite violence, such as a barbarians rage or
Your DM can lift this restriction to better suit the crown of madness for example.
campaign. The restriction reflects the unique features they
gain and how they gain them, but it might not apply to your Censure Fiends
DM's setting or your DM might be willing to grant you an At 8th level, A apostle of peace can censure fiends, much as
exception. good clerics turn undead. Channelling holy power from the
celestial planes, they can make demons, devils, and other
Apostle of Peace Domain Spells outsiders of evil recoil.
Cleric Level Spells Your Turn Undead and Destroy Undead features also target
1st Protection from Evil and Good, Sanctuary
Fiends.
Additionally, when a Fiend fails its save against your Turn
3rd Calm Emotions, Suggestion Undead feature, you can choose for it to be Banished, as per
5th Aura of Vitality, Beacon of Hope the Banish spell (you concentrate on this effect and if you
loose concentration all creatures banished return), or you can
7th Compulsion, Otiluke's Resilient Sphere choose for them to be stunned. All creatures must be under
9th Hallow, Mass Cure Wounds the same effect.
Sacred Vows Paragon of Peace
At 1st level, Apostles of peace gain no proficiency with any Starting at 17th level, You are a paragon of peace, and your
weapon or armor. soul emanates a pacifying presence.
As part of their sacred vows, apostles of peace forswear the You can use your Turn Undead channel divinity feature
use of armor, though they may wear magic items that protect once per long rest without expending your use of channel
them (such as a ring of protection or bracers of defence). An divinity, when you use this your Turn Undead feature you can
apostle of peace who wears any armor is unable to cast cleric have it effect creatures up to 60ft away from you.
spells or use any of their cleric class features while doing so After you use your Turn Undead feature you can choose a
and for 24 hours thereafter. number of creatures equal to your Wisdom modifier of your
choice within 60ft to be under the effects of Calm Emotions
Spontaneous Casting as if you had cast it, you may also have those creatures heal
Also at 1st level, An apostle of peace can channel stored spell equal to half your level.
energy into healing spells that the apostle did not prepare
ahead of time. An apostle can choose one of their cleric spells
they currently have prepared and unprepare it, meaning they
cannot cast it similarly to other unprepared spells, they then
can choose a spell of the same level to cast a spell on their
cleric spell list they do not have prepared, as long as the spell
does not deal any kind of damage and is not a ritual.
A spell they choose to unprepare with this feature cannot
be cast again for 24 hours.
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Prophet of Erathaol Ask the celestial to cast a Detect Good & Evil spell
Cast the Enthrall spell (the prophet can continue speaking
The prophet of Erathaol is a seer and visionary, a medium of on her own after the 1 round of ecstasy, continuing the
the heavenly will, pronouncing judgment on corruption and effect)
evil in the world, speaking words of comfort to the oppressed Ask the celestial to cast a Greater Restoration spell
and downtrodden, and announcing the work of the archons in Ask the celestial to restore a creatures alignment
the world. They channel celestial spirits and allows them to like a phylactery of faithfulness, allowing the prophet to
use their body for their purposes on the Material Plane. identify if a creature, act or item is evil
Insofar as these celestials have knowledge of future events, Knows if it hears a lie.
the prophet may speak authoritatively about events to come, Receive a prophetic prophecy or cryptic warning for the
but their primary focus is on changing the present world into future, this may include a task to witness or prevent such
a better world for the future, a place where law and good a thing.
might reign supreme.
Most prophets of Erathaol are either servants of a lawful Unfortunately, at the instant a prophet of Erathaol cedes
good deity such as Heironeous or Moradin or proponents of control of their mind and invites a celestial to take it, you are
lawful good ideals without particular attention to a specific vulnerable to possession by less beneficent spirits. If a fiend
deity. However, the gift of prophecy is notoriously or ghost capable of possession is in ethereal form, within 30
indiscriminate, and walks of life occasionally find themselves feet of the prophet, and not surprised when you enter your
speaking on behalf of the heavens. ecstasy, the creature can attempt to possess you immediately.
Prophets of Erathaol are not the oracles that people You have disadvantage on you save to resist the possession,
consult when they want to know whether to launch a and if you fail you are not aware of the creature’s presence in
business enterprise, start a war, or win someone’s favor—too your body. The creature prevents a celestial from entering,
often prophets give answers that people don’t really want to and might pretend to be the celestial, speaking as the
hear. Lawful good kings do sometimes take on prophets as prophet’s companions expect. If the creature chooses not to
advisors, but even the most well-intentioned ruler has a hard make its presence known in this way, it seems as though the
time following a true prophet’s advice all the time. Most ecstasy simply fails.
prophets, with no one seeking out their words, make
themselves a nuisance in palaces, in marketplaces, or on city Tip the Scales
streets, proclaiming celestial judgment to whoever listens. Starting when you choose this domain at 1st level, you are
given brief glimpses of the future when your allies are facing
Restriction imminent disaster; allowing you the chance to tip the balance
in their favor. When a friendly creature you can see within 60
Only Lawful Good alligned characters can choose the feet of you is reduced to 0 hit points as a direct result of being
Prophet of Erathaol cleric archetype. hit by an attack or failing a saving throw, you can try to
Your DM can lift this restriction to better suit the rewrite destiny and force the triggering event to be done
campaign. The restriction reflects the unique features they again.
gain and how they gain them, but it might not apply to your If it was an attack roll, it is remade with disadvantage. If it
DM's setting or your DM might be willing to grant you an was a saving throw, it is remade with advantage. You can use
exception. this feature a number of times equal to your Wisdom
Prophets of Erathaol Domain Spells
modifier (a minimum of 1). You regain all expended uses
when you finish a long rest.
Cleric Level Spells
1st Ceremony, Shield of Faith Channel Divinity: Prophetic Vision
3rd Augury, Fortune's Favor
Starting at 2nd level, you can use your Channel Divinity to
look into the near future and se the shape of things to come.
5th Clairvoyance, Remove Curse As an action you roll your Wisdom modifier in d20s and
7th Divination, Arcane Eye record the results. Within the next ten minutes you can use
your reaction to replace any initiative roll, attack roll, saving
9th Commune, Scrying throw, or ability check made by you or a creature that you can
see within 120 feet of you with the foretold roll. You must
Ecstasy choose to do this before the affected roll is made. Once a
At 1st level, Once per day per class level, a prophet of foretold roll is used it is lost.
Erathaol can enter an ecstatic state, allowing a celestial to
seize control of her mind and speech. Foreboding
As an action, in which the prophet incapacitated for 1 Also at 6th level, you have encountered enough danger that
round while a celestial speaks through you. What the you can now often see it coming in the tapestry. You can give
celestial says (and who it is) is entirely up to the DM, though yourself a bonus to your initiative rolls equal to your Wisdom
it is always at least tangentially relevant to whatever matter is modifier.
at hand. As a rule of thumb, this ability can have one of the
following effects:
Any History check (with a bonus equal to the prophet’s
character level +5).
Ask the being a single question, and get a truthful answer.
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74
Blessed Strikes
At 8th level, In battle, you are blessed with divine might.
When a creature takes damage from one of your spells or
weapon attacks, you can also deal 1d8 radiant damage to that
creature. Once you deal this damage, you can't use this
feature again until the start of your next turn.
Soothsayers Skill
Starting at 17th level, you can cast any divination spell you
know with a spell slot one level lower than what would
normally be required. 1st level divination spells become
cantrips for you.
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Scent
Druid Circle Starting at 2nd level, you have advantage on Wisdom
Lion of Talisid (Perception) checks that rely on smell.
The undisputed ruler of the guardinals, Talisid the Celestial Animal Companion
Lion is an enormously powerful force for good—and good At 3rd level, you learn to use your magic to create a powerful
alone, undiluted by concerns of law or chaos. He is also a bond with king of the plains, a lion.
mighty druid, and his mortal and guardinal champions are With 8 hours of work and the expenditure of 50 gp worth
druids and rangers who share both his fierce hatred of evil of rare herbs and fine meats, you call forth an lion from the
and his passionate love of the natural world and its creatures. wilderness to serve as your faithful companion.
Called the lions of Talisid, these protectors of nature and At the end of the 8 hours, your animal companion appears
champions of good emulate their celestial patron in more and gains all the benefits of your Companion's Bond ability.
concrete ways: adopting feline animal companions, assuming You can have only one animal companion at a time.
great cat forms with their wild shape ability, and eventually If your animal companion is ever slain, the magical bond
roaring like a leonal. you share allows you to return it to life. With 8 hours of work
Like their guardinal patron, lions of Talisid usually work and the expenditure of 25 gp worth of rare herbs and fine
alone or in small groups of close companions, rarely with meats, you call forth your companion's spirit and use your
other lions. Lions of Talisid can be found wandering the magic to create a new body for it. You can return an animal
wilderness, fighting any who would defile the natural world companion to life in this manner even if you do not possess
with evil. any part of its body.
They are particularly concerned with areas where some If you use this ability to return a former animal companion
evil presence corrupts nature itself, manifesting evil weather to life while you have a current animal companion, your
and vile corrupted creatures. current companion leaves you and is replaced by the restored
companion.
Restriction
Only Neutral good alligned characters can choose the Lion of Companion's Bond
Talisid druid archetype. Your animal companion gains a variety of benefits while it is
Your DM can lift this restriction to better suit the linked to you.
campaign. The restriction reflects the unique features they The companion obeys your commands as best it can. It
gain and how they gain them, but it might not apply to your rolls for initiative like any other creature, but you determine
DM's setting or your DM might be willing to grant you an its actions, decisions, attitudes, and so on. If you are
exception. incapacitated or absent, your companion acts on its own.
It has an Intelligence of 10, and has the ability to speak
Circle Spells Celestial.
Your link to the plains of elysium grants you access to certain Your animal companion has abilities and game statistics
spells. At 2nd level, you learn the Primal Savagry cantrip. At determined in part by your level. Your companion uses your
3rd, 5th, 7th, and 9th level you gain access to the spells listed proficiency bonus rather than its own. In addition to the areas
for that level in the Lion of Talisid Spells table. where it normally uses its proficiency bonus, an animal
Once you gain access to one of these spells, you always companion also adds its proficiency bonus to its AC and to its
have it prepared, and it doesn't count against the number of damage rolls.
spells you can prepare each day. If you gain access to a spell Your animal companion gains proficiency in two skills and
that doesn't appear on the druid spell list, the spell is saving throws of your choice.
nonetheless a druid spell for you. For each level you gain after 2nd, your animal companion
gains an additional hit die and increases its hit points
Lion of Talisid Spells accordingly.
Druid Level Spells Whenever you gain the Ability Score Improvement class
3rd Flock of Familiars, Dust Devil
feature, your companion's abilities also improve. Your
companion can increase one ability score of your choice by 2,
5th Wall of Sand, Daylight or it can increase two ability scores of your choice by 1. As
7th Guardian of Nature, Freedom of Movement normal, your companion can't increase an ability score above
20 using this feature unless its description specifies
9th Holy Weapon, Flame Strike otherwise.
Your companion shares your alignment, and personality
Bonus Proficiencies traits and flaws. Your companion shares your ideal, and its
At 2nd level, you gain proficiency with martial weapons bond is always, "The druid who travels with me is a beloved
companion for whom I would gladly give my life."
Lion’s Courage
Starting at 2nd level, A lion of Talisid is brave and defiant
against forces that seek to corrupt them.
You are immune to the Frightened condition, and you add
your wisdom modifier to any saving throw against Charm.
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76
Lion’s Swiftness Sentinel of Bharrai
Starting At 6th level, a lion of Talisid can gain great boosts of Respect for the power of nature, the desire to further the
speed when on the hunt. ends of good, and the resolve to destroy evil are the core
You gain a number of rounds that you can act as if under beliefs of the sentinels of Bharrai, strong-willed spellcasters
the effects of a Haste spell equal to your druid level per long who venerate “The Great Bear of Elysium.”
rest, this effect lasts until the start of your next turn. These Sentinels of Bharrai put the needs of others before their
rounds need not be consecutive. you do not gain the negative own, and they value stalwart companionship and loyalty
effects of the spell when used this way, nor can it be dispelled. above all. This is an important aspect of their loose
Lion’s Pounce organization, which sometimes calls members to sacrifice
Starting at 6th level, If the you move at least 20 feet straight their lives to ensure the survival of Bharrai’s ideals. Because
toward a creature and hit it with a melee attack on the same of their loyalty and commitment to good, sentinels of Bharrai
turn, that target must succeed on a Strength saving throw DC have a good reputation among adventurers and are highly
8 + proficiency + Strength modifier or be knocked prone. If sought after as adventuring companions.
the target is prone, you can make one melee attack against it The sentinels of Bharrai hold nature as the ultimate force
as a bonus action. for good. Though lightning may kill trees and hurricanes may
With a 10-foot running start, you can long jump up to 25 destroy small villages , the lightning ignites fires that cleanse
feet. the forest of rotting foliage and the hurricane teaches how to
better fortify a shelter.
Exalted Companion Sentinels of Bharrai appreciate nature in all its forms, from
Starting At 10th level, Your animal companion is granted the tranquil beauty of an undisturbed forest to the ferocious
divine status for its servis to Talisid, It gains the following wrath of a tornado. They also harness the power of nature to
benefits: cast down evil.
Darkvision out to a distance of 60 feet. Restriction
Its attacks count as magical for the purposes of Only good aligned characters can choose the Sentinel of
overcoming resistance. Bharrai druid archetype.
Its creature type becomes Celestial instead of Beast. Your DM can lift this restriction to better suit the
Multiattack. The lion makes two attacks: one with its bite campaign. The restriction reflects the unique features they
and one with its claws. gain and how they gain them, but it might not apply to your
Magic Resistance. The lion has advantage on saving DM's setting or your DM might be willing to grant you an
throws against spells and other magical effects. exception.
Leonal’s Roar
Starting at 14th level, You can issue a roar that rings out loud Nature-Friendly Spells
enough to shatter bone. At 2nd level, A sentinel of Bharrai can change the
Once per short or long rest, you can cast the Divine Word composition of spells they cast to something that is not
Spell, before calculating the spell effect however, each destructive to nature.
creature affected by the spell must pass a Constitution saving When you cast a spell that deals acid, cold, lightning, or fire
throw against your spell save DC or take 5d10 thunder damage, you may choose for the spell to deal no damage to
damage and becoming Frightened, taking half damage on a beasts and/or plants that are either targeted or otherwise
success and not becoming Frightened. affected by the spell.
Tracking
Starting at 2nd level, You gain proficiency in the Survival skill.
If you are already proficient in the skill, you add double your
proficiency bonus to checks you make with it.
Nature’s Veil
Starting at 2nd level, You can attempt to hide even when they
are only lightly obscured by natural terrain that includes
features such as trees, sand dunes, mounds of snow, large
rocks, tall grasses, thickets and other natural phenomena,
and while hiding in such a way you gain a +5 to the roll.
Bear Shape
At 3rd level, the sentinel of Bharrai can more easily take the
forms of their god.
You can change into bears with your Wild Shape feature
with great ease, you can turn into different ones depending
on your level.
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2nd level - Brown Bear Spirit Form of Okku
6th level - Cave Bear Starting at 14th level, Once per long rest you may call upon
9th level - Huge Polar Bear the spirit bear okku to bless your bear form.
Additionally, you gain additional benefits while in Bear While you are in Bear Form you may use your action to
form depending on your level. gain this blessing, this blessing last for 1 minute and you gain
6th Level - your attacks in Bear form count as magical for certain benefits while the blessing lasts:
the purpose of overcoming resistance and immunity to
nonmagical attacks and damage. Your creature type counts as celestial
8th Level You add your Wisdom modifier to your to hit and All your weapon attacks deal 2d6 radiant damage
damage while in Bear Form. All spells you cast count as 1 level higher to a maximum of
12th level Your Bear forms Hit Points equal the its 9th level
Constitution modifier + your Wisdom modifier + five times You gain resistance to all damage
your Druid level (the beast has a number of Hit Dice equal to
your druid level)
Ursinal’s Touch Dire Bear
Starting At 6th level, A sentinel of Bharrai gains great healing Large beast, neutral
powers they use to protect others. Armor Class 17 (natural armor)
You have a pool of healing power that replenishes when Hit Points 125 (10d10 + 70)
you take a long rest. With that pool, you can restore a total Speed 40 ft., climb 40 ft.
number of hit points equal to your druid level × 2 .
As an action, you can touch a creature and draw power
from the pool to restore a number of hit points to that STR DEX CON INT WIS CHA
creature, up to the maximum amount remaining in your pool. 22 (+6) 12 (+1) 20 (+5) 3 (-4) 15 (+2) 7 (-2)
Alternatively, you can expend 5 hit points from your pool of
healing to cure the target of one disease or neutralize one Skills Athletics +9, Perception +5
poison affecting it. You can cure multiple diseases and Senses darkvision 60 ft., passive Perception 15
neutralize multiple poisons with a single use of Ursinal’s Languages -
Touch, expending hit points separately for each one. Challenge 6 (2,300 XP)
This feature has no effect on undead and constructs.
Keen Smell. The bear has advantage on Wisdom
Storm of the North (Perception) checks that rely on smell.
Starting At 6th level, You learn the Call lightning spell, this
doesn't count against the number of spells you can prepare Actions
and is always prepared. once per day, when you cast this spell
you can do so as a bonus action, and if you do so, you can use Multiattack The bear makes three attacks: one with
it as a bonus action on each of your turns. its bite and two with its claws.
At 11th level, you can cast the Chain Lightning spell once Bite. Melee Weapon Attack: +9 to hit, reach 5 ft.,
per long rest without expending a spellslot. one target. Hit: 10 (1d8 + 6) piercing damage. If
the target is a Large or smaller creature, it is must
make a Strength saving throw DC20 or be knocked
Natures Guard Prone.
At 10th level, After you finish a long rest, choose a damage Claw. Melee Weapon Attack: +9 to hit, reach 5 ft.,
type among acid, cold, lightning, or fire, you gain resistance to one target. Hit: 13 (2d6 + 6) slashing damage. A
that damage type until you use this feature again. creature that is hit with two claw attacks in the
same turn takes an extra 16 (2d6 + 9) slashing
Cavalry of Dire Bears damage and is Grappled.
At 10th level, Once per week you may use your action to call
1d4 dire bears to aid him in battle. They appear within 60ft of
you. The Dire Bears are friendly to you and your companions.
Roll initiative for them as a group, which has its own turns.
They obey any verbal commands that you issue to them (no
action required by you). If you don't issue any commands to
them, they defend themselves from hostile creatures, but
otherwise take no actions.
If a dire bear falls in battle, the animal’s corpse remains,
and the sentinel of Bharrai is expected to use whatever parts
of the animal he can (such as the meat, skin, and bones) and
commit the rest to the earth. Failing to properly honor a
fallen dire bear results in a 20% cumulative chance that the
animals do not come the next time they are called.
This ability works only on the Material Plane and on
goodaligned outer planes.
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78
Applying the oil is a ceremony that takes 8 hours. Once the
Fighter Archetype oil is applied, the anointed knight permanently gains a new
supernatural ability chosen from the accompanying list. Their
Anointed Knight level determines the choices available to them (the highest-
The anointed knight is a holy soldier who has taken great numbered choice possible, or any lower one). An anointed
pains to learn the intricacies of alchemy in order to become a knight cannot choose an ability more than once, nor can they
more capable combatant. Armed with an ancestral weapon, replace one ability with another once the choice is made.
they search for obscure lore, consults with alchemists and Level Ability/Effect
sages, and commune with the powers of good. Their
unquenchable thirst for knowledge is matched only by their 3 or Holy Sight: You can use a bonus action to make a
extraordinary combat prowess. higher Wisdom (Perception) check, and gain a +2 bonus
An anointed knight crafts and draws power from magically to your passive Wisdom (Perception).
created oils. By anointing themselves with these oils, they 3 or Call to Battle: Twice per short or long rest, if you
unlock new supernatural powers within their being. They higher move at least 10 feet in a straight line immediately
also coat their ancestral weapon with special oils that bestow before taking the attack action, you gain a +5
additional qualities upon the weapon. bonus to the attack roll.
Anointed knights are typically form bonds of friendship 6 or Divine Clarity: Your Intelligence, Wisdom, or
with knowledgeable arcane spellcasters who might benefit higher Charisma score improves by 2, or you can increase
from their combat puissance. Anointed knights also ally two of those ability scores of your choice by 1.
themselves with angels, eladrins, and other forces of good. 6 or Divine Connection: You learn one Cleric cantrip.
They believe in crusades against evil and enjoy taking the higher Also you learn a single Paladin or Cleric 1st level
fight to evildoers spell which you can cast twice per short or long
rest. When you gain this feature choose Charisma
or Wisdom as your casting modifier.
Restriction
9 or Celestial Strategy: You can make a number of
Only Good alligned characters with the Inheritor background, higher opportunity attacks with your ancestral weapon
where their object is a melee weapon, can choose the equal to your Dexterity Modifier.
Anointed Knight fighter archetype. 9 or Unbroken Flesh: Twice per short or long rest, as a
Your DM can lift this restriction to better suit the higher reaction after taking damage, you can reduce the
campaign. The restriction reflects the unique features they damage you take equal to your fighter level +
gain and how they gain them, but it might not apply to your Constitution modifier.
DM's setting or your DM might be willing to grant you an 12 or Devout Zealot: You learn one Cleric cantrip. Also
exception. higher you learn a single Paladin or Cleric 3rd level spell
which you can cast twice per short or long rest.
Ancestral Weapon When you gain this feature choose Charisma or
Beginning at 3rd level, An anointed knight makes a Wisdom as your casting modifier.
connection to their Ancestral Weapon. This weapon grows in 12 or Inspired Strike: Twice per short or long rest, you can
power as it is the knight cares for it and anoints it with sacred higher take a single extra attack with your ancestral
oils. weapon as part of your attack action.
When you gain this feature you choose a weapon within 5ft
of you, you perform a 8 hour ritual of awakening with the Ordained Warrior
weapon. While your Ancestral Weapon is awakened it counts Beginning at 3rd level, you command the respect of those
as magical for the purposes of overcoming resistances. who share your faith, and you can perform the religious
It can also absorb the power from other weapons to gain ceremonies of your deity. You and your adventuring
their power for its own, if you ever have another magical companions can expect to receive free healing and care at a
weapon that has a suitable magical effect, such as being a +1 temple, shrine, or other established presence of your faith,
weapon or being a sword of wounding, then you can place though you must provide any material components needed
that weapon on top of yours and perform an 8 hour ritual for spells. Those who share your religion will support you
where your Ancestral Weapon absorbs the other weapon and (but only you) at a modest lifestyle.
gains it properties. Your Ancestral Weapon can only ever You might also have ties to a specific temple dedicated to
have one weapon absorbed at a time, and you can undo the your chosen deity or pantheon, and you have a residence
effect as an action while holding it. there. This could be the temple where you used to serve, if
you remain on good terms with it, or a temple where you
Anoint Self have found a new home. While near your temple, you can call
Beginning at 3rd level, An anointed knight concocts a magic upon the priests for assistance, provided the assistance you
oil with which to anoint themselves, at a cost of 100 gp (for ask for is not hazardous and you remain in good standing
alchemical components). They can make only one dose of the with your temple.
oil each time this class feature is gained (at 3rd, 6th, 9th, and In addition to this, you learn to speak, read and write
12th level). Creating the oil takes 1 hour. Celestial.
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Anoint Ancestral Weapon Sentient Weapon Powers
Starting at 7th level, An anointed knight concocts a magic oil Bane: The item seeks to defeat or destroy evil with a near
with which to coat their ancestral weapon, at a cost of 100 gp vindictive zealotry. The item can sense evil within 30ft of
(for alchemical components). They can make only one dose of it, if a evil aligned creature is within that range it will glow
the oil each time this class feature is gained (at 7th, 11th, and a deep blue and communicate to its wielder which
16th level). If the oil is applied to a weapon other than the creature it senses and inform them if the creature is in its
anointed knight’s ancestral weapon, nothing happens and the true form or not, but it does not know what the true form
oil is wasted. Creating the oil takes 1 hour. is exactly, just if the evil creature is hiding such a form.
Applying the oil is a ceremony that takes 8 hours. Once the Protector: The item seeks to defend you and all that is
oil is applied, the ancestral weapon permanently gains a new good in the world, it is very reassuring and comforting.
supernatural ability chosen from the accompanying list. The Once per round as a reaction, if you are hit by an attack,
knight’s level determines the choices available to them (the before damage is rolled you can add 2 to your AC,
highest-numbered choice possible, or any lower one). An potentially causing the attack to miss. Once per long rest,
anointed knight cannot choose an ability more than once, nor on your turn it can cast Calm Emotions targeting only you.
can they replace one ability with another once the choice is Crusader: The item seeks to strengthen the weak and
made. bring light to darkness. Once per long rest, the sword can
cast Crusaders Mantle.
Level Ability/Effect Templar: The weapon craves the destruction of evil, and
7th or Good Weapon: The ancestral weapon deals 1d6 will always have a slight divine sense of what is right and
higher points of damage per round to any evil creature wrong. it can cast Augery three times a day without any
that holds or wields it. The weapon also becomes a chance of a misreading.
good-aligned weapon and shows as divine to any Glory Seeker: The weapon is remarkably recognisable
magic or ability that would sense such things. Any
evil creature that can see the weapon has
and seeks to be known as the greatest known weapon,
disadvantage on their first attack each round. while you have it on show most people view you with great
awe. Commoners view you as a near demigod, nobles fight
7th or Deep Strike: Twice per short or long rest, on a to have an ordinance with you, even evil doers second
higher successful attack, you can deal an extra 2d6 points
of weapon damage.
guess themselves while in your presence.
Lore Seeker: The weapon seems extremely learned and
11th Sunderer: The ancestral weapon becomes an enjoys lengthy debates, it learns any 6 languages of your
or artifact and is indistructable to all sorceres except choice, and can help you read any written language it
higher artifact level items. Once per long rest, when you
hit a object with this weapon or when you hit a
understands x10 faster.
creature you can choose an object they are wearing Destiny Seeker: The weapon feels it and you are fate
or wielding, you can make a Wisdom or Charisma bound for something of great importance, Once per long
check, the DC is based on the rairty of the object rest, whenever you make an attack roll, an ability check, or
mundane DC10, Common DC13, Uncommon a saving throw, you can roll an additional d20. You can
DC16, Rare DC19, Very Rare DC22, Legendary choose to do this after you roll the die, but before the
DC25, on a success you can sunder that object, it
cannot be used till repaired.
outcome is determined. You choose which of the d20s is
used for the attack roll, ability check, or saving throw.
11th Unicorn’s Blood: Any evil creature wounded by the
or weapon must make a Constitution saving throw DC Exalted Devotee
higher 8 + proficancy + charisma or wisdom or suffer the At 10th level, You learn the Ceremony spell, which you can
weakening effects of unicorn blood, reducing the cast twice per short or long rest. When you cast the spell
targets strength by 2, to a minimum or 1. using this feature you use your own supply of oils and
16th Celestial Radiance: The ancestral weapon becomes a incense, meaning you do not need any material components
or conduit to the gods, each time you hit a creature for the spell. You also learn the Divination spell which you
higher with the weapon, you can have each creature of can cast once per long rest.
your choice within 10ft of you take your Charisma
or Wisdom in radiant damage, Fiends take double
Additionally, places of worship that worship the same god
the amount of damage. as you do see you as a high ranking officer. Most mid to low
level servants and devotees will follow your wisdom as
16th Sentience: The ancestral weapon becomes an scripture, lending every bit of aid they can muster, even if it
or intelligent item, with the same alignment as you.
higher The weapon gains the following ability scores
would be hazardous, such as taking up arms against your
(assigned to Intelligence, Wisdom, and Charisma foes.
scores as the knight sees fit): 16, 14, 14. The
weapon also gains the power of speech, 120-ft. Sanctify Martial Strike
vision and hearing, and two powers of your choice Beginning at 15th level, You can focus holy power into your
from the table below. weapon. Whenever you hit a creature with your ancestral
weapon you deal an extra 1d6 radiant damage. If the creature
is evil the damage becomes 1d8. If you hit a Fiend with your
ancestral weapon they can not gain resistance to any damage
caused by the attack.
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Sanctify Weapon Defenders could easily fall into that category, or feature
At 18th level, Your weapon can hold the holy energy of your prominently in a campaign that revolved around the defence
oils permanently, granting it a divine presence. Your of a city or citadel. Defenders are usually found in sedentary
unsheathed ancestral weapon sheds holy light, creating roles such as these.
bright daylight in a 15-foot radius and dim light for an
additional 15 feet. Restriction
Your attacks strike not only the physical bodies of your foes Only Good alligned characters can choose the Defender of
but at their foul souls. When you hit a creature that is evil Sealtiel fighter archetype.
alligned, Hit points lost to your ancestral weapon's damage Your DM can lift this restriction to better suit the
can be regained only through a short or long rest, rather than campaign. The restriction reflects the unique features they
by regeneration, magic, or any other means. gain and how they gain them, but it might not apply to your
DM's setting or your DM might be willing to grant you an
exception.
Defensive Stance
Beginning at 3rd level, When they need to, a defender of
Sealtiel can become a stalwart bastion of defence. In this
defensive stance, a defender gains phenomenal strength and
durability, but cannot move from the spot he is defending.
As an action on your turn you may enter a defensive stance,
when you enter this stance you gain a number of temporary
hit points equal to 2 temporary hit points per fighter level,
these go away once your stance ends, which you can do as a
bonus action. While in this stance you gain the following
benefits:
Your Strength Score increases by 2
You gain +2 to all saving throws
You have advantage on Strength checks
Your AC increases by 2
While in your defensive stance, you can make opportunity
attacks without using your reaction
While in a defensive stance, your movement is reduced to
0, and it cannot be increased in anyway. Should you leave the
position where you started your Defensive Stance, the stance
ends.
When your defensive stance ends, you suffer a level of
exhaustion, whenever you finish a short or long rest, this
exhaustion level, is decreased by 1.
You can use this feature twice per short or long rest.
Shield Other
Beginning at 3rd level, A defender of Sealtiel can shield
Defender of Sealtiel others using divine protection.
Sealtiel is the celestial paragon who serves as patron of As a reaction, when a creature within 20ft of you is
defenders—those who protect the weak from the targeted by an attack or a spell or ability is about to affect
depredations of the strong, fight off the forces of evil when them, you grant them a +1 to AC and Saving throws, you may
they assault the good, and defend the ideals of goodness and do this after the attack roll or saving throw but before the
truth from evil deception and lies. His mortal champions are damage or effect triggers.
the defenders of Sealtiel, a knightly order sworn to uphold Additionally if you are in your defensive stance, and use
those ideals. While the fists of Raziel take the fight against this feature, you can also have that creature take only half
evil onto evil’s home ground, the defenders of Sealtiel remain damage from the triggering effect, but you take damage equal
at home, guarding against evil’s counterassault. to the damage they take, which can not be resisted in any
The wandering life of an adventurer does not easily suit way. You can only use this feature a number of times equal to
most defenders of Sealtiel, who prefer to stay in civilized your constitution modifer per long rest.
regions to protect people. Sometimes, however, a defender of Martyr
Sealtiel takes on the role of a bodyguard for an important or Beginning at 7th level, you can call on Sealtiel to grant others
holy person, and travels with that person wherever necessity life at the expense of your own.
leads. Once per short rest, you may cast the life transferance
spell.
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81
Additionally if you are in your defensive stance when you use
this feature, the creature also gains temporary hit points
equal to half rounded down, of the amount they healed.
Magic Shield
Beginning at 10th level, You can call to your god to shine a
light down on your enemies to trap and bind them, or too
surround your allies in a protective light.
As an action you can cast the Magic Circle spell twice per
day, Charisma is your spell casting statistic.
If you are in your defensive stance when you cast this spell
using this feature, all creatures of the type chosen by the spell
and within 30 feet of you must pass a Charisma saving throw,
DC 8 + Proficiency + Charisma, or be under the effects of the
Compelled Duel spell as long as you remain in your
Defensive Stance.
Faith Shield
Beginning at 15th level, you are always under the effects of a
protection from evil and good spell, and you gain the
Protection fighting style.
While you are in your defensive stance, you emanate an
aura of 30ft, evil creatures especially fiends feel a great
displeasure while inside the aura, their skin tingles and their
head hurts. You can use your Protection fighting style on any
creature in the aura, and when you use your Protection
fighting style on a creature while in defensive stance, that
creature gains Temporary hitpoint equal to your fighter level.
Hound of the Glittering Heaven
Beginning at 18th level, You have been granted a blessing
from Sealtiel, a symbol of a hound appears on your chest,
marking you as a true disciple of House of the Triad.
When you enter your defensive stance, your aura granted
by your Faith Shield becomes more powerful, the edges of the
aura appear as spectral golden bars. When you activate your
defensive stance all fiends, undead, ooze, aberrations and evil
aligned dragons that are in the aura or enters the aura on
their turn, must succeed on a Wisdom saving throw Dc 8 +
Proficiency + Charisma or use its movement on each of its
turns to move closer to you, if they cannot get within reach of
you they must use their action to get within reach of you.
When the creature has done so, it can't willingly move further
away from you.
While you are in your defensive stance, when you make a
weapon attack against a fiends, undead, ooze, aberrations or
evil aligned dragons, you add your Charisma to any to attack
or damage roll against them.
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82
If you break your vow as a result of magical compulsion,
Monastic Tradition you lose the benefit of this feat until you perform a suitable
penance and receive an Ceremony: atonement spell.
Initiate of Pistis Sophia
Pistis Sophia is the monk of the Celestial Hebdomad, a Fist of the Heavens
contemplative, mystic, and ascetic patron for those who At 6th level, A initiate of Pistis Sophia can focus their Ki into
follow similar spiritual paths. The path of her initiates golden ice shards focused around their fists.
requires great sacrifices in the form of sacred vows, but When you stunning strike a fiend, you can spend an
brings great rewards of spiritual power. additional 1 Ki to increased the DC of your stunning strike by
Initiates of Pistis Sophia are members of spiritual 2, and if the creature fails the save they get a -2 to attack rolls
communities sharing a common life. They are not restricted and saving throws for 2 rounds.
to their monasteries by any means, and many do adventure to
put their spiritual devotions into concrete practice. However, Uncanny Dodge
when not actively fighting the forces of evil, they are more At 6th level, when an attacker that you can see hits you with
often found in their monasteries than in cities or towns. an attack, you can use your reaction to halve the attack's
damage against you.
Restriction
Vow of Poverty
Only Lawful good alligned characters can choose the Initiate Starting at 11th level, You take a vow to foreswear all but the
of Pistis Sophia monk archetype. essentials.
Your DM can lift this restriction to better suit the Your unarmoured AC increases by 2, You ignore difficult
campaign. The restriction reflects the unique features they terrain, and magical effects can't reduce your speed or cause
gain and how they gain them, but it might not apply to your you to be restrained. You can spend 5 feet of movement to
DM's setting or your DM might be willing to grant you an escape from nonmagical restraints or being grappled.
exception. To fulfil your vow, you must not own or use any material
possessions, with the following exceptions: You may carry
Technique of Electrum Heaven and use ordinary (neither magic nor masterwork) simple
Starting at 3rd, As you advance in your celestial disciplines, weapons, usually just a quarterstaff that serves as a walking
you grows to share the natural immunity to electricity stick. You may wear simple clothes (usually just a homespun
possessed by the archons. robe, possibly also including a hat and sandals) with no
You gain resistance to lightning damage. Additionally when magical properties. You may carry enough food to sustain you
you use your martial arts to make an unarmed strike as a for one day in a simple (nonmagic) sack or bag. You may
bonus action, or once as part of your flurry of blows, you may carry and use a spell component pouch.
instead cast Shocking Grasp, Wisdom is your spell casting You may not use any magic item of any sort, though you
ability. can benefit from magic items used on your behalf—you can
drink a potion of healing a friend gives you, receive a spell
Ki Focused Eyes cast from a wand, scroll, or staff, or ride on your companion's
Starting at 3rd, You gain proficiency in the Perception skill. If mount. You may not, however, "borrow" a cloak of protection
you are already proficient in the skill, you add double your or any other magic item from a companion for even a single
proficiency bonus to checks you make with it. round including the use of magical potions, nor may you
You can spend 1 Ki to cast Detect Evil and Good, at 16th yourself cast a spell from a scroll, potion, wand, or staff. If you
level you can spend 3 Ki to cast True Seeing on yourself. break your vow, you immediately and irrevocably lose the
benefit of this feature.
Vow of Purity If you break your vow as a result of magical compulsion,
Starting at 3rd, You have taken a sacred vow to avoid contact you lose the benefit of this feat until you perform a suitable
with dead flesh. penance and receive an Ceremony: atonement spell.
You gain advantage on saving throws made against a spell
or ability that deals necrotic damage or are from the school of
necromancy, as well as advantage on death saving throws and
resistance to necrotic damage.
To fulfil your vow, you must avoid all contact with dead
creatures, including meat cooked for food. You may not touch
fallen foes. You may fight undead foes, but must purify
yourself as soon as possible afterward.
You may touch dead characters in order to restore them to
life (by way of a raise dead or similar spell that requires you
to touch the corpse), but for no other purpose.
If you fight undead creatures or accidentally touch dead
flesh, you must purify yourself in a special ritual that requires
1 hour and a flask of holy water. If you intentionally break
your vow, you immediately and irrevocably lose the benefit of
this feat. You may not take another feat to replace it.
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Vow of Purification
Starting at 17th level, you take a sacred vow to separate
yourself and the world from evil.
Your unarmed strikes count as having a +2 enchantment,
and deal and extra d6 radiant damage and d6 lightning
damage.
You may cast the Banishing Smite spell at the cost of 5 Ki
points.
When you hit a creature with a unarmed strike, you can
expend 1 Ki to deal radiant damage to the target, in addition
to the attack's damage. The extra damage is 1d8 per Ki, plus
1d8 for each additional Ki spent, to a maximum of 5d8. The
damage increases by 1d8 if the target is an undead or a fiend,
to a maximum of 6d8.
To fulfil this vow, you must never commit an evil act, this
includes Lying, Cheating, Theft, Betrayal, Murder, Vengeance,
worshiping evil gods or demons, animating the dead or
creating undead, casting evil spells, damming or harming a
soul, consorting with fiends, creating evil creatures, using
others for personal gain, greed, bulling and cowing innocents,
bringing despair, tempting others, and being addicted to or
partaking in harmful or addictive substances.
On top of you being unable to commit such acts, if you are
accessory to such things then you too count as committing
the act.
If you break your vow, you immediately and irrevocably lose
the benefit of this feature.
If you break your vow as a result of magical compulsion,
you lose the benefit of this feat until you perform a suitable
penance and receive an Ceremony: atonement spell
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84
For 1 minute, the weapon counts as magical and Whenever
Paladin Oath the weapon hits an evil object, the hit is a critical hit, also
when you hit a evil construct (such as a Retriever) you add
Fists of Raziel your charisma to damage. If you are no longer holding or
The fists of Raziel represent a knightly order dedicated to the carrying this weapon, or if you fall unconscious, this effect
celestial patron of holy warfare against evil. While Sealtiel ends.
champions those who defend good communities from evil Divine Strikes. When you cast a Smite spell, you present
assault, Raziel’s crusaders lead the charge against evil your holy symbol and cry out against evil, using your Channel
wherever it is found. Smiting evil is their mission and their Divinity you imbue the spell with extra fury, the spell does not
specialty. end the next time you hit a creature but instead applies to all
These ferocious warriors seem to be drawn to Raziel’s of your attacks you make on the turn you cast it.
crusading creed. The fists of Raziel are an elite, ordered, and
disciplined fighting force. To make best use of their power, Aura of Defiance
however, they typically serve as leaders or advisors to Starting at 7th level, Your divine magics give you and your
adventuring parties, military strike teams, or the armies of allies safety from the effects of the abhorrent and the evil.
good kingdoms, working with members of other classes Whenever you or a creature you of your choice starts their
instead of for them. turn within 10 feet of you, they can attempt to make a saving
throw to end a spell or other effect on them if they are able to
Restriction do so.
At 18th level, the range of this aura increases to 30 feet.
Only Chaotic Good alligned characters can choose the Fists
of Raziel paladin archetype. Platinum Armaments
Your DM can lift this restriction to better suit the Starting at 15th level, any weapon you hold gleams with a
campaign. The restriction reflects the unique features they platinum light as it gains the blessing of the platinum heaven.
gain and how they gain them, but it might not apply to your When you use your Divine Smite feature, you forgo your
DM's setting or your DM might be willing to grant you an normal smite damage to gain certain benefits. You can
exception. choose to gain the following effects when you Divine smite at
certain levels:
Tenets of the Fists of Raziel
The tenets of the Fists of Raziel are often set by the 1st level Spell Slot: Blessed Smite: You deal 1d8 with
individual to which their oath is sworn, but generally your smite, but you have Bless until the start of your next
emphasize the following tenets. turn.
Give Thanks. You fight for a righteous cause, be thankful to 2nd level Spell Slot: Confirming Smite: You deal 2d8
those that fight with you, and to the gods. with your smite, but the next attack you make is a critical
Until its Done. When all you see is red, relinquish nothing, strike on a roll of a 19 or 20.
give no quarter until all your foes have been meet with 3rd level Spell Slot: Holy Smite: You deal 3d8 damage
justice. with your smite, but all damage from the attack is radiant
Find Evil Before it Finds You. Fiends hunt men, i hunt and you gain 10 temp hit points.
fiends. 4th level Spell Slot: Fiend Smite: If the target is a Fiend,
Restitution. If my foes wreak ruin on the world, it is because you can deal 3d8 damage with your smite but the fiend
i failed to stop them. I must help those harmed by this their needs to make a Constitution saving throw against your
misdeeds. spell save DC or be stunned until the end of its next turn.
5th level Spell Slot: Chain Smite: The target, and up to 5
Oath Spells other targets within 20ft of the target takes 3d8 damage
You gain oath spells at the paladin levels listed. from your smite.
Oath of Fists of Raziel Spells Crown of Brilliance
Paladin At 20th level, as an action, you can create a golden halo of
Level Spells divine light. The halo hovers above your head and emanates
3rd Protection from Evil and Good, Thunderous an aura of pure sunlight. Once per long rest, for 1 minute,
Smite bright light shines from your halo in a 30-foot radius, and dim
light shines 30 feet beyond that.
5th Augury, Branding Smite While this effect
9th Blinding Smite, Thunder Step is active, if any of
13th Death Ward, Freedom of Movement your damage caused
by a melee attack
17th Banishing Smite, Wall of Light would be resisted
you can change
Channel Divinity that damage type
When you take this oath at 3rd level, you gain the following to radiant damage
two Channel Divinity options. if that would be
Sunder Evil. As an action, you can imbue one weapon that less resisted.
you are holding with celestial energy, using your Channel Also when you cast a Smite spell, you gain temporary hit
Divinity. points equal to x10 the spell level of the Smite spell.
PART 3 | Classes
85
Oath of the Light radiant damage, and you can treat any 1 on a damage die
as a 2. Your Divine Smite also benefits from this.
Evildoers constantly lurk and plot in darkness. Evil creatures You can end this effect on your turn as part of any other
come from the dim recesses of the depths and from the vile action. If you are no longer holding or carrying this weapon,
Dark Realm. Corruption and malice are dark influences on or if you fall unconscious, this effect ends.
all societies. Searing Halo. As an action you present your holy symbol
Paladins that take the Oath of the Light dedicate and create a halo of silvery divine light using your Channel
themselves to rooting out darkness and exposing it to the Divinity. For 1 minute, the halo hovers above your head,
purifying light of righteousness. They fight the demons that shedding bright sunlight in a 20-foot radius around you, with
escape the Dark Realm and twisted beings from the depths. dim light extending another 20 feet beyond that.
They seek out the dark places to illuminate them and bring The light causes searing, distracting pain to creatures of
justice to the corrupt and evil. darkness. Aberrations, fiends, and undead within the area of
bright light have disadvantage on attack rolls made against
Restriction you.
Only Lawful Good alligned characters can choose the Fists of You can end this effect on your turn as part of any other
Raziel paladin archetype. action, and it ends if you fall unconscious or die.
Your DM can lift this restriction to better suit the Flames of the Divine
campaign. The restriction reflects the unique features they Also at 3rd level, you gain the ability to cast the light and
gain and how they gain them, but it might not apply to your sacred flame cantrips.
DM's setting or your DM might be willing to grant you an
exception. Golden Wave
Tenets of the Light At 7th level, you are able to send healing energy into the area
The tenets of the Oath of the Light vary by paladin, but all of around you. As an action, you may heal creatures you can see
the tenets revolve around radiance, purity, and fighting within a 10-foot radius, up to a number equal to your
against the forces of darkness. Charisma modifier (minimum of 1), expending 1 point from
Clarity in Light. Seek the light, for even the smallest candle your Lay on Hands healing pool for each hit point of damage
can illuminate that which wishes to remain hidden. you heal. You must expend the same amount of healing for
Expose the Darkness. Anyone may be consumed by the each creature you affect.
darkness that invades the heart. Evildoers must be brought to At 18th level, the range of this feature increases to 30 feet.
justice and the darkness within them contained or removed. Light-Touched Aura
Cleanse the Dark. Beings born of darkness are often a Beginning at 15th level, divine flames mark creatures of
threat, and they must be vanquished to protect the innocent. inherent darkness within a 10-foot radius of you. When they
Beacon of Light. When there is nothing but darkness, you enter this area, aberrations, fiends, undead, and creatures of
are the light that brings hope for others. evil alignment must make a Charisma saving throw. If they
Oath Spells fail, they are outlined in pale white or gold flames until they
You gain oath spells at the paladin levels listed. leave the area. Any attack roll against an affected creature
has advantage if the attacker can see it, and the affected
Oath of the Light Spells creature or object can't benefit from being invisible. At 18th
Paladin Level Spells level, the range of this aura increases to 30 feet.
3rd guiding bolt, protection from evil and good Light of the Righteous
5th continual flame, flaming sphere At 20th level, Once per long rest, as an action, you can cast
9th beacon of hope, daylight
the Sunburst spell without expending a spell slot. After the
spell resolves there is a source of light left at the same point
13th aura of life, aura of purity the spell originated from, this light is treated the same as the
17th circle of power, dispel evil and good Daylight spell, except it is treated as sunlight, and any
creature of your choice in its bright light is under the effects
protection from evil and good and dispel evil and good also of the Divine favor, Bless and Heroism Spell, while evil
apply to aberrations for Oath of the Light paladins. creatures are under the effects of Bane.
Channel Divinity
When you take this oath at 3rd level, you gain the following
two Channel Divinity options.
Radiant Weapon. As an action, you channel divine light
into your weapon, using your Channel Divinity. For 1 minute,
you add half your Charisma modifier (rounded up) to attack
rolls made with that weapon (with a minimum bonus of +1).
The weapon emits bright light in a 20-foot radius and dim
light 20 feet beyond that.
If you hit an aberration, fiend, or undead creature while this
effect is active, the damage type of your attack changes to
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86
Wood Repulsion
Ranger Conclave At 3rd level, Weapons partially or wholly fashioned from
Beloved of Valarian wood have a harder time striking a beloved of Valarian, as
though deflected by some invisible barrier. Attacks made with
The beloved of Valarian (also called Valarian’s beloved) are such weapons take a –2 penalty to attack rolls. As long as the
women who have foresworn the love of mortals to dedicate beloved of Valarian is riding her unicorn companion or
themselves entirely to the unicorn deity Valarian, thus celestial charger, it gains the benefit of this ability as well.
fostering a close bond with unicorns.
Most of Valarian’s beloved are humans, elves, and half- Forest Dweller
elves, but halflings, gnomes, and dwarves are not prohibited. Starting at 3rd level, Time spent in the forest alters a beloved
A beloved of Valarian is a solitary being, shunning civilization. of Valarian’s physiology. She gains a +2 bonus on Wisdom
She retreats to the woods where she maintains few contacts (Perception), Dexterity (Stealth), and Wisdom (Survival)
with the outside world. Because she champions the cause of checks.
good, she calls upon their animal allies to help repel invaders
should evil invade her forest refuge. Her relationship with the Call Celestial Charger
unicorn is nothing less than a partnership forged in light. She At 3rd level, a beloved of Valarian can call a celestial unicorn
has a closer emotional bond to her mount than she does with —also known as a celestial charger— to her side.
her own family members. Just as she relies on the unicorn, You learn the Find Steed spell and can cast it once per day
the unicorn relies on her to help keep its mysteries safe. without expending a spell slot, when you cast this spell using
All of Valarian’s beloved must be chaste and must dedicate this feature, the only creature you can summon is a
herself wholly both to good and her unicorn companion. Warhorse. The Warhorse you summon using this feature has
Should a beloved of Valarian ever willingly couple with a its creature type changed to Celestial, its weapon attacks are
mortal, the unicorn leaves her company without hard feelings magical, and it gains Celestial, Elvish, and Sylvan as its
or regret. Because of the solitary existence these women languages it can speak and read.
must endure, it is rare (but not unheard of) for Valarian’s Also its hit points are equal it's Constitution modifier +
beloved to join ranks with others. They prefer the your Wisdom modifier + five times your ranger level (the
companionship of paladins but associate with any good beast has a number of Hit Dice [d10s] equal to your ranger
characters during times of trouble. level)
Under no circumstances will one of Valarian’s beloved
agree to join with an evil character, and she barely tolerates Ethereal Jaunt
neutral characters. The beloved of Valarian and their unicorn At 7th level, As an action, you can become ethereal for up to
companions may leave their forest sanctuaries should they be two rounds, along with your equipment. For the duration of
needed to fight evil. this effect, you are in the Ethereal Plane, which overlaps the
normal, physical, Material Plane. When the effect expires, you
Restriction return to material existence.
Only Good alligned characters who are female, can choose An ethereal creature is invisible, insubstantial, and capable
the Beloved of Valarian ranger archetype. of moving in any direction, even up or down, albeit at half
Your DM can lift this restriction to better suit the normal speed. As an insubstantial creature, you can move
campaign. The restriction reflects the unique features they through solid objects, including living creatures. An ethereal
gain and how they gain them, but it might not apply to your creature can see and hear on the Material Plane, but
DM's setting or your DM might be willing to grant you an everything looks grey and ephemeral. Sight and hearing onto
exception. the Material Plane are limited to 60 feet.
An ethereal creature can’t attack material creatures, and
Beloved of Valarian Magic spells you cast while ethereal affect only other things on the
Starting at 3rd level, you learn an additional spell when you ethereal plane. Certain material creatures or objects have
reach certain levels in this class, as shown in the Beloved of attacks or effects that work on the Ethereal Plane.
Valarian Spells table. The spell counts as a ranger spell for Treat other ethereal creatures and ethereal objects as if
you, but it doesn't count against the number of ranger spells they were material.
you know. If you end the spell and become material while inside a
material object (such as a solid wall), you are shunted off to
Beloved of Valarian Spells the nearest open space and take 1d6 points of damage per 5
Ranger Level Spells feet that you so travel.
3rd Detect Evil and Good
If you are mounted on your unicorn companion or celestial
charger when you use this feature, they are also under the
5th Prayer of Healing effects of this feature.
9th Mass Healing Word
13th Conjure Woodland Beings
17th Dispel Evil and Good
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Healing Touch Special
At 7th level, three times per long rest, you can use your action This optional rule is how most Beloved of Valarian find their
to touch another creature. The target magically regains 2d8 +
proficiency + Wisdom modifier hit points. In addition, the unicorn, and could add an interesting moment in your game
touch removes all diseases and neutralizes all poisons for how they find their unicorn.
afflicting the target. Meeting your Unicorn: Before she can become a beloved of
Additionally you can communicate telepathically with any Valarian, the character must meditate at a druid’s grove and
animal native to your unicorn companion’s home forest that fast until she saves the life of an animal in danger. Should she
you can see, and they understand you. fail to survive or aid an animal, she does not meet her unicorn
companion and cannot advance in this subclass.
Bonded Allies
At 11th level, You gain a strong bound with your unicorn,
allowing it to channel its power through you and causing you
both to fight as a strong single unit.
You gain additional bonuses based on your chosen Fighting
Style.
Archery: While riding your unicorn companion or
celestial charger, you can make an extra ranged weapon
attack at disadvantage against a target within 15 feet of
you when you take the Attack action on your turn.
Defence: While riding your unicorn companion or
celestial charger, you gain resistance against slashing
damage from non-magical weapons.
Duelling: While riding your unicorn companion or
celestial charger and wielding a melee weapon in one
hand and no other weapons, you gain a +2 bonus to attack
and damage rolls with that weapon.
Two-Weapon Fighting: While riding your unicorn
companion or celestial charger, when you land a critical
hit while two-weapon fighting, you can use your reaction
to make an additional weapon attack.
Once during each of your unicorn companions or celestial
chargers turns, While you are riding it, when it hits a creature
with a weapon attack, you can expend a spell slot to deal
extra radiant damage. The extra damage is 3d6 radiant
damage and the creature must succeed on a Strength saving
throw against your spell save DC or be knocked prone or
pushed 15 feet directly away from it or both.
Call Unicorn
At 15th level, A beloved of Valarian can call a unicorn to her
side. You learn the Find Greater Steed spell, which you can
cast once per long rest without expending a spell slot.
When you use this feature you summon a unicorn.
A beloved of Valarian can have no more than one unicorn
companion at any given time.
A beloved of Valarian can assign her unicorn companion to
undertake different types of tasks. Particularly useful as a
mount, the unicorn typically will not undergo a quest or
otherwise take on complex burdens without the supervision
of the beloved of Valarian.
Revised ranger
If you are using the revised ranger, then you gain
this feature at 5th level
Extra Attack Beginning at 5th level, you can
attack twice, instead of once, whenever you take
the Attack action on your turn.
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Stalker of Kharash Keen Smell
Kharash, one of the Five Companions of Talisid, is the Starting at 3rd level, You gain proficiency in the Perception
greatest of the wolflike lupinal guardinals. As a fierce skill. If you are already proficient in the skill, you add double
opponent of evil, Kharash acts as patron to those who use your proficiency bonus to checks you make with it.
stealth to track and hunt evildoers. Additionally you have advantage on Wisdom (Perception)
The stalkers of Kharash are a loose-knit order of rangers, checks that rely on smell.
rogues, and other characters devoted to fighting evil under Track Evil
Kharash’s patronage. Rangers predominate among the At 7th level, A stalker can track an evil creature by its
stalkers, bringing a combination of stealth and martial lingering evil aura, traking it similar to how other rangers
prowess to the class at the outset. track footprints.
Stalkers of Kharash prefer to work in small groups such as You can use your action to pick up a trail of an evil creature
adventuring parties. Some prefer the company of other if it has been in the area in the last 10 minutes, if it was a
stealthy characters, while others enjoy working as a scout for strong evil aura then 2 hours, if it is an overwhelming evil
a group of normal, noisy characters. Stalkers are usually then 5 hours. You can ignore the effects of surface conditions
found in the wilderness, wherever evil foes can be found. and poor visibility while tracking this aura.
Also when you use this feature, choose one of the following
Restriction effects:
Only Neutral Good alligned characters can choose the If there are any evil auras within a 30ft radius from you,
Stalker of Kharash ranger archetype. you know where they are, and you make Wisdom
Your DM can lift this restriction to better suit the (Survival) checks to follow these auras with advantage for
campaign. The restriction reflects the unique features they 1 hour or until you use this feature again.
gain and how they gain them, but it might not apply to your If there is an evil object within 30ft of you, or an object
DM's setting or your DM might be willing to grant you an used in an evil act within the last 10 minutes, you learn of
exception. its location.
Stalker of Kharash Magic If there is an evil creature within 30 ft of you, you learn of
Starting at 3rd level, you learn an additional spell when you its location.
reach certain levels in this class, as shown in the Stalker of You can expend a spell slot to learn additional information
Kharash Spells table. The spell counts as a ranger spell for about the aura you pick up, such as if the creature is
you, but it doesn't count against the number of ranger spells bleeding, its creature type, or its exact CR. The DM can
you know. give other pertinent information about the creature should
they see fit.
Stalker of Kharash Spells You can use this feature a number of times per long rest
Ranger Level Spells equal to your Wisdom modifier.
3rd Find Familiar
5th Pass Without Trace Bloodhound
At 7th level, When you Attack a evil creature you can't see,
9th Nondetection your inability to see it doesn't impose disadvantage on your
13th Greater Invisability Attack rolls against it. You are also aware of the location of
any Invisible evil creature within 30 feet of you, provided that
17th Mislead the creature isn't hidden from you and you have your sense of
smell.
Scent of Evil If you own an object with an evil creatures scent on it (A
At 3rd level, A stalker of Kharash has an unusual ability that creatures scent lasts on an object for a week) or have been
combines the special olfactory magic with the innate ability using your Track Evil feature on the same creature for the
to detect evil auras. last 3 consecutive days, you count them as having the
You can detect evil creatures within 30 feet by their scent Hunters Mark spell on them.
of evil. If the opponent is upwind, the range increases to 60
feet; if downwind, it drops to 15 feet. Creatures of around Smite Evil
CR5 and below have a weak aura of evil, creatures of CR6 to At 11th level, Once per day, you may attempt to smite evil
10 have a strong aura of evil, while creatures of CR11 to 20 with one weapon attack. You add you Charisma bonus to your
have an overwhelming aura of evil, higher than this have an attack roll and deal 2 extra points of weapon damage per
aura so strong it is immense but each creature beyond this ranger level. If you accidentally smite a creature that is not
point tend to have distinctive auras unique to them. There evil, the smite has no effect but the ability is still used up for
can be exceptions to these of course, and some creatures that day.
especially powerful ones who can hide their aura. A 16th-level Stalker of Kharash can smite evil twice per
When the stalker detects a scent, the exact location is not day.
revealed only its presence somewhere within range. You can Additionally, you can cast Detect Good & Evil Three times
make a Wisdom (Survival) check to note the direction of the a day, without expending a spellslot.
scent. Whenever the creature comes within 5 feet of you, you
know the source’s location.
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Stench of Evil
At 15th level, Your abilities to hunt, track and kill evil has
become extreamly hightned.
Against creatures with a weak scent of evil, you gain the
following benefits:
They count as a Favoured Enemy
Attacks you make against the target on your first turn have
advantage
Once on each of your turns when you make a weapon
attack, you can make another attack with the same
weapon against a different creature that is within 5 feet of
the original target and within range of your weapon.
Against creatures with a strong or overwhelming scent of
evil, you gain the following benefits:
They count as a Favoured Enemy
Attacks you make against the target on your first 2 turns Skylord
have advantage An elf crusader, the skylord uses his kinship with creatures of
Once on each of your turns when you make a weapon the sky and the power of the winds to fight evil. His ties with
attack, you can make another attack with the same the elven community are generally loose at best, since he
weapon against a different creature that is within 5 feet of sees much more urgency in the day-to-day events of the world.
the original target and within range of your weapon This point of view is often lost on the elven lords who would
The creature has Disadvantage with attacks against you prefer to insulate themselves from the affairs of the shorter-
on its first round of combat lived races.
Against creatures with an overwhelming scent of evil, you Soaring above the world of men, the skylord observes all.
gain the following benefits From such a vantage point, the skylord learns to appreciate
the beauty of the world below, ply the winds, and use the rage
They count as a Favoured Enemy of storms to his advantage. He can quickly disappear by
Attacks you make against the target on your first 3 turns cloaking himself in clouds to avoid his foes. During a battle,
have advantage his presence inspires confidence in all airborne allies who
Once on each of your turns when you make a weapon fight at his side.
attack, you can make another attack with the same The skylord often serves as an aerial scout, watching the
weapon against a different creature that is within 5 feet of movements of evil armies and studying areas not easily
the original target and within range of your weapon reached by land. He is also a courier, conveying messages
The creature has Disadvantage with attacks against you across great distances much more quickly than would
on its first 2 rounds of combat otherwise be possible without the use of magic.
Your weapon attacks ignore the creatures resistances, and The skylord truly shines when evil bears its ugly head in
you deal an extra 1d6 radiant damage the sky, but when necessary, he is a capable fighter indoors or
underground.
Revised ranger
If you are using the revised ranger, then you gain
Restriction
this feature at 5th level Only Good elf or half-elf male alligned character, can choose
Extra Attack Beginning at 5th level, you can the Skylord ranger archetype.
attack twice, instead of once, whenever you take Your DM can lift this restriction to better suit the
the Attack action on your turn. campaign. The restriction reflects the unique features they
gain and how they gain them, but it might not apply to your
DM's setting or your DM might be willing to grant you an
exception.
Skylord Magic
Starting at 3rd level, you learn an additional spell when you
reach certain levels in this class, as shown in the Skylord
Spells table. The spell counts as a ranger spell for you, but it
doesn't count against the number of ranger spells you know.
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Skylord Spells Ride the Wind
Ranger Level Spells At 7th level, a skylord becomes a master of the winds, guiding
3rd Fog Cloud his mount through them with ease.
While riding your Celestial Eagle mount, you and it do not
5th Warding Wind suffer any penalties for flying or attacking while in Strong
9th Call Lightning Winds.
13th Storm Sphere Nor do you suffer the Perception penalties for Heavy
Precipitation or Fog.
17th Control Winds finally You're acclimated to high altitude, including
elevations above 20,000 feet. You're also naturally adapted to
Call Flying Mount cold climates
At 3rd level, a Skylord can call a celestial eagle to his side. Additionally, you add your spellcasting modifier to the
You learn the Find Steed spell and can cast it once per day damage of your Storm Bolt.
without expending a spell slot, when you cast this spell using
this feature, the only creature you can summon is a Giant Aerial Manoeuvres
Eagle. The Giant Eagle you summon using this feature has At 11th level, Once per long rest you can cast Feather Fall on
its creature type changed to Celestial, its weapon attacks are yourself.
magical, and it gains Celestial as its languages it can speak After you cast the spell, your celestial eagle may use its
and read. reaction to move up to its speed, if you are not mounted after
Also its hit points are equal it's Constitution modifier + its move you may mount it as part of the same reaction if it is
your Wisdom modifier + five times your ranger level (the within reach of you.
beast has a number of Hit Dice [d10s] equal to your ranger
level) Summon Tempest
At 15th level, once per week, you can cast the Control
Eyes of the Eagle Weather spell without expending a spellslot. While you
Starting at 3rd level, A skylord has the keen eyesight of an concentrate on this spell, you may cast the Call Lightning
eagle. While airborne, you have advantage on Wisdom spell without dropping concentration on Control Weather.
(Perception) checks that rely on sight. While you concentrate on both spells, you only make one
Additionally You can see up to 1 mile away with no Concentration check for both spells instead of two.
difficulty, able to discern even fine details as though looking Additionally you can use Call lightning as a bonus action
at something no more than 100 feet away from you. during this time.
Additionally, dim light doesn't impose disadvantage on your
Wisdom (Perception) checks.
Revised ranger
Storm Kinship
At 3rd level, a skylord can pull the energy out of the sky to use If you are using the revised ranger, then you gain
this feature at 5th level
its magics for their own needs. Extra Attack Beginning at 5th level, you can
You learn the following cantrip: attack twice, instead of once, whenever you take
the Attack action on your turn.
Storm Bolt
Evocation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
A bolt of sparking energy streaks toward a creature within
range. Make a ranged spell attack against the target. On a hit,
the target takes 1d10 lightning damage.
The spell creates more than one bolt when you reach
higher levels: two bolts at 5th level, three bolts at 11th level,
and four bolts at 17th level. You can direct the bolts at the
same target or at different ones. Make a separate attack roll
for each bolt.
Your Hunters Mark spell may deal Lightning damage and
can deal its damage when you use Storm Bolt.
Dive Attack
At 7th level, If your Giant Eagle is flying and dives at least 30
feet toward a target and then hits with a beak attack, the
attack deals an extra 10 (3d6) damage to the target.
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91
Whenever you gain a level in this class, you can replace one
Roguish Archetype of the Slayer of Domiel spells you know with another spell of
your choice from the Slayer of Domiel spell list. The new
Slayer of Domiel spell must be of a level for which you have spell slots.
Assassins, of course, are evil by their nature and the nature of Spellcasting Ability. Wisdom is your spellcasting ability
what they do: committing murder for money is a completely for your Slayer of Domiel spells, since you learn your spells
evil act. However, sometimes the skill set of an assassin is through dedicated study and memorization. You use your
required for more noble purposes. Claiming the power of the Wisdom whenever a spell refers to your spellcasting ability.
paragon archon Domiel, the slayers of Domiel are a In addition, you use your Wisdom modifier when setting the
disciplined, secretive order of stealthy spies and—when the saving throw DC for a Slayer of Domiel spell you cast and
need arises—assassins who serve the cause of law and good. when making an attack roll with one.
Rather than relying entirely on stealth and poison, the Spell save DC = 8 + your proficiency bonus + your Wisdom
slayers of Domiel use supernatural means to dispatch evil modifier
foes. Spell attack modifier = your proficiency bonus + your
Rogues most commonly become slayers of Domiel. On very Wisdom modifier
rare occasions, the order accepts former assassins who have
repented and atoned for their past evil deeds and wish to
become slayers.
Slayers of Domiel often work closely with lawful good Level Cantrips Known Spells Known 1st 2nd 3rd 4th
characters, but not often with other slayers. Every slayer has 3rd 3 3 2 - - -
a superior in the order responsible for mentoring, training,
and supervising their progress, but some slayers go for 4th 3 4 3 - - -
months between meetings with their superiors. Few slayers 5th 3 4 3 - - -
know of more than one or two other slayers besides their
mentors. 6th 3 4 3 - - -
7th 3 5 4 2 - -
Restriction 8th 3 6 4 2 - -
Only Neutral Good alligned characters, can choose the Slayer 9th 3 6 4 2 - -
of Domiel rogue archetype.
Your DM can lift this restriction to better suit the 10th 4 7 4 3 - -
campaign. The restriction reflects the unique features they 11th 4 8 4 3 - -
gain and how they gain them, but it might not apply to your 12th 4 8 4 3 - -
DM's setting or your DM might be willing to grant you an
exception. 13th 4 9 4 3 2 -
14th 4 10 4 3 2 -
Spellcasting
When you reach 3rd level, you gain the ability to cast spells. 15th 4 10 4 3 2 -
See chapter 10 for the general rules of spellcasting. 16th 4 11 4 3 3 -
Cantrips. You learn three cantrips: Thaumaturgy and two 17th 4 11 4 3 3 -
other cantrips of your choice from the Slayer of Domiel spell
list. You learn another Slayer of Domiel cantrip of your choice 18th 4 11 4 3 3 -
at 10th level. 19th 4 12 4 3 3 1
Spell Slots. The Slayer of Domiel Spellcasting table
shows how many spell slots you have to cast your Slayer of 20th 4 13 4 3 3 1
Domiel spells of 1st level and higher. To cast one of these
spells, you must expend a slot of the spell's level or higher.
You regain all expended spell slots when you finish a long
rest.
For example, if you know the 1st-level spell charm person and Darkvision
have a 1st-level and a 2nd-level spell slot available, you can At 3rd level, a Slayer of Domiel gains darkvision out to a
cast charm person using either slot. range of 30 feet. If you already have darkvision increases the
Spells Known of 1st-Level and Higher. You know three 1st- range of your darkvision by 30 feet.
level Slayer of Domiel spells of your choice. The Spells
Known column of the Slayer of Domiel Spellcasting table Death Touch
shows when you learn more Slayer of Domiel spells of 1st At 3rd level, A slayer of Domiel can slay living evil opponents
level or higher. Each of these spells must be of a level for with a single touch.
which you have spell slots. For instance, when you reach 7th As an action, you can make a unarmed attack against a
level in this class, you can learn one new spell of 1st or 2nd target within your reach of you, you can use Dexterity instead
level. of Strength for this attack. If you hit you roll 1d6 per rogue
level. If the total at least equals the target’s current hit points,
it dies.
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This is an instant death effect. You can use this feature a Whenever you use use your Divine Brand to activate a
number of times equal to your wisdom modifier, per long brand on a creature, your attacks deal an additional 4d6
rest. radiant damage to your target for that turn. If you reduce your
Marked target to 0hp, you may choose to peform a Holy
Divine Brand Execution, if you do, its instantly killed and its spirit is sent in
Starting at 3rd level, No one and no thing can hide from your golden chains to Mount Celestia. You gain temporary
divine justice, when you are sent to deal with a target you can hitpoints equal to the creatures CR and you are under the
see a divine mark upon them. effects of Bless for the next hour
Your mentor will pass down divine missions to you, each
dawn you can cast the Sending spell without expending a Slayer of Domiel Spell List
spell slot to contact your mentor. They will inform you Cantrips
anything they know about your current target or if they have a
new target. Your targets will tend to be high ranking or Blade Ward, Control Flames, Guidance, Message, Minor
important targets that will better the fight against evil. Illusion, Prestidigitation, Sacred Flame
When a creature is marked for you to kill, you can see a 1st Level
glowing brand of Domiel on the target that no other being Wrathful Smite, Tasha's Hideous Laughter, Twilight Luck,
can see. Shield of Faith, Protection from Evil and Good, Inflict Wounds,
As a bonus action, you can activate the brand on the target Gift of Alacrity, Eyes of the Avoral, Divine Favor, Detect Evil
while they are within 60ft of you. Until the end of the turn, and Good, Bane, Augery
you can use your Sneak Attack against that target even if you 2nd Level
don't have advantage on the attack roll.
If you use your Sneak Attack against the branded target Web, Spiritual Weapon, Shadow Blade, Silvered Weapon, Pass
during the duration, you can expend a use of this feature to without Trace, Misty Step, Lesser Restoration, Invisibility,
empower your strike. The attack's damage type becomes Fortune's Favor, , Augury, Alter Self
radiant, and it gains the following bonus effects: 3rd Level
The target's speed is reduced by half. Water Walk, Telepathy Tap, Speak with Dead, Sending, Remove
The target can't take reactions. Curse, Inquisition, Nondetection, Major Image, Magic Circle,
The target can't regain hit points. Feign Death, Clairvoyance, Blinding Smite, Blessed Sight,
Each effect lasts until the start of your next turn. You can Ayailla’s Radiant Burst
empower your attack a number of times equal to your 4th Level
Wisdom modifier (a minimum of once), and you regain all Locate Creature, Greater Invisibility, Divination, Diamond
expended uses when you finish a long rest. Spray, Arcane Eye, Affliction
Detect Evil
At 9th level, you can use your magic to check for evil to smite.
Twice per long rest you can cast Detect Good & Evil without
expending a spell slot.
Hunter of the Unholy
Starting at 13th level, your deity grants you knowledge to
assist you in tracking and slaying your foes. When you
activate your brand on a creature, you learn of any damage
resistances and/or immunities that the creature possesses.
Also, you can call upon your deity as an action, and have
them reveal their enemies to you. Until the end of your next
turn, you know the location of your branded target as long as
they are within 60 feet of you. You know its creature type and
if its under the effects of any spells, and you learn the name of
the spell of highest level on the target.
You can take this action a number of times equal to 1 +
your Wisdom modifier. When you finish a long rest, you
regain all expended uses.
Additionally, you may have your sneak attack deal radiant
damage, and if you use your sneak attack against a fiend,
undead, ooze or aberration your sneak attack deals 1 extra d6
for half your levels in this class (rounded down).
Holy Executioner
Beginning at 17th level, your divine judgement becomes
especially harsh.
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93
You gain the Consecrated Spell meta magic.
Sorcerous Origin When you cast a spell that deals damage, you can spend 2
sorcerery points to have half of the damage dealt(rounded
Exalted Arcanist down) by the spell to become radiant damage.
Tales say that sorcerers gain their innate magical ability from For example if you cast a fireball that deals 30 fire damage,
draconic blood, and many sorcerers (especially kobold it instead deals 15 fire damage and 15 radiant damage. If the
sorcerers) loudly champion this legend. Aasimar sorcerers, spell does more than one damage type, each damage type is
meanwhile, smile to themselves, knowing that dragons are split in half.
not the only source of spontaneous arcane power.
Among sorcerers, some trace the source of their power Arcane Rejuvenation
back to celestial influence, either bloodline or simply favor. At 6th level, As an action you can expend a spell slot to heal
These are the exalted arcanists, spontaneous spellcasters yourself, you gain hit points equal to your Charisma modifier
who gain access to spells that channel celestial energy. + 1d10 per spell slot.
Exalted arcanists are very often adventurers, using the If the spell slot you expend is of 3rd level or higher you also
power they consider a gift to the purpose for which it was cure yourself of one curse, disease or neutralize one poison
intended: to help combat evil. They gravitate to places where affecting you.
their ability to cover a battlefield with holy smite spells is You can take this action on your turn even if you are not in
useful, so they are rarely found in cities or placid villages. control of your own actions.
They frequently join forces with other exalted adventurers,
much less frequently with other exalted arcanists. Purified Spell
Starting at 14th level, You can cause your spells to strike
Restriction down evil doers while protecting those who are good and
true.
Only Good alligned characters, can choose the Exalted You gain the Purified Spell meta magic.
Arcanist sorcerer archetype. When you cast a spell that deals damage you may spend a
Your DM can lift this restriction to better suit the number of sorcery points equal to the spell's level, neutral
campaign. The restriction reflects the unique features they creatures take half damage, or one-quarter with a successful
gain and how they gain them, but it might not apply to your saving throw (if allowed), while good creatures take no
DM's setting or your DM might be willing to grant you an damage at all. When an Evil creature takes damage from the
exception. spell, the spell deals extra damage equal to your level.
Exalted Arcanist Bloodline Origin Spells
Sorcerer Level Spells Knowledge of Azuth
At 18th level, your connection to the upper planes grants you
1st Guiding Bolt a deep understanding of magic that allows you to alter some
3rd Skywrite spells more fluidly than other sorcerers. Choose a 1st-level
and a 2nd-level sorcerer spell that you know. When you cast
5th Daylight these spells, you can apply a metamagic option to them
7th Sickening Radiance without expending any sorcery points. By spending 8 hours in
9th Destructive Wave
prayer, you can exchange one or both of the spells you chose
for different spells of the same levels. You may also apply a
different meta magic to those spells when you cast them, for
Exalted Visons example, you can Twinned Spell and Purified Spell it.
At 1st level, Your sorcerous bloodline comes from a divine
source, it may have been from a servant of Silvanus or
perhaps a blessing granted by Barachiel, how ever you gained
your spontaneous magic you have visions of magic each
night.
When you gain this feature choose another classes spell
list.
After each long rest you take, you may choose a spell from
that spell list to have prepared for that day, this spell must be
of a level you can cast as a sorcerer and doesn't count against
the number of spells you know. The spell becomes
unprepared once you use this feature again.
Magical Understanding
At 1st level, You gain proficiency in the Arcana skill. If you are
already proficient in the skill, you add double your proficiency
bonus to checks you make with it.
Consecrated Spell
At 6th level, the magic you use flows for the upper planes, you
can use your power to bless your spells.
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94
Benevolence Unbound
Warlock Otherworldly At 10th level, The world is brighter and more positive while
Patron you are around. For an area of one mile around you, plants
bloom with brighter and more vibrent colors, most wild
The Hopebringer animals are calm, the weather is nicer, and feelings of dread,
fear, hate, and anger are suppressed if not outright banished
Your patron is a powerful, benevolent entity that wishes to in most, but not all, sentient peoples.
spread happiness and prosperity as far and wide as possible. In addition to these effects you can choose which of the
You have accepted their charge and their power and you now following effects to be prevalent while within 100 feet of you
travel the lands bringing the sick healing, food to the starving, after you finish a long rest.
and bringing a light of hope to those who have none.
But you and your patron are not naive. There will be times Everyone within range is immune to disease and is cured
that violence is unavoidable and you are given the power to of an disease they have when they touch you.
either avoid it, or if pushed too far, to fight back with your Food regenerates while not being eaten or digested, and
own power. sources of clean drinking water never run dry.
Instruments and singing voices sound more beautiful, and
Restriction their sounds carry for much father
Only Good alligned characters can choose the Hopebringer Any violent or evil action you would take will end these
warlock archetype. effects for one hour unless you were forced to commit the
Your DM can lift this restriction to better suit the action and no other non-violent action was possible.
campaign. The restriction reflects the unique features they
gain and how they gain them, but it might not apply to your Avatar of Hope
DM's setting or your DM might be willing to grant you an Starting at 14th level, you can summon an entirty that
exception. embodies your's and your patrons desire to bring hope and
happiness to the world. As an action, you can summon your
Expanded Spell List avatar of hope for 1 minute up to half a mile away. You decide
The Hopebringer lets you choose from an expanded list of what it looks like, as it comes from your imagination.
spells when you learn a warlock spell. The following spells The avatar is massive in size and can be seen by all
are added to the warlock spell list for you. creatures within one mile of it, unless their view would
Hopebringer Expanded Spells
otheriwse be obstructed, and all normal and magical
darkness is banished within that mile as the avatar glows like
Spell Level Spells a small sun. Friendly creatures cannont be frightned, or
1st Cure Wounds, Detect Good & Evil charmed, while in the light of the avatar and they also regain
2nd Aid, Lesser Restoration
15 hitpoints at the start of each of their turns.
Once you summon the avatar, you can't do so again until
3rd Becon of Hope, Mass Healing Word you finish a short or long rest.
4th Deathward, Aura of Purity
5th Hallow, Greater Restoration
Bonus Cantrips
Starting at 1ts level, you learn the Guidance and Friends
cantrips. They count as warlock cantrips for you, but they
don't count against your number of cantrips known.
Creatures do not become hostile from your friends cantrip.
Shield of Kindness
At 1st level, when you see a creature within 30 feet of you get
hit with an attack, you can use your reaction to give that
creature temporary hit points equal to twice your warlock
level before any damage is dealt. Those temporary hit points
last until the end of the targets next turn.
You can do this a number of times equal to your charisma
modifier. You regain all expended uses when you finish a
short or long rest.
Nearly-Violent Protest
Starting at 6th level, when a creature targets you with an
attack, you may have them make a Strength saving throw
against your warlock spell DC. On a failed save, they are
pushed back 15 feet and knocked prone. This can happen
once but you regain this effect at the start of your next turn.
At 14th level, this can happen twice in a round.
PART 3 | Classes
95
Celestial Spells
Wizard Arcane Tradition Once he reaches 2nd level, a celestial mystic can through
Celestial Mystic their devote study, gain divine knowledge. When you gain this
feature and again at 7th and 13th level, you may choose to
The mysteries of the seventh mounting heaven, the celestial gain a Cleric spell of a level you can cast instead of gaining
layer of Chronias, are unplumbed even by the archons who one of the wizard spells you gain when you level up. You use
inhabit Celestia’s lower layers. Tales say that those who enter Intelligence when casting these spells but they do not count
have their inherent goodness magnified until their essence as wizard spells for you.
joins with Celestia itself. From their homes and studies on
the Material Plane, celestial mystics strive to attain this Blessing of the Golden Heaven
ultimate unity with the perfect good. By contemplating the At 6th level, A celestial mystic has gained the holy protection
mystery of the Illuminated Heaven, they believe that they of the Golden Haven, and can walk the dark paths more
become more pure, more good, and more perfect. As they easily.
improve themselves, they become suited—after long effort Every dawn, you become under the effects of Death Ward.
and much meditation—to ascend to the seventh heaven and Additionally You gain resistance to necrotic damage.
find what they describe as simultaneously a perfect extinction
and a perfect immortality, a oneness with the highest good in Blessing of the Crystal Heaven
all the planes. At 6th level, A celestial mystic can cure his own wounds.
The path of the celestial mystic is esoteric and mysterious, You have a pool of celestial energy represented by a
and appeals most commonly to wizards and other characters number of d6s equal to your wizard level.
with an academic interest in the planes, particularly the As a bonus action, you can spend a number of those dice
upper planes, their denizens, and the fabric of reality itself. equal to half your wizard level or less. Roll the spent dice and
Celestial mystics are often loners, poring over cryptic add them together. You regain a number of hit points equal to
manuscripts and practicing their meditative techniques. the total. You also gains 1 temporary hit point per die spent.
However, they have a strong ethic of involvement in the world You regain all expended dice when you finish a long rest.
even as they seek to transform it, and strive to live out their In addition, the divine magic flowing through you makes
increasing goodness by helping the weak and helpless. Thus, you immune to disease.
they are often found as part of adventuring groups (made up
of similarly high-minded individuals) or otherwise actively Blessing of the Platinum Heaven
involved in fighting evil or promoting good. At 10th level, A celestial mystic gains the ability to channel
spell energy into a bolt of holy power as an action. The bolt is
Restriction a ranged spell attack with a range of 400 ft and deals 4d6
Only Lawfully Good alligned characters, can choose the radiant damage, plus 1d6 points of damage per level of the
Celestial Mystic wizard archetype. spell channeled to create the effect. For example, a celestial
Your DM can lift this restriction to better suit the mystic who expends a 7th level spell into holy power deals
campaign. The restriction reflects the unique features they 11d6 points of damage to the target if the bolt hits.
gain and how they gain them, but it might not apply to your Blessing of the Glittering Heaven
DM's setting or your DM might be willing to grant you an At 10th level, you gain resistance to radiant damage.
exception. Additionally, When you are effected by a spell and fail to
Blessing of the Silver Heaven
counterspell, you gain advantage on the saving throw.
At 2nd level, A celestial mystic gains resistance to lightning Blessing of the Illuminated Heaven
damage. And a +2 bonus on saving throws against disease, At 14th level, A celestial mystic is surrounded by an aura of
poison, and petrification. positive energy to a radius of 20 feet centered on you. Within
In addition, You can cast the Sanctuary spell once per long that emanation, life flourishes:
rest, without expending a spell slot. When you reach 8th level colors are brighter, fires are
you can cast the Magic Circle spell once per long rest, hotter, noises are louder, and
without expending a spell slot. sensations are more intense.
Blessing of the Pearly Heaven
(This effect is purely sensory)
At 2nd level, While you are not wearing any armor, your As an action, you activate the
Armor Class equals 10 + your Dexterity modifier + your aura for 1 minute. All living
Intelligence modifier. creatures within the aura
In addition you have studied deep into the wells of of your choice, including
knowledge and have spoke with celestial beings, when you yourself, gains 5 hit
attempt to recall certain information or try to gleam new points at the start of their turn
information you may get divine help. When you make a if they start in its area if they
Intelligence (Arcana) check to see whether you know some are below half hit points. No
relevant information about legendary people, places, or items, undead creature of CR2 or
you do so with a bonus to the check equal to his wizard level. lower can enter the aura, and
If you have proficiency in Intelligence (history), you can add those brought into it act as if
double your proficiency to this check. they had been turned.
PART 3 | Classes
96
Table 4–2: Ancestral Relic
EXALTED FEATS Character Maximum Relic Character Maximum Relic
This book introduces a new type of feat: the exalted feat. Only level Value Level Value
characters of good alignment and the highest moral - - 12th 33,000 gp
standards can acquire exalted feats, and only as a gift from 4th 1,350 gp 13th 44,000 gp
powerful agents of good—deities, celestials, or similar
creatures. These feats are thus supernatural in nature (rather 5th 2,700 gp 14th 55,000 gp
than being extraordinary abilities, as most feats are). A 6th 4,500 gp 15th 75,000 gp
character must have the DM’s permission to take an exalted
feat. In many cases, a ritual must be performed; often this 7th 6,500 gp 16th 100,000 gp
simply amounts to a character swearing a sacred vow, for 8th 9,500 gp 17th 130,000 gp
example, in the presence of a celestial being. A character who 9th 13,500 gp 18th 170,000 gp
willingly and willfully commits an evil act loses all benefits
from all their exalted feats. They regain these benefits if they 10th 18,000 gp 19th 220,000 gp
atone for their violations (see Sin and Atonement in Chapter 11th 24,500 gp 20th 380,000 gp
1). Aura of Good: A character with at least one exalted feat
radiates an aura of good with a power equal to their character Animal Friend
level, as if they were a paladin or a cleric of a good deity
Animals respond favorably to the aura of goodness that
Ancestral Relic exudes from you.
Prerequisites: Cha 15 or more, Speak Sylvan.
You own an ancestral heirloom and can invest it with
increasing power. Increase your Charisma score by 1, to a maximum of 20.
Prerequisites: Any good alignment, character level 4th. You receive a +4 bonus on Animal Handeling checks to
Benefit: Choose an item you own. The item must be of sway the attitudes of animals and good-aligned magical
mundane masterwork quality, and it must be an item that beasts (including, but not limited to, blink dogs, unicorns,
once belonged to a member of your family. Alternatively, the pegasi, and animals with the celestial type).
item may have belonged to another person to whom you are
somehow connected, such as another member of your Celestial Familiar
religious order. As long as you are able to acquire a new familiar, you may
At any time, you may retreat to a consecrated or hallowed receive a celestial as a familiar.
location and spend time in prayer in order to awaken the Prerequisites: Find Familar.
spirits in your ancestral relic. This requires a sacrifice of When choosing a familiar, you may summon a Lantern
valuable items worth the difference between the market price Archon, which may attack on its turn.
of the magic item your relic will become and the market price
of your current relic. This sacrifice does not have to be gold— Celestial Mount
you can sacrifice magic items or other goods worth the
required amount, rather than selling your goods (at half Your special mount is a true creature of the heavens.
value) to pay for the sacrifice. Prerequisites: Ability to cast the Find Steed or Find
You must spend 1 day per 1,000 gp value you sacrifice. Greater Steed spell.
During this time, you must spend at least 8 hours each day in Any creature you summon with these spells gain the
prayer or meditation, not stopping to eat or rest. Once you following benifits:
have done this your weapon gains a +1 enchantment for each It gains the celestial creature type.
time you sacrifice to it. Once you have done this 3 times, each It gains the ability to smite evil once per day, add its
consecutive sacrifice instead adds 1 radiant damage to the charisma to one attack roll to deal half your level radiant
weapon. damage.
For example, a 4th-level paladin has a masterwork It gains darkvision out to 60 feet.
greatsword she inherited from her grandfather. She makes Resistances to one damage type among acid, cold, and
sacrifices worth 1,350 gp and spends one day in prayer and lightning.
fasting in the temple of Heironeous. When she emerges, her
devotion has awakened the magic inherent in the blade, Consecrate Arcane Item
making it a +1 greatsword. When she reaches 6th level, she
once again retreats to the temple for 4 days, sacrificing items You can channel holy power through a spell trigger item, such
worth an additional 1,800 gp to make her weapon a +3 as a wand or staff.
greatsword (market price 4,500 gp). When she reaches 11th Prerequisites: Channel Divinity.
level, she can make it a +3 greatsword that deals 5 extra Increase your Wisdom or Charisma score by 1, to a
radiant damage by making sacrifices worth 20,000 gp (the maximum of 20.
difference between 24,500 and 4,500 gp). You gain proficiency in the Religion skill. If you are already
A character’s level dictates the maximum value of his or proficient in the skill, you add double your proficiency
her ancestral relic, as shown in Table 4–2. bonus to checks you make with it.
No character may have more than one ancestral relic When you expend one or more charges on an item, you
can instead expend a use of your channel divinity instead.
97
Exalted Smite You know the type (celestial, fiend, or undead) of any being
whose presence you sense, but not its identity (the vampire
Your smite ability is empowered with holy energy. Count Strahd von Zarovich, for instance). Within the same
Prerequisites: Divine Smite or Smite Evil class feature. radius, you also detect the presence of any place or object
When you use your Divine Smite or Smite Evil class that has been consecrated or desecrated, as with the hallow
feature against an evil creature, you can have all damage you spell. You can use this feature a number of times equal to 1 +
deal with the attack be radiant, and ignore any resistances to your Charisma modifier. When you finish a long rest, you
radiant damage. regain all expended uses.
Exalted Spell Resistance You gain a +2 bonus on saving throws against Frightened,
Madness or Sanity effect.
You are particularly resistant to evil spells.
Prerequisites: Ability to cast spells. Gift of Grace
If an evil creature casts a spell against you, you can use You can improve the saving throws of your allies by sharing
your reaction to gain a +2 bonus to your AC against that some of your divine grace.
attack or a +4 bonus to that saving throw. Prerequisites: Lawful Good Alligned
When you and a creature within 30 feet of you is about to
Exalted Turning make a saving throw, you can grant them a bonus to their
You turn undead with such power that affected undead take saving throw equal to an amount that you take a negative too
damage. your save, to a maximum of 5. For example, if you and a
Prerequisites: Ability to turn undead. creature are struck by a fireball, before you make the save,
you can take a -5 to your Dextarity saving throw against the
Increase your Wisdom score by 1, to a maximum of 20. spell to grant them a +5.
No undead can gain advantage on a saving throw against
your turn undead feature Hands of the Healer
Any undead creature that you turn takes 3d6 radiant
damage in addition to the normal turning effect. You can heal more damage than normal by laying on hands
Prerequisites: You have the Lay on Hands, Balm of the
Exalted Wild Shape Summer Court or Ursinal’s Touch feature.
You can use your wild shape ability to take the form of a You gain proficiency in the Medicine skill. If you are
goodaligned magical beast. already proficient in the skill, you add double your
Prerequisites: Wild shape class feature. proficiency bonus to checks you make with it.
When you use your Wild Shape feature you can also As an action, you can touch a creature and cause it to
assume the shape of a celestial that you have seen before. regain a number of hit points equal to your level. Once you
use this trait, you can't use it again until you finish a long
Favored of the Champions rest.
You swear allegiance to Talisid or one of the Five When you use your Lay on Hands, Balm of the Summer
Companions, the paragons of the guardinals, and in exchange Court or Ursinal’s Touch features you may then grant the
gain power to act on their behalf. creature temporary hit points equal to your proficancy
Prerequisites: Able to speak Celestial. bonus.
Once per day, while performing an act of good, you may call Holy Ki Strikes
upon your guardinal patron to gain a +2 bonus on any one
roll or check. You may do this after you roll but before the Your unarmed attacks deal extra damage to evil creatures.
result of the roll has been determined. Prerequisites: Purity of Body, the ability to cast a Cleric
Special: Once you take this feat, you may not take it again, spell
nor can you take either the Servant of the Heavens feat or the Once on each turn you may deal extra radiant damage to
Knight of Stars feat. Your allegiance is only yours to give any evil creature you hit with an unarmed strike, the damage
once. is equal to the amount of Ki you have remaining.
Gift of Faith Holy Radiance
You have an unusual capacity to trust in divine providence You can increase the intensity of the light surrounding you to
working all things for the good. damage undead creatures.
Prerequisites: Wisdom 14 Prerequisites: Nimbus of Light
The presence of strong evil registers on your senses like a As a bonus action you may cast the Light spell.
noxious odor, and powerful good rings like heavenly music As an action you can have all Undead in the bright light
in your ears. As an action, you can open your awareness to caused by your Nimbus of Light feature to make a
detect such forces. Until the end of your next turn, you Charisma saving throw DC 8 + proficancy + Wisdom
know the location of any celestial, fiend, or undead within modifier, on a failure they take 1d6 radiant damage per
60 feet of you that is not behind total cover. your level. Once you use this feature you can not do so
again until you finish a short or long rest
98
Holy Subduel Your radiance sheds light as a candle: bright light to a
radius of 5 feet and dim light to 10 feet. You can
You can turn non-lethal damage you deal into a holy blessing. extinguish this radiance at will and reactivate it again as a
When you use Knocking a Creature Out, to knock a free action.
creature out instead of kill them. You gain temporary hit
points equal to your Proficancy modifier. Nonleathal Substitution
If you every consciously kill a creature that isnt a fiend, you You can modify a spell that uses energy to deal damage to
immediately and irrevocably lose the benefit of this feature. deal nonlethal damage instead.
Prerequisites: Metamagic
Intuitive Attack You learn the following meta magic:
You fight by faith more than brute strength. Choose one damage type amoung: acid, cold, lightning, fire,
or thunder. You can modify a spell with the chosen damage
Increase your Intelligence, Wisdom or Charisma score by type to deal nonlethal damage.
1, to a maximum of 20. When you cast a spell of the choosen damage type, you can
You lean the Shillelagh spell, you may cast this spell on expend 1 sorcerery point to have it knock a creature out if it
any weapon you hold. reduced the creature to 0 instead of killing it.
Knight of Stars Nymph's Kiss
You swear allegiance to the Court of Stars, the paragons of By maintaining an intimate relationship with a good-aligned
the eladrin, and in exchange gain power to act on their behalf. fey (such as a nymph or dryad), you gain some of the
Once per day, while performing an act of good, you may call characteristics of fey.
upon your eladrin patron to gain a +2 bonus on any one roll
or check. You may do this after you roll but before the result Fey creatures regard you as though you were fey.
of the roll has been determined. You gain a +2 bonus on all Charisma checks and saves
Special: Once you take this feat, you may not take it again, related to Fey creatures.
nor can you take either the Servant of the Heavens feat or the Any effect, spell or ability that affects fey, you can have it
Favored of the Companions feat. Your allegiance is only yours also affect you.
to give once. You can never get lost while traveling in the feywild.
Nemesis Quell the Profane
You are the holy bane of creatures of a particular type. Your mightiest attacks weaken evil foes.
Prerequisites: Favored enemy class feature. Whenever you deal a critical hit to an evil creature using a
Choose one of your favored enemies. You can sense the melee weapon with which you are proficient, your opponent
presence of creatures of this type within 60 feet, as well as must succeed on a Constitution save (DC 8 + proficancy +
pinpoint their exact location (distance and direction) relative your wisdom modifier) or reduces its Strength by 1d4 until it
to you. Normal barriers and obstructions do not block this finishes a long rest. A monk’s unarmed strike is considered a
supernatural ability, allowing you to sense the presence and melee weapon for purposes of this feat.
location of creatures behind doors or walls, for example. This
feat does not allow you to see an invisible or hidden creature Ranged Smite Evil
(although you can still discern its location). Your smite ability can be channeled through your ranged
In addition to sensing the presence of your favored enemy, weapon.
you deal 1d4 points of damage on weapon attack rolls made Prerequisites: Divine Smite or Smite evil class feature.
against evil representatives of the favored enemy creature Your Divine Smite or Smite evil class feature no longer
type. affects your Melee weapon attacks, but instead only affects
Special: You can choose this feat multiple times. Its effects your Ranged weapon attacks.
do not stack. Each time you select this feat, it applies to a
different favored enemy. Righteous Wrath
Nimbus of Light Your rage is empowered with divine fury.
Prerequisites: Rage class feature.
You are cloaked in a radiant light that marks you as a servant While raging, you maintain clarity of mind unusual among
of the purest ideals. All who look upon you know without a barbarians. You are perfectly able to deal nonlethal damage,
doubt that you are a champion of good and are favored by the stop your attacks to show mercy, and distinguish friend from
powers of the Upper Planes. The nimbus may take the form foe even in the heat of your rage.
of a cloud surrounding your entire body, or it may appear as Your Rage damage is radiant, and when you deal rage
beams of light around your head. damage to a evil alligned creature, you can have them make a
Good creatures automatically recognize the radiance Wisdom saving throw DC 8 + Proficancy + Constitution, if
surrounding you as a sign of your purity and devotion to they fail they are fightened of you until the end of their next
the powers of good. turn. This affects creatures normally immune to the
You gain a +2 bonus on all Persuasion and Insight checks frightened condition.
made when interacting with good creatures. On a success they are immune to this effect for 24 hours.
99
Sacred Strike Stigmata
Your sneak attack is enhanced by your unshakable faith in a You bear the marks of wounds on your body, as sort of a living
good-aligned deity. martyrdom.
Prerequisites: Sneak attack class feature. Prerequisite: Nimbus of Light.
When you use your sneak attack ability against an evil You can heal the wounds and ailments of others using your
creature, roll d8s for your sneak attack dice (instead of d6s) own life energy. When you activate this ability, as a free
and your sneak attack damage is considered magical for action, you immediately take at least 2 points of temporary
purposes of overcoming damage resistances and immunities. Constitution damage. You can take as many points of
Constitution damage as you wish, as long as you remain alive
Sanctify Ki Strike and conscious.
Sacred power suffuses your unarmed strikes. Once you have activated your stigmata, you can touch your
Prerequisites: Ki-Empowered Strikes allies to heal them for 1 hit point per level they possess for
Choose a type of favored enemy: beasts, fey, humanoids, every 2 points of Constitution damage you take. In addition,
monstrosities, or undead. You gain a +2 bonus radiant any character you touch who is suffering from a disease can
damage to damage rolls with weapon attacks against immediately make a new saving throw against that disease
creatures of the chosen type. Additionally, you have advantage with a bonus equal to the number of points of Constitution
on Wisdom (Survival) checks to track your favored enemies, damage you took. If the character succeeds on that saving
as well as on Intelligence checks to recall information about throw, they are cured from the disease.
them. You can use this touch on one ally per point of Constitution
damage you take. As with delivering a touch spell, you can
touch up to six allies as an action. A single person can only
Sanctify Natural Weapon benefit once from each activation of your stigmata, but each
You can focus holy power into your natural attacks. activation lasts for 1 hour.
Prerequisites: One or more natural weapon attacks For example, if you sacrifice 4 points of Constitution, you
Each time you deal damage with a natural attack, you deal can grant four allies a number of hit points of healing equal to
1d4 extra point of radiant damage to evil creatures, or 1d8 twice their level. Each ally who was suffering from a disease
points to fiends and evil undead. would make a new saving throw with a +4 bonus. If only two
In addition, your natural attacks are considered magical for of your allies were wounded at the time you activated the
purposes of overcoming damage resistance and immunities. stigmata, you could “save” the other two uses for up to 1 hour,
in case other characters become wounded within that time.
Servant of the Heavens Even if the characters you originally healed were injured
again, however, they could not benefit from the same
You swear allegiance to one of the Tome Archons who rule activation of your stigmata.
the Seven Heavens, and in exchange gain power to act on When you use this ability, the wounds on your body bleed
their behalf. in proportion to the Constitution damage you take. The
Once per day, while performing an act of good, you may call bleeding persists for 1 hour, and the Constitution damage
upon your archon patron to gain a +2 bonus on any one roll cannot be restored by any means until the bleeding has
or check. You may do this after you roll but before the result stopped. Once the bleeding has stopped, you can freely
of the roll has been determined. activate the stigmata again, whether or not you have
Special: Once you take this feat, you may not take it again, recovered your lost Constitution, as long as you have enough
nor can you take either the Knight of Stars feat or the Constitution left to use the ability and survive.
Favored of the Companions feat. Your allegiance is only yours
to give once. Touch of Golden Ice
Spell Focus of the Gods Your skin is poisonous to evil creatures.
Your spells with the good descriptor are more potent than Increase your Constitution or Wisdom score by 1, to a
normal due to your relationship with the powers of good. maximum of 20.
Prerequisites: Any good alignment. Any evil creature that touchs your bare skin is ravaged by
golden ice and must pass a Constitution saving throw DC
Increase your Intelligence or Charisma score by 1, to a 8 + Proficancy + Constitution or become poisined for 1
maximum of 20. minute, they can repeat the saving throw at the end of
You may use a Holy Symbol as a spellcasting focus. each of their turns. a creature that passes the saving
Once per round, if you would make a Constitution saving throw is immune to the effect for 24 hours. This poisioned
throw to maintain concerntration, you may make an effect iggnores immunity to the poisioned condition.
Intelligence, Wisdom, or Charisma saving throw instead
You learn the Thaumaturgy cantrip, you can have up to 4
of the effects active instead of 3
100
Spells
W
hite magic, holy power, celestial radiance: by Sanctified Spells are only for divine casters & exalted
any name, the magic of good is no less characters, and are best used as gifts from a DM rather than
powerful, though often more subtle, than the adding them to all spell lists, use them sparingly.
dark force of evil.
SPELL LISTS
Good Spells This section begins with a list of sanctified spells, which are
Not many spells in the Player’s Handbook have the good available to any exalted class that prepares spells rather than
descriptor, but this book includes many more. Spells have the a predetermined spell list such as sorcerer. Following the
good descriptor because they do one or more of the following sanctified spells are lists of new spells for the bard, cleric,
things: druid, paladin, ranger, sorcerer, warlock and wizard classes.
Each spell’s effect is summarized here, with all the details
Good spells call upon good deities or energies. provided in the spell descriptions that follow.
Good spells summon or improve celestials or other good
creatures. BARD SPELLS
Good spells involve a personal sacrifice to help another.
Good spells inspire hope, joy, or similar positive emotions, 1st-Level Bard Spells
or they alleviate suffering Vision of Heaven: our words allow the target creature the
merest glimpse of the blessed joy of the Seven Heavens,
What's Good? spurring the target to a moment of regret for its evil deeds.
Is casting a healing spell a good act? Often, it is: it relieves the Twilight Luck: Gain the luck of the fey to gain +1 to all saves
suffering of another creature, promoting the life and well 2nd-Level Bard Spells
being of that creature. Healing spells do not carry the good
descriptor, however, because their moral weight depends Elation: Allies gain +2 to Strength and Dexterity, +5 ft. of
heavily on circumstances. Healing a blackguard so he can speed.
continue to fight a good party is not a good act at all. Like Estanna’s Stew: create a healing stew that can also hurt the
most spells, healing spells can be used for good or evil undead
purposes, so they are not inherently good. Faerinaal’s Hymn: creatures in an aura cannot take attacks
of opportunity.
SANCTIFIED MAGIC Lastai’s Caress: Your gentle touch fills the target with
tremendous feelings of love and compassion, and has the
For those willing to utterly devote themselves to good, great power to unnerve and debilitate evil creatures.
power awaits in the form of sanctified magic. Remove Addiction: Remove addiction cures all addictions
These spells require a great sacrifice from the caster in that the target suffers from
exchange for powerful results. Spellcasters prepare Yoke of Mercy: Charm a creature into making peace and
sanctified spells just as they do regular spells, and casters maybe even redemption
who do not prepare spells (including sorcerers and bards)
cannot make use of them except from a scroll. Evil characters 3rd-Level Bard Spells
cannot cast sanctified spells, including ones cast from magic Ayailla’s Radiant Burst: Blast a cone of radiant damage
items. against evil creatures
A sanctified spell usually has no material components Bastion of Good: Create a barrier of good to protect your
(exceptions are noted). Instead, it draws power from the allies
sacrifice of the spellcaster in the form of ability drain, or Blessed Sight Gain blessed sight to spot evil
occasionally greater sacrifices (a level or even the caster’s Distilled Joy Drain ambrosia from creatures
life). The sacrifice occurs when the spell’s duration expires. Heart’s Ease: Heart’s ease cures emotional wounds in the
If a sanctified spell is made into a potion, scroll, wand, or same way that heal wipes away physical ones.
some other magic item, the user of the item makes the Telepathy Tap: You can overhear the telepathic conversations
sacrifice, not the creator. (The creator still pays the XP cost of other creatures within the spell’s area.
and gp cost for creating the item.) This sacrifice, specified in
the spell’s descriptive text, is paid each time the item is used. 4th-Level Bard Spells
Sanctified spells are specific to no character class. They Blinding Beauty: You become as beautiful as a nymph, and
are available to all exalted characters and good aligned can blind humanoids who look at you.
characters who draw power from the upper planes. Celestial Brilliance: Make an item glow with heveanly
Sanctified spells are granted by the good aligned gods of brilliance to protect it and damage those that wish to take it
the upper planes, only they can grant them a character who Dolorous Motes: Creates clouds of flickering light that dazes
worships Malar would creatures.
never be granted these spells and should a character with
these spells ever change alignment away from good or
perform to many evil acts, they loose all sanctifed magic until
they repent.
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Stars of Arvandor: Tiny starbursts each deal 2d8 damage, or 5th-Level Cleric Spells
4d8 damage to evil creatures. Curtain of Light: You create an immobile, vertical curtain of
5th-Level Bard Spells brilliant light energy springs into existence that acts as a
barrier against evil
Chaav’s Laugh: Release a joyous, boisterous laugh that Sacred Guardian: You know status of subject and can
strengthens the resolve of good creatures and weakens the teleport or scry without error.
resolve of evil creatures. Warding Gems: Creates gems that store healing energy,
6th-Level Bard Spells encircle the target, and release their healing power on
Heaven’s Trumpet: Blast of music paralyzes foes. command.
7th-Level Bard Spells 6th-Level Cleric Spells
Cry of Ysgard: call defenders from Ysgard to help and Aspect of the Angels: Become more angelic as you take the
protect you for up to a year form of an archon
Call Faithful Servants: Summons 1d4 lantern archons,
8th-Level Bard Spells coure eladrins, or musteval guardinals.
Restore Soul’s Treasure: Bring back an item that has been Celestial Blood: Grant energy resistance, +4 on saves
destroyed or lost to the target against poison, and damage reduction against evil.
Path of the Exalted Call a celestial to help you make a hard
9th-Level Bard Spells choice
Exalted Fury: Uttering a single, awesomely powerful syllable Wages of Sin: Push a creatures paranoia to the stage that
of the Words of Creation, your body erupts in the same holy causes it to attack others
power that shaped the universe at its birth. 7th-Level Cleric Spells
CLERIC SPELLS Tomb of Light: Entraps and harms evil extraplanar
creatures.
1st-Level Cleric Spells
Affliction: cause an evil creature suffer from an affliction that 8th-Level Cleric Spells
can drain its abilities End to Strife: create a barrier that causes creatures to take
Exalted Raiment: Imbue your robes with divine glory to damage if they take hostile actions
protect you Last Judgment: Evil creatures are struck dead and sent to
Lantern Light: Shoot radiant energy from your eyes Lower Planes.
Vision of Heaven: our words allow the target creature the 9th-Level Cleric Spells
merest glimpse of the blessed joy of the Seven Heavens, Armageddon: Summon a horde of angels to combat the
spurring the target to a moment of regret for its evil deeds. force of angel
2nd-Level Cleric Spells Aspect of the Deity: Your god channels their power directly
Ease Pain: Remove lingering effects of pain. Ray of Hope: through you, granting you near divine power
Powerful hope wells up in the subject, who gains a +2 bonus Blinding Glory You start to glow the same as the
on saving throws, attack rolls, ability checks, and skill checks. illuminating heaven, which can blind and cripple evil
creatures
3rd-Level Cleric Spells Sanctify the Wicked: Encase an enemy in a gem, causing
Bastion of Good: Create a barrier of good to protect your them to be kept there till they repent
allies
Brilliant Emanation: This spell causes a divine glow to DRUID SPELLS
radiate from any reflective objects worn or carried by the 1st-Level Druid Spells
caster, including metal armor.
Blessed Sight: Evil auras become visible to you. Affliction: cause an evil creature suffer from an affliction that
Inquisition: Force a target to answer your questions can drain its abilities
Eyes of the Avoral: You enchant youself and the area around
4th-Level Cleric Spells you with enchanting fey energy, creatures gain an avoral’s
Celestial Aspect: The target can assume one of several sharp eyesight.
celestial traits Lantern Light: Shoot radiant energy from your eyes
Celestial Brilliance: Make an item glow with heveanly 2nd-Level Druid Spells
brilliance to protect it and damage those that wish to take it
Diamond Spray: A blast of diamondlike shards springs from Estanna’s Stew: create a healing stew that can also hurt the
your hand and extends outward in a glittering cone. undead
Radiant Shield: protect yourself from harm and heal zap Lastai’s Caress: Your gentle touch fills the target with
anyone who wants to strike you tremendous feelings of love and compassion, and has the
Sacred Haven: You shield one creature in a nimbus of holy power to unnerve and debilitate evil creatures.
light. The creature gains a +2 bonus to Armor Class. Remove Addiction: Remove addiction cures all addictions
Stars of Arvandor: Tiny starbursts each deal 2d8 damage, or that the target suffers from
4d8 damage to evil creatures.
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3rd-Level Druid Spells Amber Sarcophagus: You infuse an amber sphere with
Ayailla’s Radiant Burst: Blast a cone of radiant damage magical power and hurl it toward the target trapping them
against evil creatures Cry of Ysgard: call defenders from Ysgard to help and
Blessed Sight: Evil auras become visible to you protect you for up to a year
Heart’s Ease: Heart’s ease cures emotional wounds in the Eladrin Form: You assume the form of an incorporeal globe
same way that heal wipes away physical ones. of eldritch colors
Phieran’s Resolve: Protect the target from evil, granting +4 Rain of Roses Red roses fall from the scy, draining wisdom
to saving throws and sickening evil creatures
Warcry: You unleash a tremendous battle cry that causes 9th-Level Druid Spells
creatures within a 30-foot cone to cower and be frightened
and prone. Rain of Black Tulips: Black tulips fall from the sky; evil
creatures take 20d6 damage and are nauseated.
4th-Level Druid Spells
Blinding Beauty: You become as beautiful as a nymph, and PALADIN SPELLS
can blind humanoids who look at you. 1st-Level Paladin Spells
Celestial Aspect: The target can assume one of several Exalted Raiment: Imbue your robes with divine glory to
celestial traits protect you
Diamond Spray: A blast of diamondlike shards springs from Lantern Light: Shoot radiant energy from your eyes
your hand and extends outward in a glittering cone Vision of Heaven: our words allow the target creature the
Dolorous Motes: Creates clouds of flickering light that dazes merest glimpse of the blessed joy of the Seven Heavens,
creatures. spurring the target to a moment of regret for its evil deeds.
Perfect Summons: Create a large area where summoned
creatures become hevenly and good, even if normally evil 2nd-Level Paladin Spells
Radiant Fog: summon mist from celestia to dazzle your foes Ray of Hope: Powerful hope wells up in the subject, who
and protect your allies gains a +2 bonus on saving throws, attack rolls, ability
Sacred Haven: You shield one creature in a nimbus of holy checks, and skill checks.
light. The creature gains a +2 bonus to Armor Class. Remove Addiction: Remove addiction cures all addictions
Spear of Valarian: Transforms a nonmagical weapon into a that the target suffers from
+1 sanctifed silvered spear (+3 against monstrosities, which Silvered Weapon: Make your weapons silver to better fight
take +3d6 points of damage). evil
Stars of Arvandor: Tiny starbursts each deal 2d8 damage, or
4d8 damage to evil creatures. 3rd-Level Paladin Spells
Sustain: This spell instantly relieves the negative effects of Blessed Sight: Evil auras become visible to you
hunger and thirst and allows the targets to go without food or Brilliant Emanation: This spell causes a divine glow to
water for the duration of the spell radiate from any reflective objects worn or carried by the
5th-Level Druid Spells caster, including metal armor.
Chaav’s Laugh: Release a joyous, boisterous laugh that Bastion of Good: Create a barrier of good to protect your
strengthens the resolve of good creatures and weakens the allies
resolve of evil creatures. Inquisition: Force a target to answer your questions
Crown of Flame: You become a blazingly hot beacon of the 4th-Level Paladin Spells
powers of good, searing all evil fiends, evil undead, and evil Celestial Brilliance: Make an item glow with heveanly
fey within 10 feet of you. brilliance to protect it and damage those that wish to take it
Dancing Web: Energy strands deal 5d6 nonlethal damage
plus entangles evil creatures for 1d6 rounds 5th-Level Paladin Spells
Emerald Burst You infuse an emerald with magical power Curtain of Light: You create an immobile, vertical curtain of
and it flies toward your enemies. The gemstone explodes on brilliant light energy springs into existence that acts as a
impact, releasing a coruscating pulse of green light in a 20 barrier against evil
feet radius. Sacred Guardian: You know status of subject and can
Energetic Healing: Target is immune to one elemental teleport or scry without error.
damage type and gains healing from it. Path of the Exalted Consult with your deity or an agent of
Heavenly Lightning: You create a leaping bolt of radiant thiers about something of importance
lightning that arcs from one target to the next, avoiding other Shield of the Archons: A protective shield that will protect
creatures in its path. againt magic
6th-Level Druid Spells
Phoenix Fire: Wrap yourself in fire to raise again later, all
while dealing damage to those around you
Starmantle: This spell manifests as a draping cloak of tiny,
cascading stars that seem to flicker out before touching the
ground, protecting the caster from nonmagical attacks
7th-Level Druid Spells
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RANGER SPELLS Exalted Raiment: Imbue your robes with divine glory to
protect you
1st-Level Ranger Spells Eyes of the Avoral: You enchant youself and the area around
Eyes of the Avoral: You enchant youself and the area around you with enchanting fey energy, creatures gain an avoral’s
you with enchanting fey energy, creatures gain an avoral’s sharp eyesight.
sharp eyesight. Lantern Light: Shoot radiant energy from your eyes
Estanna’s Stew: create a healing stew that can also hurt the 2nd-Level Sorcerer Spells
undead
Lantern Light: Shoot radiant energy from your eyes Yoke of Mercy: Target deals nonlethal damage.
Remove Addiction: Remove addiction cures all addictions 3rd-Level Sorcerer Spells
that the target suffers from Ayailla’s Radiant Burst: Blast a cone of radiant damage
2nd-Level Ranger Spells against evil creatures
Silvered Weapon: Make your weapons silver to better fight Blessed Sight: Evil auras become visible to you
evil 4th-Level Sorcerer Spells
3rd-Level Ranger Spells Affliction Cause the target to suffer an affliction that will
Blessed Sight: Evil auras become visible to you cause stat drain.
Phieran’s Resolve: Protect the target from evil, granting +4 Dolorous Motes: Creates clouds of flickering light that dazes
to saving throws creatures.
Inquisition: Force a target to answer your questions Radiant Shield: protect yourself from harm and heal zap
anyone who wants to strike you
4th-Level Ranger Spells Stars of Arvandor: Tiny starbursts each deal 2d8 damage, or
Blinding Beauty: You become as beautiful as a nymph, and 4d8 damage to evil creatures.
can blind humanoids who look at you. 5th-Level Sorcerer Spells
Celestial Aspect: The target can assume one of several
celestial traits Crown of Flame: You become a blazingly hot beacon of the
Diamond Spray: A blast of diamondlike shards springs from powers of good, searing all evil fiends, evil undead, and evil
your hand and extends outward in a glittering cone fey within 10 feet of you.
Dolorous Motes: Creates clouds of flickering light that dazes Energetic Healing: Target is immune to one elemental
creatures. damage type and gains healing from it.
Perfect Summons: Create a large area where summoned 6th-Level Sorcerer Spells
creatures become hevenly and good, even if normally evil Celestial Blood: Grant energy resistance, +4 on saves
Radiant Fog: summon mist from celestia to dazzle your foes against poison, and damage reduction against evil.
and protect your allies Celestial Brilliance Cause an object to shine light from the
Sacred Haven: You shield one creature in a nimbus of holy upper planes hurting evil that enter its brilliance.
light. The creature gains a +2 bonus to Armor Class. Constricting Chains Wrap a target up in golden chains that
Spear of Valarian: Transforms a nonmagical weapon into a will restrict movement and entangle them.
+1 sanctifed silvered spear (+3 against monstrosities, which Phoenix Fire: Wrap yourself in fire to raise again later, all
take +3d6 points of damage). while dealing damage to those around you
Stars of Arvandor: Tiny starbursts each deal 2d8 damage, or Starmantle: This spell manifests as a draping cloak of tiny,
4d8 damage to evil creatures. cascading stars that seem to flicker out before touching the
Sustain: This spell instantly relieves the negative effects of ground, protecting the caster from nonmagical attacks
hunger and thirst and allows the t
5th-Level Ranger Spells 7th-Level Sorcerer Spells
Chaav’s Laugh: Release a joyous, boisterous laugh that Amber Sarcophagus. Target is trapped in stasis inside
strengthens the resolve of good creatures and weakens the amber.
resolve of evil creatures. Eladrin Form: You become an incorporeal globe.
Emerald Burst You infuse an emerald with magical power 8th-Level Sorcerer Spells
and it flies toward your enemies. The gemstone explodes on Restore Soul’s Treasure: Bring back an item that has been
impact, releasing a coruscating pulse of green light in a 20 destroyed or lost to the target
feet radius.
Energetic Healing: Target is immune to one elemental WIZARD SPELLS
damage type and gains healing from it.
Heavenly Lightning: You create a leaping bolt of radiant 1st-Level Wizard Spells
lightning that arcs from one target to the next, avoiding other Lantern Light: Shoot radiant energy from your eyes
creatures in its path. Trans Eyes of the Avoral: Subject gets +8 on Spot checks.
Vision of Heaven: our words allow the target creature the
SORCERER SPELLS merest glimpse of the blessed joy of the Seven Heavens,
1st-Level Sorcerer Spells spurring the target to a moment of regret for its evil deeds.
104
2nd-Level Wizard Spells Ray of Hope: Powerful hope wells up in the subject, who
Remove Addiction: Remove addiction cures all addictions gains a +2 bonus on saving throws, attack rolls, ability
that the target suffers from checks, and skill checks.
Silvered Weapon: Make your weapons silver to better fight Remove Addiction: Remove addiction cures all addictions
evil that the target suffers from
Yoke of Mercy: Charm a creature into making peace and
3rd-Level Wizard Spells maybe even redemption
Phieran’s Resolve protect a good creature from harmful 3rd-Level Warlock Spells
spells
Warcry let rip a roar that frightens creatures and enchants Blessed Sight: Evil auras become visible to you Elation:
yourself Allies gain +2 to Strength and Dexterity, +5 ft. of speed.
Bastion of Good: Create a barrier of good to protect your
4th-Level Wizard Spells allies
Affliction Cause the target to suffer an affliction that will Distilled Joy Drain ambrosia from creatures
cause stat drain. Heart’s Ease Heart’s ease cures emotional wounds in the
Diamond Spray: A blast of diamondlike shards springs from same way that healing wipes away physical ones.
your hand and extends outward in a glittering cone 4th-Level Warlock Spells
Telepathy Tap: You can overhear the telepathic conversations
of other creatures within the spell’s area. Blinding Beauty: You become as beautiful as a nymph, and
can blind humanoids who look at you.
5th-Level Wizard Spells
Curtain of Light Create a curtain of light to block out the 5th-Level Warlock Spells
unholy Chaav’s Laugh: Release a joyous, boisterous laugh that
Emerald Burst You infuse an emerald with magical power strengthens the resolve of good creatures and weakens the
and it flies toward your enemies. The gemstone explodes on resolve of evil creatures.
impact, releasing a coruscating pulse of green light in a 20 Warding Gems: Creates gems that store healing energy,
feet radius. encircle the target, and release their healing power on
Energize Potion: Make your potions into splash potions that command.
will effect creatures in an area. 7th-Level Warlock Spells
Vanishing Weapon enchant a weapon with the ability to
dispell and banish summoned creatures Tomb of Light: Entraps and harms evil extraplanar
creatures.
6th-Level Wizard Spells
8th-Level Warlock Spells
Call Faithful Servants: Summons 1d4 lantern archons,
coure eladrins, or musteval guardinals. End to Strife: create a barrier that causes creatures to take
Constricting Chains Wrap a target up in golden chains that damage if they take hostile actions
will restrict movement and entangle them. Restore Soul’s Treasure: Bring back an item that has been
destroyed or lost to the target
8th-Level Wizard Spells
End to Strife: create a barrier that causes creatures to take
damage if they take hostile actions
Last Judgment: Evil creatures are struck dead and sent to
Lower Planes.
9th-Level Wizard Spells
Armageddon: Summon a horde of angels to combat the
force of angel
Sanctify the Wicked: Encase an enemy in a gem, causing
them to be kept there till they repent
WARLOCK SPELLS
1st-Level Warlock Spells
Lantern Light: Shoot radiant energy from your eyes.
2nd-Level Warlock Spells
Ease Pain: Remove lingering effects of pain. Elation: Allies
gain +2 to Strength and Dexterity, +5 ft. of speed.
Faerinaal’s Hymn: creatures in an aura cannot take attacks
of opportunity.
Lastai’s Caress: Your gentle touch fills the target with
tremendous feelings of love and compassion, and has the
power to unnerve and debilitate evil creatures.
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Make a range spell attack against the target, the amber
SPELL DESCRIPTIONS strikes the target and envelops it in coruscating energy that
The new spells described in this book are good spells, hardens immediately, trapping the target within a
sanctified spells, or spells that deal directly with other topics translucent, immobile amber shell. The target is perfectly
in this book (such as exorcism). The spells are presented in preserved and held in stasis, unharmed yet unable to take any
alphabetical order by name. actions. Within the amber sarcophagus, the target is
Components: In addition to the standard components protected against all attacks.
defined in the Player’s Handbook, some of the spells here The amber sarcophagus has 200 hp. If it is reduced to 0
have the following special components. Abstinence: The hp, it shatters and crumbles to worthless amber dust, at
caster must have remained free from the specified which point the target is released from stasis prone. Left
indulgence (including food, alcohol, sex, spellcasting, or alone, the amber sarcophagus traps the target for the
receiving certain spells) for the specified amount of time prior duration of the spell, then disappears before releasing the
to casting the spell. Location: The caster must be standing in target from captive stasis.
a particular place—usually a site dedicated to good—to cast
this spell. Sacrifice: The caster must sacrifice physical or Armageddon
mental energy noted for casting a sanctified spell. 9th-level Conjuration, Sanctified
Casting Time: 1 action
Affliction Range: 300 feet
4th-level Necromancy Components: V, S, Sacrifice
Casting Time: 1 action Duration: 1 minute
Range: Touch The caster opens a portal to one of the good-aligned outer
Target An evil creature planes and calls forth celestials to aid in battle against the
Components: V, S most fearsome forces of evil.
Duration: Instantaneous The spell takes place over a period of time. The first round,
The target must make a Constitution saving throw, on a 2d4 avorals arrive. Two rounds later, a ghaele eladrin arrives
failure the subject contracts an affliction of your choice to join the fight. Two rounds later, an astral deva arrives.
selected from the list below, which strikes immediately. Once these creatures appear, they serve the caster for the
Afflictions only effect evil creatures, and a creature is duration of the spell. The spell’s duration begins the instant
immune to any further afflictions until the current one is the first celestials appear. At the end of the spell’s duration,
permanent. all summoned celestials disappear at once. The celestials
While afflicted the creature subtracts 2 from the listed only heed the summons if the caster is of good alignment and
attribute. After 24 hours a creature can repeat its saving there are evil foes to fight. After their arrival, the celestials
throw, on a failure the effect persists, once a creature has obey the caster explicitly and never attack her, even if
failed 3 consective saves the effect is permanent. someone else manages to gain control over them. The caster
does not need to concentrate to maintain control over the
Affliction Attribute celestials. She can dismiss them singly or in groups at any
Depraved decadence Strength
time.
Sacrifice: 1 character level
Eternal torpor Dextarity
Raging desire Constitution Aspect of the Angels
6th-level Transmutation
Consuming passion Intelligance
Casting Time: 1 minute
Haunting conscience Wisdom Range: Self
Pride in vain Charisma Components: V, S
Duration: Concerntration, up to 10 minutes
Amber Sarcophagus You gain the following effects:
7th-level Evocation
Casting Time: 1 action You take on a shining, metallic appearance.
Range: 25 ft You gain the ability to smite evil once per round. Add your
Target: One creature Charisma bonus to your attack roll and your character
Components: V, S, M (An amber sphere worth at least 500 level to your damage roll against an evil foe.
gp, which is consumed) When you take the attack action you may make 2 attacks
Duration: 1 day instead of 1, and you add 3d6 radiant damage to each
melee attack you make.
You infuse an amber sphere with magical power and hurl it You gain darkvision out to 60 ft.
toward the target. You gain resistance to acid, cold, and lightning damage.
You gain magic resistance.
When the spell ends, the target can't move or take actions
until after its next turn, as a wave of lethargy sweeps over it.
106
Aspect of the Deity Similarly, the area within the barrier is excluded from the
9th-level Transmutation areas affected by such spells.
Abstinence Component: You must fast for 24 hours
Casting Time: 1 minute before casting this spell.
Range: Self
Components: V, S Blessed Sight
Duration: Concerntration, up to 10 minutes 3rd-level Divination
You gain the following effects: Casting Time: 1 action
You take on a shining, metallic appearance. Range: Self
You gain the ability to smite evil once per turn. Add your Components: V, S
Charisma bonus to your attack roll and your character Duration: Concentration, up to 1 minute
level to your damage roll against an evil foe. This spell makes your eyes glow with white light and
When you take the attack action you may make 2 attacks allows you to see evil auras within 120 feet of you.
instead of 1, and you add 6d6 radiant damage to each Any creature with an evil alignment has a dark aura around
melee attack you make. them. The auras strength depends on how high the creatures
You gain darkvision out to 120 ft. CR is.
You gain immunity to acid, cold, and lightning damage.
You gain magic resistance. Blinding Beauty
You count as a Celestial. 4th-level Transmutation
You gain a flyspeed equal to twice your movement speed, Casting Time: 1 action
and a large set of angelic wings. Range: Self
You gain +4 AC Components: V, S, Abstinence
You gain True Sight 120 ft. Duration: Concentration, up to 1 minute
You gain +4 to all saving throws.
You gain the following bonuses to your ability scores: +4 You gain the physical beauty of a nymph, with some of the
Str, +2 Dex, +4 Con, +2 Int, +4 Wis, +4 Cha supernatural accompaniment. All humanoids within 60 feet
of you who look directly at you must succeed on a
When the spell ends, the target can't move or take actions Constitution save or be blinded, a blinded creature can repeat
until after its next turn, as a wave of lethargy sweeps over it. the saving throw at the end of their turn. During the duration
of the spell, you can suppress or resume this effect as a free
Ayailla’s Radiant Burst action, while remaining stunningly attractive.
3rd-level Evocation Abstinence Component: You must abstain from sexual
Casting Time: 1 action intercourse for one week before casting this spell
Range: Self (60-foot cone)
Components: V, S, Sacrifice Blinding Glory
Duration: Instantaneous 9th-level Conjuration
Shards of heavenly light spray from your fingertips, Casting Time: 1 hour
blinding evil creatures in their path. Any evil creature in the Range: Self
cone must make a Constitution saving throw or take 6d8 Components: V, S, M (A polished rod of pure silver worth
radiant damage and is blinded until the end of its next turn. 2000 sp)
Creatures take half damage on a success and do not get Duration: 1 hour
blinded. A brilliant radiance spreads from you, brightly illuminating
Sacrifice: 1d2 points of Strength drain. the area. You have an aura of pure sunlight in a radius of 60
At Higher Levels. When you cast this spell using a spell feet. This light cannot be dispelled by any darkness effect,
slot of 4th level or higher, the damage increases by 1d8 for and if the aura overlaps with an area of darkness, even
each slot level above 3rd. magical, is replaced with your light.
Furthermore, evil-aligned creatures are blinded within this
Bastion of Good light, while blinded in this way that creatures magic
3rd-level Abjuration resistance are legendary resistance are supressed and cannot
Casting Time: 1 action be used, additionllly the creatures movement speed is
Range: Self (10-foot radius) reduced by half, and until the spell ends, you deal an extra
Components: V, S, Abstinence 2d6 radiant damage to the target whenever you hit it with an
Duration: Concentration, up to 1 minute attack.
An immobile, faintly shimmering barrier springs into Brilliant Emanation
existence in a 10-foot radius around you and remains for the 3rd-level Evocation
duration.
Any spell of 3rd level or lower cast from outside the barrier Casting Time: 1 bonus action
can't affect creatures or objects within it, even if the spell is Range: Self
cast using a higher level spell slot. Such a spell can target Components: V, S
creatures and objects within the barrier, but the spell has no Duration: 2 rounds
effect on them.
107
This spell causes a divine glow to radiate from any reflective If the target moves at least 20 feet straight toward a target
objects worn or carried by the caster, including metal armor. and then hits it with a unarmed attack on the same turn, the
You start to shine in a 10 foot aura. target takes an extra 11 (2d10) bludgeoning damage. If the
Evil creatures within the spell’s aura are Blinded unless target is a creature, it must succeed on a Strength saving
they succeed on a Constitution saving throw. Nonevil throw against the casters spell save DC or be knocked prone.
characters perceive the brilliant light emanating from the Any summoned or called creature struck by the horns is
caster, but are not blinded by it and do not suffer any negative dismissed instantly.
effects from it. Evil creatures that make their saving throw Wings of the Astral Deva: Angelic wings sprout from the
are not blinded, but are distracted, taking a –1 penalty on any target’s back, granting the target a 100ft fly speed.
attacks made within the spell’s area for the duration of the Although these attributes change the target’s appearance,
spell. Creatures must be able to see visible light to be affected other celestials do not recognize the target as a celestial
by this spell. being (unless the target happens to be one).
Call Faithful Servants Celestial Blood
6th-level Conjuration 6th-level Abjuration
Casting Time: 1 minute Casting Time: 1 minute
Range: 30 feet Range: Touch
Components: V, S, Abstinence Target A nonevil creature
Duration: Instantaneous Components: V, S, M (A vial of holy water, with which you
You call 1d4 lawful good lantern archons from Celestia, anoint the subject’s head)
1d4 chaotic good coure eladrins from Arborea, or 1d4 neutral Duration: 1 minute
good musteval guardinals from Elysium, which appear in an You channel holy power to grant the subject some of the
unoccupied space within range. protection enjoyed by celestial creatures. Choose between
They serve you for up to one year as guards, soldiers, spies, acid, cold, and lightning, the target gains resistance to that
or whatever other holy purpose you have. They will however damage type, a +4 bonus on saving throws against poison,
only act within their nature, and never perform evil acts, and any damage caused by an evil creature is halved.
should you perform such an act they will instantly return to
their home plane, and depending on the act your performed Celestial Brilliance
may even inform the higher powers. 4th-level Evocation
No matter how many times you cast this spell, you can Casting Time: 1 action
control no more than 4. If you cast this spell again, all the Range: Touch
newly called creatures fall under your control, and any Target One object
previous servants from previous castings return to their Components: V, S
home plane. Duration: 1 day
Abstinence Component: The character must abstain from
casting Conjuration spells for 3 days prior to casting this The object touched sheds light brighter than bright
spell sunlight, channeled directly from the celestial realms. The
light extends to a 120-foot radius: bright light to 60 feet and
Celestial Aspect dim light in another 60 feet, this light counts as sunlight.
4th-level Transmutation Certain creatures take radiant damage when they start
Casting Time: 1 action their turn in the bright light of the spell. Undead creatures
Range: Touch take 1d6 damage, Evil fiends, as well as undead creatures
Components: V, S with sunlight sensativity, take 2d6 points of damage each
Duration: Concentration, up to 1 minute round in the bright light.
Celestial brilliance brought into an area of magical
The target can assume one of several celestial traits, darkness (or vice versa) is temporarily negated, so that the
chosen from selection below. As a free action, the target can otherwise prevailing light conditions exist in the overlapping
choose a different celestial trait, but the target cannot change areas of effect.
traits more than once during a given round. Celestial brilliance counters or dispels any darkness spell
Armblade of the Sword Archon: One of the target’s arms of equal or lower level, such as darkness.
reshapes into a blade that functions as a +1 sanctifed flaming
longsword or shortsword (flaming causes 1d6 fire damage). Chaav’s Laugh
The target cannot hold anything in the affected arm, and the 5th-level Enchantment
armblade cannot be disarmed. Casting Time: 1 action
Eyes of the Firre: Red flames fill the target’s eyes. Once Range: Self (40 feet radius)
per round, as a bonus action, the target can deal 2d6 points of Components: V
fire damage to any single creature or object within 60 feet, Duration: Concertration, up to 1 minute
simply by gazing at it (no attack roll required).
Horns of the Cervidal: Ramlike horns sprout from the You release a joyous, boisterous laugh that strengthens the
target’s head. The targets unarmed attacks deal 1d10 + resolve of good creatures and weakens the resolve of evil
strength magical bludgeoning damage. creatures.
108
Good creatures within the spell’s area gain the following Range: 30 feet
benefits for the duration of the spell: a +2 bonus on attack Components: V
rolls and saves against fear effects, plus temporary hit points Duration: Instantaneous
equal to 1d8 + spell casting modifier. You call 2d4 bariaur defenders of Ysgard from the plains of
Evil creatures within the spell’s area that fail a Wisdom Ysgard, which appear in an unoccupied space within range.
save take a –2 penalty on attack rolls and saves against fear They serve you for up to a year, and you may dismiss them
effects for the duration of the spell. at any time. They are intelligent, so you can assign them
Creatures must be able to hear the laugh to be affected by different tasks. They can refuse to complete a quest or
the spell. Creatures that are neither good nor evil are otherwise take on complex burdens without your supervision.
unaffected by Chaav’s laugh, nonevil fey tend to love the No matter how many times you cast this spell, you can
sound of this spell. control no more than the 8. If you cast this spell again, all the
newly called creatures fall under your control, and any
Constricting Chains previous servants from previous castings return to their
6th-level Evocation home plane.
Casting Time: 1 action
Range: Self (40 feet radius) Curtain of Light
Target: One creature 5th-level Evocation
Components: V, S, M (A small silver chain worth 100 sp) Casting Time: 1 action
Duration: 1 round Range: 120 feet
You call upon the heavenly powers to bind a creature in Components: V, S, M (a silver loop worth 10000sp and a
writhing chains of scintillating light. The creature is pinch of pixie dust)
entangled, taking a –4 penalty on attack rolls and Dexterity Duration: Concentration, up to 1 minute
saves and checks. You create an immobile, vertical curtain of brilliant light
Additonally, the chains are anchored to the nearest energy springs into existence within range. You can make the
immobile object (usually the floor), preventing the bound curtain up to 60 feet long, 20 feet high, and 1 foot thick. The
creature from moving. An entangled creature attempting to curtain is opaque and lasts for the duration.
cast a spell must succeed on a Concentration check (DC 15 + When the curtain appears, each evil creature within its
spell level) or lose the spell. area must make a Wisdom saving throw. On a failed save, a
The chains automatically constrict the bound creature for creature takes 4d4 radiant damage, or half as much damage
3d6 points of nonlethal radiant damage per round unless the on a successful save.
caster (as a free action) commands the chains not to deal One side of the curtain, selected by you when you cast this
damage during any given round. spell, sends forth flashes of light, deals 4d4 radiant damage to
The constricting chains have AC 20, 100 hp, are immune to each evil creature that ends its turn within 10 feet of that side
radiant, poison, psychic and lightning damage, and all spells or inside the curtain, dealing double damage to undead.
except dispel magic cast at the same level as this spell or A evil creature that wishes to pass through the curtain
higher. They are not subject to critical hits. Half of all damage must repeat the saving throw, taking the 10d4 radiant
dealt to the chains (rounded down) is transferred to the target damage and being unable to pass through.
instead. A permanent curtain of light that is destroyed becomes
A successful DC 32 Strength check breaks the chains and inactive for 10 minutes, and then reforms.
ends the spell. An entangled creature can also attempt to Curtain of light counters any magical darkness spell of 5th
escape (requiring 1 minute) with a DC 40 Slight of Hand level or lower with which it comes into contact. Any magical
check. darkness spell of 5th level or higher counters curtain of light.
At Higher Levels. When you cast this spell using a spell The curtain of light is impervious to all physical attacks and
slot of 7th level or higher, you can target one additional spells except antimagic field and dispel magic.
creature for each slot level above 6th. The creatures must be At Higher Levels. When you cast this spell using a spell
within 30 feet of each other when you target them. slot 7th level slot, the spell lasts for 1 hour, if you cast this
spell at 9th level its permanent.
Crown of Flame
5th-level Evocation Dancing Web
Casting Time: 1 action 5th-level Evocation
Range: Self (10 feet radius) Casting Time: 1 action
Target: One creature Range: 120 feet
Components: V Components: V, S, M (A bit of spider’s web)
Duration: concerntration up to 1 minute Duration: Instantaneous
You become a blazingly hot beacon of the powers of good, This spell creates a burst of magical energy in a 20 foot
searing all evil fiends, evil undead, and evil fey within 10 feet radius that deals 5d6 force damage, this damage is non lethal
of you. Affected creatures take 2d6 fire damage if they end Further, evil creatures that fail their saving throw become
their turn in the area. entangled by lingering threads of magical energy for 1d6
rounds. An entangled creature takes a –2 penalty on attack
Cry of Ysgard rolls and a –4 penalty to Dexterity saves and checks; the
7th-level Conjuration entangled target can move at half speed but can’t dash.
Casting Time: 1 action
109
An entangled creature that attempts to cast a spell must This spell creates flickering motes of light that cause
succeed on a DC 15 Concentration check or lose the spell. intense mental anguish.
This spell affects only creatures. You creature up to 4 motes, each mote creates a 5 feet
At Higher Levels. When you cast this spell using a spell cube of cloud. You can place each of them at different points
slot of 6th level or higher, the damage increases by 1d6 for within range. You may place more than one in the same
each slot level above 5th. space, which increases their aura by 5ft for each mote in the
same space.
Diamond Spray Creatures that start their turn in the aura or enter it for the
4th-level Evocation first time on their turninside must succeed on a Wisdom save
Casting Time: 1 action or be incapacitated until the start of their next turn.
Range: Self (60 feet cone)
Components: V, S, M (Diamond dust worth at least 100 gp, Ease Pain
which is consumed) 2nd-level Transmutation
Duration: Instantaneous Casting Time: 1 action
A blast of diamondlike shards springs from your hand and Range: Touch
extends outward in a glittering cone. Each creature in a 60- Target: One living creature
foot cone must make a Dexterity saving throw. A evil creature Components: S
takes 5d6 piercing damage on a failed save and is poisoned, Duration: Instantaneous
or half as much damage on a successful one and not Ease pain immediately removes any lingering effects of
poisoned. pain, including penalties imposed by symbol: pain, power
At Higher Levels. When you cast this spell using a spell word pain, and similar spells. It does not heal any damage or
slot of 5th level or higher, the damage increases by 1d6 for other effects not directly related to pain. If the target creature
each slot level above 6th. is under some effect that causes continuing damage, the pain
is eased only for a moment.
Distilled Joy If the target has an ability or spell that deals damage over
3rd-level Transmutation time, all instances are removed, such as the wounds from a
Casting Time: 1 day sword of wounding.
Range: Touch
Target: One living creature Eladrin Form
Components: V, S, M (A vial or similar container in which to 7th-level Transmutation
contain the ambrosia) Casting Time: 1 action
Duration: Instantaneous Range: Self
You draw forth the material essence of joy from a creature Components: V, S, M (a round bottle of water)
experiencing great bliss. This physical manifestation of joy, Duration: Concentration, up to 1 hour
called ambrosia, can be used in the creation of good magic You assume the form of an incorporeal globe of eldritch
items, as a special spell component, or as a druglike colors, 5 feet in diameter. In this form, you can fly at a speed
substance (with no addictive qualities). The Celestial of 150 feet and can pass through walls and other solid
Hebdomad, the rulers of the Seven Heavens, subsist entirely objects.
on ambrosia. You can use any class features or psionic abilities you
The caster draws ambrosia from the target and contains it possess, but you cannot cast spells or make physical attacks.
within a tiny receptacle, such as a vial. Ambrosia can only be The globe form is incorporeal, and you have no Strength
drawn from a blissful creature; how the creature achieves score while in that form. While incorporeal, you can be
this state of bliss can vary from one individual to the next. For harmed only by other incorporeal creatures, +1 or better
example, distilled joy can be cast on a deliriously lovestruck magic weapons, psionics or spells.
character, a dryad dreaming near her tree, an artist crafting You are immune to all nonmagical attacks. Even when hit
his life’s masterpiece, or a character experiencing a moment by spells or magic weapons, you have a 50% chance to ignore
of rapture or undiluted sexual pleasure. any damage from a corporeal source (except for radiant,
Each dose provides the equivalent of 2 experience points necrotic or force damage).
needed to create the item. A dose of ambrosia can also be
used as an optional spell component (see Chapter 3). Elation
A living creature that drinks a dose of ambrosia 2nd-level Enchantment
experiences a soothing sensation that wipes away minor Casting Time: 1 action
aches and pains, takes the edge off grief and sadness, and Range: 80 feet
cures 1 point of damage. These positive sensations and Components: V, S
emotions persist for 1d4+1 hours. Duration: Instantaneous
Dolorous Motes Your allies become elated, full of energy and joy. Choose up
4th-level Enchantment to 3 creatures, affected creatures gain a +2 bonus to Strength
Casting Time: 1 action and Dexterity, and their speed increases by +5 feet.
Range: 60 feet Additionally when you cast the spell, the creatures recover
Components: V, S one level of exhaustion.
Duration: Instantaneous
110
Emerald Burst Estanna’s Stew
5th-level Evocation 2nd-level Conjuration
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: Touch
Components: V, S, M (Emerald worth at least 1,000 gp) Target: One living creature
Duration: Instantaneous Components: V, S, M (An engraved stewpot worth at least 50
gp)
You infuse an emerald with magical power and it flies Duration: Instantaneous
toward your enemies. The gemstone explodes on impact,
releasing a coruscating pulse of green light in a 20 feet This spell calls upon Estanna, goddess of hearth and
radius. Neutral creatures within the burst are incapacitated home, to fill a specially crafted stewpot with a potent healing
for 1 round. Evil creatures within the burst are stunned for stew. The caster must be holding the pot in hand when
1d4 rounds. Good creatures within the burst are unaffected. Estanna’s stew is cast; otherwise, the spell fails and is wasted.
The spell creates 5 servings. A single serving heals 1d6+1
End to Strife points of damage and requires an action to consume. A
8th-level Enchantment portion does need to remain in the stewpot to hold its
Casting Time: 1 action magical properties. Any portion of the stew that is not
Range: 30 feet consumed disappears after 1 hour.
Components: V, S The stew can be splashed onto a single undead creature
Duration: Concentration, up to 1 minute within 20 feet. Make a ranged weapon attack as an action, the
undead creature takes 1d6+1 fire damage per serving
This spell creates an invisible 20 feet radius aura of divine splashed on it.
power around the caster. All creatures with and Intelligence At Higher Levels. When you cast this spell using a spell
of 3 or higher creatures within the spell’s area suddenly slot of 3rd level or higher, you make 2 extra servings for each
become aware that any hostile actions they take will be met slot level above 2nd.
with dire consequences.
Any creature in the spell’s area that makes an attack or Exalted Fury
uses a feature or casts a spell that deals damage takes 20d6 9th-level Evocation
radiant damage. The caster decides whether the spell deals Casting Time: 1 action
lethal or nonlethal damage but cannot change their mind Range: Self (40-ft. radius)
once the spell is cast. Creatures with multiple attacks take Components: V, Sacrifice
the damage after every attack they make. Duration: Instantaneous
Targets outside the area of the spell may freely attack
creatures in the area without taking damage from this spell Uttering a single, awesomely powerful syllable of the
Words of Creation, your body erupts in the same holy power
Energetic Healing that shaped the universe at its birth. All evil creatures within
5th-level Enchantment the area take damage equal to your current hit points +50,
Casting Time: 1 action this damage cant be negated in any way.
Range: Touch Sacrifice: You die. this death effect cannot be negated, but
Target: One living creature you can be raised or resurrected normally
Components: V, S Exalted Raiment
Duration: 10 minutes 1st-level Abjuration
This spell converts magical energy damage into healing Casting Time: 1 action
power. When you cast this spell choose a damage type from Range: Touch
acid, cold, lightning, fire, or thunder, the target gains Target: Robe, garment, or outfit
immunity to that damage type. Components: S
Second, whenever the target is subjected to that damage Duration: 4 hours
type from an enemy, they regain hit points equal to the
damage dealt. You imbue a robe, priestly garment, or outfit of regular
clothing with divine power. The spell bestows the following
Energize Potion effects for its duration:
5th-level Transmutation +1 bonus to AC
Casting Time: 1 action You reduce all bludgeoning, slashing and piercing damage
Range: 20 feet dealt to you by 3
Components: V, S, M (a healing potion, which is consumed)
Duration: Instantaneous Only a good-aligned creature gains the benefits of this
spell; creatures of nongood alignment can wear the exalted
When you cast this spell, choose a point within range, you raiment but gain no spell benefits from doing so. You can not
throw the healing potion at that point and release its healing wear the Raiment while wearing any other armour.
energy in a splash, all creatures in a 10 feet radius heal an At Higher Levels. When you cast this spell using a spell
amount equal to the healing potion, Undead creatures in the slot of 2nd level or higher, increase the AC gaind from this
area need to make a Dexterity saving throw or be dealt the spell by 1 for each slot level above 1st.
same amount in radiant damage.
111
Eyes of the Avoral Heaven’s Trumpet
1st-level Transmutation 6th-level Evocation
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: Self (120 feet)
Components: S Target: One living creature
Duration: Concentration, up to 1 hour Components: V, M (A masterwork trumpet, which you must
You enchant youself and the area around you with blow)
enchanting fey energy, creatures gain an avoral’s sharp Duration: Instantaneous
eyesight. For the duration, each creature you choose within You produce a blast of music of utter clarity, piercing
30 feet of you (including you) has a +8 bonus to Wisdom beauty, and paralyzing awe. All creatures of your choice
(Perception) checks and do not suffer the negatives for dim within 120 feet of you must succeed on a Constitution saving
light or light fog on such rolls. throw or be paralyzed until the end of their next turn.
Faerinaal’s Hymn Inquisition
2nd-level Enchantment 3rd-level Enchantment
Casting Time: 1 bonus action Casting Time: 1 action
Range: Self (10 feet aura) Range: 15 ft
Components: V Target: One creature with an Intelligence of 6 or more
Duration: Concentration, up to 10 minutes Components: V
This gentle hymn clouds the minds of evil creatures. You Duration: 10 minutes
have a 10 foot aura centered on you that moves with you, evil With this spell, the caster compels the target creature to
creaturesin the spells area forgo attacks of opportunity for divulge information it may be hiding.
the spell’s duration. A target must be able to hear the hymn to The target target must make a Wisdom saving throw, if it
be affected by the spell. fails its save, it is forced to reply to the one of the caster’s
questions, speak truthfully, and not respond in such a way
Heart’s Ease that the answers provided may be misleading. The questions
3rd-level Enchantment posed may be answered with a simple yes or no, or they may
Casting Time: 1 action require a more detailed response.
Range: Touch This spell cannot be used to force the target to divulge
Target: One living creature information it doesn’t know, and the target creature is unable
Components: V, S to fabricate lies of any kind while under the spell’s hold.
Duration: Instantaneous At Higher Levels. When you cast this spell using a spell
slot of 4th level or higher, the target must answer one more of
Heart’s ease cures emotional wounds in the same way that the casters questions for each slot level above 3rd.
healing wipes away physical ones. The subjects cured of any
fear effect, maddness, sanity, or similar mind-affecting Lantern Light
condition (such as charm person, dominate person, and 1st-level Evocation
similar spells). Casting Time: 1 action
It removes any lingering psychological effects of torture Range: Self
(including the increased effectiveness of torture devices, as Components: V
described in the Book of Vile Darkness). Duration: Concentration, up to 1 minute
It cures confusion and insanity, restores 2d4 points of
Wisdom damage, and leaves the targets feeling refreshed and Rays of holy light flash from your eyes. You can use your
at peace. bonus action to make a ranged spell attack against a creature
within 30 feet of you, on a hit the target takes 1d10 radiant
Heavenly Lightning damage.
5th-level Evocation once you use this spell to shoot 3 beams the spell ends
Casting Time: 1 action Abstinence Component: You must abstain from sexual
Range: 60 ft intercourse for 24 hours before casting this spell.
Components: V, S At Higher Levels. When you cast this spell using a spell
Duration: Instantaneous slot of 2nd level or higher, you can shoot 1 extra beam before
ending the spell for each slot level above 1st.
You create a leaping bolt of radiant lightning that arcs from
one target to the next, avoiding other creatures in its path.
Choose 3 targets within range, each target struck by an arc
takes 4d6 points of special celestial lightning damage.
Creatures normally immune or resistant to lightning
damage take full damage from this spell.
At Higher Levels. When you cast this spell using a spell
slot of 6th level or higher, you can choose 1 additional target
and increase the damage by 2d6 for each slot level above 5th.
112
Last Judgment Abstinence Component: The caster must abstain from
8th-level Necromancy casting Divination spells for 24 hours prior to the casting of
this spell
Casting Time: 1 action
Range: 60 feet Perfect Summons
Target: One evil humanoid, fiend, or giant 4th-level Transmutation
Components: V Casting Time: 1 minute
Duration: Instantaneous Range: 120 feet
Reciting a list of the targets’ evil deeds, you call down the Components: V, S
judgment of the heavens upon their heads. Duration: 1 hour
Choose a point within range, all creatures in a 20 feet You create an 40 foot radius area in which only good
radius of that point must pass a Charisma saving throw. creatures can be magically summoned. No matter what a
Creatures that fail their saving throw are struck dead and later caster attempts to summon, they actually summon a
bodily transported to the appropriate Lower Plane to suffer good version of that creature, instead of looking fiendish they
their eternal punishment. appear look angelic. And their creature type is celestial.
Creatures that succeed nevertheless take 3d6 points of If the summoner was attempting to summon a neutral or
temporary Wisdom damage as guilt for their misdeeds evil creature, the good creature that appears is not bound to
overwhelms their minds. obey the commands of the summoner or attack his enemies.
A true resurrection or wish spell can restore life to a Instead, it deals with the summoner as it sees fit—possibly
creature slain by this spell normally. A resurrection spell attacking an evil caster.
works only if the creature’s body can be recovered from the The summoning spell cannot be dismissed, though it can
Lower Planes before the resurrection is cast. be dispelled. A perfect summons spell can also be dispelled
Lastai’s Caress normally. Perfect summons counters and dispels distort
2nd-level Enchantment summons (which appears in Book of Vile Darkness), and vice
versa.
Casting Time: 1 action
Range: Touch Phieran’s Resolve
Components: V, S, M (A peach seed) 3rd-level Abjuration
Duration: Concentration, up to 1 minute
Casting Time: 1 action
Your gentle touch fills the target with tremendous feelings Range: 20 feet
of love and compassion, and has the power to unnerve and Target: One good creature
debilitate evil creatures. If a target is unwilling, you must Components: V, S
make a melee spell attack. Duration: Concentration, up to 1 minute
An evil creature touched by the spell must wrestle with the
pleasant feelings invoked by the spell. The creature is Phieran’s resolve (named after the exalted god of suffering,
frightened and charmed by you and go prone for the duration endurance, and perseverance) was devised to combat
of the spell . wielders of vile magic. This spell grants the target a +4 bonus
on saving throws against spells cast by evil creatures.
Path of the Exalted
5th-level Divination Phoenix Fire
6th-level Necromancy
Casting Time: 1 action
Range: 10 feet Casting Time: 1 action
Components: V, Abstinence Range: Self (15-foot radius)
Duration: Concentration, up to 1 hour Components: V, S, M (A tail feather from a phoenix, worth
40 gp)
Path of the exalted allows the caster to consult their deity Duration: 10 minutes
(or an agent of their deity) to help make a difficult decision.
This decision is usually more complex than a simple morality Should you die during the duration of this spell you
question. It may involve strategizing, choosing a particular immolate yourself, consuming your flesh in a cloud of flame
lead to follow in an investigation, deciding who to help, or 20 feet high and 30 feet in diameter.
other difficult choices. Creatures within the cloud must make a Dexterity save or,
The deity or agent simply helps the character examine a evil creatures take 3d6 fire and 3d6 radiant damage on a
known situation from a number of different angles and makes failed save, taking half on a success. Neutral characters take
a recommendation about the correct path to take. This spell half damage, while good characters take no damage at all.
does not reveal unknown factors, but merely helps the caster After 10 minutes, you rise from the ashes as if restored to
analyze known elements. life by a raise dead spell.
The spell ends when the deity or agent has provided
sufficient guidance for the caster to arrive at a decision.
If the caster is out of favor with their deity, this spell may
not work until the caster atones.
113
Radiant Fog A successful save renders a creature immune to the
4th-level Conjuration nauseating effect of the tulips, but not the damage.
Casting Time: 1 action Rain of Roses
Range: Self 7th-level Evocation
Components: V, S, Abstinence Casting Time: 1 action
Duration: Concentration, up to 1 hour Range: 400 feet
You create a 20-foot-radius sphere of solid fog, but the Components: V, S, M (A red rose)
cloud of fog shimmers with brilliant celestial radiance, Duration: 10 rounds
centered on a point within range. The sphere spreads around Red roses fall from the sky in a 80 foot radius wide, 100
corners, and its area is heavily obscured. It lasts for the foot tall cylinder. Their sharp thorns graze the flesh of evil
duration or until a wind of moderate or greater speed (at creatures, an evil creature that starts its turn in the area or
least 10 miles per hour) disperses it. enters the area for the first time on its turn must pass a
Creatures within the cloud must make successful Constitution saving throw or the thorns deal 1d4 points of
Constitution saves or be dazzled, taking a –1 penalty on temporary Wisdom damage. A creature reduced to 0 Wisdom
attack rolls for as long as they remain in the cloud and for 1 falls unconscious as its mind succumbs to horrible
minute afterward. Creatures with sunlight sensitivity or nightmares.
otherwise susceptible to bright light are blinded if they fail In addition, the beautiful rose petals sicken evil creatures
their saves. Sightless creatures are not affected by the touched by them; those that fail a Constitution save are
radiance. sickened (–2 penalty on attack rolls, weapon damage rolls,
Abstinence Component: You must not have cast a saving throws, ability checks, and skill checks) until they
darkness or Necromancy spell within the past 24 hours leave the spell’s area. A successful save renders a creature
before casting this spell. immune to the sickening effect of the roses, but not the ability
Radiant Shield damage caused by their thorns.
4th-level Evocation
Ray of Hope
Casting Time: 1 action 2nd-level Enchantment
Range: Self
Components: V, S, Abstinence Casting Time: 1 action
Duration: Concentration, up to 1 hour Range: Touch
Target: One living creature
A scintillating aura of white radiance wreathes you and Components: V, S
causes damage to each creature that attacks you in melee. Duration: 2 rounds
The radiance casts bright light in a 10-foot radius and dim
light to 20 feet. Powerful hope wells up in the subject, who gains a +2
The radiance also protects you gain resistance to lightning bonus on saving throws, attack rolls, ability checks, and skill
damage. checks. Ray of hope counters and dispels sorrow (detailed in
Any creature striking you with a natural or handheld the Book of Vile Darkness).
weapons deals normal damage but also takes 1d6 points of
lightning damage + 1 point per level. Remove Addiction
Abstinence Component: You must not have cast a 2nd-level Conjuration
darkness or Necromancy spell within the last 24 hours before Casting Time: 1 Action
casting this spell. Range: Touch
Target: One living creature
Rain of Black Tulips Components: V, S
9th-level Evocation Duration: Instantaneous
Casting Time: 1 action Remove addiction cures all addictions that the target
Range: 400 feet suffers from (see Drugs in the Book of Vile Darkness for
Components: V, S, M (A black tulip) more information about addictions). Since the spell’s duration
Duration: 10 rounds is instantaneous, it does not prevent new addiction to the
Tulips as black as midnight fall from the sky in a 80 foot same drug at a later date
radius wide, 100 foot tall cylinder. The tulips explode with
divine energy upon striking the casters foes, each creature of
your choice in the spells area takes 30d6 poison damage, this
damage cannot be resisted.
In addition when a creature of the casters choice starts its
turn in the area or enters it for the first time on their turn,
they must make a Constitution save, creatures that fail the
save are nauseated (unable to attack, cast spells, concentrate
on spells, perform any task requiring concentration, or take
anything other than a single move action per turn) until they
leave the spell’s area.
114
Restore Soul’s Treasure Sanctify the Wicked
8th-level Transmutation 9th-level Necromancy
Casting Time: 1 action Casting Time: 1 Action
Range: 60 feet Range: 30 feet
Target: Disintegrated remains of one item Target: One evil creature
Components: V Components: V, S, M, Sacrifice (A flawless diamond worth
Duration: Instantaneous no less than 10,000 gp.)
Duration: One year
This spell must be cast within 4 hours of the destruction of
the item. Upon completion of the casting, the disintegrated This spell tears the foul, corrupted soul from the body of an
item returns to the possession of the original owner in the evil creature and traps it in a diamond receptacle. The target
condition it was in before being disintegrated. must pass a Charisma saving throw or the creature’s soulless
If the target of this spell is a creature that has lost a body instantly withers or molders into dust and its soul
valuable item as the result of the spell soul’s treasure lost becomes trapped in the diamond.
(described in the Book of Vile Darkness), this spell restores Trapped in the gem, the evil soul undergoes a gradual
that item. transformation. The soul reflects on past evils and slowly
finds within itself a spark of goodness.
Sacred Guardian Over time, this spark grows into a burning fire. After one
5th-level Divination year, the trapped creature’s soul adopts the alignment of the
Casting Time: 1 Action spell’s caster (lawful good, chaotic good, or neutral good).
Range: Touch Once the soul’s penitence is complete, shattering the
Target: Object or willing creature diamond reforms the creature’s original body, returns the
Components: V creature’s soul to it, and transforms the whole into a
Duration: 1 day sanctified creature (see: Monsters).
If the diamond is shattered before the soul has found
Celestials use sacred guardian to monitor the location and penitence, the evil creature’s body and soul are fully restored;
condition of a creature or object that has been placed in their the creature’s state is just as it was before the spell was cast.
care. Similar to status, this spell makes the caster constantly The creature retains the memory of having been trapped in
aware of the target creature or object’s precise location and the gem, and it regards the spell’s caster as a hated enemy
status: whether a creature is unharmed, wounded, disabled, who must be destroyed at all costs.
staggered, unconscious, dying, dead, and so on, or whether an The diamond receptacle has a AC 20 and 10 hit point.
object is unharmed, damaged, or destroyed.
Once the spell is cast, the distance between the caster and Shield of the Archons
the subject does not affect the spell, and the spell continues to 5th-level Abjuration
function even if the subject and caster are on different planes Casting Time: 1 action
of existence. Range: Self
If the caster wishes to teleport to the subject’s presence, Components: V
they can do so even if he is not familiar with the location Duration: Concerntration, up to 10 minute
(assuming they have access to teleportation magic). If the
caster casts scrying on the subject, the subject does not A mystic shield of beneficent energies interposes itself
receive a saving throw; unless the subject is warded by a spell between you an incoming magical attack. The shield blocks
or in a location that blocks scrying magic, the spell harmful spells, the first spell that affects only you or targets
automatically succeeds. you each round is negated, if its a damaging spell you take no
This spell has no effect on unwilling creatures. If the target damage from it or if its a saving throw you count as passing
is an attended object, the attending creature must be willing the save. It can only block one such attack each round,
for the object to receive the spell. intercepting the first but not any later attacks until your next
turn.
Sacred Haven Any damaging spell that strikes the shield is dissipated, but
4th-level Abjuration it has a 5% chance per spell level to shatter the shield as well.
Casting Time: 1 action An attack that shatters the shield is dissipated without
Range: Touch harming you.
Target: One willing creature If you are within the area or effect of a harmful spell or
Components: V, S effect that is not directly targeted on you, the shield of the
Duration: 1 minute archons grants you a +4 bonus on your saving throw against
the effect
You shield one creature in a nimbus of holy light. The
creature gains a +2 bonus to Armor Class.
For the duration of the spell, you gain awareness of the
target’s health at any time, and you need not be able to touch
the target to heal it with your lay on hands ability. Use of the
lay on hands ability still requires a action, but it can be done
at any range provided the target is on the same plane of
existence as you.
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Silvered Weapon This spell manifests as a draping cloak of tiny, cascading
2nd-level Transmutation stars that seem to flicker out before touching the ground.
The cloak forms over the target’s existing apparel and
Casting Time: 1 Action sheds 20 foot dim light 10 foot bright light, although this is
Range: Touch not the mantle’s primary function.
Target: One weapon, natural weapon or projectile The starmantle renders the wearer impervious to
Components: V, S nonmagical weapon attacks and transforms any nonmagical
Duration: 1 minute weapon or missile that strikes it into harmless light,
This spell transforms a single weapon, natural weapon or disintegrating it.
projectile you are holding into a silvered weapon. The Contact with the starmantle does not destroy magic
weapon may be magical, masterwork, or nonmagical, but it weapons or missiles, but the starmantle’s wearer is entitled
must be in hand when the spell is cast. to a Dexterity saving throw (DC 15) each time they are struck
The spell cannot be cast on more than one weapon or on by such a weapon; success indicates that the wearer takes
multiple projectiles at a time. If the weapon targeted by the only half damage from the weapon (rounded down).
spell is made of another special material (cold iron or
adamantine, for example), it loses the benefits of its original Stars of Arvandor
special material for the spell’s duration 4th-level Evocation
Casting Time: 1 action
Spear of Valarian Range: 40 feet
4th-level Transmutation Target: Up to one creature or object
Casting Time: 1 bonus action Components: V, S
Range: Touch Duration: 1 minute
Components: V, S, M (One nonmagical weapon) You create four tiny, twinkling stars. These minute
Duration: Concentration, up to 1 minute starbursts orbit your head like ioun stones. As a bonus action,
The spear of Valarian spell transforms one nonmagical you can launch one star at a target your designate within
weapon into a shimmering silver spear. You must be carrying range, as a ranged spell attack.
the weapon and have it drawn for the spell to work. Alternatively, as an action, you may launch up to three stars
The shimmering spear functions as a +1 sanctifed silvered at one or more targets within range. Each star requires its
spear. Against monstrosities, the weapon becomes a +3 own ranged spel attack roll.
sanctifed silvered spear that deals +3d6 points of bonus A nonevil target takes 2d8 radiant damage, this damage is
radiant damage. nonlethal to these targets. Evil targets take 4d8 radiant
If the spear of Valarian is broken, the original weapon damage instead.
breaks as the spell suddenly ends. If you drop the weapon or
throw it, it dissipates at the end of the turn. Thereafter, while Sustain
the spell persists, you can use a bonus action to cause the 4th-level Transmutation
spear to reappear in your hand. Casting Time: 1 action
Range: Touch
Spread of Contentment Target: One living creature
8th-level Enchantment Components: V, S, M (A flask of warm wine and a loaf of
Casting Time: 1 hour bread.)
Range: 400 feet Duration: 6 hours
Components: V, S, M (Lammasu’s feather) This spell instantly relieves the negative effects of hunger
Duration: 1 hour and thirst and allows the targets to go without food or water
This spell has a calming effect on creatures within a 40 for the duration of the spell, suffering no ill effects from the
foot sphere. Hostile and unfriendly creatures become deprivation. An affected creature can eat or drink normally
indifferent, indifferent creatures turn friendly, and friendly without difficulty.
creatures become helpful for the spell’s duration. When the spell ends, the creatures must resume normal
This spell directly counters the effects of the spread of eating and drinking habits, but do not feel any adverse effects
savagery spell (described in the Book of Vile Darkness). This from the missed meals. The size of the creature is not a
spell also calms creatures that have been otherwise factor; a Tiny lizard and a Colossal dragon are both fully
magically enraged and forced to attack. nourished by the spell.
This spell does not calm or otherwise alter the dispositions
of summoned creatures.
Starmantle
6th-level Abjuration
Casting Time: 1 Action
Range: Touch
Target: One living creature
Components: V, S, M (A pinch of dust from a pixie’s wing 20
gp)
Duration: Concentration, up to 1 minute
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Telepathy Tap Abstinence: The caster must refrain from imbibing alcohol
3rd-level Divination for 3 days prior to casting this spell.
Casting Time: 1 action Vanishing Weapon
Range: Self (60 feet aura) 5th-level Abjuration
Components: S, M (A metal tin, string, clippers) Casting Time: 1 action
Duration: Concentration, up to 1 minute Range: Touch
You can overhear the telepathic conversations of other Target: One weapon
creatures within the spell’s area. Telepathy tap does not allow Components: V, S
you to detect the uncommunicated thoughts of creatures or Duration: Concentration, up to 1 minute
understand conversations spoken in languages you do not This spell encapsulates a weapon in a faint blue glow. In
comprehend. addition to dealing normal damage, the weapon dispels on
In an area where numerous telepathic conversations are contact any summoned creature or object brought into being
occurring at the same time, you must specify the creatures by a Conjuration (summoning) or Illusion (shadow) spell of
you wish to overhear during a given round. You can separate equal level as this spell.
and decipher the telepathic messages of a number of This requires a successful dispel check (1d20 + caster’s
creatures equal to 1 + your Intelligence modifier. spell modifier) against DC 11 + the creature or objects spell
Telepathy tap does not allow you to overhear the telepathic slot used to summon it.
conversations of creatures protected by a mind blank spell, If the vanishing weapon is a ranged weapon, the spell’s
nor does it grant the ability to telepathically communicate effect is imparted to the weapon’s ammunition.
with other creatures. A summoned creature goaded into touching the vanishing
Tomb of Light weapon is also dispelled. This spell has no effect on called
7th-level Transmutation creatures
Casting Time: 1 action Vision of Heaven
Range: Touch 1st-level Enchantment
Target: One fiend or abberation
Components: V, S, M, Sacrifice (A pure crystal or clear Casting Time: 1 action
gemstone worth at least 50 gp) Range: 30 feet
Duration: Concentration, 1 minute Target: One evil creature
Components: V
When you cast this spell, you attempt to draw out the Duration: 1 round
impure substance of an evil extraplanar creature and replace
it with your own pure substance. Your words allow the target creature the merest glimpse of
The spell is draining for you to cast, but it is deadly to evil the blessed joy of the Seven Heavens, spurring the target to a
outsiders and other extraplanar creatures with the taint of moment of regret for its evil deeds. Target creature must pass
evil. a Wisdom saving throw or be incapacitated.
When you touch the target creature, it must make a In addition, the creature is more susceptible to future
Constitution saving throw. If it succeeds, it is unaffected by redemption. For the next 24 hours, the creature takes a –1
the spell. penalty on all Wisdom saves related to redemption (see
If it fails, its skin becomes translucent and faintly radiant Chapter 2).
and the creature is paralyzed, standing helpless. The subject
is aware and breathes normally, but cannot take any physical Wages of Sin
actions, even speech. It can, however, execute purely mental 6th-level Enchantment
actions (such as using a Telepathy). Casting Time: 1 Action
Each round you maintain the spell, the creature must Range: 60 feet
attempt another Constitution save. If it fails the save, it takes Components: V, Abstinence
1d6 points of Constitution drain. Each round you maintain Duration: 1 minute
the spell, however, you take 5d6 points of nonlethal damage. Choose a creature within range, that target must make a
If you fall unconscious, or if the creature succeeds at its wisdom saving throw or be affected by this spell.
Constitution save, the spell ends. The affected creatures’ own evil thoughts and impulses
Twilight Luck
blossom in their minds into intense suspicion and distrust.
1st-level Abjuration Each subject becomes convinced that its own allies are
plotting to kill it at any moment, and attacks the nearest
Casting Time: 1 Action creature of your choice using whatever attack form (melee or
Range: Touch ranged attack, spell, supernatural or spell-like ability) is most
Target: One nonevil creature effective against that foe, to the best of its knowledge. A
Components: V, Abstinence ffected creatures do not completely ignore other threats,
Duration: 10 minute but attack evil creatures in preference to any other foes.
By means of this spell, the caster can impart the luck of the
fey to one nonevil being. The target gains a +1 bonus on all
saving throws for the duration of the spell.
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Abstinence Component: You must refrain from intoxicants One creature in range must make a Charisma saving throw
and stimulants for one week before casting this spell. or be charmed by this spell. While charmed this way this spell
At Higher Levels. When you cast this spell using a spell compels a creature to fight in a merciful manner. Specifically,
slot of 8th level or higher, you can target one more creature the creature deals nonlethal damage with its attacks, avoids
for each slot level above 7th. using damaging spells or abilities, and does not deliver a
coup de grace to a helpless foe.
Warcry Abstinence Component: You must not have dealt damage,
3rd-level Enchantment by spell or any other means, to another living creature within
Casting Time: 1 Action the last 8 hours before casting this spell.
Range: Self (30 feet cone)
Target: Object or willing creature
Components: V
Duration: Instantaneous
You unleash a tremendous battle cry that causes creatures
within a 30-foot cone to make a Constitution save or cower
and be frightened for 1 minute, repeating their save at the
end of each of their turns, while frightened in this way the
creature is prone.
Any creature that fails its Constitution save loses its
Dexterity bonus to AC and can take no actions until the end
of their next turn. You gain a +2 bonus to hit creatures
frightened by this spell.
Warding Gems
5th-level Conjuration
Casting Time: 1 Action
Range: Self
Components: V, S, M (One 100-gp gem for each warding
gem created)
Duration: 1 hour
You cast this spell upon one or more gems up to a total of
10, imbuing them with healing energy. The gems leap from
your hand, fly and begin orbiting your head like ioun stones.
You can use your action to send up to 3 gems to another
willing target within 30 feet of you.
Each warding gem is a receptacle that holds 10 hp. The
target can, as a bonus, access the healing energy inside one
or more warding gem; the energy is released as a purple-
white arc of divine power that unerringly strikes the target,
healing 10 points of damage.
A warding gem depleted of its healing energy instantly
turns to dust. At the end of the spell’s duration, any unspent
warding gems lose their healing power and fall to the ground;
these can be reused for a later spell.
A single creature can have no more than five warding gems
encircling it at one time. A warding gem has AC 24, and 10
hp; if it’s destroyed, any healing power contained within is lost
At Higher Levels. When you cast this spell using a spell
slot of 6th level or higher, you an additional warding gem for
each slot level above 5th.
Yoke of Mercy
2nd-level Enchantment
Casting Time: 1 Action
Range: Touch
Components: V, Abstinence
Duration: Concentration, up to 1 minute
118
Equipment
T
he equipment found in this chapter represents Such weapons include the bolas, net, sap, and tanglefoot
the tools of the exalted character. Some items bag, as well as more exotic weapons such as the grasping
—sanctified weapons and nonlethal weapons pole (also called the mancatcher or sasumata, and similar to
—are readily available to anyone who can pay the pincer staff of the kuo-toa) and the entangling pole (also
the price. Others, such as relics and special called the sodegarami or sleeve tangler).
ingredients, are much harder to come by, and Entangling Pole: The entangling pole is a highly
in the case of those special ingredients that specialized weapon, used to catch and entangle an opponent
come from the bodies of good- aligned creatures, are often without causing great harm. It is normally used to hook and
illegal to buy or sell. catch the clothing of an opponent.
The DM must decide whether such items are ever available
for sale in his campaign. Entangling Pole
Simple weapon, melee weapon
SANCTIFIED WEAPONS 4 gp, 6 lb. 1d4 piercing - heavy, reach, two-handed
Certain weapons, whether through association with a holy When you use an entangling pole in this way, you make a
person or site or some other infusion of holy power, are melee attack with the weapon to “grab” the target’s clothing.
considered sanctified. Sanctified weapons are not inherently This attack does not work against a character in heavy armor,
magical, though they are inherently good and radiate a faint or against most monsters that do not wear clothing (though it
aura of good. A sanctified weapon deals 1 extra point of holy
damage against evil creatures, or 1d4 points of damage does work against a monster with shaggy fur).
against evil fiends and evil undead. In addition, creatures with If the attack is successful, you have a hold on the target and
the corrupted template (described in the Book of Vile they are grappled, but you do not deal any damage. A creature
Darkness) cannot recover hit point damage dealt by a grappled this way cannot perform somatic components and
sanctified weapon by means of normal healing, including can only atatck with light weapons or natural attacks.
regeneration. Reach. This weapon adds 5 feet to your reach when you
attack with it. This property also determines your reach for
VARIANT RULE: BETTER opportunity attacks with a reach weapon.
SANCTIFIED WEAPONS Two-Handed. This weapon requires two hands to use. This
In a campaign devoted to combating the depraved depths of property is relevant only when you attack with the weapon, not
evil, it might be appropriate to increase the power of when you simply hold it.
sanctified weapons. Several options for better sanctified
weapons are presented below. Your Dungeon Master might Grasping Pole: The grasping pole is a pole arm designed to
choose one of these options to apply to all sanctified weapons capture opponents with a minimum of harm.
or allow a exalted character to gain extra bonuses as they
perform more good deeds. Grasping Pole
Certain creatures might have particular vulnerabilities to Martial weapon, melee weapon
sanctified weapons. For example, lycanthropes (all of 8 gp, 8 lb. 1d8 piercing - heavy, reach, two-handed
them or just certain varieties) might be as vulnerable to When you attack a creature, you can forego damage and if
sanctified weapons as they are to silver weapons. A variety
of plantlike fiend might be vulnerable to a sanctified sickle the attack is successful, the target is grappled. While you have
or scythe. a creature grappled this way you may perform a Shove on the
A sanctified weapon might, through supernatural holy target with the weapon.
power, allow the wielder to score critical hits against Reach. This weapon adds 5 feet to your reach when you
undead creatures. The weapon’s to hit range and critical attack with it. This property also determines your reach for
multiplier are unchanged, and the wielder must still roll to opportunity attacks with a reach weapon.
confirm a hit. This variant rule does not allow a character Two-Handed. This weapon requires two hands to use. This
to score critical hits against types of creatures that are
normally immune to them. property is relevant only when you attack with the weapon, not
The foes of a campaign may have a dark blessing that can when you simply hold it.
only be foiled by the ise of a sactificed weapon, breaking
the blessing for the turn.
NONLETHAL WEAPONS
Part of the ethos of good is respect for life, a respect that
often leads good characters to avoid killing other characters,
even monsters, that might instead be redeemed. Some
cultures and races have developed weapons designed to deal
nonlethal damage or simply immobilize an opponent.
119
Lasso: A lasso is an entangling weapon that deals no On certain occasions (no more than once a month, often
damage, but it entangles only parts of an opponent’s body. only once a year, on the anniversary of a special event), blood
drips from the statue, emerging from locations that reflect
Lasso wounds the saint suffered in life. A taste of the blood acts as a
Martial weapon, melee weapon Greater Restoration spell, and the statue typically produces
enough for 1d4+1 doses on each occasion. The statue
1 gp, 3 lb. 10/30, two-handed
constantly provides a Hallow effect that encompasses the
You can target a Large or smaller creature with the lasso. A area where it is located, such as a temple and its grounds,
lasso has no effect on creatures that are formless, or creatures with an attached Death Ward effect that protects all good
that are Huge or larger. creatures that worship in the area.
You can choose to target a creatures arms or legs when you Very rare Equivalent; Market Price Equivalent: 55,000 gp.
use the lasso. If you hit the creatures arms, the creature suffers
Executioner’s Axe:
a -1 to attack rolls and dextarity checks. If you attack the
An instrument of execution used to end the earthly life of a
creatures legs they are knocked prone and have their
holy person, an executioner’s axe relic holds good and evil in
movement reduced by half also you can attempt to shove the tension within itself. The blade of this greataxe is stained red
creature as long as the are entangled by the lasso. with the saint’s blood.
The creature’s speed is not reduced, and it can move, but if The axe acts as a sanctified vorpal greataxe, though it has
you control the trailing rope by succeeding at an opposed no enhancement bonus. However, a good creature wielding
Strength check while holding it, the lassoed creature can only the axe takes a –2 penalty on attacks and weapon damage
move within the limits that the rope allows. A creature that
rolls, while evil creatures take the normal penalty for
wielding a holy weapon.
ends its turn entangled by a lasso must make a Concerntration
Rare Equivalent; Market Price Equivalent: 98,320 gp.
saving throw.
A creature can use its action to make a DC 13 Strength Rack of the Tortured Saint:
check, freeing itself or another creature within its reach on a This torture device is long gone, but fragments of its wooden
success. Dealing 5 slashing damage to the lasso (AC 13) also frame are in wide circulation as minor relics.
frees the creature without harming it, ending the effect and
Once per day, by clutching one of these relics and invoking
the name of the tortured saint, a character gains the benefit
tearing the lasso.
of a Guidance spell.
Common Equivalent; Market Price Equivalent: 180 gp.
RELICS
Sometimes confused with magic items or even artifacts, Sacred Vessel:
relics are unique items that carry the indelible mark of good This elaborate golden cup is consecrated for use in a temple
upon them. A relic might be a bone or bone fragment from a of good.
martyr or other holy person, or some object that touched a Water placed within it becomes holy water. If an evil
saint in a special way—her burial shroud, perhaps, or the creature drinks anything from the vessel, the creature must
instrument of her execution. Holy power like that of a saint, a make a DC 18 Constitution save or contract the depraved
martyr, or a celestial leaves a lingering aura of good that is decadence affliction (see Ravages and Afflictions, above).
not magic in the traditional sense, but nevertheless can have Uncommon Equivalent; Market Price Equivalent: 2,000 gp.
miraculous effects, usually curative in nature. Sancitifed Earth:
All relics radiate an aura of good. An evil fiend or undead
creature that touches a relic is burned as if by holy water, Typically jars of dirt from sights where a saint or holy person
taking 2d6 radiant damage. Relics are always considered was martyred are taken to their places of worship, but they
sanctified, so if they are used as weapons they deal 1 extra can be given as gifts to the faithful.
radiant damage You can use your action to create a 5-foot by 5-foot area of
against evil creatures or 1d4 points of damage against evil consecrated ground by spreading this dirt, this effect lasts for
fiends and evil undead (see Sanctified Weapons, above). 24 hours.
Like artifacts, relics cannot be manufactured, bought, or Alternatively you can use the dirt to line a buildings doors
sold. However, each relic has a market price equivalent, for and windows to ward off evil. A single jar of dirt can cover up
the DM’s use in assigning treasure only. These prices are to two doors and 6 windows, undead and fiends cannot pass
calculated as though the relics were magic items. Likewise, through these warding places unless they pass a DC 15
relics have a caster level equivalent for purposes of spell Wisdom saving throw, this effect lasts for 24 hours.
effects and determining the strength of its aura of good, but Uncommon Equivalent; Market Price Equivalent: 1,020 gp.
relics never radiate magic, cannot be identified with the
Identify spell, and cannot be suppressed or dispelled with
dispel magic or antimagic field.
Bleeding Statue:
This life-sized statue depicts a saint and is located in a site
where the saint lived for an extended period, performed an
important deed, or died.
120
Saint’s Burial Shroud: Table 3–4: Good Spell Components
The shroud laid over a saint after his execution, this fine linen Component Price
cloth still bears the image of his body faintly limned on its Ambrosia (distilled joy) 70 gp
surface.
A good character who touches the shroud is instantly Angel radiance 200 gp
healed of all diseases, while an evil creature that touches it Blink dog tooth 50 gp
must make a DC 14 Constitution save or contract the eternal Celestial blood 200 gp
torpor affliction (see Ravages and Afflictions, above).
Rare Equivalent; Market Price Equivalent: 10,000 gp. Couatl feather 1000 gp
121
Pegasus Feather: If this component is used when casting The market price modifier for such a weapon is +2,000 gp
detect evil and good, the caster learns the number of evil and becomes Rare.
auras and the power of the most potent aura in the first Moonblood: Celestials use this silvery substance as
round of concentration, and the power and location of each warpaint, painting their faces and other exposed areas of
aura in the second round. their bodies with elaborately entwined holy runes before
Phoenix Feather: A spell to which this component is entering battle.
applied has a 10% chance to remain prepared for 24 hours Proper application of moonblood warpaint takes 1 hour
after being cast. Casters who do not prepare spells gain no and requires a DC 22 Painter's Supplies check; a failed check
advantage from this component. means no benefits are gained and the moonblood is wasted. If
Unicorn Blood: The blood of a living unicorn is a powerful properly applied, the warpaint grants a +2 bonus to Armor
alchemical substance. It can be formed into a ravage (see Class. The warpaint lasts for 1 day, then is absorbed
Ravages and Afflictions, above) that saps the strength of evil harmlessly into the skin. An evil creature that touches
creatures. Also, if a spell to which this component is applied moonblood takes 1d6 radiant damage.
requires a Constitution save, there’s a 40% chance that the One application of moonblood costs 1,500 gp and is Very
saving throw DC is increased by +1. In either case, unicorn Rare.
blood retains its potency only as long as the unicorn that gave Serren: Serren trees grow on Arvandor, the uppermost of
it remains alive. Arborea’s three layers. The trees serve as vessels for nature
Unicorn Horn (Sliver): Removing a unicorn’s entire horn spirits, and any branch that falls from a serren tree can be
kills it, but a unicorn may on rare occasions give a sliver of its fashioned into a arrow, or crossbow bolt imbued with a
horn to a favored ally. If a spell to which this component is portion of the tree’s spirit.
applied requires a touch attack, there’s a 40% chance that the You have a +1 bonus to attack and damage rolls made with
caster receives a +1 bonus on the attack roll. this piece of Serren ammunition.
Unicorn Tail Hair: A spell to which this component is Serren arrows, and bolts have the ability to hit creatures on
applied has a 20% chance to have its duration doubled. the ethereal plane, and ignore mirror image.
The market price modifier for a serren weapon (20 arrows
or bolts) is +2,000 gp and is Rare.
Solarian Truesteel: Mined on the fourth layer of the Seven
Mounting Heavens of Celestia, this fine iron needs no alloy
and shines with a silvery gleam.
When forged into a weapon, weapon attacks made with the
weapon score a critical hit on a roll of 19 or 20.
The market price modifier for such a weapon is +4,000 gp
and is Very Rare.
Storm Tears: This milky rain falls on the Upper Planes
and usually heralds the death of a powerful champion of good
or the birth of a stillborn child.
These milky tears can be collected. A single vial of storm
tears cures emotional wounds in the same way that heal
SPECIAL MATERIALS wipes away physical ones. The subject is cured of any fear
The following materials and substances are found on the effect, horror effect, or similar mindaffecting condition,
Upper Planes and have proven useful in the eternal battle excluding charms and compulsions (such as charm person,
against the forces of evil. dominate person, and similar spells). It removes any lingering
Aurorum: This luminous steel gleams with varying hues of psychological effects of torture (including the increased
pink and indigo. An aurorum weapon, shield, or suit of armor effectiveness of torture devices, as described in the Book of
that has been broken can be reformed by bringing together Vile Darkness). It cures confusion and insanity, restores 2d4
its fragments as an action. The broken pieces bond quickly points of Wisdom drain (but not permanent Wisdom drain),
and seamlessly, restoring the item to its previous state. and leaves the targets feeling refreshed and at peace.
Additionally any creature wearing the armour that takes Storm tears are nonmagical in nature, and each vial has a
slashing, bludgeoning or piercing damage from an evil market price of 750 gp.
creature they reduce the damage by 3. Ysgardian Heartwire: This incredibly fine, flexible metal is
The market price modifier for an aurorum weapon, shield, found only in the deep mines of Nidavellir in the Heroic
or suit of armor is +4,000 gp and becomes Uncommon. Domains of Ysgard.
Frystalline: This mineral grows in the icy mountain caves It is not suitable for making an entire suit of armor, but
of Eronia, the second layer of the Blessed Fields of Elysium. small sections of heartwire mail can be incorporated into
Its resilient, pale-gold crystals contain divine energy that chain shirts, chainmail, or heavy armor to reinforce vital
emanates from a god that sleeps beneath the mountains. areas. While you're wearing it, any critical hit against you
Any weapon made of frystalline is treated as Sanctified, becomes a normal hit. You have a +2 bonus to AC while
and a creature cannot gain resistance against damage caused wearing armor reinforced this way.
by the weapon. The heartwire is so fine and light that it does not increase
When you attack a evil creature with this weapon and roll a the armor’s weight.
20 on the attack roll, that target takes an extra 3d6 radiant The market price modifier for such a suit of armor is
damage. You also gain 10 temporary hit points. +8,500 gp Very Rare.
122
is reduced to 5 feet, but the shield grants you half-cover
MAGIC ITEMS and reduces any nonmagical bludgeoning, piercing, and
The forces of good are constantly struggling to match the slashing damage you receive by your Constitution modifier
battle readiness of the forces of darkness. When faced with (minimum of 1).
wellarmed minions of evil, exalted characters need special The shield has 3 charges and regains all expended charges
items to help them to victory. The magic items introduced each day at dawn. When you plant the shield, you can expend
here are separated into armor, weapons, rings, rods, staffs, a charge to cause tiny, magical roots to spread out around the
wondrous items, and artifacts. shield. Enemy creatures within ten feet of the shield are
slowed by these magical roots and treat it as if were difficult
ARMOR terrain.
You can choose to use an action instead of a bonus action
Bramble Buckler in order to plant the shield while doffing it. While planted on
Armor (shield), uncommon (requires attunment by a druid or the ground and unworn, any magical roots around the shield
ranger) remain in place, and any creature immediately behind the
This twisting mass of tightly knotted thorns forms a shield has half cover from incoming projectiles.
functional buckler. Its thorny limbs move ever so slightly to You can uproot the shield as an action. The shield falls
defend against incoming attacks that might otherwise pierce down and withdraws its magical roots early if you either fall
it. When you don the shield, the vines grow harmlessly unconscious or it is knocked over following a successful DC
around the arm and hand that's holding it, preventing it from 20 Strength (athletics) check.
being unwilling dropped or disarmed.
As an action, you can speak the shield's command word Empyreal Armour
and touch it to the ground at a point at your feet. When you Medium armor, major tier, very rare
do, you doff the shield as the vines release from your arm and 40 lb. AC 15 + Dex (max 2)
rapidly grow across the ground, creating a visible line of This exquisitely crafted armor, favored by celestial
thorns and brambles 20 feet long and 15 feet wide. The champions of good, is often set with precious gems and
thorns recreate the effects of the Spike Growth spell within adorned with images of powerful archons, eladrins, or
that area, without requiring concentration, and last for the guardinals.
spell's duration. You have a +2 bonus to AC while wearing this armor.
When it ends, the thorns coalesce back into the twisted The wearer can transfer all or part of its enhancement
shield. You can speak the shield's command word again as an bonus to a bonus on saving throws. The wearer decides to
action while you're within 5 feet of the thorny area to end the make the transfer on their turn, and the choice remains in
effect early, causing the vines to regrow onto your arm as you effect until the end of their next turn.
don the shield again. Once this property of the shield has Any evil creature wearing empyreal armor is sickened (–2
been used, it can't be used again until the next dawn. penalty on attack rolls, saving throws, ability checks, and skill
checks) for as long as the armor is worn (no saving throw).
Exalted Muscle Cuirass
Medium armor, major tier, legendary
20 lb. AC 14 + Dex (max 2)
You have a +3 bonus to AC while wearing this armor.
The wearer of this pristine breast plate, if good, takes only
half of the extra damage dealt by critical hits and gains the
benefits of a constant protection from evil and good spell.
Furthermore, the wearer is immune to necrotic and vile
damage.
Sacred Armis
Medium armor, major tier, rare
20 lb. AC 13 + Dex (max 2)
This suit of armor assists only wearers who have the ability
Shield of Yggdrasil to turn undead.
Armor (shield), very rare (requires attunement) Increases the wearers effective CR for the turn undead
You must have a strength of 17 or higher in order to wield feature by +2. Armor with this ability are always specific to a
this massive, magical tower shield. The shield is of dwarven deity and redominantly feature the god’s holy symbol.
make and functions as a small battlement, granting you an
additional +1 bonus to your AC while you wear it. This bonus Twilight Armour
is in addition to the shield's normal bonus to AC. It is Generic variant, Any armour, major tier, rare
embossed with the form of an immense tree. This suit of armor, favored by eladrin spellcasters, becomes
Stand Strong. As a bonus action on your turn, you can semi-incorporeal and translucent when donned. It also
plant this shield on the ground to barricade yourself behind it. possesses a faint sunset-colored sheen.
While planted in this way and worn, your movement speed You have a +1 bonus to AC while wearing this armor. While
worn the armour weighs nothing.
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Asura Shield When you roll a 20 on an attack roll made with this magic
Armour (shield), major tier, very rare, (requires attunement) weapon, the target must make a DC 15 Constitution saving
6 lb. AC +2 throw. A target takes 1d6 cold damage, 1d6 fire damage, 1d6
Elite asura soldiers are known to bear this heavy spiked lightning, and 1d6 radiant damage on a failed save, or half as
steel shield in times of war. Wreathed in holy flames it can much damage on a successful one. Roll the damage dice
rebuke those that hope to overcome the forces of good. separatley: recording any 6 you roll. For each 6 you roll in this
While holding this shield, you have a +2 bonus to AC. This way, use the table below to determine which of the following
bonus is in addition to the shield's normal bonus to AC. effects happen.
When you are hit by an attack by a creature within 5 feet of Damage
you, you may use your reaction to make a melee attack Type Effect
against that creature using the shield, you are proficant with
the shield while attuned to it. Cold The target's speed is halved until the end of
If you hit the target takes 2d6 bludgeoning damage and your next turn.
1d6 fire and 1d6 radiant damage. Fire The target takes an extra 6 fire damage at the
Simply holding the blazing shield deals 1d6 fire damage, end of its next turn.
plus 1d6 radiant damage that affects only evil creatures. Lightning The target can't take reactions until the end of
your next turn.
Devilhusk Radiant The next attack roll made against this target
Medium armor, major tier, rare before the end of your next turn has advantage.
45 lb. AC 14 + Dex (max 2)
You have a +1 bonus to AC while wearing this armor.
This suit of spiked armor is fashioned from the skinned Hammer of Heavenly Bursts
hide of a barbed devil. It consists of a leather coat and Weapon (any bludgeoning weapon), rare (requires
leggings covered with spikes. attunement by a creature of good alignment)
The wearer has disadvantage on Stealth (Dexterity) This weapon can deal powerful strikes that cause bright
checks. flashes of celestial light to spring forth when striking down
A creature that starts its turn grappled by you takes 3d8 evil.
piercing damage. When you attack a creature with this magic weapon and
roll a 20 on the attack roll, that target takes an extra 3d6
WEAPONS radiant damage if it isn't a good creature. The creature then
must make a Constitution save DC 14 or become blind until
Chromatic Trusteel Greataxe the start of its next turn.
Weapon (greataxe), rare (requires attunment)
This prismatic greataxe is made using truesteel dipped into
the pools of the Illuminating pools.
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Seraphim's Stiletto Celestial Blade
Weapon (dagger), rare (requires attunement by a creature of Martial weapon, melee weapon, major tier, uncommon
good alignment) 3 lb. 1d8 slashing - versatile (1d10)
This magic dagger is made from elven gold and a fine sliver You have a +1 bonus to attack and damage rolls made with
of unicorn horn. The dagger has a pool of 20 hit points that this magic weapon.
replenishes daily at dawn. As an action, you can touch this This unsheathed blade of this sword sheds sunlight,
dagger to a creature you can see within 5 feet of you and creating bright light in a 15-foot radius and dim light for an
speak its command word. Where you do, you can restore a additional 15 feet, and its blade is typically engraved with the
number of hit points to that creature from the pool, up to the symbol of a planetar.
maximum amount remaining in the pool.
When you hit a undead creature with a melee attack using Dart of the Phoenix
this dagger, you can expend a number of hit points from the Simple weapon, ranged weapon, legendary (requires
pool, you can expend a number of hit points from the pool, up attunment)
to the maximum amount remaining as part of the attack. 4 oz. 1d4 piercing - finesse, thrown (20/60 ft.)
When you do, you deal extra radiant damage to that creature This magic weapon grants a +1 bonus to attack and
equal to twice the number of hit points you expend in this damage rolls made with it, it also deals an extra 2d6 fire
way. damage to any target it hits, and it returns to the wielder's
hand immediately after it is used to make a ranged attack and
has a tail made of phoenix feathers.
Throwing the dart requires a sacrifice of 1d4 hit points. If
you are slain by the damage, you are reduced to a pile of
ashes as well.
Once per day, a creature hit by this dart must make a DC
20 Constitution saving throw. On a failed save, they are
instantly slain and reducing it and everything it is wearing
and carrying, except magic items, to a small pile of ashes.
If the save succeeds, the target takes 10d6 + 40 fire
damage. If a creature makes its saving throw but is slain by
the damage, it is reduced to a pile of ashes as well.
Any creature reduced to ashes by the dart reforms after
2d6 rounds, appearing in the exact spot where it died and in
whatever state it was before being incinerated. Although
damage from the actual dart remains, all fire damage is
Roaring Tooth of Talisid instantly restored.
Martial weapon, melee weapon, major tier, rare Creatures immune to fire damage take no fire damage and
2 lb. 1d8 piercing are not incinerated, and are auto pass the weapons saving
You have a +1 bonus to attack and damage rolls made with throw.
this magic weapon.
This weapon unleashes a tremendous roar with each
swing. Any evil creature struck by the roaring weapon must
succeed on a Wisdom save DC 8 + proficancy + Charisma
modifier or be frightened until the end of their next turn.
When you you roll a 20 with this roaring weapon, the target
takes an extra 2d6 thunder damage.
Bow of the Solars
Martial weapon, ranged weapon, major tier, legendary
2 lb. 2d6 piercing - ammunition (150/600 ft.), heavy, two-
handed
You have a +2 bonus to attack and damage rolls made with
this magic weapon.
This unique weapon can be used only by a Medium or
larger creature that has a Strength of 18 or higher. The bow
shoots oversized arrows that deal piercing damage equal to
2d6 + the wielder's Strength modifier.
This bow has a set creature type infused into it during
creation, the bow has 5 charges and regains 1d4 + 1 of its
expended charges daily at dawn. You can expend a charge to
have the next arrow you fire from this bow to be an Arrow of
Slaying for the creature type set by the bow.
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Demondoom Celestial Dust Arrow
Martial weapon, melee weapon, major tier, very rare Weapon (arrow or bolt), Uncommon
2 lb. 1d8 bludgeoning - versatile (1d10) This ammunition is tipped with ground up Frystalline
This warhammer is fashioned from cold iron with a head mixed with holy water that ignites on impact, casting bright
shaped like two clenched fists, and is favored by dwarven light in the space it impacts and dim light in a 5 foot radius. A
foes of the tanar’ri. creature struck by this ammunition takes 1 radiant damage at
You have a +2 bonus to attack and damage rolls made with the start of each of its turns and can be detected more easily,
this magic weapon, and counts as a Sanctifed weapon. granting other creatures advantage on Wisdom (perception)
Once per day, the wielder can make a blinding strike checks made to see them and being revealed if invisible. The
against a demon. The wielder must declare they are using the phosphorous mixture burns for 1 minute or until a creature
blinding strike before making the attack roll; if the attack hits spends an action to remove or snuff out the alchemical
and the hammer ignores any resistances or immunities to solution, preventing it from being recovered once fired.
damage caused by the attack, and the demon is blinded
permantly. If the attack misses or the blinding strike is used RINGS
on a creature other than a demon, the blinding strike is
wasted. Ring of Healer's Heroism
Ring, uncommon (requires attunment by a spellcaster)
Radiant Defender When you use an action to restore hit points to a creature
Weapon (pike), rare (requires attunment) other than yourself while wearing this winged ring, you
This pike has a narrow shield covering its handle that can become infused with heroism. You gain temporary hit points
be rotated to protect the wielders grip. You gain a +1 bonus to equal to your spellcasting modifier, and until the end of your
attack and damage rolls made with this magic weapon. While next turn, you are immune to being frightened.
wearing this guarded pike, taking the Dodge action also gives
you a + 2 bonus to AC until the start of your next while
dodging. In addition, when you take the dodge action and a
creature misses you with a melee attack, you can use your
reaction to make a melee weapon attack with the pike against
that creature. If you hit, the attack deals an extra 1d8 radiant
damage. Once you use your reaction to make an attack in this
way, you lose the +2 bonus to your AC.
Knights Standard of Vigor
Weapon (pike), rare (requires attunment)
You gain a + 1 bonus to attack and damage rolls made with
this magic weapon. While wielding this brass pike, you Ring of Adamantine Touch
radiate health and vitality. You and other friendly creatures Ring, uncommon (requires attunment)
within 10 feet of you are considered proficient in saving When worn, this adamantine ring allows the wearer to
throws made to resist Poison. In addition, when an affected make melee weapon attacks and natural attacks as though
creature other than you regains hit points while in combat wielding an adamantine weapon.
from a spell or potion, you can use your reaction to heal that
ally for an additional 1d6+2 hit points. Ring of Solar Wings
You can concentrate on the weapons flag over a short rest Ring, very rare (requires attunment)
to change its design and color. This brilliant gold ring causes is inlaid with celestial script.
When the ring is put on, the wearer grows gleaming white
Bow of the Twilight Valkyrie wings (like those of a solar) and gains a fly speed of 150 feet.
Weapon (any bow), rare (requires attunement) The wings disappear if the ring is removed. If the ring is
This bow balances the positive and negative magics from removed while the wearer is in flight, the wearer floats to the
the upper and lower planes of existence. Once on each of ground as per a feather fall spell. If the wearer already has a
your turns when you take the Attack action, you can channel functional set of wings, the ring does not create new ones,
either positive or negative energy into one of your attacks. but the wearer may use the ring’s fly speed if it’s faster.
When you do, you take a -5 penalty to the attack roll. If you
channeled positive energy into the attack and hit, the target Ring of Vengeance
takes an extra 2d6 radiant damage, and the next attack roll Ring, rare (requires attunment)
made against it by a creature other than you before the start This gold ring glows softly when worn by a good-aligned
of your next turn has advantage. If you channeled negative creature. If the wearer of the ring dies, an arc of divine energy
energy into the attack, the target takes an extra 2d6 necrotic leaps from the ring and deals 15d6 points of damage to the
damage, and the next attack roll the target makes before the creature that dealt the killing blow. This damage can't be
end of your next turn has disadvantage. reduced or prevented in any way. The target of the attack can
make a DC 19 Dexterity save to only half damage. Once the
ring unleashes its energy, it turns to dust.
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WANDS Fists of the Guiding Star
Wonderous item, uncommon (requires attunment by a monk)
Wand of Stars Stars and celestial bodies glimmer through these hand
Wand, rare (requires attunment by a spellcaster) wrappings. While wearing these wraps over your hands, you
This antiquated dark blue wand is adorned with a glowing can use a bonus action to spend 1 ki point to cause small
star at its tip. When it's swung, small sparks of starlight drift motes of starlight to guide a creature you can see within 30
from its end. feet of you, giving it advantage on the next attack roll it makes
The wand has 7 charges for the following properties. It before the end of your next turn. If that creature's next attack
regains 1d6+1 expended charges daily at dawn. If you expend hits, the attack deals extra radiant damage equal to your
the last charge, roll a d20. On a 1 the wand shatters into Martial arts die + your Wisdom modifier (minimum of 1).
glittering dust and is destroyed. In addition, you can use your action to cast the light cantrip
Spells While you are holding the wand, you can use an while wearing these wraps.
action to expend some of its charges to cast one of the
following spells (Save DC 15) from it: Color Spray (1 charge
per spell level, up to 3), Daylight (3 charges), Hypnotic Pattern
(3 charges), Light ( no charges), magic missile (1 charge per
spell level up to 3), or presidigitation* (no charges).
Starlight Wayfinder While you can see stars in the sky
and holding this wand, you can use an action to call out a
cardinal direction and expend 1 of its charges. When you do,
stars in that direction appear brighter to you for 1 hour or
until you use the wand again to call out a new direction.
Celestial Sunrise
Potion, common or uncommon
The typical celestial sunrise, a common potion, is a
specialty alcoholic beverage that causes light to pour from
your mouth for 1 hour after you drink it. The light shines in a
cone from your mouth, casting bright light for 20 feet and
dim light for an additional 20 feet. The potion glows softly on
its own, even if no light is shining through it. The beverage is
rejuvenating and powerfully flavoured with pineapple, orange,
WONDROUS ITEMS and honey, with just a hint of pomegranate as an aftertaste.
Due to its magical nature, the alcohol within this potion
Life Tether Ankh affects a creature twice as much as the alcohol within a
Wonderous item, uncommon nonmagical beverage.
While wearing this necklace, you can choose to succeed on The following celestial sunrise is an uncommon variant
a death saving throw you would have otherwise failed (no with additional properties. it also tastes better.
action required). If you use this ankh in this way when When you drink this potion, you can see normally in
suffering two failed death saving throws, you instead gain one darkness, both magical and nonmagical, for 8 hours. In
success and one failure. Once the ankh has been used to addition, the light cast from your mouth due to the potion's
succeed on a death saving throw, it shatters and is destroyed. common effects increases, casting bright light out to 40 feet
and dim light an additional 40 feet instead.
Jotun's Jodhpurs
Wonderous item, rare
While wearing these pants, you count as one size smaller
when riding a nonhumanoid creature if you aren't wearing
heavy armour.
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Spellwoven Robes Incense of Consecration
Wonderous Item, Uncommon Wondrous item, uncommon
These robes are spun using unicorn hair and lined with When burned in a censer or thurible, the smoke from this
wool from a Nyx-Fleece Ram. While wearing these robes, you incense creates a consecrate effect in a 20-foot aura. For the
gain an additional way to calculate your AC. Your AC equals duration of the effect, the censer or thurible can be moved,
10 + your Spellcasting ability modifier. Whenever you cast a moving the area of the consecrate as well. The incense burns
spell of 1st level or higher you can have your AC equal 10 + for 6 hours, after which it loses all magical properties.
the spells level, this lasts until the start of your next turn,
additionally you can also change the apparent style color, and
apparent materials of the robe. Regardless of its appearance,
it is always a robe and its weight remains the same. Glowing
arcane glyphs appear on the robes fabric when you cast a
spell before fading away a moment later.
Bag of Sundrops
Wondrous item, uncommon
This small, colorful bag is filled with 1d6 + 4 golden,
marble-like orbs called sundrops that glow softly when held.
As an action, you can throw a sundrop at a point or object
within 30 feet. When you do, the orb explodes into a dazzling
pillar of light that lasts for 10 minutes. The pillar is a 5-foot-
radius, 40-foot-high cylinder of bright light centered on the
point where the sundrop shattered. The light is sunlight.
Retributive Amulet
Wondrous item, amulet, very rare (requires attunement)
This amulet provides a +2 bonus to AC. In addition, once
per day, when the wearer takes damage from a melee attack
made with a natural or hand-held weapon, the damage is
divided equally between the attacker and the target. If the
damage is an odd number, the extra point of damage goes to
the attacker.
The retributive amulet deals the same types of wounds
upon the attacker that the wearer receives, but only damage
to hit points. For example, a rogue who uses a poisoned
dagger to stab the amulet’s wearer would receive an identical
gash in the same spot as the wearer.
Starmantle Cloak
Knocking Boots Wondrous item, major tier, legendary (requires attunement)
Wondrous item, uncommon This draping black cloak turns into a sparkling mantle of
These steel-toed boots of dwarven make are adorned with tiny, cascading stars when worn.
an embossed key on the toe. As an action, you can kick an The cloak sheds bright light in a 20-foot radius and dim
object that contains a mundane or magical means of light for an additional 20 feet.
preventing access to cast knock on it. Once you use this You may spend your bonus action on your turn to have the
ability, the boots cannot be used again in this way until the cloak produce twinkling star light orbs to hover around you,
following dawn. untill the start of your next turn you are immune to the next
80 points non-magical damage, any nonmagical weapon or
Pegasus Quill missile that strikes the wearer and deals no damage caused
Wondrous item, uncommon by this effect is turn into harmless light, destroying it.
The feather adorning this quill was a gift from a mighty
pegasus and has a beautiful pearlescent shimmer. When you
write with this magic quill, the time it takes for you to write
something, such as copying a spell into a spellbook or
creating a spell scroll, is halved.
128
Trumpet of Healing You and any creature you designate when you use the
Wondrous item, major tier, rare (requires attunement by a shackles can use an action to remove them. The DC to slip
bard) out of the shackles is 28, but breaking them is nearly
2 lb. impossible, requiring a DC 40 Strength check.
This finely wrought trumpet plays beautifully in the hands
of any talented trumpeter. STAFFS
This horn has 3 charges, regaining all charges each dawn. Staff of the Four Seasons
You may use your action and expend a charge to cast one of Staff, very rare (requires attunement by a nature cleric, druid,
the following spells: oath of the ancients paladin, the archfey warlock, or sorcerer)
Heal (3 charges) This magical staff changes with the seasons. You can
Greater Restoration (2 charge) spend ten minutes concentrating on the staff to change it to a
Cure Wounds, 3rd level (2 charge) different season. It remains in this new form for the next 8
Protection from Poison (1 charge) hours before reverting to the current season again.
Mass Healing Word (1 charge) This staff can be wielded as a magic quarterstaff that
grants a +2 bonus to attack and damage rolls made with it. In
Evil creatures cannot benefit from these effects; in fact, addition, your melee attacks with the staff deal an extra 1d8
they hear nothing at all when the horn plays. The trumpeter cold (Winter), radiant (Spring), fire (Summer), or necrotic
cannot personally benefit from the trumpet’s healing powers. (Autumn) damage based on the season as long as there is at
least one charge remaining on the staff.
Shackles of Silence This staff has 8 charges. While holding it, you can expend
Wondrous item, major tier, rare 1 or more of its charges to cast one of the following spells
These wrought-iron manacles fit any Small to Large from it as an action (depending on the season) using your
creature. Any creature restrained by the shackles is under the spell attack modifier spell save DC:
effects of the Silence spell. However, if the creature bound by Winter. Ray of sickness (1 charge), darkvision (2 charges),
them escapes without opening them—by slipping out of the sleet storm (3 charges)
shackles or breaking them—the silence effect ends and the Spring. Guiding bolt (1 charge), moonbeam (2 charges),
shackles ring for 1 round, as the effect of an alarm spell’s plant growth (3 charges)
audible alarm. Summer. Burning hands (1 charge), spike growth (2
You and any creature you designate when you use the charges), fireball (3 charges)
shackles can use an action to remove them. Once every day, Autumn. Inflict wounds (1 charge), pass without trace (2
the bound creature can make a DC 30 Strength (Athletics) charges), vampiric touch (3 charges)
check. The staff regains 1d6 +2 expended charges daily at dawn.
If you expend the last charge, roll a d20. On a 1, the staff loses
Incense of Consecration all foliage and vitality, becoming a gnarled, nonmagical
Wondrous item, major tier, uncommon quarterstaff.
When burned in a censer or thurible, the smoke from this
incense creates a consecrate effect in a 20-foot aura. For the
duration of the effect, the censer or thurible can be moved,
moving the area of the consecrate as well. The incense burns
for 6 hours, after which it loses all magical properties.
Thurible of Consecration
Wondrous item, major tier, uncommon
Each of these golden censers is sacred to a particular deity
whose symbol appears on it. When a cleric of that deity burns
incense of consecration in the thurible and carries it, the
effects of the incense are increased as though an altar or
similar fixture were in the area of the consecrate spell,
doubling its effects. If a cleric of a different deity uses the
thurible, it has no special effect. These are needed for most
holy rituals.
Antimagic Shackles
Wondrous item, major tier, Very rare
These adamantine manacles fit any Small to Large
creature. Any creature restrained by the shackles is under the
effects of the Antimagic Field spell. However, if the creature
bound by them escapes without opening them—by slipping
out of the shackles or breaking them—the silence effect ends
and the shackles ring for 1 round, as the effect of an alarm
spell’s audible alarm.
129
A nongood keeper of the talisman takes 1 point of
MAJOR ARTIFACTS permanent Constitution drain each day the cup remains in
The following artifacts are ancient beyond reckoning, his custody. This drain cannot be restored by any means
surfacing periodically to help the servants of good overcome except a Wish spell. If the keeper’s Constitution drops to 0, he
the fell legions of evil. dies and turns into a deathless guardian bound to the
talisman. This ability score drain is cumulative with the drain
Cup and Talisman of Al’Akbar from the Cup of Al’Akbar (see above).
This pair of holy artifacts first appeared in the desert city of Resonating Effect (Cup and Talisman)
Khaibar shortly after a great devastation. Sultan Amhara of A creature wearing the talisman and holding the cup can cast
Khaibar sent agents to retrieve the cup and talisman after Resurrection three times per week. Casting the spell requires
they were stolen from a local temple by bandits. Fearing a only a 10-minute ritual during which a vial of holy water must
great invasion, the sultan concealed the artifacts in two be poured into the cup and poured over the remains of the
different areas of his palace, but they were found and stolen creature to be resurrected. The spell works only on nonevil
yet again. Their current whereabouts are unknown. creatures and ignores the usual material component cost.
Whenever the cup and talisman are shown at the same
time, all intelligent creatures viewing the artifacts except the
wielder must succeed on a DC 19 Wisdom save or be
overcome with greed and covetousness.
Affected creatures attack the possessor in an attempt to
steal the artifacts. Creatures friendly toward the possessor
gain a +4 bonus on their Wisdom save. The effect ends when
both artifacts are removed from the affected creature’s sight.
The Regalia of Good
The three mighty artifacts that comprise the Regalia of Good
were forged at the same time as the Regalia of Evil and for
the same purpose: for the use of a divine champion to oppose
the similarly equipped champions of the evil and neutral
deities. For long centuries, the deities of good held the items
of the regalia together in one god’s care, but they were stolen,
separated, and are now lost.
130
The Crown of Good Additionally, Once per day, you can cast heal. All spells are
This thin coronet of twisted mithral is elegant and slender, cast at 9th level and Intelligence is your spell casting
fashioned to look like rays of light surrounding the head of modifier.
the wearer. When a good creature puts on the crown, its head Resonating Effect (Two Items)
is indeed surrounded in a brilliant halo of light. While a single character possesses two items of the Regalia
While wearing and attuned to the crown you gain the of Good, they can be used as your spell casting focus, and you
following benifits: gain the benefits of the Gift of Faith, Nimbus of Light, and
The wearer gains immunity to lightning damage Holy Radiance feats.
A +4 bonus to Wisdom to a maximum of 24 As the character’s nature alters to reflect the celestial
A +4 to your AC energies that surround the regalia, you gain a +1 bonus on
You have advantage on saving throws against spells and saving throws against lightning, petrification, cold, acid, fire,
other magical effects. and poison. The character gains darkvision with a range of
You are constantly under the ffects of the Guidance spell, 60 feet.
and may cast it at will, Wisdom is your spell casting Finally, if the wielder casts a planar ally spell to call a
modifier. celestial, the creature serves for half the price it would
The wearer cannot speak any lies while wearing the normally charge, in goods or services (at the DM’s discretion).
crown Resonating Effect (Three Items)
Additionally, you can use the following spells three times While a single creature possesses all three items of the
per day each: heroes’ feast, sending, and commune. Once per Regalia of Good, while wearing and attuned to the crown you
day, you can cast globe of invulnerability. All spells are cast at gain the following benifits:
9th level and Wisdom is your spell casting modifier.
You gain a +4 bonus to Strength, Dexterity, and
The Scepter of Good Constitution to a maximum of 24.
This slender rod is made of mithral, wreathed in a pattern of Any weapon wielded by the creature becomes under the
intertwining leaves. effects of the holy weapon spell, dealing the extra damage
One end constantly glows and sheds bright light in a 20- only to evil creatures.
foot radius and dim light for an additional 20 feet. Whenever you or a friendly creature within 30 feet of you
While holding and attuned to the scpter you gain the must make a saving throw against Frightened, the
following benifits: creature gains a bonus to the saving throw equal to 4. You
must be conscious to grant this bonus.
The wearer gains immunity to the Charmed condition
A +4 bonus to Charisma to a maximum of 24 Nongood Characters: A nongood creature attempting to
You can use an action to present the scepter and use any of these items immediately takes 5d6 points of
command obedience from each creature of your choice damage and again at the start of each of their turns while
that you can see within 120 feet of you. Each target must holding the items, this damage can't be reduced or prevented
succeed on a Wisdom saving throw, DC 8 + proficancy + in any way.
your charisma modifier, or be charmed by you for 8 hours.
While charmed in this way, the creature regards you as its
trusted leader. If harmed by you or your companions, or
commanded to do something contrary to its nature, a
target ceases to be charmed in this way. The rod can't be
used again until the next dawn.
Additionally, you can use the following spells three times
per day each: flame strike, daylight, and sun beam. Once per
day, you can cast sunburst. All spells are cast at 9th level and
Charisma is your spell casting modifier.
The wielder of the scepter becomes increasingly unable to
refuse pleas for help, no matter how desperate the cause.
The Orb of Good
This 6-inch sphere is made of purest crystal, encased in a
filigree cage of polished mithral laurel leaves.
While holding and attuned to the scpter you gain the
following benifits:
A good wielder can use the Destroy Undead feature as a
14th-level cleric once per day.
A +4 bonus to Intelligence to a maximum of 24
While touching it, you can cast the Scrying spell without
failure or detection.
131
REDEEMING EVIL MAGIC IRREDEEMABLE EVIL ITEMS
Redeeming a suit of demon armor is one thing; dealing with
ITEMS the Hand of Vecna or the Wand of Orcus is another matter
Some magic items are forged in evil and carry its taint entirely. Even a talisman of ultimate evil is an item so
regardless of who wears them or to what purpose they are suffused with evil power that the evil cannot be cast out from
put. Demon armor, unholy weapons, a nine lives stealer, a rod the item. Evil artifacts, like most evil outsiders, are beyond
of the viper, a darkskull—these items and many others are redemption. The best option for a good character who
evil, they work only for evil characters, and often they actively discovers an evil artifact is to seek its destruction.
bring harm to good characters who try to use them. As such, Wish has a 1% chance to destroy any major artifact, though
they present a special challenge to a good character: she can’t at great risk to the caster, for if the caster tries to cast wish
use them, and selling them would mean putting them into the this way, they must pass a DC 30 Wisdom save or
hands of a potential enemy. What, then, is Alhandra to do permanently lose all spellcasting abilities, though there is no
with her foe’s demon armor? chance to lose Wish by using it this way.
Though it is extremely difficult to accomplish, a character As a variant rule, the DM can decide that a good character
who is devoted to good can sometimes redeem an evil magic in a consecrated or hallowed location gains a +4 bonus on
item, turning its power to holiness. Like creating a magic their Wisdom save to avoid the devastating consequences of
item from scratch, redeeming an evil item requires the destroying an evil artifact by this means. Destroying artifacts
appropriate item creation feat, time, spells, and experience is a dangerous business, and it is 95% likely to attract the
points, but it does not require gold. attention of some powerful being or beings who has an
The first step toward redeeming an evil item is to interest in or connection with the device.
temporarily suppress its magical properties with dispel Every artifact has its own specific means of destruction as
magic. Redemption cannot proceed until the evil magic is well. The Dungeon Master’s Guide suggests some possible
suppressed. Thereafter, the process of redemption is very means. Others might include:
similar to the process of creating a magic item from scratch. Enclose the artifact in a voidstone on the Negative Energy
The redeemer must spend 8 hours per day in prayer or Plane.
meditation with the item, must cast any prerequisite spells Impale it on an icicle in the Ice Wastes, the 23rd layer of
for the redemption, and must spend 1 day per 1,000 gp of the the Abyss.
redeemed item’s base price. The only cost to the character, Dissolve it in a pool of poison in Smargard, the 74th layer
besides time, is gold equal to 1/25 of the redeemed item’s of the Abyss.
base price. Grind it to dust in the clockwork gears of Mechanus.
Redeemed Demon Armor: When it is redeemed, the very Expose it to the radiance of the Illuminated Heaven, the
shape of demon armor shifts so that its visage, while still pinnacle of Celestia.
bestial, appears more like a snarling hound or warden Crush it between the two layers of Bytopia.
archon, or perhaps a guardinal. It remains as +1 plate Cause a dead god to ingest it.
armour, and still allows the wearer to make claw attacks. Use it to wound a specific deity.
These attacks deal 1d10 slashing damage, strike as +1 Release the soul of every creature consumed by the
weapons, and lets the target understand and speak Celestial artifact.
instead of abyssal. The armor bestows two level of exhaustion Resurrect every creature ever slain by it.
on any nongood creature wearing it, rather than affecting Suspend it in a fountain of flowing soulstuff.
nonevil creatures Allow a soulmarauder to consume it.
Redeemed Nine Lives Stealer: If the sword is redeemed Fill it with the grateful tears of 1,000 mothers whose dead
while it still has the ability to steal life, it becomes a +1 children have returned to life.
Sanctifed longsword. Otherwise, it becomes a +2 longsword
with no special qualities The powers of good smile upon those who rid the world of
Redeemed staff of the Viper: A redeemed staff of the great evil by destroying an evil major artifact. A party of good
viper becomes a staff of the python characters who destroys an evil artifact can request a Wish
Redeemed Robe of the Archmagi: A black robe of the spell at no cost.
archmagi can be transformed into a white one
Redeemed Scorpion Armor The armours curse is
removed and instead grants the wearer immunity to poison
damage
Redeemed Bag of Devouring The bag turns into a Bag of
Holding
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Celestial Paragons
T
he archons, guardinals, and eladrins have their Channel Celestial Paragon
rulers, leaders, and exemplars on the celestial Conjuration
planes where good holds sway. These celestial Casting Time: 10 minutes
paragons share much in common with each Range: 30 feet
other and also bear certain similarities to their Components: V, S, M, Abstinence (50,000 gp, one major
archfiend counterparts on the Lower Planes. artifact of good)
At the same time, each is a unique being Duration: 1 hour
blessed with powers and abilities that relate directly to that
paragon’s area of interest and expertise. Raziel and Pistis When 3 - 5 creatures start the casting of this spell, at least
Sophia are both archon lords, but their nature and abilities one must expend a 9th level spell slot and becomes the
are radically different, as Raziel is the champion of paladins casting conduit.
and Pistis Sophia is the exemplar of monks. While angels The casting conduit must pass a DC 30 spell casting check,
such as solars and planetars number among the most they gain a +5 on the check for each creature taking part in
powerful celestial servants of good deities, the celestial the casting of the spell that also expend a 9th level slot for the
paragons function independently of the deities, standing as spell. If they succeed on the check then at the end of the
powers in their own right. They have their own followers and casting they summon a Paragon within range of the spell for
agents. They pursue their own agendas, which may or may the duration of the spell.
not coincide with the goals of deities of like alignment. Short Abstinence Component: You and each willing participant
of deities, they are the most powerful creatures of good in must abstain from food, intoxicants and stimulants for one
existence. They also supremely embody what it means to be week before casting this spell. You and each willing
good. participant must not be the subject of any other spell at the
time you cast this spell. You and each willing participant must
CELESTIAL PARAGONS IN YOUR not be suffering from any ability drain, or hit point drain at
GAME the time you cast this spell, including the effects of any
previously cast sanctified spell.
D&D, and certainly the Book of Exalted Deeds, assumes that
the player characters are the heroes, opposed to the forces of CELESTIAL PARAGONS AND
evil. Given that premise, the celestial paragons present CLERICS
problems that the archfiends of the Book of Vile Darkness do
not—specifically, how to introduce these powerful paragons Unlike the rulers of the Lower Planes, the mighty celestials
of good into your campaign without overshadowing the player that govern the Upper Planes do not desire worship. Their
characters, at least before the PCs reach truly epic levels. purpose, they protest, is to encourage goodness and point
Celestial paragons act as patrons for orders and mortals toward the deities of good. They do not tolerate cults
organizations such as the Fists of Raziel and the Champions organized in their names and have no ability to grant spells
of Gwynharwyf. These organizations might act, in turn, as directly to mortals.
patrons for player characters adventures or, at some point, That said, all of the celestial paragons are patrons of
recruit them as members, creating opportunities for the PCs organizations or even specific individuals they have chosen to
to adopt some of these subclasses. carry their ideals forward in the mortal realms. Raziel, for
As the PCs advance in levels, they might find themselves example, is the patron archon of paladins, and the Fists of
entangled in the plots and corruption of the archfiend cults Raziel is an organization formed in the archon’s name that
described in the Book of Vile Darkness. The end of the brings together paladins of all faiths, whether they worship
chapter describes several planar allies that the PCs can Heironeous, Pelor, Moradin, Yondalla, Bahamut, or some
summon or befriend. Each of these emissaries of good other good deity, or even no deity at all.
belongs to an order tied to a celestial paragon. In this role as patron of organizations and individuals, the
celestial paragons sometimes petition good-aligned deities to
CHANNELING A CELESTIAL PARAGON grant particular spells and domains to their followers. For
In a high-level or epic-level campaign, a player character can this reason, each paragon’s description in this chapter details
effectively become a celestial paragon. Channel celestial the domains commonly chosen by clerics of the celestial
paragon is an epic spell, available to epic-level spellcasters (as orders. While they cherish the orders that serve them, the
detailed in the Epic Level Handbook). Epic-level characters celestial paragons are careful to remind their followers (and
might research and use this spell if they need to confront an sometimes themselves) that they are not deities. To do
archfiend. As an alternative, you might allow characters who otherwise would be to succumb to the sin of pride.
have not quite attained epic levels (perhaps at 18th level or In the interests of a balanced universe, if you have decided
so) to gain the same effect by completing a series of arduous that the archdevils and demon lords are actually deities with
quests). divine ranks , it is probably best to grant the same status to
Players may come together or perhaps a group of powerful the celestial paragons. Even with a divine rank, the celestial
casters seek to bring forth a paragon to battle the big bad of a paragons remain the humblest of demigods, still pointing
campagin. They can do this by casting a Channel Celestial mortals toward the worship of the real deities of the
Paragon spell. campaign rather than accepting cults in their own honor.
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THE UPPER PLANES Bytopia is also called the twin paradises, for its two layers
face each other like two palms held together in prayer, one a
The Upper Planes are the home of all that is good, the Outer pastoral landscape and the other an untamed wilderness. In
Planes on which righteousness and justice flourish. On these addition to attendant archons and guardinals, celestial
planes, the lawful good archons, neutral good guardinals, animals and the souls of mortal gnomes inhabit Bytopia.
chaotic good eladrins, and angels (devas, planetars, and Elysium is the plane of ultimate good, untainted by either
solars) make their homes. The souls of the righteous journey law or chaos. Elysium’s brilliant beauty and vibrant sense of
to the Upper Planes when their earthly sojourn is over, there life entice visitors to remain forever, enjoying such joy and
to live eternal lives of blessed fulfillment in reward for their contentment that they never desire to leave. All types of
virtue on earth. The deities of good, the highest embodiment celestials enjoy the blessings of Elysium, but it is the home
of righteousness, dwell on these planes as well. plane of the guardinals.
In the D&D cosmology, the Upper Planes include Arcadia, The Beastlands is a plane of nature unbound, filled with
Celestia, Bytopia, Elysium, the Beastlands, Arborea, and wild forests, teeming swamps, and arid—but not lifeless—
Ysgard. The River Oceanus flows from Elysium, across the deserts. The majority of the plane’s inhabitants, as its name
Beastlands, to Arborea, providing an interplanar link among suggests, are celestial animals gifted with at least a modicum
some of the Upper Planes. Magic portals connect the others, of intelligence, eternally living out the dance of predator and
as well as allowing access to the remaining multitude of prey. They are joined by some of the wilder guardinals as well
planes. as eladrins, angels, and lillends.
Arcadia is a place of perfect law tempered only slightly with Arborea is a lush and verdant plane of vibrant energy and
good. It embodies perfection and harmony, with orchards of constant anticipation. Its weather is as unpredictable as its
perfectly lined trees, straight streams and orderly fields, inhabitants, which include elven spirits as well as eladrins,
chiseled mountains and geometric cities. Archons, angels, angels, lillends, and fey creatures.
planetouched aasimar, and mortals dwell here, alongside Ysgard lies between Arborea and the unceasing chaos of
peaceful animals and hive-dwelling insects. Some formians Limbo, an epic plane where the spirits of fallen warriors
live here as well. wage eternal battle on the fields of glory. Bariaurs, eladrins,
Celestia is a single sacred mountain rising from a sea of and a few devas live here as well.
holy water—the absolute realization of law and good. Its As with the evil planes, you can create your own cosmology
inhabitants, primarily archons and angels, strive toward the of the good planes. You might prefer not to deal with the in-
ideal of perfection embodied in the plane, ascending from between planes of Arcadia, Bytopia, the Beastlands, and
one layer to the next as they better themselves, hoping to one Ysgard, sticking with the planes that directly correlate to
day reach the peak of the Illuminated Heaven. The mystery of alignments. Conversely, you could have just a single plane of
this highest heaven is shrouded in impenetrable light and good, called Heaven, where archons, guardinals, eladrins, and
glory. angels coexist with little distinction among them (perhaps
they are all called angels).
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Both Manual of the Planes and Deities and Demigods offer THE CELESTIAL HEBDOMAD
examples of alternative cosmologies to the standard D&D
cosmology just described. Celestials might dwell in certain In the days of creation, when the multiverse still quaked with
regions of the Spirit World (described in Manual of the the aftershocks of birth, the Seven Mounting Heavens of
Planes and Oriental Adventures), places that correspond to Celestia awaited the mortal souls who would protect and
holy sites in the material world. guide the plane as the first archons. Seven blessed martyrs
In either the Myriad Planes cosmology or the Winding who had sacrificed themselves to the cause of law and
Road cosmology (both detailed in Manual of the Planes), goodness emerged upon the young plane with powerful and
there could be many Heavens, each with unique traits and unique forms—a mandate from Celestia itself that these
inhabitants and its own leaning toward law or chaos. It is beings would serve the Seven Heavens as their immortal
possible that angels could originate in a different Heaven rulers.
than the other celestial types in such a cosmology, rather The seven martyrs, or their successors, together form the
than sharing the same planar homes as archons, guardinals, Celestial Hebdomad, the ruling council of Heaven. Similar to
and eladrins. Likewise, lillends might come from a different the strict hierarchy that rules the Nine Hells, the Hebdomad
chaotic Heaven than eladrins. In the Orrery cosmology, there governs the affairs of their home plane, supervising the
is a lawful good plane (the Golden Halls) and a chaotic good archons beneath them, marshalling the celestial armies when
plane (God’s Choice), but no neutral good plane, so the necessary, and leading troops to war against the forces of evil
guardinals and their rulers might not exist in this cosmology. when Zaphkiel, their head, so commands.
In stark contrast to the archdevils of Hell, the seven
LAW AND CHAOS IN THE HEAVENS paragons of Celestia (sometimes referred to as “tome
How celestials define, understand, and embody the concept archons” by scholars from the Material Plane) are utterly
of good varies from one to the next. While an archon’s without jealousy, envy, or pride. Plotting and infighting are
understanding is shaped by her adherence to the principles unimaginable within their ranks, and never have the armies
of law, an eladrin’s is equally shaped by his chaotic viewpoint. of one celestial paragon marched upon the fortresses of
The guardinals may claim to represent pure good untainted another.
by concerns of law and chaos, but many would argue that Like Asmodeus in the deepest Hell, Zaphkiel is an ancient
their very commitment to neutrality undermines their ruler shrouded in mystery. He is wrapped in radiant light and
goodness. bathed in holy power, as though a living extension of the
Many celestials are fond of debating these issues with each heaven he rules. He is the only one of the original seven
other, sometimes with anyone who will argue with them. In martyrs who remains in his position in Celestia—his original
stark contrast to the fiends of the Lower Planes, however, six fellows have all perished in the eons since their
these philosophical differences among the celestials never establishment. As one of the Hebdomad falls, however,
erupt into bloodshed. Corrupt hierarchs in good-aligned another archon somewhere in Celestia rises to take its place,
churches on the Material Plane have been known to paint instantly assuming the form, rank, and power of the fallen
vivid portraits of a “war in the heavens” between the forces of one. Most scholars believe that Zaphkiel alone can promote
law and chaos, primarily as a means to justify their own “holy another archon to the Hebdomad, which may account, along
warfare” against other good faiths. The celestials, along with with the exalted nature of the archons, for the complete
the deities of good, recognize these inventions as peace and harmony that prevails among the ruling council
manifestations of the taint of evil among their followers.
Slaughtering good creatures, even under the guise of a “just
war,” is never a good act, and it is unthinkable to celestials
who remain untainted by the lure of evil.
As devoted as they are to law, the archons of Celestia are
far better able to countenance the chaos of the eladrins than
they are able to stomach the evil of the Hell’s devils. When
there has been real war in the heavens—and it has happened
—it has been because of fallen celestials who eventually leave
the Upper Planes entirely to find new homes on the planes of
evil.
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Barachiel, The Messenger Barachiel, The
Barachiel (pronounced: bah-RAY-kee-ehl), the Messenger, was
a member of the Celestial Hebdomad and ruler of Lunia, the
Silver Heaven of Mount Celestia. His symbol was the lion. He
Messenger
Huge celestial (Archon, Hebdomad), Lawful Good
was also the herald of the Hebdomad, the leader of Celestia's
defenses, the leader of the trumpet archons, and a patron of Armor Class 23 (natural Armour)
mortal heralds. Hit Points 574 (41d12 + 287)
Barachiel was a regal tome archon standing nine feet Speed 40 ft., fly 150 ft.
(three meters) tall. Sexless, but with masculine features, he
had impressive, silver-feathered wings above his shoulders. STR DEX CON INT WIS CHA
His skin was silver, and his eyes were dark purple.
Barachiel clothed himself in a long violet robe speckled 27 30 25 24 22 30
with glowing stars. (+8) (+10) (+7) (+7) (+6) (+10)
Barachiel rarely had much to do in his role as defender of
the Seven Heavens. As herald of the Hebdomad he would Saving Throws Dex +19, Con +16, Wis +15, Cha
direct the trumpet archons in delivering messages. He was +19
also tasked with seeing to the spread of law and goodness on Skills Diplomacy +17, Investigation +19, Perception
the Material Plane. On occasion, he might even deliver +17
messages to the Material Plane himself, if the message was Damage Resistances radiant, thunder
important enough to warrant such a powerful messenger. Damage Immunities lightning, poison; bludgeoning,
piercing, and slashing from nonmagical attacks
In the Realms, some lawful good clerics dedicated Condition Immunities blinded, charmed, deafened,
themselves to Barachiel's cause. While he could not grant exhaustion, frightened, incapacitated, petrified,
spells directly, he would petition their patron deity to grant poisoned, stunned, unconscious
them access to unique spells and enhanced skills at Senses truesight 240 ft., passive Perception 27
intimidation and diplomacy. Languages All, telepathy 500 ft.
One of Barachiel's champions was Ziamiral, a sword Challenge 30 (155,000 XP)
archon who served as commander of one of Barachiel's
standing celestial armies. Legendary Resistance (3/Day). If Barachiel fails a
saving throw, it can choose to succeed instead.
Aura of Menace. The first time an enemy comes
within 60 feet of a hebdomad or starts its turn in
that radius, it must make a Wisdom check (DC 27)
or become frightened of the hebdomad for 1
minute. The enemy may make an additional saving
throw whenever it takes damage, ending the effect
on a success. Attack roles against a frightened
enemy have advantage.
Indelible Imprint. When a hebdomad drops to 0 hit
points, its body is destroyed but its essence travels
back to its domain, and is unable to take physical
form for a time. When one of the Celestial
Hebdomad is slain, the dying paragon releases holy
energy to brand its murderer for all time. The
instant the paragon dies, all creatures within 100
feet who have dealt damage to the paragon within
the past day must make a Wisdom save (DC 27).
Those that succeed suffer no ill effects. Creatures
that fail receive an unsightly rune upon their faces
that instantly identifies them to any lawful good
outsider as a murderer of a member of the
Hebdomad. The mark may be removed with a Wish
spell if the caster succeeds on a DC 27 spellcasting
check.
Celestial Weapons. A hebdomad’s weapon attacks
are treated as +2 magical weapons. In addition,
when a hebdomad hits with any weapon attack, the
weapon does an extra 21 (6d6) radiant damage,
included in the attack.
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Innate Spellcasting. Barachiel's spellcasting ability is The creature can wait until after it rolls the d20
Charisma (spell save DC 27). Barachiel can innately before deciding to use the Bardic Inspiration die,
cast the following spells, requiring no material but must decide before the DM says whether the
components: roll succeeds or fails. Once the Bardic Inspiration
At will: aid, banishment, continual flame, cure die is rolled, it is lost. A creature can have only one
wounds, detect evil and good, dispel magic, Bardic Inspiration die at a time.
teleport, tongues, witch bolt (6th level), wrathful
smite (no concentration) Celestial Lightning (recharge 5-6). The hebdomad
3/day each: bless, greater restoration, protection casts lightning from its hand that arcs to a target
from evil and good, teleport, banishing smite, within 180 feet. The bolt continues to jump to
lightning bolt (9th level) additional targets within 80 feet of each previous
1/day each: banishing smite, blade barrier, target, making up to 4 four jumps (a total of 5
resurrection, chain lightning (9th level), divine word targets) or until there is no target within range.
Each target can only be struck once and must make
Limited Magic Immunity. Unless Barachiel wishes to a DC 23 Dexterity saving throw, taking 44 (8d10)
be affected, he is immune to spells of 3rd level or lightning damage on a failure or half as much
lower, and it has advantage on all other spells and damage on a success; or, the hebdomad can
magical effects. choose for a creature to pass, it regains 44 (8d10)
hit points (no save required).
Divine Awareness. Barachiel knows if it hears a lie.
Cast Thee Out. Anywhere on Mount Celestia, any Reactions
creature has disadvantage on saves against any Cutting Words When a creature that Barachiel can
banishing spell or attack made by Barachiel. On see within 60 feet of him makes an attack roll, an
Lunia, Barachiel’s divine word spell’s banishing ability check, or a damage roll, he can use his
effect works on creatures of any type he chooses. reaction to roll a d20 and subtracting the number
Any nonlawfully good creature that Barachiel rolled from the creature's roll. He can choose to
banished from Mount Celestia that returns and is use this feature after the creature makes its roll, but
banished again is sent to Carcini instead of its before the DM determines whether the attack roll
home plane or a demiplane. or ability check succeeds or fails, or before the
Joyful Noise. Joyful Noise is +3 longsword artifact creature deals its damage. The creature is immune
(included in the attack). A lawfully good creature if it can't hear Barachiel or if it's immune to being
attuned to it can use their bonus action to change charmed.
it to a horn of blasting (or back to a sword, there is
no chance of explosion). Once per long rest, after Legendary Actions
the horn is turned back into a sword, the next time
Joyful Noise strikes a creature, the creature takes an Barachiel can take 3 legendary actions, choosing
additional 55 (10d10) lighting damage and is from the options below. Only one legendary action
unable to use a bonus action until the end of the option can be used at a time and only at the end of
encounter. another creature’s turn. Barachiel regains spent
legendary actions at the start of its turn.
Actions Cast a Spell. Barachiel casts a spell.
Multiattack. Barachiel makes three joyful noise Sunbeam. Barachiel generates a beam of energy in a
attacks. 120 foot line that is 5 feet wide. Each creature that
Joyful Noise. Melee Weapon Attack: +22 to hit, is in the line must make a DC 27 constitution
reach 10 ft., one target. Hit: 35 (4d10 + 13) savings throw, taking 54 (12d8) radiant damage on
slashing damage plus 7 (2d6) lightning and 21 a failed save and half as much on a successful save.
(6d6) radiant damage and the target fears Bachiel Undead and oozes have disadvantage on the saving
(DC 27 wisdom save) for 1 minute. throw.
Cloud of Witnesses (1/day). Barachiel magically Trumpet of Celestia. Barachiel changes Joyful Noise
summons (100% chance of success) 1d6 trumpet into a horn of blasting (if it is not already) and
archons or (50% chance of success) another makes an attack with it. Each creature within a 60
member of the Hebdomad. foot cone must make a DC 27 Constitution saving
throw, taking 21 (6d6) thunder damage and be
Word of Joy (4/day). Barachiel can use a bonus deafened for 1 minute on a failure, and half as
action on his turn to choose one creature other much damage on a success.
than himself within 60 feet of him who can hear
him. That creature gains one Bardic Inspiration die, Cutting Word (costs 2 actions). Barachiel changes
a d20. Joyful Noise into a sword (if it is not already) and
Once within the next 10 minutes, the creature can makes a joyful noise attack.
roll the die and add the number rolled to one ability
check, attack roll, or saving throw it makes.
137
Domiel, The Mercy- Domiel, The Mercy-
Bringer Bringer
Domiel (pronounced: DOH-mee-ehl), the Mercy-Bringer, was Huge celestial (Archon, Hebdomad), Lawful Good
a member of the Celestial Hebdomad and ruler of Mercuria,
the Golden Heaven of Mount Celestia. His symbol was the ox. Armor Class 23 (natural Armour)
Domiel was a muscular tome archon standing twelve feet Hit Points 714 (51d12 + 357)
(3.7 meters) tall. He had massive, golden-feathered wings. His Speed 40 ft., fly 150 ft.
skin and eyes were also gold, but he had black hair. His eyes
glowed like suns.
Domiel was sexless but had handsome masculine features. STR DEX CON INT WIS CHA
He never wore armor and went bare-chested. 26 (+8) 28 (+9) 24 (+7) 22 (+6) 24 (+7) 27 (+8)
Domiel was a sworn enemy to evil tyrants. As defender and
ruler of Mercuria, he also swore an oath to protect its great Saving Throws Dex +19, Con +16, Wis +15, Cha
mausoleums. +19
In the Realms, some lawful good clerics dedicated Skills Athletics +18, Perception +17, Stealth +19
themselves to Domiel's cause. While he could not grant spells Damage Resistances radiant, necrotic
directly, he would petition their patron deity to grant them Damage Immunities lightning, poison; bludgeoning,
access to unique spells and an ability to smite evil foes with piercing, and slashing from nonmagical attacks
greater force. Condition Immunities blinded, charmed, deafened,
One of Domiel's champions was Thraemeus, a hound exhaustion, frightened, incapacitated, petrified,
archon who favored archery. poisoned, stunned, unconscious
Domiel became one of the seven tome archons sometime Senses truesight 240 ft., passive Perception 27
after 1357 DR, using one of the dating schemes of the Prime. Languages All, telepathy 500 ft.
It is not known whether his predecessor, Terxyx, was Challenge 30 (155,000 XP)
destroyed by powerful forces of evil or promoted to another
state as an aasimon. Legendary Resistance (3/Day). If Domiel fails a
saving throw, it can choose to succeed instead.
Aura of Menace. The first time an enemy comes
within 60 feet of a hebdomad or starts its turn in
that radius, it must make a Wisdom check (DC 25)
or become frightened of the hebdomad for 1
minute. The enemy may make an additional saving
throw whenever it takes damage, ending the effect
on a success. Attack roles against a frightened
enemy have advantage.
Indelible Imprint. When a hebdomad drops to 0 hit
points, its body is destroyed but its essence travels
back to its domain, and is unable to take physical
form for a time. When one of the Celestial
Hebdomad is slain, the dying paragon releases holy
energy to brand its murderer for all time. The
instant the paragon dies, all creatures within 100
feet who have dealt damage to the paragon within
the past day must make a Wisdom save (DC 25).
Those that succeed suffer no ill effects. Creatures
that fail receive an unsightly rune upon their faces
that instantly identifies them to any lawful good
outsider as a murderer of a member of the
Hebdomad. The mark may be removed with a Wish
spell if the caster succeeds on a DC 27 spellcasting
check.
Celestial Weapons. A hebdomad’s weapon attacks
are treated as +2 magical weapons. In addition,
when a hebdomad hits with any weapon attack, the
weapon does an extra 21 (6d6) radiant damage,
included in the attack.
138
Innate Spellcasting. Domiel's spellcasting ability is Vision of Heaven Upon hearing the words by
Charisma (spell save DC 25). Domiel can innately Domiel, one evil subject within 60 feet sees a short
cast the following spells, requiring no material vision of joyous Mount Celestia and is overcome by
components: a temporary sense of regret at thier own deeds. So
At will: aid, banishment, continual flame, cure strong were such feelings that the weak-willed
wounds, detect evil and good, dispel magic, would be dazed for several seconds. While the
teleport, tongues, branding smite (no dazing effect was brief, for the next day, they were
concentration), gentle repose, death ward more susceptible to repentance and redemption.
3/day each: bless, greater restoration, protection
from evil and good, teleport, greater invisibility, Celestial Lightning (recharge 5-6). The hebdomad
moonbeam (8th level, can use bonus action to casts lightning from its hand that arcs to a target
move) within 180 feet. The bolt continues to jump to
1/day each: banishing smite, blade barrier, additional targets within 80 feet of each previous
resurrection, holy aura, remove curse target, making up to 4 four jumps (a total of 5
targets) or until there is no target within range.
Limited Magic Immunity. Unless Domiel wishes to Each target can only be struck once and must make
be affected, he is immune to spells of 3rd level or a DC 24 Dexterity saving throw, taking 44 (8d10)
lower, and it has advantage on all other spells and lightning damage on a failure or half as much
magical effects. damage on a success; or, the hebdomad can
choose for a creature to pass, it regains 44 (8d10)
Divine Awareness. Domiel knows if it hears a lie. hit points (no save required).
Avenger of Innocence. If Domiel has advantage
against an enemy, his attacks ignore any resistances Reactions
the target has. Masterful Parry Domiel adds 5 to his AC against one
Release from Darkness. Release from Darkness is +3 melee attack that would hit him. He them makes a
longsword artifact (included in the attack). A release from darkness attack, if it hits the target is
lawfully good creature attuned to it can use their immediatly disarmed and their weapon is thrown
bonus action to cast the spell Blinding Smite once 20ft away.
per long rest. After the spell is activated, the next
time Release from Darkness strikes an opponent it Legendary Actions
does an extra 55 (10d10) radiant damage; if this
damage reduces an undead creature’s hit points to Domiel can take 3 legendary actions, choosing
less than 50, the creature is destroyed and is from the options below. Only one legendary action
subject to a true resurrection spell. option can be used at a time and only at the end of
another creature’s turn. Domiel regains spent
Actions legendary actions at the start of its turn.
Multiattack. Domiel and makes three Release from Cast a Spell. Domiel casts a spell.
Darkness attacks. Sunbeam. Domiel generates a beam of energy in a
Release from Darkness. Melee Weapon Attack: +21 120 foot line that is 5 feet wide. Each creature that
to hit, reach 10 ft., one target. Hit: 35 (4d10 + 12) is in the line must make a DC 25 Constitution
slashing damage plus 7 (2d6) fire and 21 (6d6) savings throw, taking 54 (12d8) radiant damage on
radiant damage and the target cannot become a failed save and half as much on a successful save.
invisible or teleport for 1 minute. Undead and oozes have disadvantage on the saving
throw.
Golden Summon (1/day). Domiel magically
summons (100% chance of success) 1d12 hound Make an Attack. Domiel makes a release from
archons or (50% chance of success) a member of darkness attack.
the Hebdomad. Turn Undead. Domiel uses Destroy Undead as if he
Word of Comfort (4/day). All of Domiel’s allies was a 17th level cleric.
within 60 feet are freed from any Frightened or
madness effect, such as that caused by exposure to
demon lords. This also acts as a 9th level dispel
magic on magic jar. Domiel and any lawfully good
allies in the area are also effected by a protection
from poison & lesser restoration spell.
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Erathaol, The Seer
Erathaol (pronounced: eh-rah-THAY-ohl), the Seer, was a Erathaol, The Seer
member of the Celestial Hebdomad and ruler of Venya, the Huge celestial (Archon, Hebdomad), Lawful Good
Pearly Heaven of Mount Celestia. His symbol was a dragon. Armor Class 23 (natural Armour)
Erathaol was a patron of seers and prophets and a great Hit Points 525 (35d12 + 280)
prophet himself, predicting events before their occurrence in Speed 40 ft., fly 150 ft.
the planes.
This being appears as an 8-foot-tall androgynous human
with subtle masculine traits, white-feathered wings, pearly STR DEX CON INT WIS CHA
skin, and golden hair. He carries a beautiful and ornate 28 (+9) 22 (+6) 26 (+8) 30 (+10) 26 (+8) 26 (+8)
quarterstaff, one end wreathed in flames, the other end
coated with frost. His rich blue robes are adorned with Saving Throws Dex +15, Con +17, Wis +17, Cha
arcane symbols stitched with silver thread and sewn with +17
pearls. He looks both regal and wise. Skills Diplomacy +17, History +28, Perception +17
Erathaol rules Venya, the Pearly Heaven and the third of Damage Resistances radiant, cold
Celestia’s layers. A patron of prophets and seers, Erathaol Damage Immunities lightning, poison; bludgeoning,
forecasts planar events before they unfold and watches over piercing, and slashing from nonmagical attacks
children destined for greatness. He also oversees a vast Condition Immunities blinded, charmed, deafened,
library that includes thousands of historical codices, written exhaustion, frightened, incapacitated, petrified,
laws, and celestial canticles. poisoned, stunned, unconscious
Erathaol watches the universe unfold from Xiranthador, an Senses truesight 240 ft., passive Perception 27
undersea library-fortress made of colossal seashells set with Languages All, telepathy 500 ft.
ornate mother-of-pearl mosaics. The fortress holds more Challenge 30 (155,000 XP)
books and scrolls than can be read in one thousand lifetimes.
One of Erathaol's champions was Olythartu, an aasimar Legendary Resistance (3/Day). If Erathaol fails a
woman whom the Seer foresaw as fated for amazing things. saving throw, it can choose to succeed instead.
For many years, he appeared to her in disguise and taught Aura of Menace. The first time an enemy comes
her before one day finally revealing his true nature to her. within 60 feet of a hebdomad or starts its turn in
that radius, it must make a Wisdom check (DC 25)
or become frightened of the hebdomad for 1
minute. The enemy may make an additional saving
throw whenever it takes damage, ending the effect
on a success. Attack roles against a frightened
enemy have advantage.
Indelible Imprint. When a hebdomad drops to 0 hit
points, its body is destroyed but its essence travels
back to its domain, and is unable to take physical
form for a time. When one of the Celestial
Hebdomad is slain, the dying paragon releases holy
energy to brand its murderer for all time. The
instant the paragon dies, all creatures within 100
feet who have dealt damage to the paragon within
the past day must make a Wisdom save (DC 25).
Those that succeed suffer no ill effects. Creatures
that fail receive an unsightly rune upon their faces
that instantly identifies them to any lawful good
outsider as a murderer of a member of the
Hebdomad. The mark may be removed with a Wish
spell if the caster succeeds on a DC 27 spellcasting
check.
Celestial Weapons. A hebdomad’s weapon attacks
are treated as +2 magical weapons. In addition,
when a hebdomad hits with any weapon attack, the
weapon does an extra 21 (6d6) radiant damage,
included in the attack.
140
Innate Spellcasting. Erathaol's spellcasting ability is Turn Undead Erathaol can use the clerics Destroy
Charisma (spell save DC 25). Erathaol can innately Undead feature as if he was a 17th level Cleric.
cast the following spells, requiring no material After he uses this effect each undead turned by this
components: effect take 15 (4d6) radiant damage.
At will: aid, banishment, continual flame, cure
wounds, detect evil and good, dispel magic, Celestial Lightning (recharge 5-6). The hebdomad
tongues, blinding smite (no concentration), guiding casts lightning from its hand that arcs to a target
bolt (8th level), legend lore within 180 feet. The bolt continues to jump to
3/day each: bless, greater restoration, protection additional targets within 80 feet of each previous
from evil and good, teleport, cone of cold (8th target, making up to 4 four jumps (a total of 5
level), ice storm (8th level) targets) or until there is no target within range.
1/day each: banishing smite, blade barrier, Each target can only be struck once and must make
resurrection, insect plague (8th level, does radiant a DC 25 Dexterity saving throw, taking 44 (8d10)
damage instead of piercing), Otiluke's Freezing lightning damage on a failure or half as much
Sphere (8th level) damage on a success; or, the hebdomad can
choose for a creature to pass, it regains 44 (8d10)
Limited Magic Immunity. Unless Erathaol wishes to hit points (no save required).
be affected, it is immune to spells of 3rd level or
lower, and it has advantage on all other spells and Reactions
magical effects.
Prophetic Twist of Fate Erathaol rolls a D20 when a
Divine Awareness. Erathaol knows if it hears a lie. he or a creature he can see rolls any attack roll,
saving throw, or ability check and replaces that
Celestial Knowledge. So great is Erathaol’s
creatures d20 with his own. He must choose to do
knowledge and wisdom that he automatically
so before the result of the roll has been
knows any information that could be provided by a
determined.
bardic knowledge check, he is also under the
effects of the Foresight spell.
Winter’s Peace. Winter’s Peace is +3 Quarterstaff
Legendary Actions
artifact (included in the attack). A lawfully good Erathaol can take 3 legendary actions, choosing
creature attuned to it can use their bonus action to from the options below. Only one legendary action
cast spell branding smite once per long rest. After option can be used at a time and only at the end of
the spell is activated, the next time winter’s peace another creature’s turn. Erathaol regains spent
strikes a creature, the creature takes an additional legendary actions at the start of its turn.
27 (5d10) cold and 27 (5d10) lighting damage and
is encased in transparent ice for 1 minute. Encased Cast a Spell. Erathaol casts a spell.
creatures can attempt a DC 27 strength check to Sunbeam. Erathaol generates a beam of energy in a
break free early each round, but can take no other 120 foot line that is 5 feet wide. Each creature that
action. is in the line must make a DC 25 constitution
savings throw, taking 54 (12d8) radiant damage on
Actions a failed save and half as much on a successful save.
Multiattack. Erathaol makes three Winter’s Peace Undead and oozes have disadvantage on the saving
attacks. throw.
Attack (1/round). Erathaol makes a winter’s peace
Winter’s Peace. Melee Weapon Attack: +18 to hit, attack.
reach 10 ft., one target. Hit: 27 (4d8 + 9)
bludgeoning damage plus 7 (2d6) cold and 21 Repent (1/round, costs 2 actions). Erathaol causes
(6d6) radiant damage and the target must make a one noncelestial creature with intelligence 6 or
DC 27 Constitution saving throw or be blinded for higher he can see. That creature receives a vision of
1 minute. its life if it had a lawfully good alignment. A lawfully
good creature is affected by the heroism spell until
Light the Way. (recharges after insect plague) Erathaol the end of Erathaol’s next turn. Any other creature
magically summons (100% chance of success) must make a DC 25 wisdom save or be Paralyzed
2d6 lantern archons or (50% chance of success) a until the end of Erathaol’s next turn.
member of the Hebdomad. If Erathaol casts insect
plague, the ability is recharged, but he can only
summon lantern archons. Otherwise the ability is
1/day.
Word of Epiphany (4/day).* Erathaol and all of his
allies within 50 feet of him can cast hunter’s mark
once as a 1st level spell before a long rest. Any
lawfully good creature in this range can instead
chose to cast one of the following spells:
commune, detect poison and disease, detect
magic, divination, or find traps.
141
Pistis Sophia, the Ascetic Pistis Sophia, the
Pistis Sophia, the Ascetic, was a member of the Celestial
Hebdomad and ruler of Solania, the Electrum Heaven of
Mount Celestia. Her symbol was the eagle. She was a patron
Ascetic
Huge celestial (Archon, Hebdomad), Lawful Good
of ascetics, monks, and mystics.
A lovely 8-foot-tall androgynous being with subtle feminine Armor Class 23 (natural Armour)
traits stands before you. She has bright green eyes and silver Hit Points 615 (41d12 + 328)
hair. Her skin looks like polished indigo crystal, and her Speed 40 ft., fly 150 ft.
wings have translucent silver feathers that catch the light.
She bears a gentle, self-satisfied countenance that fills your STR DEX CON INT WIS CHA
hearts with hope.
Pistis Sophia rules Solania, the Crystal Heaven and the 25 (+7) 26 (+8) 27 (+8) 26 (+8) 30 (+10) 28 (+9)
fourth layer of Celestia. Embodying all that is serene and
sincere, she always speaks the unclouded and undiluted Saving Throws Str +16, Dex +19, Con +16, Int +17,
truth, for in truth lies harmony and bliss. Even in the face of Wis +19, Cha +18
conflict, she never displays a temper or allows a scowl to Skills Acrobatics +17, Athletics +16, Perception
cross her face. She wants for nothing and inspires others to +19
pursue self-perfection by casting off possessions and clothing Damage Resistances radiant
—symbols of greed and insecurity. Damage Immunities lightning, poison; bludgeoning,
Pistis Sophia tours the various monasteries and cathedrals piercing, and slashing from nonmagical attacks
that rise from Solania’s breathtaking landscapes, and she Condition Immunities blinded, charmed, deafened,
exhaustion, frightened, incapacitated, petrified,
particularly enjoys long walks through fog-shrouded valleys poisoned, stunned, unconscious
with groups of petitioners or visiting pilgrims. Senses truesight 240 ft., passive Perception 29
In the Realms, some lawful good clerics dedicated Languages All, telepathy 500 ft.
themselves to Pistis Sophia's cause. While she could not Challenge 30 (155,000 XP)
grant spells directly, she would petition their patron deity to
grant them access to unique spells and an ability to smite evil Legendary Resistance (3/Day). If Pistis Sophia fails a
foes with greater force. saving throw, it can choose to succeed instead.
Aura of Menace. The first time an enemy comes
within 60 feet of a hebdomad or starts its turn in
that radius, it must make a Wisdom check (DC 26)
or become frightened of the hebdomad for 1
minute. The enemy may make an additional saving
throw whenever it takes damage, ending the effect
on a success. Attack roles against a frightened
enemy have advantage.
Indelible Imprint. When a hebdomad drops to 0 hit
points, its body is destroyed but its essence travels
back to its domain, and is unable to take physical
form for a time. When one of the Celestial
Hebdomad is slain, the dying paragon releases holy
energy to brand its murderer for all time. The
instant the paragon dies, all creatures within 100
feet who have dealt damage to the paragon within
the past day must make a Wisdom save (DC 26).
Those that succeed suffer no ill effects. Creatures
that fail receive an unsightly rune upon their faces
that instantly identifies them to any lawful good
outsider as a murderer of a member of the
Hebdomad. The mark may be removed with a Wish
spell if the caster succeeds on a DC 27 spellcasting
check.
Celestial Weapons. A hebdomad’s weapon attacks
are treated as +2 magical weapons. In addition,
when a hebdomad hits with any weapon attack, the
weapon does an extra 21 (6d6) radiant damage,
included in the attack.
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Innate Spellcasting. Pistis Sophia's spellcasting Shroud of Haste (1/day) Pistis Sophia creates a aura
ability is Charisma (spell save DC 26). Pistis Sophia of fog of 30 ft centered on her and moves with her.
can innately cast the following spells, requiring no The fog lasts for 1 minute, on the turn she activates
material components: it she can teleport 30ft and make one Staggering
At will: aid, banishment, continual flame, cure Strike. While the fog is active all allies count as
wounds, detect evil and good, dispel magic, lightly obscured and gain +10 feet of movement
teleport, tongues, staggering smite (no speed while inside the fog, while all her enemies
concentration), wind wall inside the fog have their movement reduced by 10
3/day each: bless, greater restoration, protection feet and have disadvantage on Wisdom
from evil and good, teleport, blade barrier, haste (perception) checks.
1/day each: banishing smite, blade barrier,
resurrection, whirlwind, thunderwave (9th level, 30 Celestial Lightning (recharge 5-6). The hebdomad
ft. cube), Heal casts lightning from its hand that arcs to a target
within 180 feet. The bolt continues to jump to
Limited Magic Immunity. Unless Pistis Sophia additional targets within 80 feet of each previous
wishes to be affected, she is immune to spells of target, making up to 4 four jumps (a total of 5
3rd level or lower, and it has advantage on all other targets) or until there is no target within range.
spells and magical effects. Each target can only be struck once and must make
a DC 27 Dexterity saving throw, taking 44 (8d10)
Divine Awareness. Pistis Sophia knows if it hears a lightning damage on a failure or half as much
lie. damage on a success; or, the hebdomad can
Purified Soul. once per short rest, Pistis Sophia can choose for a creature to pass, it regains 44 (8d10)
use her action to become invisible for 1 minute. hit points (no save required).
During that time, she also has resistance to all
damage but force damage. Additionally, she can Reactions
spend an action to cast the astral projection spell, Graceful Catch Pistis Sophia can use her reaction to
without needing material components. deflect or catch the missile when she is hit by a
Wholeness of Body When she is subjected to an ranged weapon attack. When she does so, the
effect that allows her to make a Dexterity saving damage she takes from the attack is reduced by
throw to take only half damage, Pistis Sophia 1d10 + 28.
instead takes no damage if she succeeds on the
saving throw, and only half damage if she fails. Legendary Actions
Staggering Strikes. Pistis Sophia unarmed strikes Pistis Sophia can take 3 legendary actions,
count as +3 enchanted weapons (included in the choosing from the options below. Only one
attack). Pistis Sophia can use her bonus action to legendary action option can be used at a time and
cast the spell Banishing Smite on her hands once only at the end of another creature’s turn. Pistis
per long rest. After the spell is activated, the next Sophia regains spent legendary actions at the start
time Pistis Sophia strikes an opponent it does an of its turn.
extra 55 (10d10) radiant damage.
Cast a Spell. Pistis Sophia casts a spell.
Actions Sunbeam. Pistis Sophia generates a beam of energy
Multiattack. Pistis Sophia and makes three in a 120 foot line that is 5 feet wide. Each creature
Staggering Strike attacks. that is in the line must make a DC 25 Constitution
savings throw, taking 54 (12d8) radiant damage on
Staggering Strike. Melee Weapon Attack: +20 to hit, a failed save and half as much on a successful save.
reach 10 ft., one target. Hit: 33 (4d10 + 11) Undead and oozes have disadvantage on the saving
bludgeoning damage plus 4 (1d6) lightning, and 21 throw.
(6d6) radiant damage and the target must make a
DC 27 Wisdom saving throw. On a failed save, the Ki-rin Strike (1/round, costs 2 actions). Pistis Sophia
target has disadvantage on all attacks and ability makes a single staggering strike attack. In addition
checks and cannot use reactions until the end of its to the normal effects of the attack, the target takes
next turn. 7 (2d6) thunder damage and 7 (2d6) lightening
damage.
Flock of Doom (1/day). Pistis Sophia magically
summons (100% chance of success) 1d10 owl Paralyzing Smite (1/round, costs 3 actions). Pistis
archons or (50% chance of success) a member of Sophia makes a single staggering strike attack. In
the Hebdomad. addition to the normal effects of the attack, if the
target fails a DC 27 wisdom savings throw, it is
Word of Grace (4/day). All allies within 50 feet of paralyzed until the end of Pistis Sophia’s next turn.
Pistis Sophia are affected by a freedom of
movement spell for 1 hour. Pistis Sophia and any
lawfully good ally in the range is also affected by
feather fall for 1 minute.
143
Raziel, the Crusader Raziel, the Crusader
Raziel (pronounced: RAY-ZEE-ehl), the Crusader, was a Huge celestial (Archon, Hebdomad), Lawful Good
member of the Celestial Hebdomad and ruler of Mertion, the
Platinum Heaven of Mount Celestia in the House of the Triad. Armor Class 25 (natural Armour)
His symbol was the bear. Known as the Firestar, he was a Hit Points 624 (39d12 + 351)
patron of paladins. Speed 40 ft., fly 150 ft.
A 9-foot-tall celestial being stands before you. He is
muscular with platinum-white skin, flames for hair, and
bright, ruby-red eyes. He wears an ornate mithral breastplate STR DEX CON INT WIS CHA
and carries a mithral shield in one hand. In the other, he 30 (+10) 26 (+8) 28 (+9) 25(+7) 25 (+7) 24 (+7)
grasps a great longsword. Great wings with reddish-gold and
white feathers sprout from his broad shoulders. Saving Throws Str +19, Dex +17, Con +18, Wis +16
Raziel rules Mertion, the fifth layer of Celestia, known as Skills Athletics +21, Intimidation +21, Perception
the Platinum Heaven. Among his celestial peers, he is called +18
the Firestar for his judicious wrath. Raziel offers guidance to Damage Resistances fire, psychic
paladins and devotes his energy to protecting the defenseless. Damage Immunities lightning, poison; bludgeoning,
Raziel opposes tyranny and oppression with a ferocity that is piercing, and slashing from nonmagical attacks
both startling and inspiring. Condition Immunities blinded, charmed, deafened,
When legendary paladins seek the wisdom of the Firestar, exhaustion, frightened, incapacitated, petrified,
they come to Empyrea, the City of Tempered Souls. Raziel poisoned, stunned, unconscious
doesn’t maintain a stronghold but can be found in any one of Senses truesight 240 ft., passive Perception 28
the city’s great hospitals and infirmaries, providing spiritual Languages All, telepathy 500 ft.
guidance and protection to the clerics and patients. Challenge 30 (155,000 XP)
Raziel rode a celestial charger into battle named
Temperion. One of Raziel's champions was Evansheer, an Legendary Resistance (3/Day). If Raziel fails a saving
astral deva who hunted fiends. throw, it can choose to succeed instead.
Raziel was allied with the good archomental prince Aura of Menace. The first time an enemy comes
Zaaman Rul and received aid from him. within 60 feet of a hebdomad or starts its turn in
that radius, it must make a Wisdom check (DC 24)
or become frightened of the hebdomad for 1
minute. The enemy may make an additional saving
throw whenever it takes damage, ending the effect
on a success. Attack roles against a frightened
enemy have advantage.
Indelible Imprint. When a hebdomad drops to 0 hit
points, its body is destroyed but its essence travels
back to its domain, and is unable to take physical
form for a time. When one of the Celestial
Hebdomad is slain, the dying paragon releases holy
energy to brand its murderer for all time. The
instant the paragon dies, all creatures within 100
feet who have dealt damage to the paragon within
the past day must make a Wisdom save (DC 24).
Those that succeed suffer no ill effects. Creatures
that fail receive an unsightly rune upon their faces
that instantly identifies them to any lawful good
outsider as a murderer of a member of the
Hebdomad. The mark may be removed with a Wish
spell if the caster succeeds on a DC 27 spellcasting
check.
Celestial Weapons. A hebdomad’s weapon attacks
are treated as +2 magical weapons. In addition,
when a hebdomad hits with any weapon attack, the
weapon does an extra 21 (6d6) radiant damage,
included in the attack.
144
Innate Spellcasting. Raziel's spellcasting ability is Penance Gaze. Raziel compels a creature within 120
Charisma (spell save DC 26). Raziel can innately feet of him to look into his eyes. The creature must
cast the following spells, requiring no material make a DC 26 Wisdom saving throw taking 70
components: (20d6) psychic damage on failed save, and half as
At will: aid, banishment, continual flame, cure much damage on a successful one. Any creature
wounds, detect evil and good, dispel magic, that fails its saving throw has disadvantage if it
tongues, calm emotion, searing smite (no makes a save against imprisoning smite before
concentration) completing a long rest.
3/day each: bless, greater restoration, protection
from evil and good, teleport, banishing smite, Celestial Lightning (recharge 5-6). The hebdomad
scorching ray (9th level), wall of fire casts lightning from its hand that arcs to a target
1/day each: banishing smite, blade barrier, within 180 feet. The bolt continues to jump to
resurrection, destructive wave, sunburst additional targets within 80 feet of each previous
target, making up to 4 four jumps (a total of 5
Limited Magic Immunity. Unless Raziel wishes to be targets) or until there is no target within range.
affected, it is immune to spells of 3rd level or Each target can only be struck once and must make
lower, and it has advantage on all other spells and a DC 24 Dexterity saving throw, taking 44 (8d10)
magical effects. lightning damage on a failure or half as much
damage on a success; or, the hebdomad can
Divine Awareness. Raziel knows if it hears a lie. choose for a creature to pass, it regains 44 (8d10)
Censure of Heaven. If a creature that is targeted by hit points (no save required).
an attack from Raziel, is vulnerable or less resistant
to radiant damage than to fire damage, any attack or Reactions
spell Raziel uses that would cause fire damage Tyrant of Tyranny When a creature Raziel can see
causes radiant damage instead. charms one of his allies, he may teleport up to 600
Second Mercy. Second Mercy is +3 holy avenger feet to the foe and make a Second Mercy attack
longsword (included in the attack) and is treated as against them, if he hits, then the creature that got
a 17th level paladin for the sword. A lawfully good charmed is cured from the Charmed condition.
creature attuned to it can use their bonus action to
cast spell imprisoning smite once per long rest. Legendary Actions
After the spell is activated, the next time Second
Mercy strikes an opponent it does an extra 55 Raziel can take 3 legendary actions, choosing from
(10d10) psychic damage and, if this damage the options below. Only one legendary action
reduces the creature’s hit points to less than 50, option can be used at a time and only at the end of
the creature must make a DC 26 wisdom save or another creature’s turn. Raziel regains spent
be teleported to Mertion and subject to the legendary actions at the start of its turn.
imprisonment spell (burial), although the spell is Cast a Spell. Raziel casts a spell.
instantaneous and requires no verbal, material, or
somatic component. Imprisoning smite requires Sunbeam. Raziel generates a beam of energy in a
concentration, and can be used for 1 minute after 120 foot line that is 5 feet wide. Each creature that
being activated. is in the line must make a DC 24 constitution
savings throw, taking 54 (12d8) radiant damage on
Actions a failed save and half as much on a successful save.
Undead and oozes have disadvantage on the saving
Multiattack. Raziel makes three second mercy throw.
attacks.
Penance Gaze (1/round). Raziel uses penance gaze.
Second Mercy. Melee Weapon Attack: +20 to hit,
reach 10 ft., one target. Hit: 29 (4d8 + 11) slashing Word of Hope (Costs 2 Actions). Raziel and all of his
damage plus 11 (2d10) radiant (against fiend or an allies within 200 feet have advantage on their next
undead) and 21 (6d6) radiant damage. attack.
Cloud of Witnesses (1/day). Raziel magically
summons (100% chance of success) 1d6 sword
archons or (50% chance of success) a member of
the Hebdomad.
Word of Purifying Flame (4/day). Raziel causes one
creature he can see to be engulfed in flames (no
damage). This removes one condition and ends any
curse affecting them (as though remove curse was
cast on them). If the target has a lawful good
alignment, the flame can remove two conditions.
145
Sealtiel, the Defender Sealtiel, the Defender
Sealtiel (pronounced: see-AHL-teel), the Defender, was a Huge celestial (Archon, Hebdomad), Lawful Good
member of the Celestial Hebdomad and ruler of Jovar, the
Glittering Heaven of Mount Celestia in the House of the Triad. Armor Class 23 (natural Armour)
His symbol was the dog, and he was a patron of warden Hit Points 714 (42d12 + 420)
archons. Speed 40 ft., fly 150 ft.
Standing before you is a divinely beautiful yet androgynous
human with subtle masculine traits standing 9 feet tall. He
has ebony skin, no hair, silvery eyes that flare like stars, and STR DEX CON INT WIS CHA
great wings with metallic golden feathers. A glittering aura 28 (+9) 24 (+7) 30 (+10) 28 (+9) 28 (+9) 29 (+9)
surrounds him.
Sealtiel is a patron of the warden archons and the ruler of Saving Throws Dex +16, Con +19, Wis +18
Jovar, the Glittering Heaven and Celestia’s sixth layer. He Skills Athletics +27, Intimidation +18, Perception
commands an impressive standing army of archons and other +18
celestial beings sworn to defend Celestia against fiendish Damage Resistances psychic
incursions. Sealtiel is also charged with preventing impure Damage Immunities lightning, poison; bludgeoning,
beings from reaching Chronias, the seventh and highest layer piercing, and slashing from nonmagical attacks
of Celestia. Condition Immunities blinded, charmed, deafened,
Sealtiel’s empyreal fortress of Pax Exaltea dominates the exhaustion, frightened, incapacitated, petrified,
sixth terrace of Yetsira, a ziggurat-city with seven terraces. poisoned, stunned, unconscious
Warden archons come to Vanguard to receive new Senses truesight 240 ft., passive Perception 28
assignments. Sealtiel also entertains countless celestial Languages All, telepathy 500 ft.
beings seeking enlightenment as part of their quest to reach Challenge 30 (155,000 XP)
the seventh layer of Celestia, the Illuminated Heaven.
As Defender of the Seven Heavens, Sealtiel led a huge Legendary Resistance (3/Day). If Sealtiel fails a saving
standing army of archons and other celestials in defense of throw, it can choose to succeed instead.
the plane and especially Chronias, the Seventh Heaven, Aura of Menace. The first time an enemy comes
which was forbidden to all but the most pure. within 60 feet of a hebdomad or starts its turn in
that radius, it must make a Wisdom check (DC 24)
or become frightened of the hebdomad for 1
minute. The enemy may make an additional saving
throw whenever it takes damage, ending the effect
on a success. Attack roles against a frightened
enemy have advantage.
Indelible Imprint. When a hebdomad drops to 0 hit
points, its body is destroyed but its essence travels
back to its domain, and is unable to take physical
form for a time. When one of the Celestial
Hebdomad is slain, the dying paragon releases holy
energy to brand its murderer for all time. The
instant the paragon dies, all creatures within 100
feet who have dealt damage to the paragon within
the past day must make a Wisdom save (DC 24).
Those that succeed suffer no ill effects. Creatures
that fail receive an unsightly rune upon their faces
that instantly identifies them to any lawful good
outsider as a murderer of a member of the
Hebdomad. The mark may be removed with a Wish
spell if the caster succeeds on a DC 27 spellcasting
check.
Celestial Weapons. A hebdomad’s weapon attacks
are treated as +2 magical weapons. In addition,
when a hebdomad hits with any weapon attack, the
weapon does an extra 21 (6d6) radiant damage,
included in the attack.
146
Innate Spellcasting. Sealtiel's spellcasting ability is Buttress. Sealtiel repairs half the hit points of a wall
Charisma (spell save DC 26). Sealtiel can innately of stone or ice or restores one layer of the
cast the following spells, requiring no material prismatic wall he created. He cannot reshape a
components: repaired wall.
At will: aid, banishment, continual flame, cure
wounds, detect evil and good, dispel magic, Celestial Lightning (recharge 5-6). The hebdomad
tongues, spirit guardians (9th level, no casts lightning from its hand that arcs to a target
concentration), thunderous smite (no within 180 feet. The bolt continues to jump to
concentration) additional targets within 80 feet of each previous
3/day each: bless, greater restoration, protection target, making up to 4 four jumps (a total of 5
from evil and good, teleport, banishing smite, targets) or until there is no target within range.
guardian of the faith, wall of stone Each target can only be struck once and must make
1/day each: banishing smite, blade barrier, a DC 24 Dexterity saving throw, taking 44 (8d10)
resurrection, prismatic wall, wall of ice (9th level) lightning damage on a failure or half as much
damage on a success; or, the hebdomad can
Limited Magic Immunity. Unless Raziel wishes to be choose for a creature to pass, it regains 44 (8d10)
affected, it is immune to spells of 3rd level or hit points (no save required).
lower, and it has advantage on all other spells and
magical effects. Reactions
Divine Awareness. Sealtiel knows if it hears a lie. Protect the Innocent When a creature Sealtiel can
see within 15 feet of him is hit by an attack roll or
Bastion of Faith. Unless he chooses to be effected, damaged by a spell or ability, he can use his
he is immune to any effect that would reaction to swap places with that creature, and he is
teleport/banish, push, or pull him. hit by the attack or spell or effect instead. Using
Guardian Angel Sealtiel can use the Defender of this ability does not end his Defensive Stance.
Sealtiel fighters, Defencive Stance class feature and
counts as a 10th level fighter for its temporary hit Legendary Actions
points, he can also use the subclasses Shield Other
and Faith Shield features. Sealtiel can take 3 legendary actions, choosing
from the options below. Only one legendary action
Vigilance’s Reward. Vigilance’s Reward is +3 option can be used at a time and only at the end of
greatclub artifact (included in the attack). A lawfully another creature’s turn. Sealtiel regains spent
good creature attuned to it can use their bonus legendary actions at the start of its turn.
action to cast spell devastating smite once per long
rest. After the spell is activated, the next time Cast a Spell. Sealtiel casts a spell.
vigilance’s reward strikes a creature, the creature Sunbeam. Sealtiel generates a beam of energy in a
takes an additional 55 (10d10) force damage; a 120 foot line that is 5 feet wide. Each creature that
structure or construct takes an additional 50 points is in the line must make a DC 24 constitution
of force damage. Devastating smite lasts for 1 savings throw, taking 54 (12d8) radiant damage on
minute after casting and takes concentration. a failed save and half as much on a successful save.
Undead and oozes have disadvantage on the saving
Actions throw.
Multiattack. Sealtiel makes three vigilance’s Reward Duel of Fate. Sealtiel chooses one creature within
attacks. 60 feet of him, they must make a DC 26 charisma
Vigilance’s Reward. Melee Weapon Attack: +19 to save. On a failure the creature cannot move further
hit, reach 10 ft., one target. Hit: 29 (4d8 + 10) than 6
slashing damage plus 7 (2d6) thunder and 21 Jewel Storm (1/round, 2 actions). Sealtiel causes a 60
(6d6) radiant damage damage, and the target is foot cone of the jewels from Jovar to fly from him.
pushed 10 feet away from Sealtiel. Each creature in the cone must make a DC 29
Summon Defence (1/day). Sealtiel magically saving throw or take 35 (10d6) piercing damage on
summons (100% chance of success) 1d8 warden a failure or half as much damage on a success. The
archons or (50% chance of success) another jewels return to Jovar 1 round after the storm.
member of the Hebdomad.
Word of Faith (4/day). Sealtiel and all his allies within
100 feet gain a +2 bonus to AC until the end of
Sealtiel’s next turn. Sealtiel and any lawfully good
allies in this area also receives 20 temporary hit
points that disappear at the end of Sealtiel’s next
turn.
147
Zaphkiel, The Watcher Zaphkiel, The Watcher
Zaphkiel (pronounced: ZAF-kee-ehl), the Watcher, was the Huge celestial (Archon, Hebdomad), Lawful Good
first archon created and the leader of the Celestial
Hebdomad. The greatest of all archons, he ruled Chronias, Armor Class 25 (natural Armour)
the Illuminated Heaven of Mount Celestia. His symbol was Hit Points 846 (47d12 + 517)
the donkey. Speed 40 ft., fly 150 ft.
A roiling maelstrom of golden energy instills in you
tremendous feelings of joy and harmony. Suddenly, it
coalesces into the form of a stunningly beautiful yet STR DEX CON INT WIS CHA
androgynous figure standing 10 feet tall, with golden skin and 32 28 32 30 30 32
metallic, platinum-white wings. Warm light surrounds it, and (+11) (+9) (+11) (+10) (+10) (+11)
its expressions are both soothing and kind.
Zaphkiel presides over the seventh layer of Celestia, the Saving Throws Dex +19, Con +20, Wis +20
Illuminated Heaven of Chronias. Zaphkiel embodies the Skills Diplomacy +20, Investigation +20, Insight
perfect good, and only the most exalted creatures can stand +20, Perception +20
in his presence without being consumed. Damage Resistances psychic, acid
Zaphkiel watches over all of Celestia, sending advice and Damage Immunities cold, lightning, poison;
providing wise counsel to the other members of Hebdomad bludgeoning, piercing, and slashing from
regarding their dealings with mortals and other celestial nonmagical attacks
beings. Zaphkiel also protects and nurtures the innocent Condition Immunities blinded, charmed, deafened,
spirits of stillborn babies and sacrificed children. exhaustion, frightened, incapacitated, petrified,
Although Zaphkiel clearly has some interest in advancing poisoned, stunned, unconscious
Senses truesight 240 ft., passive Perception 30
less-perfect beings, Zaphkiel’s true goals remain inscrutable. Languages All, telepathy 500 ft.
Only the gods and the other Hebdomad members have Challenge 31 (175,000 XP)
actually seen Zaphkiel. All other beings who have
encountered or perceived the archon have either perished for Legendary Resistance (3/Day). If Zaphkiel fails a
their folly or achieved such a state of goodness that their saving throw, it can choose to succeed instead.
essences have joined with Celestia itself.
Aura of Menace. The first time an enemy comes
within 60 feet of Zaphkiel or starts its turn in that
radius, it must make a Wisdom check (DC 29) or
become frightened of Zaphkiel for 1 minute. The
enemy may make an additional saving throw
whenever it takes damage, ending the effect on a
success. Attack roles against a frightened enemy
have advantage.
Indelible Imprint. When Zaphkiel drops to 0 hit
points, its body is destroyed but its essence travels
back to its domain, and is unable to take physical
form for a time. When one of the Celestial
Hebdomad is slain, the dying paragon releases holy
energy to brand its murderer for all time. The
instant Zaphkiel dies, all creatures within 100 feet
who have dealt damage to Zaphkiel within the past
day must make a Wisdom save (DC 29). Those that
succeed suffer no ill effects. Creatures that fail
receive an unsightly rune upon their faces that
instantly identifies them to any lawful good
outsider as a murderer of a member of the
Hebdomad. The mark may be removed with a Wish
spell if the caster succeeds on a DC 29 spellcasting
check.
Celestial Weapons. Zaphkiel’s weapon attacks are
treated as +3 magical weapons. In addition, when
Zaphkiel hits with any weapon attack, the weapon
does an extra 28 (8d6) radiant damage, included in
the attack.
148
Innate Spellcasting. Zaphkiel's spellcasting ability is Word of Love (1/day). Zaphkiel and each of his allies
Charisma (spell save DC 29). Zaphkiel can innately within 200 feet can sense the presence of a loved
cast the following spells, requiring no material one somewhere on the same plane as Zaphkiel and
components: establish a ward with them as in the spell warding
At will: aid, banishment, continual flame, cure bond (range extended to the plane Zaphkiel is on).
wounds, detect evil and good, dispel magic, In addition, Zaphkiel and any lawful good allies in
teleport, tongues, spiritual weapon (8th level), tidal the same range (200 ft.) can cast message (no
wave components, range expanded to the plane Zaphkiel
3/day each: bless, greater restoration, protection is on, and it cannot be blocked) to the loved one at
from evil and good, fog cloud (9th level), flame the time the Word of Love is spoken.
strike (9th level)
1/day each: banishing smite, blade barrier, Celestial Lightning (recharge 5-6). Zaphkiel casts
resurrection, control weather, Tsunami, storm of lightning from his hand that arcs to a target within
vengeance (no concentration) 180 feet. The bolt continues to jump to additional
targets within 80 feet of each previous target,
Limited Magic Immunity. Unless Zaphkiel wishes to making up to 4 four jumps (a total of 5 targets) or
be affected, she is immune to spells of 3rd level or until there is no target within range. Each target can
lower, and it has advantage on all other spells and only be struck once and must make a DC 28
magical effects. Dexterity saving throw, taking 44 (8d10) lightning
damage on a failure or half as much damage on a
Divine Awareness. Zaphkiel knows if it hears a lie. success; or, Zaphkiel can choose for a creature to
Celestial Aura. An evil creature that touches pass, he then regains 44 (8d10) hit points.
Zaphkiel or hits him with a melee attack within 5
feet of him takes 28 (8d6) radiant damage. Reactions
Water and the Word. Treat any water (including fog, Woe the Unbeliever When a creature deals damage
rain, and ice) used by Zaphkiel in a spell or ability as to him, Zaphkiel may Zaphkiel can chose to take
holy water. Fiends and undead take 14 (4d6) necrotic damage up to his current hit point total -1.
radiant damage every round they are in contact with the creature that dealt him damage takes half the
the water. amount of that damage, this damage can't be
reduced or prevented in any way.
Actions
Multiattack. Zaphkiel makes four holy touch attacks. Legendary Actions
Zaphkiel can take 3 legendary actions, choosing
Holy Touch. Melee Weapon Attack: +23 to hit, from the options below. Only one legendary action
reach 5 ft., one target. Hit: 36 (8d8) psychic option can be used at a time and only at the end of
damage plus 28 (8d6) radiant damage. another creature’s turn. If Zaphkiel has unspent
Ray of Suffering (recharge 6). This ray wracks the legendary actions at the end of the round, he may
victim with the pain and anguish endured by the spend and immediately use his remaining legendary
archon during its mortal life, dealing 82 (15d10) actions. Zaphkiel regains spent legendary actions at
points of damage to one creature within 200 feet. the start of its turn.
A successful DC 27 Wisdom save reduces the
damage by half. The ray of suffering cannot reduce Cast a Spell. Zaphkiel casts a spell.
the target to less than 1 hit point. Stigmata. Zaphkiel makes a ray of suffering or ray of
Ray of Soothing (recharge 6). This ray charges its soothing.
target with the palliative power of righteousness Rapid Front (1/round). If Zaphkiel is using the
experienced by the archon during apotheosis. This control weather spell, he can use his legendary
infusion of holy power immediately ends any and all action to immediately change the precipitation,
of the following adverse conditions affecting the wind, or temperature by one stage.
target: temporary ability damage (but not
permanent ability drain), blindness, confusion or Sudden Freeze. If Zaphkiel is using the fog cloud or
insanity, deafness, stunned and exhaustion, Tsunami spells, he can freeze the water involved.
feeblemindedness, and poison. Zaphkiel then takes This ends the spell, but leaves anyone who was
82 (15d10) hit points of damage, the creature then effected by the spell takes 21 (6d6) cold damage
heals that amount, Zaphkiel can be reduced below and is restrained for 1 minute unless they make a
1 hit point with this feature, but should he use it DC 20 strength check (fiends and undead have
three times where the amount would take him disadvantage on this check); for every 15 points of
below 1 hit point, he banished as per his Indelible fire or thunder damage inflicted on the ice, one
Imprint feature. restrained target is released (the ice is fragile
compared to most magically created ice). Targets
Summon Champions (1/day) Zaphkiel magically are subject to the water and the word effect for as
summons (100% chance of success) 1d4 throne long as they are restrained.
archons or a member of the Hebdomad.
149
TALISID AND THE FIVE Most features of the four layers of Elysium were found on or
near the banks of the river Oceanus which linked the plane
COMPANIONS with two other Upper planes: the Beastlands and Arborea.
The guardinals have no record of their origin. They have been Oceanus was the counterpart to the river Styx which flowed
the protectors of Elysium for all of the plane’s recorded through the Lower planes except that Oceanus had only
history. For as long as Elysium has known the guardinals, natural hazards and contained potable water. Lands near the
there have been the Celestial Lion and his Five Companions, riverbanks were lush with pines and flowering trees that
exemplars and epitomes of their respective kind. In contrast filled the air with natural perfume. Farther from the river
to the relatively unchanging ranks of the archons, however, smaller trees grew and started to thin until finally, after
members of the Companions come and go, assuming the hundreds of miles/kilometers, the forest gave way to fertile
office when they are fit for it and abdicating when they are no veldt regions, vast grasslands, and eventually badlands and
longer fit. Talisid, the current Celestial Lion, has held that desert.
position far longer than normal, and few can even remember
the name of his predecessor, but the Five Companions have Amoria
all relatively recently ascended to their positions as The first layer, Amoria, also referred to as the "innermost"
representatives of their respective kinds. layer, was connected to the Astral Plane by color pools and to
Talisid and the Five Companions are rather more like an Twin Paradises, Happy Hunting Grounds, and Concordant
adventuring party—though an exalted one—than the ruling Opposition by unmarked portals located in dark caverns.
council of the Celestial Hebdomad or the loosely feudal court Divination spells were required to determine the destination
of the eladrins. The Celestial Lion and his friends wander the of these portals with certainty. Navigating the river Oceanus
fields of Elysium, solving problems as they arise and downstream also led to the Happy Hunting Grounds but any
smashing evil if it dares rear its ugly head in their domain. underground passages were not likely to be safe for boats.
They each hear petitions and resolve disputes among Amoria best fit the description given above and the river
guardinals of their kind, lead companies into battle, and solve Oceanus had many side channels that split and merged back
problems on their own initiative when necessary. again, creating many "banks" for the establishment of realms.
All the actions of Talisid and the Companions are guided by
the principles of goodness, in particular the ideal of Eronia
friendship they embody in their work together. The Five The second layer of Elysium was very mountainous and
Companions is more than an empty title: the leaders of the many branches of the Oceanus became spectacular
guardinals are the closest of companions, bound by a fierce waterfalls and tumbling cascades before forming channels
devotion to one another that puts mere family loyalty to bordered by steep cliffs of gray rock. Like Amoria, Eronia
shame. They are not without discord, as the interests of the supported abundant wildlife along the banks
different kinds of guardinals may at times conflict, but they
argue and clash as the dearest of friends, holding themselves Belierin
and each other to the highest standards of love and good. Contrary to Eronia, Belierin was mostly flat with marshes
and wetlands stretching inland for miles/kilometers before
Elysium larger plants and trees were found. Oceanus split and formed
many island nations inhabited by extraplanar beings.
The Blessed Fields of Elysium was the Great Wheel
cosmology plane embodying the concept of pure good Thalasia
without being overly restricted by law nor dissipated by the The fourth and "outermost" layer of Elysium was a great
randomness of chaos. Some characteristics of this plane ocean, sometimes called the Thalasian sea, that was both the
were ascribed to Heliopolis and the House of Nature in the source and final destination of the River Oceanus. Small,
World Tree cosmology model when that cosmology became green islands were scattered about, collectively known as
popular. Heliopolis was essentially destroyed in the Avalon. No big land masses existed here.
Spellplague and the House of Nature split in at least two
parts, one of which became the Deep Wilds and the other
merged with the Green Fields as described by the World Axis
cosmology model.
150
Talisid, The Celestial Lion Talisid, The Celestial
Tallied is a mighty figure that looks like a poised, 19-foot-tall
lion-headed man with a muscular build. He has golden fur, a
regal mane of golden hair, and dark, penetrating eyes. He
Lion
Huge celestial celestial (Companion, guardinal)
wears exquisite robes and absently strokes his chin whiskers neutral good
with one sharp claw.
Although proud of his accomplishments and those of his Armor Class 25 (natural Armour)
beloved Companions, Talisid does not allow pride or other Hit Points 800 (50d12 + 450)
emotions interfere with his mission to protect and aid the Speed 70 ft.
residents of Elysium. His love for the Blessed Fields has
grown in the thousands of years he has served as Celestial STR DEX CON INT WIS CHA
Lion, and he takes great delight in its many natural wonders.
Talisid does not maintain any sort of formal residence, 32 30 28 30 30 32
instead taking his rest with friends he has made throughout (+11) (+10) (+9) (+10) (+10) (+11)
the Blessed fields. While he is a king among the guardinals,
he prefers to think of himself as a humble servant of the Saving Throws Dex +19, Con +18, Wis +19, Cha
people and neither requests nor demands any special +20
treatment or consideration from anyone. Skills Athletics +20, Insight +19, Perception +28
The wisest and most powerful of leonals, Talisid regular Damage Resistances bludgeoning, piercing, and
travels the four layers of Elysium but spends most of his time slashing that is +2 or lesser magical
Damage Immunities lightning, radiant, poison;
on Amoria, the topmost layer. He often assumes an animal bludgeoning, piercing, and slashing from
form when traveling alone in the wilder- ness, taunting nonmagical attacks
unlawful hunters with his trackless step and wood- land Condition Immunities charmed, exhaustion,
stride abilities. He maintains no permanent residence, often frightened, incapacitated, petrified, poisoned,
“shacking up” with friends he has made throughout the stunned, unconscious
Blessed Fields. A king among guardinals, Talisid prefers to Senses truesight 240 ft., passive Perception 38
think of himself as a humble servant of the people and Languages All, telepathy 500 ft.
demands no special treatment or consideration. Challenge 31 (175,000 XP)
151
At will: detect evil and good, alter self, pass without Bite. Melee Weapon Attack: +23 to hit, reach 5 ft.,
trace (9th level), daylight (9th level), dispel magic one target. Hit: 32 (4d8 +14) piercing plus 25
(9th level) (7d6) radiant damage, (plus 15 radiant damage
3/day each: guardian of faith, protection from evil when his totem is activated).
and good, teleport, aid (9th level), shapechange
1/day each: hold monster (9th level), spirit Roar (Recharges 6). Talisid emits a tremendous roar.
guardians (9th level), true resurrection, animal Each enemy within 60 feet cone of Talisid must
shapes (no concentration if any type of cat), make a DC 26 Constitution saving throw, taking 97
heroes’ feast (15d12) thunder damage and be deafened on a
failed save, or half that amount of damage on a
Limited Magic Immunity. Unless a Companion successful one.
wishes to be affected, it is immune to spells of 3rd Touch of Forgiveness. Talisid can replace any of his
level or lower, and it has advantage on all other healing touches that he has not used to cast Touch
spells and magical effects. of Forgiveness. The recipient feels redeemed of any
Guardian Stance. Talisid can choose to guard a previous misdeeds and is immune to psychic
person, place (generally 500 square feet, although damage until they complete a long rest. Neutral
DM’s may adjust this as seems appropriate), or good recipients can cast hallow once per touch
item. It takes a minute for the stance to take effect (guardinals with good alignment are unaffected by
unless he is on a good-aligned plane, on hallowed any negative effects of this spell).
ground (if celestials are not barred from the Healing Touch (4/day). The Companion touches
ground), or in an area that a good-aligned ally has another creature. The target magically regains 46
designated as a sanctuary for a word of recall spell, (8d8 + 10) hit points and is freed from any curse,
in which case it only takes one round. Taking the disease, poison, blindness, or deafness.
stance requires concentration, but no action. Once
the stance is in place, then he no longer requires Summon (1/day). Talisid magically summons (100%
concentration to maintain it. Talisid can only have chance of success) 1 member of the Companions
one guardian stance at a time, and loses the or 1d4 leonals who have the guardian stance.
guardian stance abilities (except for locating the Turn the Unholy. A Court member speaks a word of
object of the stance) if he goes more than 500 feet power and any fiends and fey within 120 feet of it
from the object of the stance. In the stance, Talisid must make a DC25 Wisdom saving throw. On a
gains: failed save the creature is turned for 1 minute or
Unless he chooses to be affected, he is immune until it takes damage. If the creature has a CR/level
to any teleportation or banishment effects. of 20 or lower it has disadvantage on the saving
Talisid can tell where the thing being guarded is throw.
if he and the guarded thing are on the same A turned creature must spend its turns trying to
plane. If on a different plane, he can cast move as far away from the Court member as it can,
Commune once per day. and it can’t willingly to space within 120 feet of the
Talisid can cast divine word 3 times per day. Court member. It also can’t take reactions. For its
action, it can use only the Dash action or try to
Lion Totem. Talisid carries a small totem escape from an effect that prevents it from moving.
resembling a lion, usually as a necklace or ring. A If the creature’s true form is concealed by an
neutral good being attuned to the totem can gain illusion, shapeshifting, or other effect, that form is
Form of Spring Renewal for 2 minutes per day. revealed while it is turned.
Until the spell ends, you gain the following
benefits: Legendary Actions
You gain a radiant aura. It does not damage you, Talisid can take 3 legendary actions, choosing from
and while the aura is in place you add 3 (1d6) the options below. Only one legendary action
plus your charisma modifier (minimum 1) radiant option can be used at a time and only at the end of
damage to any melee attack. Any enemy that another creature’s turn. Talisid regains spent
makes a melee or natural weapon attack against legendary actions at the start of its turn.
you takes that damage. Undead take 7 (2d6)
Bite. Talisid makes a bite attack against a grappled
radiant damage from this aura.
target.
You lose any levels of exhaustion you have and
you cannot gain anymore while the form is Cast a spell (1/round). Talisid casts a spell.
active.
Rake (Costs 2 Actions). Talisid makes 2 claw attacks.
Actions Guardians of Eden (Costs 3 Actions). Talisid
Multiattack. Talisid makes three Claw attacks. summons 4 ghostly figures to unoccupied spaces
within 120 feet of him. The ghostly guardians
Claw. Melee Weapon Attack: +23 to hit, reach 5
attack an adjacent target which must make a DC 28
ft., one target. Hit: 28 (4d6+14) slashing plus 25
Wisdom saving throw, taking 55 (10d10) force
(7d6) radiant damage, (plus 15 radiant damage
damage on a failed save. The figures disappear after
when his totem is activated).
they make their attack. Allies of Talisid that can see
the guardians have advantage on their next attack.
152
Sathia, the Sky Duchess Sathia, the Sky Duchess
This tall, lithe woman has powerful wings instead of arms. Large celestial (Companion, guardinal) neutral good
Flecks of green speckle her snow-white feathers. Her face is
more human than avian, but her hair resembles a feathery Armor Class 23 (natural Armour)
cowl, and her eyes are bright gold. Her feet end in talons that Hit Points 615 (41d10 + 369)
have an emerald-green luster and look as sharp as diamonds. Speed 30 ft., fly 100 ft.
Numerous small birds flutter around her, obviously drawn to
her powerful presence.
The voice of the avorals, Sathia is also a patron and muse STR DEX CON INT WIS CHA
for gifted painters and sculptors. She possesses a sharp eye 27 32 28 20 31 31
for detail and has created a number of masterful paintings (+8) (+11) (+9) (+5) (+10) (+10)
and wood sculptures. Most of all, she enjoys time spent with
the Companions and soaring in the skies of Elysium Saving Throws Dex +20, Con +18, Int +14, Wis +19
This mighty avoral guardinal is an outsider whose home Skills Acrobatics +20, Insight +19, Perception +28
plane is the Blessed Fields of Elysium. She is a member of Damage Resistances bludgeoning, piercing, and
the guardinal Celestial Paragon known as Talisid and the slashing that is +2 or lesser magical
Five Companions. Damage Immunities lightning, radiant, poison;
This tall, lithe woman has powerful wings in the place of bludgeoning, piercing, and slashing from
arms. Flecks of green speckle her snow white feathers, nonmagical attacks
especially towards their ends. Her face is more human than Condition Immunities charmed, exhaustion,
avaian, but her hair appears to be a feathery cowl which frightened, incapacitated, petrified, poisoned,
frame her golden eyes. Her feet end in talons that have an stunned, unconscious
Senses truesight 480 ft., passive Perception 38
emerald green luster and appear as hard as diamonds. Languages All, telepathy 500 ft.
Numerous small birds flutter around her drawn to her Challenge 30 (155,000 XP)
majestic presence.
She has aeries scattered around the highest peaks of Legendary Resistance (3/Day). If a Companion fails a
Elysium where she roosts at night. saving throw, it can choose to succeed instead.
Animal Diplomat. The Companion can speak to and
understand beasts (as if it had cast speak with
animals). The Companion can usually get a small
favor from any non-evil beast, although the
Companion is reluctant to request anything that will
put them in danger. Beasts, even if charmed, make
attacks against Companions with disadvantage.
Banishment. When a Companion drops to 0 hit
points, its body is destroyed but its essence travels
back to its domain, and is unable to take physical
form for a time.
Celestial Weapons. A Companion’s weapon attacks
are treated as +2 magical weapons, and deal an
extra 14 (4d6) radiant damage, included in the
attack.
Keen Sight. Sathia has advantage on Wisdom
(perception) checks that rely on sight.
Flyby. Sathia does not provoke opportunity attacks
when she flies outside of an enemy’s reach. She
does not lose the benefits of guardian stance if she
flies outside of the normal range as long as she
returns before the end of her next turn.
Innate Spellcasting. Sathia's spellcasting ability is
Wisdom (spell save DC 28, +19 to hit). A
Companion can innately cast the following spells at
5th level or higher, requiring no material
components:
153
At will: detect evil and good, disguise self, daylight Wing. Melee Weapon Attack: +22 to hit, reach 10
(9th level), feather fall, magic missile (9th level) ft., one target. Hit: 32 (4d8 + 14) slashing plus 14
3/day each: guardian of faith, protection from evil (4d6) radiant damage, (plus 21 thunder damage
and good, teleport, aid (9th level), bless, gust of when her totem is activated).
wind, lightning bolt
1/day each: hold monster (9th level), spirit Terrifying Screech (Recharges 6). Sathia makes a
guardians (9th level), true resurrection, animal deafening screech, blasting all creatures 30-foot
shapes (no concentration if any type of bird), wierd around her. Each creature must make a DC 28
Constitution saving throw, taking 28 (8d6) psychic
Limited Magic Immunity. Unless a Companion damage and be frightened for 1 minute on a failure,
wishes to be affected, it is immune to spells of 3rd and half as much damage on a successful save and
level or lower, and it has advantage on all other not be frightened.
spells and magical effects. Touch of Respite. Sathia can replace any of her
Guardian Stance. Sathia can choose to guard a healing touches, which she has not used to cast
person, place (generally 500 square feet, although Touch of Respite. The recipient of the touch loses
DM’s may adjust this as seems appropriate), or any levels of exhaustion they have and is immune
item. It takes a minute for the stance to take effect to exhaustion for 12 hours. Neutral good recipients
unless the she is on a good-aligned plane, on can, once per touch of respite, also cast a word of
hallowed ground (as long as celestials are not recall that takes the recipient and allies to Elysium
barred from the ground), or in an area that a good- and returns them to the location it was cast after a
aligned ally has designated as a sanctuary for a word long rest.
of recall spell, in which case it only takes one round. Healing Touch (4/day). The Companion touches
Taking the stance requires concentration, but no another creature. The target magically regains 46
action. Once the stance is in place, then she no (8d8 + 10) hit points and is freed from any curse,
longer requires concentration to maintain it. Sathia disease, poison, blindness, or deafness.
can only have one guardian stance at a time, and
loses the guardian stance abilities (except for Summon (1/day). Sathia magically summons (100%
locating the object of the stance) if she goes more chance of success) 1d6 avorals who have the
than 500 feet from the object of the stance. In the guardian stance or (50%) Talisid or one of his other
stance, Sathia gains: companions.
Unless she chooses to be affected, she is Turn the Unholy. A Court member speaks a word of
immune to any teleportation or banishment power and any fiends and fey within 120 feet of it
effects. must make a DC25 Wisdom saving throw. On a
Sathia can tell where the thing being guarded is failed save the creature is turned for 1 minute or
as long as she and the guarded thing are on the until it takes damage. If the creature has a CR/level
same plane. If on a different plane, she can cast of 20 or lower it has disadvantage on the saving
Commune once per day. throw.
Sathia can cast lightning bolt (9th level) 3 times A turned creature must spend its turns trying to
per day. move as far away from the Court member as it can,
and it can’t willingly to space within 120 feet of the
Bird Totem. Sathia carries a small totem Court member. It also can’t take reactions. For its
resembling a red bird, usually as a necklace or ring. action, it can use only the Dash action or try to
A neutral good being attuned to the totem can gain escape from an effect that prevents it from moving.
Form of the Imperious Hawk for 2 minutes. Until If the creature’s true form is concealed by an
the spell ends, you gain the following benefits: illusion, shapeshifting, or other effect, that form is
revealed while it is turned.
You gain a thunderous aura. It does not damage
you, and while the aura is in place you add 10
(3d6) plus your charisma modifier (minimum 1)
Legendary Actions
thunder damage to any melee attack. Sathia can take 3 legendary actions, choosing from
If you hit a target with a weapon attack, that the options below. Only one legendary action
creatures next attack against you has option can be used at a time and only at the end of
disadvantage another creature’s turn. Sathia regains spent
You are immune to the blinded condition legendary actions at the start of his turn.
Swoop. Sathia makes a wing attack then moves up
Actions to half her fly speed.
Multiattack. Sathia makes three Talon attacks.
Cast a Spell (2/round). Sathia casts a spell.
Talon. Melee Weapon Attack: +22 to hit, reach 5 ft., Breaking Dawn (1/round). Sathia radiates bright
one target. Hit: 40 (4d12 + 14) slashing plus 14 light. All enemies within 100 feet must make a DC
(4d6) radiant damage, (plus 21 thunder damage 28 Constitution save or take 44 (8d10) radiant
when her totem is activated). damage and be blinded until the start of Sathia’s
next turn.
154
Manath, the Horned Duke Manath, the Horned
A 16-foot-tall figure stands before you, his head crowned with
a magnificent set of curved ram’s horns. His shaggy fur varies
in color from red to gold to autumn yellow on his bare chest,
Duke
Large celestial (Companion, guardinal) neutral good
and his large cloven feet are ash-black in color. A wry yet
endearing smile plays across his wise face. Armor Class 25 (natural Armour)
Manath is the newest member of the Five Companions, Hit Points 697 (41d10 + 451)
only recently replacing the curmudgeonly Duke Rhanok. The Speed 50 ft.
new duke of the cervidals feels he has much to learn from
Talisid and the other Companions, but if he has any doubts STR DEX CON INT WIS CHA
about his ability to stand in Rhanok’s hoofprints, he isn’t
showing them. Manath has brought a keen wit and sense of 30 27 32 20 31 31
fun to the Companions, charming the others with his (+10 (+8) (+11) (+5) (+10) (+10)
colloquial manner and prancing tongue.
This mighty cervidal guardinal is an outsider whose home Saving Throws Dex +17, Con +20, Int +14, Wis +19
plane is the Blessed Fields of Elysium. He is a member of the Skills Athletics +19, Insight +19, Persuasion +19
guardinal Celestial Paragon known as Talisid and the Five Damage Resistances bludgeoning, piercing, and
Companions. slashing that is +2 or lesser magical
This sixteen foot tall figure has a head crowned with a Damage Immunities lightning, radiant, poison;
magnificent set of curved ram’s horns. His shaggy fur varies bludgeoning, piercing, and slashing from
nonmagical attacks
in color from autumn yellow to gold on his bare chest and his Condition Immunities charmed, exhaustion,
feet are the color of wet ashes. Wry, yet enduring smiles, frightened, incapacitated, petrified, poisoned,
flicker across his face as the mood strikes him. stunned, unconscious
Manath is the newest member of the Companions, only Senses truesight 120 ft., passive Perception 20
recently replacing the curmudgeonly Duke Rhanok. The new Languages All, telepathy 500 ft.
duke of the cervidals feels he has much to learn from the Challenge 30 (155,000 XP)
party. If he has any doubts about his ability to stand in
Rhanok’s hoofprints, however, he has yet to show them. Legendary Resistance (3/Day). If a Companion fails a
Manath has brought a keen wit and sense of fun that the saving throw, it can choose to succeed instead.
Companions have been sorely lacking as of late. He charms
them with his colloquial manner and gaily prancing tongue. Animal Diplomat. The Companion can speak to and
Although he is fearless in combat, he prefers to resolve understand beasts (as if it had cast speak with
disputes peacefully. He likes to use friendly jokes instead of animals). The Companion can usually get a small
weapons to disarm his opponents. When diplomacy and his favor from any non-evil beast, although the
Companion is reluctant to request anything that will
exceeding charm fail he brings his horns and hooves to bear put them in danger. Beasts, even if charmed, make
on the intractable problem. attacks against Companions with disadvantage.
Banishment. When a Companion drops to 0 hit
points, its body is destroyed but its essence travels
back to its domain, and is unable to take physical
form for a time.
Celestial Weapons. A Companion’s weapon attacks
are treated as +2 magical weapons, and deal an
extra 14 (4d6) radiant damage, included in the
attack.
Sure Footed. Manath has advantage on strength and
dexterity saving throws made against effects that
would knock him prone.
Charge. If Manath moves at least 20 feet straight
towards a target and hits it with a horns attack on
the same turn, the target takes an extra 14 (4d6)
damage. It must make a DC 28 strength saving
throw or be knocked prone. If the charge moves
Manath outside of the range of his guardian stance,
he does not lose the benefits of the stance if he
ends his next turn within the range of the stance.
Innate Spellcasting. Manath's spellcasting ability is
Wisdom (spell save DC 27, +19 to hit). A
Companion can innately cast the following spells at
5th level or higher, requiring no material
components:
155
At will: detect evil and good, disguise self, daylight Fist. Melee Attack: +21 to hit, reach 5 ft., one
(9th level), command (9th level) target. Hit: 30 (4d8 + 12) bludgeoning plus 14
3/day each: guardian of faith, protection from evil (4d6) radiant damage.
and good, teleport, aid (9th level), shatter (9th
level) Bewitching Bray (Recharges 6). Manath makes a loud
1/day each: hold monster (9th level), spirit cry, blasting all creatures 60-foot cone. Each
guardians (9th level), true resurrection, animal creature must make a DC 28 Wisdom saving throw,
shapes (no concentration if goat or giant goat), aura taking 28 (8d6) thunder damage and be charmed
of life, mass suggestion for 1 minute on a failure, and half as much damage
on a successful save.
Limited Magic Immunity. Unless a Companion Touch of Humility. Manath can replace any of his
wishes to be affected, it is immune to spells of 3rd healing touches, that he has not used to cast Touch
level or lower, and it has advantage on all other of Humility. This touch gives the recipient the
spells and magical effects. ability to tear down monuments to vanity. The
Guardian Stance. Manath can choose to guard a recipient deals double damage to structures and
person, place (generally 500 square feet, although constructs until they finish a long rest. Neutral
DM’s may adjust this as seems appropriate), or good recipients can also cast shatter (9th level) one
item. It takes a minute for the stance to take effect time per touch.
unless the he is on a good-aligned plane, on Healing Touch (4/day). The Companion touches
hallowed ground (as long as celestials are not another creature. The target magically regains 46
barred from the ground), or in an area that a good- (8d8 + 10) hit points and is freed from any curse,
aligned ally has designated as a sanctuary for a word disease, poison, blindness, or deafness.
of recall spell, in which case it only takes one round.
Taking the stance requires concentration, but no Summon (1/day). Manath magically summons
action. Once the stance is in place, he no longer (100% chance of success) 1d12 cervidals who
requires concentration to maintain it. Manath can have the guardian stance or (50%) Talisid or one of
only have one guardian stance at a time, and loses his companions.
the guardian stance abilities (except for locating Turn the Unholy. A Court member speaks a word of
the object of the stance) if he goes more than 500 power and any fiends and fey within 120 feet of it
feet from the object of the stance. In the stance, must make a DC25 Wisdom saving throw. On a
Manath gains: failed save the creature is turned for 1 minute or
Unless he chooses to be affected, he is immune until it takes damage. If the creature has a CR/level
to any teleportation or banishment effects. of 20 or lower it has disadvantage on the saving
Manath can tell where the thing being guarded is throw.
as long as he and the guarded thing are on the A turned creature must spend its turns trying to
same plane. If on a different plane, he can cast move as far away from the Court member as it can,
commune once per day. and it can’t willingly to space within 120 feet of the
Manath can cast banishing smite once per day. Court member. It also can’t take reactions. For its
action, it can use only the Dash action or try to
Ram Totem Manath carries a small totem escape from an effect that prevents it from moving.
resembling a ram’s head, usually as a necklace or If the creature’s true form is concealed by an
ring. A neutral good being attuned to the totem can illusion, shapeshifting, or other effect, that form is
gain Form of the Thunder Ram for 2 minutes. Until revealed while it is turned.
the spell ends, you gain the following benefits:
You grow horns. These count as magic weapons
Legendary Actions
for purposes of overcoming resistance or Manath can take 3 legendary actions, choosing
immunity. You can use your action to do 7 (2d6) from the options below. Only one legendary action
plus your strength modifier piercing damage and option can be used at a time and only at the end of
7 (2d6) thunder damage. If you already have another creature’s turn. Manath regains spent
horns, the damage they cause increases by that legendary actions at the start of his turn.
amount.
Attack. Manath makes two fist attacks.
You are immune to the paralyzed condition
Gore (1/round). Manath moves half his speed and
Actions makes a horns attack
Multiattack. Manath makes one Horn and two fist Cast a Spell (2/round). Manath casts a spell.
attacks. Thunder Ram Stampede (Costs 3 actions, 1/round).
Horns. Melee Attack: +21 to hit, reach 5 ft., one Manath summons a line of ghostly rams 100 feet
target. Hit: 28 (4d6 + 12) bludgeoning, 7 (2d6) across. The ghostly rams stampede for 200 feet.
thunder, plus 14 (4d6) radiant radiant damage and Any enemy of Manath caught in the stampede takes
the enemy is affected by dispel magic (9th level). 33 (6d10) points thunder damage and is knocked
prone.
156
Vhara, Duchess of the Vhara, Duchess of the
Fields Fields
This mighty equinal guardinal is an outsider whose home Large celestial (Companion, guardinal) neutral good
plane is the Blessed Fields of Elysium. She is a member of
the guardinal Celestial Paragon known as Talisid and the Armor Class 24 (natural Armour)
Five Companions. Hit Points 663 (39d10 + 429)
Vhara stands at 15 feet tall. She is a statuesque woman Speed 60 ft.
with a horse-like head, mighty shoulders, and long arms that
end in thick fingers. When these fingers come together they
make iron strong hooves. Her legs show even more of her STR DEX CON INT WIS CHA
equine heritage, with each long foot ending in a true hoof. 34 22 32 23 31 31
She has a long, luxurious blond mane that is neatly groomed (+12) (+6) (+11) (+6) (+10) (+10)
and reaches nearly to the ground. She is both lovely and
poised. Saving Throws Dex +17, Con +20, Int +14, Wis +19
Behind a domineering and somewhat aloof facade the Skills Athletics +23, Insight +21, Perception +21
duchess of equinals hides a profoundly generous and Damage Resistances bludgeoning, piercing, and
emotional spirit. Her fellow Companions know that she takes slashing that is +2 or lesser magical
the care of her fellow equinals with absolute seriousness. Damage Immunities lightning, radiant, poison;
Few beyond her companions known that she privately weeps bludgeoning, piercing, and slashing from
when confronted by sufferings that she cannot allay. nonmagical attacks
Vhara adores flowers of all sorts and likes nothing more Condition Immunities charmed, exhaustion,
than a bouquet of them as a gift. When not adventuring with frightened, incapacitated, petrified, poisoned,
her fellow Companions she dwells in a spacious mansion on stunned, unconscious
Senses truesight 240 ft., passive Perception 38
the Blessed Fields of Elysium Amoria. Her manse, Sierra Languages All, telepathy 500 ft.
Rise, stands at the summit of a hill surrounded on all sides by Challenge 30 (155,000 XP)
a ribald and radiant profusion of flowers. She is seldom seen
there without a small troupe of doting servants. Chief among Legendary Resistance (3/Day). If a Companion fails a
these are a male half-elf bard with a small golden harp and a saving throw, it can choose to succeed instead.
female elf sorcerer with a predilection for speaking in riddles
and rhymes. Animal Diplomat. The Companion can speak to and
Whenever battle is brought, Vhara relentlessly smashes understand beasts (as if it had cast speak with
foes with her great hooves. Armor and weapons, in her eyes, animals). The Companion can usually get a small
are beneath her. She tried to surround herself with as many favor from any non-evil beast, although the
enemies as possible before revealing her true strength and Companion is reluctant to request anything that will
cutting down her foes like a scythe to the harvesting of grain. put them in danger. Beasts, even if charmed, make
attacks against Companions with disadvantage.
Banishment. When a Companion drops to 0 hit
points, its body is destroyed but its essence travels
back to its domain, and is unable to take physical
form for a time.
Celestial Weapons. A Companion’s weapon attacks
are treated as +2 magical weapons, and deal an
extra 14 (4d6) radiant damage, included in the
attack.
Trample. For every 30 feet Vhara moves in a straight
line, she can choose to move through a single
enemy. That creature must make a DC 27 Dexterity
saving throw or be knocked prone. If they pass the
save they move out of the way by moving 5 feet in
a direction of their choice.
Innate Spellcasting. Vhara's spellcasting ability is
Wisdom (spell save DC 27, +19 to hit). A
Companion can innately cast the following spells at
5th level or higher, requiring no material
components:
157
At will: detect evil and good, disguise self, daylight Whinny (Recharges 6). Vhara can use her bonus
(9th level), fog cloud (9th level) action to whinny. All enemies within 50 feet must
3/day each: guardian of faith, protection from evil make a DC 27 constitution save or take 27 (8d6)
and good, teleport, aid (9th level), wall of stone thunder damage and then suffers one of the
1/day each: hold monster (9th level), spirit following effects: If the target has 100 or fewer hit
guardians (9th level), true resurrection, animal points, it is stunned for 1 minute, repeating saves
shapes (no concentration if any type of horse), wall at the end of their turn. If it has more than 100 hit
of thorns (9th level) points, it is deafened for 1 minute.
Limited Magic Immunity. Unless a Companion Touch of Friendship. Vhara can replace any of her
wishes to be affected, it is immune to spells of 3rd healing touches, which she has not used to cast
level or lower, and it has advantage on all other Touch of Friendship. As long as the recipient has an
spells and magical effects. ally within 20 feet, the recipient of the touch and
any allies in that area have the benefit of the Alert
Guardian Stance. Vhara can choose to guard a feat until the recipient completes a long rest.
person, place (generally 500 square feet, although Neutral good recipients can also summon 6
DM’s may adjust this as seems appropriate), or musteval guardinals one time per touch. The
item. It takes a minute for the stance to take effect guardinals will remain for 1 hour (unless the
unless she is on a good-aligned plane, on hallowed recipient dismisses them) and will be friendly
ground (as long as celestials are not barred from towards the recipient and its allies as long as they
the ground), or in an area that a good-aligned ally don’t ask the mustevals to take actions that would
has designated as a sanctuary for a word of recall violate their alignment.
spell, in which case it only takes one round. Taking
the stance requires concentration, but no action. Healing Touch (4/day). The Companion touches
Once the stance is in place, then she no longer another creature. The target magically regains 46
requires concentration to maintain it. Vhara can (8d8 + 10) hit points and is freed from any curse,
only have one guardian stance at a time, and loses disease, poison, blindness, or deafness.
the guardian stance abilities (except for locating Summon (1/day). Vhara magically summons (100%
the object of the stance) if she goes more than chance of success) 2d6 equinal guardinals who
500 feet from the object of the stance. In the have the guardian stance or (50%) Talisid or
stance, Vhara gains: another of his companions.
Unless she chooses to be affected, she is Turn the Unholy. A Court member speaks a word of
immune to any teleportation or banishment power and any fiends and fey within 120 feet of it
effects. must make a DC25 Wisdom saving throw. On a
Vhara can tell where the thing being guarded is failed save the creature is turned for 1 minute or
as long as she and the guarded thing are on the until it takes damage. If the creature has a CR/level
same plane. If on a different plane, she can cast of 20 or lower it has disadvantage on the saving
commune once per day. throw.
Vhara can cast Wrath of Nature once per day. A turned creature must spend its turns trying to
Horse Totem Vhara carries a small totem move as far away from the Court member as it can,
resembling a horse’s head with flowers in the and it can’t willingly to space within 120 feet of the
mane, usually as a necklace or ring. A neutral good Court member. It also can’t take reactions. For its
being attuned to the totem can gain Form of action, it can use only the Dash action or try to
Verdant Growth for 2 minutes. Until the spell ends, escape from an effect that prevents it from moving.
you gain the following benefits: If the creature’s true form is concealed by an
illusion, shapeshifting, or other effect, that form is
Magical flowers and vines grow out from your revealed while it is turned.
body. These don’t inhibit your movement or
actions. You can use your bonus action to cause Legendary Actions
them to batter any enemies within 20 feet of Vhara can take 3 legendary actions, choosing from
you. Any enemy within that range must make a the options below. Only one legendary action
Strength save (DC 28 for Vhara) or suffer 7 (2d6) option can be used at a time and only at the end of
bludgeoning damage. another creature’s turn. Vhara regains spent
You are immune to the restrained condition legendary actions at the start of her turn.
Actions Move. Vhara moves up to her speed.
Multiattack. Vhara makes three Hooves attacks. Spellcasting (2/round). Vhara casts a spell.
Hooves. Melee Attack: +23 to hit, reach 10 ft., one Corral (1/round). Vhara teleports up to 4 large or
target. Hit: 27 (4d6 + 13) blugeoning plus 14 smaller enemies that she can see into a 50 ft.
(4d6) radiant radiant damage and the target must space. Teleported enemies must make a DC 27
make a DC 29 Strength saving throw or be knocked Wisdom saving throw or suffer 33 (6d10) psychic
prone or pushed 10 feet, Vhara’s choice. damage on a failed save and be teleported or half
that on a successful one.
158
Kharash, the Stalker Kharash, the Stalker
This mighty lupinal guardinal is an outsider whose home Large celestial (Companion, guardinal) neutral good
plane is the Blessed Fields of Elysium. He is a member of the
guardinal Celestial Paragon known as Talisid and the Five Armor Class 23 (natural Armour)
Companions. Hit Points 690 (46d10 + 414)
He looks to be a werewolf-like creature with topaz eyes. Speed 60 ft.
Measuring ten feet in length, he often settles down on all
fours. This mighty lupinal has a lithe, muscular body covered
in neatly groomed black fur. He often smiles broadly, STR DEX CON INT WIS CHA
revealing rows of pearly-white fangs. 32 32 28 20 31 31
Duke Kharash is the paragon of lupinals. He enjoys the (+11) (+11) (+9) (+5) (+10) (+10)
hunt and the untrained wilderness as much or perhaps more
than Talisid does. The two are nearly inseparable except Saving Throws Dex +20, Con +18, Int +14, Wis +19
when Talisid enters a populated area; that is when Kharash Skills Athletics +19, Perception +20, Stealth +23
will fade away into the shadows remaining distant from the Damage Resistances bludgeoning, piercing, and
stain of civilization. slashing that is +2 or lesser magical
Although sly of tongue and not exactly shy, Kharash really Damage Immunities lightning, radiant, poison;
does not like large groups or accolades. He adores children bludgeoning, piercing, and slashing from
but is strangely awkward around them. His skill at remaining nonmagical attacks
hidden and his willingness to let Talisid speak on his behalf Condition Immunities charmed, exhaustion,
has earned him the title Talisid’s Shadow, a designation that frightened, incapacitated, petrified, poisoned,
bothers him not in the least. stunned, unconscious
Senses truesight 240 ft., passive Perception 38
Kharash is an undisputed master of the hunt, trusting his Languages All, telepathy 500 ft.
senses and intuition. He does not fall easily into traps and Challenge 30 (155,000 XP)
studies his enemies carefully before moving in for the kill. He,
like Talisid, maintains no permanent residence. On those rare Legendary Resistance (3/Day). If a Companion fails a
instances that he travels without Talisid or his fellow saving throw, it can choose to succeed instead.
companions, Kharash is joined by a pack of trusted lupinals.
Kharash, when fighting with his allies, usually tries to take Animal Diplomat. The Companion can speak to and
out the weakest opponent. That taken care of, he moves on to understand beasts (as if it had cast speak with
tougher foes. animals). The Companion can usually get a small
favor from any non-evil beast, although the
Companion is reluctant to request anything that will
put them in danger. Beasts, even if charmed, make
attacks against Companions with disadvantage.
Banishment. When a Companion drops to 0 hit
points, its body is destroyed but its essence travels
back to its domain, and is unable to take physical
form for a time.
Celestial Weapons. A Companion’s weapon attacks
are treated as +2 magical weapons, and deal an
extra 14 (4d6) radiant damage, included in the
attack.
Keen Hearing and Smell. Kharash has advantage on
wisdom (Perception) checks that rely on hearing or
smell.
Death Attack. Kharash can make thre checks against
a creature it can see within 60 feet of him, an
insight, survival, and a perception all the DC is
equal to the creatures level or CR + wisdom score.
If he makes all 3 checks within a minute he can
make a Death Attack against that creature once. He
makes a bite attack on his turn the creature needs
to make a DC 27 Constitution saving throw or go
to 0 hit points.
Innate Spellcasting. Kharash's spellcasting ability is
Wisdom (spell save DC 27, +19 to hit). A
Companion can innately cast the following spells at
5th level or higher, requiring no material
components:
159
At will: detect evil and good, disguise self, darkness Claw. Melee Attack: +23 to hit, reach 10 ft., one
(9th level), fog cloud (9th level) target. Hit: 25 (4d4 + 13) slashing plus 14 (4d6)
3/day each: guardian of faith, protection from evil radiant radiant damage.
and good, teleport, aid (9th level), fly
1/day each: hold monster (9th level), spirit Cold Breath (Recharges 6). Kharash exhales a blast of
guardians (9th level), true resurrection, animal freezing wind in a 120 foot cone. Each creature in
shapes (no concentration if wolf or dire wolf), the area of the cone must make a DC 27 Dexterity
moonbeam (9th level, bonus action to move) saving throw, taking 90 (20d8) cold damage on a
failed save or half that on a successful one.
Limited Magic Immunity. Unless a Companion Touch of Kindness. Kharash can replace any of his
wishes to be affected, it is immune to spells of 3rd healing touches, which he has not used to cast
level or lower, and it has advantage on all other touch of kindness. This touch gives the recipient
spells and magical effects. the ability to use Kharash’s healing touch. If the
Guardian Stance. Kharash can choose to guard a recipient of the touch of kindness uses the healing
person, place (generally 500 square feet, although touch on a being that has an attitude toward
DM’s may adjust this as seems appropriate), or him/her of anything other than friendly, then
item. It takes a minute for the stance to take effect he/she also gains the benefits of healing touch.
unless the he is on a good-aligned plane, on Neutral good recipients can also cast remove curse
hallowed ground (as long as celestials are not one time per touch.
barred from the ground), or in an area that a good- Healing Touch (4/day). The Companion touches
aligned ally has designated as a sanctuary for a word another creature. The target magically regains 46
of recall spell, in which case it only takes one round. (8d8 + 10) hit points and is freed from any curse,
Taking the stance requires concentration, but no disease, poison, blindness, or deafness.
action. Once the stance is in place, concentration is
no longer required to maintain it. Kharash can only Summon (1/day). Kharash magically summons
have one guardian stance at a time, and loses the (100% chance of success) 1d8 lupinals who have
guardian stance abilities (except for locating the the guardian stance or (50%) Talisid or one of his
object of the stance) if he goes more than 500 feet companions.
from the object of the stance. In the stance, Turn the Unholy. A Court member speaks a word of
Kharash gains: power and any fiends and fey within 120 feet of it
Unless she chooses to be affected, she is must make a DC25 Wisdom saving throw. On a
immune to any teleportation or banishment failed save the creature is turned for 1 minute or
effects. until it takes damage. If the creature has a CR/level
Kharash can tell where the thing being guarded is of 20 or lower it has disadvantage on the saving
as long as he and the guarded thing are on the throw.
same plane. If on a different plane, he can cast A turned creature must spend its turns trying to
commune once per day. move as far away from the Court member as it can,
Kharash can cast Mislead once per day. and it can’t willingly to space within 120 feet of the
Court member. It also can’t take reactions. For its
Wolf Totem Wolf Totem Kharash carries a small action, it can use only the Dash action or try to
totem resembling a ram’s head, usually as a escape from an effect that prevents it from moving.
necklace or ring. A neutral good being attuned to If the creature’s true form is concealed by an
the totem can gain Form of the Bloody Wolf for 2 illusion, shapeshifting, or other effect, that form is
minutes. Until the spell ends, you gain the following revealed while it is turned.
benefits:
Your mouth extends out in a wolf-like muzzle.
Legendary Actions
Bite attacks from this muzzle count as magic Kharash can take 3 legendary actions, choosing
weapons for purposes of overcoming resistance from the options below. Only one legendary action
or immunity. You can use your action to do 14 option can be used at a time and only at the end of
(4d6) plus your strength modifier piercing another creature’s turn. Kharash regains spent
damage. If you already have a bite attack, the legendary actions at the start of her turn.
damage it causes increases by that amount.
Harry. Kharash moves half his speed and makes a
You are immune to the stunned condition
bite attack.
Actions Spellcasting (2/round). Kharash casts a spell.
Multiattack. Kharash makes one bite and two claw Arctic Wind Wolf Pack (Costs 3 actions, 1/round).
attacks. Kharash summons 4 ghostly dire wolves. Each wolf
attacks a different enemy, which must make a DC
Bite. Melee Attack: +23 to hit, reach 5 ft., one 29 Constitution saving throw, taking 44 (8d10)
target. Hit: 35 (4d10 + 13) piercing plus 14 (4d6) cold damage on an failed saving throw.
radiant radiant damage and the target must make a
DC 28 Strength saving throw or be knocked prone.
160
Bharrai, the Great Bear Bharrai, the Great
This mighty ursinal guardinal is an outsider whose home
plane is the Blessed Fields of Elysium. He is a member of the
guardinal Celestial Paragon known as Talisid and the Five
Bear
Large celestial (Companion, guardinal) neutral good
Companions.
Bharrai looks like a bipedal bear with thick, snow white fur. Armor Class 22 (natural Armour)
Her eyes look like shards of blue ice and she has massive Hit Points 736 (46d10 + 414)
paws. She stands 18 feet tall and wears immaculate robes of Speed 40 ft.
the finest quality and craftsmanship.
She is the matriarch of the ursinals. Some refer to her as STR DEX CON INT WIS CHA
Mother Bear because she treats others of her kind like
cherished children. She takes great interest in their 27 27 30 29 31 28 (+9)
endeavors and exploits, fearing for them whenever they leave (+8) (+8) (+10) (+9) (+10)
Elysium to study magic and fight evil abroad.
When not accompanying Talisid and the other Companions Saving Throws Dex +17, Con +19, Int +14, Wis +19
on some important escapade, Bharrai resides in a great lodge Skills Athletics +17, Insight +19, Intimidation +19,
overlooking a small lake. This rustic facility is nestled Perception +19
between four mountains in Eronia, the second layer of Damage Resistances bludgeoning, piercing, and
Elysium. The region enjoys hot summers and frozen winters. slashing that is +2 or lesser magical
During the summer she teaches her fellow ursinals about the Damage Immunities lightning, radiant, poison;
bludgeoning, piercing, and slashing from
importance and serenity of living in harmony with nature. nonmagical attacks
During the snowy winters she turns the lodge into a college Condition Immunities charmed, exhaustion,
of wizardry. It becomes an isolated retreat where ursinals frightened, incapacitated, petrified, poisoned,
and visiting wizards can study together under the careful stunned, unconscious
tutelage and supervision of Bharrai. Senses truesight 240 ft., passive Perception 29
Bharrai prefers to avoid battle when possible. When forced Languages All, telepathy 500 ft.
upon her, she will use spells from a distance whether than Challenge 30 (155,000 XP)
close to melee distances. She casts arcane magics with a
tendency towards enchantment and divination. She seeks to Legendary Resistance (3/Day). If a Companion fails a
mislead or confuse her foes without actually hurting them. saving throw, it can choose to succeed instead.
She has the option at will to change the nature of spells from
lethal to non-lethal and often chooses that option. Animal Diplomat. The Companion can speak to and
understand beasts (as if it had cast speak with
animals). The Companion can usually get a small
favor from any non-evil beast, although the
Companion is reluctant to request anything that will
put them in danger. Beasts, even if charmed, make
attacks against Companions with disadvantage.
Banishment. When a Companion drops to 0 hit
points, its body is destroyed but its essence travels
back to its domain, and is unable to take physical
form for a time.
Celestial Weapons. A Companion’s weapon attacks
are treated as +2 magical weapons, and deal an
extra 14 (4d6) radiant damage, included in the
attack.
Grappler. If Bharrai chooses to, when she hits the
same target twice with a claw attack in the same
round it is also grappled. Bharrai can make attacks
with advantage against grappled targets.
Nature-Friendly Spells. When Bharrai casts a spell
that deals acid, cold, lightning, thunder or fire
damage, she may choose for the spell to deal no
damage to beasts and/or plants that are either
targeted or otherwise affected by the spell.
Innate Spellcasting. Bharrai's spellcasting ability is
Wisdom (spell save DC 27, +19 to hit). A
Companion can innately cast the following spells at
5th level or higher, requiring no material
components:
161
At will: detect evil and good, disguise self, Actions
chromatic orb (9th level), Radiant Fog, ray of
enfeeblement, sleep, Ray of Hope, Lantern Light, Multiattack. Bharrai makes one bite and two claw
Distilled Joy, warding wind, earthbind attacks.
3/day each: guardian of faith, protection from evil
and good, teleport, aid (9th level), dispel magic, Bite. Melee Attack: +23 to hit, reach 5 ft., one
cone of cold, polymorph, counterspell, wall of target. Hit: 31 (4d8+11) piercing plus 14 (4d6)
force, greater invisability, confusion, clairvoyance, radiant radiant damage.
fly, haste, protection from energy, suggestion, Claw. Melee Attack: +23 to hit, reach 10 ft., one
water breathing, Heavenly Lightning, healing word target. Hit: 25 (4d6 + 11) blugeoning plus 14
1/day each: hold monster (9th level), spirit (4d6) radiant radiant damage.
guardians (9th level), true resurrection, animal
shapes (no concentration if black bears, brown Touch of Piety. Bharrai can replace any of her
bears, or polar bears), antipathy/sympathy, Otto’s healing touches, which she has not used to cast
irresistible dance, control weather, mass Touch of Piety. The recipient has advantage on all
suggestion, mass polymorph, divine word, rain of saves from attacks/spells made by fiends and
black tulips undead until the end of its next long rest. Neutral
good recipients can cast holy aura once per touch.
Limited Magic Immunity. Unless a Companion Healing Touch (4/day). The Companion touches
wishes to be affected, it is immune to spells of 3rd another creature. The target magically regains 46
level or lower, and it has advantage on all other (8d8 + 10) hit points and is freed from any curse,
spells and magical effects. disease, poison, blindness, or deafness.
Guardian Stance. Bharrai can choose to guard a Summon (1/day). Bharrai magically summons
person, place (generally 500 square feet, although (100% chance of success) 1d6 ursinal guardinals
DM’s may adjust this as seems appropriate), or who have the guardian stance or (50%) Talisid or
item. It takes a minute for the stance to take effect another of his companions.
unless she is on a good-aligned plane, on hallowed
ground (if celestials are not barred from the Turn the Unholy. A Court member speaks a word of
ground), or in an area that a good- aligned ally has power and any fiends and fey within 120 feet of it
designated as a sanctuary for a word of recall spell, must make a DC25 Wisdom saving throw. On a
in which case it only takes one round. Taking the failed save the creature is turned for 1 minute or
stance requires concentration, but no action. Once until it takes damage. If the creature has a CR/level
the stance is in place, then she no longer requires of 20 or lower it has disadvantage on the saving
concentration to maintain it. Bharrai can only have throw.
one guardian stance at a time, and loses the A turned creature must spend its turns trying to
guardian stance abilities (except for locating the move as far away from the Court member as it can,
object of the stance) if she goes more than 500 and it can’t willingly to space within 120 feet of the
feet from the object of the stance. In the stance, Court member. It also can’t take reactions. For its
Bharrai gains: action, it can use only the Dash action or try to
escape from an effect that prevents it from moving.
Unless she chooses to be affected, she is If the creature’s true form is concealed by an
immune to any teleportation or banishment illusion, shapeshifting, or other effect, that form is
effects. revealed while it is turned.
Bharrai can tell where the thing being guarded is
if she and the guarded thing are on the same Legendary Actions
plane. If on a different plane, she can cast
commune once per day. Bharrai can take 3 legendary actions, choosing from
Once per day, Bharrai can cast Sleep (9th level) the options below. Only one legendary action
option can be used at a time and only at the end of
Bear Totem. Bharrai carries a small totem another creature’s turn. Bharrai regains spent
resembling a polar bear, usually as a necklace or legendary actions at the start of her turn.
ring. A neutral good being attuned to the totem can
gain Form of the Ice Wrought Sentinel for 2 Move. Bharrai moves up to half her speed.
minutes. Until the spell ends, you gain the following Spellcasting (2/round). Bharrai casts a spell.
benefits:
Freezing Fog (recharge 6, 1/round). Bharrai causes a
You gain an icy aura. It does not damage you, and fog with a 500-ft. radius to form around herself.
while the aura is in place you add 7 (2d6) plus Guardinals can see through the fog, but it gives
your charisma modifier (minimum 1) cold partial cover to attacks from any other type of
damage to any melee attack. Any enemy that being. Enemies caught in the fog must make a DC
makes a melee or natural weapon attack against 30 Constitution saving throw or suffer 44 (8d10)
you takes that damage. cold damage on a failed save or half that on a
You cannot be knocked prone. successful one. The fog disappears at the start of
her next turn.
162
Gwynharwyf is a fierce and devastating warrior whose
THE COURT OF STARS tireless crusade against evil helps to unite the eladrin people.
The noble, passionate, and mercurial eladrins call the The Court of Stars drifted among the three layers of
Olympian Glades of Arborea their home. Shifting between its Arborea, only ever appearing at night. It could only be
three layers is a demiplane known as the Court of Stars—the accessed with the express permission of the queen, who was
seat of power of the eladrin people. The Court of Stars drifts the only one able to open portals to and from the Court. Not
about Arborea like an autumn leaf on a pool and can only be even deities had access to this demiplane if she did not wish
reached when the eladrin monarch, Queen Morwel, wishes it it. Portals to her realm could be found anywhere she wished,
so. Portals leading to and from the Court of Stars can such as from Corellon Larethian's halls, below the ocean of
manifest anywhere—within the halls of Corellon Larethian’s Aquallor, or in Mithardir's sandy wilderness. It was also
Court on Arvandor, beneath the eternal sea of Aquallor, linked to the Gates of the Moon, Selûne's divine realm.
somewhere in the white deserts of Mithardir, or any other A massive serpentine sisiutl named Triusis, a servant of the
location Morwel fancies. No power on Arborea seems archomental Ben-hadar guarded a portal from the Plane of
capable of opening or closing a portal without Morwel’s Water to the Court of Stars.
consent. Rumor has it that one of Arborea’s fabled Another hidden portal to the demiplane was found in
attractions, the Fountain of Beauty, which has the power to Niflheim, where one of the tributaries of the River Styx came
temporarily improve one’s Charisma, can only be reached near one of the roots of Yggdrasil. The portal was opened by
from the Court of Stars, and that Morwel requires some kind touching a sprig of mistletoe to a scar on a lightning-struck
of gift before granting passage. oak tree.
Morwel’s demiplane resembles an autumnal sylvan forest
under a starlit sky. Time does not pass here, so creatures
living in the demiplane (including plants) never age, hunger,
or thirst. They do eat, drink, and sleep, but purely for
enjoyment. Fey creatures living in the forest lead visitors to
Morwel’s palace, which thrusts up from the heart of the
woodland, its spires breaking through the forest canopy.
Within the crystalline walls of her palace, Morwel entertains
guests, hosts parties, and discusses pressing issues with her
eladrin advisors and consorts.
Queen Morwel can seem flighty and pretentious at times,
but she has the best interests of her people at heart. She does
not rule alone, relying heavily on the counsel of her dear
consorts. Over the centuries, Morwel has taken many
consorts. Currently, she has two: a male tulani named
Faerinaal and a female bralani named Gwynharwyf. Her
affection for both is beyond measure. Faerinaal is a master
politician and a shrewd judge of character. Morwel relies on
his guidance to handle serious matters affecting her darling
subjects.
163
Morwel, Queen of Stars Morwel, Queen of
This woman bears a passing resemblance to an elf, although
her beauty is awesome and otherworldly. She wears a
shimmering mantle of stars that flicker out before touching
Stars
Medium celestial (Court of Stars, eladrin,
the ground, and she slices her brilliant rapier through the air shapechanger) chaotic good
with playful confidence.
Morwel has always ruled the eladrins. No eladrin can recall Armor Class 25 (natural Armour)
any monarch coming before her, and no eladrin can imagine Hit Points 675 (45d8+450)
the Court of Stars without her. To them, she has always been. Speed 40 ft, fly 100 (hover, ball of light form), fly
Since time does not pass in the Court of Stars, it is 300 (falling star form)
conceivable that Morwel is many thousands of years old,
although no one dares ask her to reveal her age. STR DEX CON INT WIS CHA
Morwel never leaves her demiplane, and some fear that if
she did leave, the demiplane would collapse and be destroyed 32 30 30 30 30 32
forever. However, she welcomes and entertains a steady (+11) (+10) (+10) (+10) (+10) (+11)
stream of visitors and ardent admirers.
though she usually appears in humanoid form, Morwel can Saving Throws Dex +19, Int +19, Wis +19, Cha +20
take the form of a 4-foot-diameter globe of scintillating, Skills Acrobatics +19, Insight +19, Intimidation
multicolored light. +20, Perception +19, Persuasion +20
While embodying the ephemeral and prideful personality Damage Resistances bludgeoning, piercing, and
slashing that is +2 or lesser magical
traits of the eladrin she ruled, Morwel still cared deeply for Damage Immunities lightning, radiant, poison;
her people and always had their best interests at heart. She bludgeoning, piercing, and slashing from
regularly hosted parties within her crystalline palace, but also nonmagical attacks
discussed more serious matters with her councilors and Condition Immunities charmed, exhaustion,
consorts, whose advice she cherished. frightened, incapacitated, petrified, poisoned,
Throughout the centuries, Morwel has taken many lovers. stunned, unconscious; grappled, paralyzed,
One of her rumored occasional love-affairs was with the prone, restrained (ball of light and falling star
archomental Ben-hadar, prince of good creatures of forms)
elemental water. One of his servants, a massive serpentine Senses truesight 240 ft., passive Perception 29
sisiutl named Triusis guarded a portal from the Plane of Languages All, telepathy 500 ft.
Water to the Court of Stars. Challenge 31 (175,000 XP)
Morwel was also allied to a powerful brass dragon named
Ronothere. Through him, she lent military aid to the cause of Legendary Resistance (3/Day). If a Court member
the archomental Zaaman Rul in his resistance against Imix fails a saving throw, it can choose to succeed
in the form of squads of monadic devas, asuras, and firres. instead.
Protective Aura. As an action, Morwel can generate a
10-foot-radius nimbus of light. This acts as a globe
of invulnerability cast at 9th level. The aura can be
dispelled, but Morwel can create it again as an
action on its next turn.
Banishment. When a member of the Court drops to
0 hit points, its body is destroyed but its essence
travels back to its domain, and is unable to take
physical form for a time.
Celestial Weapons. A member of the Court’s
weapon attacks are treated as +2 magical weapons,
and deal an extra 14 (4d6) radiant damage,
included in the attack.
Song of Rest. Morwel can use soothing music or
oration to help revitalize her wounded allies during
a short rest. If Morwel or any friendly creatures who
can hear her performance regain hit points by
spending Hit Dice at the end of the short rest, each
of those creatures regains an extra 2d12 hit points.
Innate Spellcasting. Morwel's spellcasting ability is
Wisdom (spell save DC 27, +19 to hit). A member
of the Court can innately cast the following spells at
5th level or higher, requiring no material
components:
164
At will: banishment, cure wounds, dancing lights, Morwel can chose to suppress or restore this ability
detect evil and good, dispel magic, flame strike without using an action.
(9th level), suggestion
3/day each: bless, greater restoration, protection Actions
from evil and good, teleport, command (9th level),
geas (9th level) Multiattack. Morwel makes four Sword of Light
1/day each: dream, chain lightning, eyebite (eyes attacks.
glow, bonus action to cast and use each round), Sword of Light. Melee Attack: +24 to hit, reach 5 ft.,
phantasmal force, investiture of fire, sunburst one target. Hit: 43 (8d6+15) slashing plus 14
Spellcasting. Morwel is a 20th-level spellcaster. Her (4d6) radiant radiant damage, and an additional 7
spellcasting ability is Charisma (spell save DC 27, (2d6) damage to evil creatures, which cant be
+19 to hit with spell attacks). Morwel has the prevented in any way.
following spells prepared: Cantrips (at will): light, Ball of Light. Morwel changes into a blazing ball of
mage hand, acid splash, message, prestidigitation, light. In this form, the only action she can take is
minor illusion the prismatic spray spell and move through other
1st level (4 slots): twilight luck, eyes of the avoral, creatures and objects as if they were difficult
tasha's hideous laughter, charm person, sleep, terrain. She takes 5 (1d10) force damage if she
expeditious retreat, mage armor, magic missile ends her movement inside a creature or object.
2nd level (3 slots): see invisibility, continual flame
3rd level (3 slots): clairvoyance, protection from Song of Blessing. All of Morwel’s allies who can hear
energy, wall of water her sing gain the benefits of a bless spell while they
4th level (3 slots): banishment, confusion, dolorous remain within 100 feet of her and she continues to
motes, freedom of movement, stars of arvandor sing. Chaotic good allies also gain the benefits of a
5th level (3 slots): hold monster, seeming, dream remove curse spell when they first hear her and
6th level (2 slots): conjure fey, investiture of wind, cannot be cursed (including by exotic curses like
starmantle vampirism) while they hear her sing. Morwel can
7th level (2 slots): crown of stars, prismatic spray maintain the song using her action each round.
8th level (1 slot): maze, mind blank Healing Touch (4/day). The Companion touches
9th level (1 slot): weird another creature. The target magically regains 46
Limited Magic Immunity. Unless a Court member (8d8 + 10) hit points and is freed from any curse,
wishes to be affected, it is immune to spells of 3rd disease, poison, blindness, or deafness.
level or lower, and it has advantage on all other Summon (1/day). If Morwel is on, in, or near a body
spells and magical effects. of water, she can summon (100% chance of
Sword of Light. Sword of Light is +4 great sword success) 1d12 noviere eladrin, or Morwel magically
artifact (included in the attack). A chaotically good summons (100% chance of success) 1 member of
creature attuned to it can use their bonus action to the Court of Stars or 1d8 ghale eladrin.
cast investiture of the star once per long rest (6th Turn the Faithless. A Court member speaks a word
level). The spell lasts for 10 minutes and takes the of power and any fiends and fey within 120 feet of
caster’s concentration. Until the spell ends, you it must make a Wisdom saving throw. On a failed
gain the following benefits: save the creature is turned for 1 minute or until it
6 glowing balls of energy appear before you. You takes damage. If the creature has a CR/level of 20
can use your bonus action to have one of the or lower it has disadvantage on the saving throw. A
balls attack an enemy within 120 feet of you. The turned creature must spend its turns trying to move
enemy takes 14 (4d6) radiant damage on a failed as far away from the Court member as it can, and it
dexterity saving throw and half that on a can’t willingly to space within 120 feet of the Court
successful one member. It also can’t take reactions. For its action,
You can use your action arrange up to 6 balls it can use only the Dash action or try to escape
into a constellation resembling a beast with 1 CR from an effect that prevents it from moving. If the
per ball or less. The “beast” is friendly to you and creature’s true form is concealed by an illusion,
your allies. You can chose to have the “beast” do shapeshifting, or other effect, that form is revealed
radiant damage instead of the normal damage. If while it is turned.
the “beast” is destroyed, you lose all the balls
used in its construction. You can chose to break Legendary Actions
apart the constellation (with no loss of balls) as Morwel can take 3 legendary actions, choosing
an action, bonus action, or legendary action (if from the options below. Only one legendary action
you have that type of action). option can be used at a time and only at the end of
another creature’s turn. Morwel regains spent
Otherworldly Beauty. Anything that can see legendary actions at the start of its turn.
Morwel must make a DC 30 wisdom check or be
affected as if they were under the effects of the Cast a spell. Morwel casts a spell.
hypnotic pattern spell. Anything that makes the
check is immune to it until it completes a long rest.
165
Falling Star form (1/turn). Morwel transforms into a
bolt of fire and flies in a straight line up to 300 feet Legendary Resistance (3/Day). If a Court member
and changes back to the form she had prior to fails a saving throw, it can choose to succeed
assuming the falling star form. Creatures she passes instead.
through make a DC28 dexterity saving throw. On a
fail, the creature takes 28 (8d6) fire damage and Protective Aura. As an action, Faerinal can generate
Morwel transforms back to the form she had prior a 10-foot-radius nimbus of light. This acts as a
to assuming the falling star form adjacent to the globe of invulnerability cast at 6th level. The aura
target. Morwel does not trigger opportunity attacks can be dispelled, but Faerinal can create it again as
while in falling star form. an action on its next turn.
Banishment. When a member of the Court drops to
Charging Dawn Attack. Morwel can move her speed
0 hit points, its body is destroyed but its essence
and makes a Sword of Light attack
travels back to its domain, and is unable to take
physical form for a time.
Celestial Weapons. A member of the Court’s
Faerinaal weapon attacks are treated as +2 magical weapons,
and deal an extra 14 (4d6) radiant damage,
This breathtakingly handsome, elflike man moves with included in the attack.
otherworldly grace and casts a mischievous smile in your
direction. He wears an elaborate midnight-blue robe adorned Song of Rest. Fortuitous can use soothing music or
with silver stars and arcane symbols. oration to help revitalize his wounded allies during
a short rest. If Fortuitous or any friendly creatures
As Morwel’s consort, Faerinaal provides company and who can hear his performance regain hit points by
counsel to the queen. He also oversees the defense of the spending Hit Dice at the end of the short rest, each
Court of Stars should it ever fall under attack. Faerinaal’s last of those creatures regains an extra 2d12 hit points.
sworn duty is to liberate any eladrins captured by the forces
of evil. (It was during such a mission to the Abyss that Innate Spellcasting. Morwel's spellcasting ability is
Faerinaal’s predecessor, Vaeros, perished.) Wisdom (spell save DC 27, +19 to hit). A member
Faerinaal adores Morwel more than any other creature and of the Court can innately cast the following spells at
5th level or higher, requiring no material
would gladly give his life to protect hers. His alternate form is components: At will: banishment, cure wounds,
that of a 4-foot-radius scintillating sphere of rainbow-hued dancing lights, detect evil and good, dispel magic,
light. greater invisibility, enthrall
3/day each: bless, greater restoration, protection
from evil and good, teleport, dissonant whisper
Faerinal (9th level), seeming
1/day each: dream, chain lightning, eyebite (eyes
Medium celestial (Court of Stars, eladrin, glow, bonus action to cast and use each round),
shapechanger) chaotic good insect plague (7th level), investiture of stone
Armor Class 25 (natural Armour) Spellcasting. Faerinaal is a 20th-level spellcaster. His
Hit Points 602 (43d8 + 387) spellcasting ability is Charisma (spell save DC 27,
Speed 40 ft, fly 100 (hover, ball of light form), fly +19 to hit with spell attacks). Faerinaal has the
30 (swarm form) following spells prepared: Cantrips (at will): light,
mage hand, acid splash, message, prestidigitation,
minor illusion
STR DEX CON INT WIS CHA 1st level (4 slots): alarm, twilight luck, eyes of the
avoral, tasha's hideous laughter, fog cloud, sleep,
30 29 28 27 27 31
(+10) (+9) (+9) (+8) (+8) (+10) expeditious retreat, magic missile
2nd level (3 slots): moon beam, misty step,
darkness, inhance ability
Saving Throws Dex +18, Con +18, Wis +17 3rd level (3 slots): clairvoyance, stars of Arvandor
Skills Athletics +19, Persuasion +19, Stealth +18 4th level (3 slots): dimension door, Otiluke’s
Damage Resistances bludgeoning, piercing, and resilient sphere, phantasmal killer
slashing that is +2 or lesser magical 5th level (3 slots): cone of cold, contact other
Damage Immunities lightning, radiant, poison; plane, dancing web
bludgeoning, piercing, and slashing from 6th level (2 slots): disintegrate, heaven’s trumpet
nonmagical attacks 7th level (2 slots): forcecage, amber sarcophagus
Condition Immunities charmed, exhaustion, 8th level (1 slot): maze, power word stun
frightened, incapacitated, petrified, poisoned, 9th level (1 slot): exalted fury
stunned, unconscious; grappled, paralyzed,
prone, restrained (ball of light and falling star Limited Magic Immunity. Unless a Court member
forms) wishes to be affected, it is immune to spells of 3rd
Senses truesight 240 ft., passive Perception 29 level or lower, and it has advantage on all other
Languages All, telepathy 500 ft. spells and magical effects.
Challenge 30 (155,000 XP)
166
Fortuitous Moon. Fortuitous Moon is +3 great Dream Ray. Ranged Attack: +19 to hit, range 300
sword artifact (included in the attack). A chaotically ft., one target. Hit: 26 (5d10) psychic. The target
good creature attuned to it can use their bonus suffers -d4 Charism on a hit. Any nonevil creature
action to cast spell investiture of the moon once reduced to 0 Charisma by the dream ray falls into a
per long rest. The spell lasts for 10 minutes and dream-filled coma. An evil creature reduced to 0
takes the caster’s concentration. Until the spell Charisma falls into a nightmare-wracked coma and
ends, you gain the following benefits: takes 1d10 psychic damage plus an additional
1d10 psychic damage per hour spent in the
You are immune to radiant damage and can see comatose state. A creature awakens from its coma
through magical darkness. if its Charisma is raised to 1 or higher.
You are automatically aware of all shapechangers
within 100 feet of you. Turn the Faithless. A Court member speaks a word
When you active the spell, chose one of the of power and any fiends and fey within 120 feet of
following three effects to be active: it must make a Wisdom saving throw. On a failed
All elemental creatures associated with the save the creature is turned for 1 minute or until it
Plane of Water are either attracted to or repulsed takes damage. If the creature has a CR/level of 20
by you as though you had cast antipathy or or lower it has disadvantage on the saving throw. A
sympathy on yourself. turned creature must spend its turns trying to move
You are surrounded by a cylinder of darkness as far away from the Court member as it can, and it
20 feet in diameter and 20 feet tall. The cylinder can’t willingly to space within 120 feet of the Court
moves with you. member. It also can’t take reactions. For its action,
You are surrounded by a cylinder of light 5 it can use only the Dash action or try to escape
feet wide and 40 feet tall. The cylinder moves from an effect that prevents it from moving. If the
with you. The first time a creature enters the creature’s true form is concealed by an illusion,
cylinder, it makes a DC 27 Constitution save shapeshifting, or other effect, that form is revealed
taking 33 (6d10) radiant damage on a failed save while it is turned.
and half of that on a successful one.
Shapechangers make the save at disadvantage, Legendary Actions
and if they fail, they return to their original form Morwel can take 3 legendary actions, choosing
and can’t change until they leave the cylinder. from the options below. Only one legendary action
option can be used at a time and only at the end of
Actions another creature’s turn. Morwel regains spent
Multiattack. Faerinaal makes two fortuitous moon legendary actions at the start of its turn.
attacks.
Swarm form. Faerinaal transforms into a large swarm
Sword of Light. Melee Attack: +22 to hit, reach 5 ft., of tiny winged fey-like celestials. He can move 30
one target. Hit: 37 (8d6+13) slashing plus 14 feet and attack 1 enemy, who must make a DC 20
(4d6) radiant radiant damage, and an additional 7 constitution saving throw. The enemy takes 44
(2d6) psychic damage. (8d10) piercing damage plus 14 (3d8) psychic
damage or half that on a successful save. If
Ball of Light. Faerinaal changes into a small faint ball Faerinaal has insect plague active, the save is made
of light. In this form, he can take no action other with disadvantage.
than dream ray. He can move through other
creatures and objects as if they were difficult Dream Ray. If in his ball of light form, Faerinaal
terrain. He takes 5 (1d10) force damage if he ends makes a dream ray attack.
his movement inside a creature or object. Attack (Costs 2 actions). Faerinaal makes a
Song of Honor. All of Faerinaal’s allies who can hear fortuitous moon attack.
him sing gain immunity to the charmed and
frightened conditions while they remain within 100
feet of him and he continues to sing. Chaotic good
allies can also use their bonus action to cast Gwynharwyf, the Whirling
compelled duel while they hear him singing.
Faerinaal can maintain the song using his action Fury
each round. A short, stocky elf stands ready for battle. Her hair is a wild
Healing Touch (4/day). The Companion touches silver-white mane, and her eyes are as green as jade. She has
another creature. The target magically regains 46 a tanned complexion and clutches a pair of gleaming
(8d8 + 10) hit points and is freed from any curse, scimitars that seem to reflect every color of the rainbow. A
disease, poison, blindness, or deafness. patron of good barbarians, Gwynharwyf (gwin-HAR-wif ) is
Summon (1/day). If Faerinaal is on, in, or near a body Queen Morwel’s loyal champion and a barbarian of
of water, he can summon (100% chance of unparalleled ferocity. As one of Morwel’s consorts, she
success) 1d12 noviere eladrin, or Faerinaal attends to the queen’s desires when not leading barbarian
magically summons (100% chance of success) hordes in the eternal struggle against evil.
1d8 shiere eladrin or 1d4 tulani eladrin.
167
Gwynharwyf can also assume the form of a whirlwind of
glittering sand.
Gwynharwyf’s natural form is a collection of eddies and
ribbons of air that create a vaguely elf-shaped figure made of Languages All, telepathy 500 ft.
dust, snow, sand, or leaves (depending on the local Challenge 30 (155,000 XP)
environment) inside of itself. Gwynharwyf prefers to appear
as an female elf or half-elf barbarian when dealing with Legendary Resistance (3/Day). If a Court member
mortals. fails a saving throw, it can choose to succeed
instead.
Protective Aura. As an action, Gwynharwyf can
generate a 10-foot-radius nimbus of light. This acts
as a globe of invulnerability cast at 6th level. The
aura can be dispelled, but Gwynharwyf can create it
again as an action on its next turn.
Banishment. When a member of the Court drops to
0 hit points, its body is destroyed but its essence
travels back to its domain, and is unable to take
physical form for a time.
Celestial Weapons. A member of the Court’s
weapon attacks are treated as +2 magical weapons,
and deal an extra 14 (4d6) radiant damage,
included in the attack.
Song of Rest. Gwynharwyf can use soothing music
or oration to help revitalize his wounded allies
during a short rest. If Gwynharwyf or any friendly
creatures who can hear his performance regain hit
points by spending Hit Dice at the end of the short
rest, each of those creatures regains an extra 2d12
hit points.
Innate Spellcasting. Morwel's spellcasting ability is
Wisdom (spell save DC 27, +19 to hit). A member
of the Court can innately cast the following spells at
5th level or higher, requiring no material
components: At will: Eyes of the Avoral,
banishment, cure wounds, dancing lights, detect
evil and good, dispel magic, blur, gust of wind, wind
Gwynharwyf wall, warcry
3/day each: bless, Dolorous Motes, greater
Medium celestial (Court of Stars, eladrin,
restoration, protection from evil and good, teleport,
shapechanger) chaotic good
lightning bolt
1/day each: dream, chain lightning, investiture of
Armor Class 22 (natural Armour)
wind
Hit Points 602 (43d8 + 387)
Speed 40 ft, fly 100 (hover, whirlwind form), fly Limited Magic Immunity. Unless a Court member
300 (lightning bolt form) wishes to be affected, it is immune to spells of 3rd
level or lower, and it has advantage on all other
spells and magical effects.
STR DEX CON INT WIS CHA
Storm Cutter are a pair of +3 scimitar artifacts
27 34 32 20 27 31 (included in the attack). A chaotically good creature
(+8) (+12) (+11) (+5) (+8) (+10) attuned to them can use their bonus action to cast
spell investiture of the storm once per long rest.
Saving Throws Str +17, Dex +21, Con +20 The spell lasts for 10 minutes and takes the caster’s
Skills Athletics +21, Intimidation +21, Stealth +21 concentration. While the spell is in effect, lightning
Damage Resistances thunder; bludgeoning, piercing, races across your body casting bright light for 30
and slashing that is +2 or lesser magical feet and dim light for an additional 30 feet. This
Damage Immunities lightning, radiant, poison; lightning does not harm you. Until the spell ends,
bludgeoning, piercing, and slashing from you gain the following benefits:
nonmagical attacks
Condition Immunities charmed, exhaustion,
frightened, incapacitated, petrified, poisoned,
stunned, unconscious; grappled, paralyzed,
prone, restrained (lightning bolt & whirlwind
forms)
Senses truesight 240 ft., passive Perception 29
168
You are immune to lightning damage and have A turned creature must spend its turns trying to
resistance to thunder damage. move as far away from the Court member as it can,
You gain a fly speed of 50 (hover) and it can’t willingly to space within 120 feet of the
Any creatures that moves within 5 feet of you for Court member. It also can’t take reactions. For its
the first time takes 6 (1d10) lightning damage action, it can use only the Dash action or try to
You can use your action to create a line of escape from an effect that prevents it from moving.
lightning 15 feet long and 5 feet wide extending If the creature’s true form is concealed by an
from you in a direction you choose. Each illusion, shapeshifting, or other effect, that form is
creature in the line must make a DC18 dexterity revealed while it is turned.
savings throw. A creatures takes 18 (4d8)
lightning damage on a failed savings throw or Legendary Actions
half that on a successful one.
Gwynharwyf can take 3 legendary actions, choosing
Actions from the options below. Only one legendary action
option can be used at a time and only at the end of
Multiattack. Faerinaal makes four Storm Cutter or another creature’s turn. Gwynharwyf regains spent
two Sand Blasting attacks. legendary actions at the start of its turn.
Storm Cutter. Melee Weapon Attack: +24 to hit, Attack. Gwynharwyf makes a storm cutter attack
reach 10 ft., one target. Hit: 29 (4d6 + 15) slashing
damage plus 14 (4d6) radiant damage. Lightning bolt form (1/turn). Gwynharwyf transforms
into a lightning bolt and flies up to 300 feet,
Sand Blasting. Ranged Weapon Attack: +21 to hit, passing through creatures if she likes, and changes
range 100 ft., one target. Hit: 30 (6d4 + 12) back to the form she had prior to assuming the
slashing damage plus 14 (4d6) lightning damage. lightning bolt form. One creature she passes
Song of Glory. All of Gwynharwyf’s allies who can through and all creatures within 5ft of that creature
hear her sing gain a temporary +2 bonus to their must make a DC20 Dexterity saving throw. On a
strength score (22 maximum for humanoids) while failure, the creature takes 28 (8d6) lightning
they remain within 100 feet of her and she damage and Gwynharwyf transforms back to the
continues to sing. Chaotic good allies also gain a form she had prior to assuming the lightning bolt
+2 bonus to their dexterity score (22 maximum for form adjacent to the target. Gwynharwyf does not
humanoids). Gwynharwyf can maintain the song trigger opportunity attacks while in lightning bolt
using her action each round. form.
Healing Touch (4/day). The Companion touches Whirlwind (costs 2 actions). Gwynharwyf transforms
another creature. The target magically regains 46 into a whirlwind of sparking sand, she breaks out of
(8d8 + 10) hit points and is freed from any curse, any grapple or mundane restraints, moves up to 20
disease, poison, blindness, or deafness. feet and makes an engulf attack.
Summon (1/day). If Gwynharwyf is on, in, or near a
body of water, she can summon (100% chance of
success) 1d12 noviere eladrin, or Gwynharwyf
magically summons (100% chance of success)
1d10 bralani eladrin or 1d6 firre eladrin.
Engulf (Whirlwind form only). Melee Weapon Attack:
+20 to hit, reach 5 ft., one target. Hit: 40 (6d8+13)
bludgeoning damage plus 14 (3d8) thunder
damage and the target must make a DC20 Strength
saving throw or be flung 50 feet.
Turn the Faithless. A Court member speaks a word
of power and any fiends and fey within 120 feet of
it must make a Wisdom saving throw. On a failed
save the creature is turned for 1 minute or until it
takes damage. If the creature has a CR/level of 20
or lower it has disadvantage on the saving throw.
169
Creatures
T
he creatures in this section are not monsters Lantern archon Friendly, curious archons that appeared
in the traditional sense and only rarely appear as glowing balls of light. The lowest form of archon,
as adversaries to player characters, unless sometimes called "proto-archons", these were the petitioners
those player characters are evil or pursuing of Celestia and the House of the Triad.
evil ends. Much more often, they serve as allies Hound archon Heavily muscled, disciplined soldiers that
or advisors to good-aligned player characters, sometimes took the form of a wolf or dog on the Material
whether summoned to the Material Plane by Plane. These were the first "true" archons and served as
means of a planar ally spell, acquired with the Celestial soldiers and servants.
Familiar feat, or through more traditional means. Warden archon These bear-like archons were the watchmen
and observers of their plane.
Sword archon The sword archons led the hounds and the
Celestial archon wardens.
Archons, not to be confused with the similarly named Throne archon Throne archons ruled the settlements of
elementals, were an elite group of celestials in the service of Celestia, serving beneath the tomes.
all that is lawful and good. Archons were wholly good and Tome archon The tomes were the strongest of the archons,
lawful and were consistently at odds with fiends of any kind, whose greatest power was knowledge.
though they particularly despised demons. Archons whose position in the hierarchy was not clear to
Many archons served the Triad gods Tyr, Torm, and Ilmater. scholars include:
The good deities Cyrrollalee, Dugmaren Brightmantle, Justice archon Zealous archons devoted to justice.
Eilistraee, Milil, and Mystra all had lantern archons in their Word archon Archons who acted as guardians of pure
service. Hound archons served the halfling god Urogalan. concepts.
Archons of all varieties were found in service to the good Trumpet archon Winged archons who acted as
deities Arvoreen, Berronar Truesilver, and Deneir. messengers on the Material Plane for the throne and tome
The physical form of archons varied. Their unifying traits archons. Trumpet archons were promoted from either
were their strongly lawful good outlook and some of their warden or sword archons and, after performing their
shared abilities. dangerous missions, are transformed into aasimon.
Abilities Archons who fell into the ways of chaos yet still remained
All archons could see in the dark and were immune to harm good entities became asuras.
from electricity. They were resistant to poisons and could not
be turned to stone by magical means. Personality
An aura always surrounded an archon that protected it and Archons were peace-loving entities and hated fighting.
anyone near it from the forces of evil. When an archon was Archons would never initiate combat, attacking only if
angry or in combat, the righteous menace of the archon was provoked. One should note, however, that they were easily
so strong that it could be felt. They were innately aware of provoked by acts of evil and lawlessness, and their rage has
their surroundings when on their home plane. been described as "vengeance itself." If at all possible, they
Archons could create a continuous source of light. They avoided harming good creatures and instead used nonlethal
could teleport themselves at will. Archons were naturally attacks.
fluent in the Celestial language and the language of devils.
Most also spoke Draconic. However, they could communicate “Turning evil against itself is the highest form of justice.” —
with almost any sentient creature using their innate magic, so
in some sense, they could speak all languages. Credo of the archons
Types
The archons most well-known to those on the Material Plane
of Toril were lantern archons, hound archons, and trumpet
archons. However, there were several other kinds of archons.
Archons were transmuted from one form to another as they
ascended through the ranks. From the lowest rank to the
highest rank, they included:
170
Lantern Archons
Lantern archons were the lowest-raking of the archons, the Aura of Menace. Any hostile creature within a 20-
souls of those good and lawful who had recently died. They foot radius of the archon must make a DC 17
were particularly favored as servants by the gods Cyrrollalee, Wisdom saving throw at the start of its turn.
Creatures who fail have disadvantage on attack rolls
Dugmaren Brightmantle, Eilistraee, Milil, and Mystra. and saving throws for 24 hours or until they
Lantern archons appeared as spheres of soft, glowing light, successfully hit the archon with an attack. Creatures
about as bright as a torch, from about one to three feet in who save or break the effect are immune to the
diameter. They bore no further ornamentation. It was archon’s Aura of Menace for 24 hours.
impossible to extinguish their light without destroying them.
Innate Spellcasting. The archon’s spellcasting ability
modifier is Charisma (spell save DC 11). It can
innately cast the following spells.
At will: detect evil and good
1/day: aid, continual flame, protection from evil and
good
Actions
Light Ray. Ranged Spell Attack: +4 to hit, range 60
ft., one target. Hit: 5 (2d4) radiant damage, and the
target has disadvantage on the next attack roll it
makes before the end of its next turn. Creatures
that don't rely on sight don't suffer this additional
effect.
Dispel Darkness. Any magical darkness of 3rd level
or lower within 30 feet of the archon is dispelled.
Invisible creatures within 30 feet of the archon
become outlined in dim, golden light, and can't
benefit from invisibility until they are no longer
within 30 feet of the archon.
Lantern Archon
Small celestial (archon), lawful good
Owl Archons
Armor Class 16 (natural armor) This large owl stands slightly over 9 feet tall and has a
Hit Points 28 (8d6) mixture of snow-white and charcoal-gray feathers. Its wicked
Speed 0 ft., fly 60 ft. (hover) talons, sharp beak, and wide eyes all possess a silvery gleam.
Owl archons patrol the skies of Celestia and other good-
STR DEX CON INT WIS CHA aligned planes. They primarily serve as airborne scouts,
messengers, and spies for the throne archons. They can also
2 (-4) 16 (+3) 10 (+0) 6 (-2) 12 (+1) 15 (+2) serve as airborne infantry when needed. Beyond their duties
to their superiors, owl archons also protect lesser celestial
Saving Throws Dex +5, Con +2, Wis +3 creatures— animals in particular. Harming a celestial
Skills Perception +3 creature on the Upper Planes is one quick way to earn an owl
Damage Resistances poision bludgeoning, piercing, archon’s wrath. Owl archons rarely announce their presence.
and slashing damage from nonmagical weapons
Damage Immunities lightning, radiant
When they spot a potential threat, they alert their superiors
Condition Immunities exhaustion, petrified
before confronting the threat directly, although they are quite
Senses darkvision 60 ft., passive perception 13 capable of dealing with most problems on their own. They do
Languages All, telepathy 60 ft. not require sleep and spend most of their time in flight. They
Challenge 2 (450 XP) periodically leave the skies to consort with allies on land or
visit the courts of the celestial paragons. They are expected to
Ephemeral. The archon can’t wear or carry anything. give daily reports to their superiors, apprising them of
possible threats on whatever plane they happen to reside.
Illumination. The archon sheds bright light in a 30- Owl archons stand 8 feet tall and weigh 300 pounds.
foot radius and dim light for an additional 30 feet.
Magic Resistance. The archon has advantage on
saving throws against spells and other magical
effects.
171
Keen Hearing and Sight. The owl archon has
advantage on Wisdom (Perception) checks that rely
on hearing or sight.
Aura of Menace. Any hostile creature within a 20-
foot radius of the archon must make a DC 11
Wisdom saving throw at the start of its turn.
Creatures who fail have disadvantage on attack rolls
and saving throws for 24 hours or until they
successfully hit the archon with an attack. Creatures
who save or break the effect are immune to the
archon’s Aura of Menace for 24 hours.
Innate Spellcasting. The archon spellcasting ability is
Charisma (spell save DC 15). it can innately cast the
following spells, requiring no material components:
At will: calm emotion, animal friendship, dispel
magic, faerie fire, freedom of movement (self only;
always active), speak with animals
3/day each: Banishment, Find the Path
1/day each: Stone to Flesh
Actions
Multiattack The Owl Archon makes three attacks,
two with its claws and one with its beak. It may
exchange any of its claw attacks with a Swoop
attack.
Claw. Melee Weapon Attack: +8 to hit, reach 10 ft.,
Owl Archon one target. Hit: 13 (2d8+4) slashing and 9 (2d8)
Large celestial (archon), lawful good radiant damage.
Armor Class 16 (natural armor) Beak. Melee Weapon Attack: +8 to hit, reach 10 ft.,
Hit Points 100 (10d10+40) one target. Hit: 15 (2d10+4) slashing and 9 (2d8)
Speed 30., Fly 90ft. radiant damage.
Swoop, Grapple. Melee Weapon Attack: +8 to hit,
reach 10 ft., one target. Hit: 13 (2d8+4) slashing
STR DEX CON INT WIS CHA and 9 (2d8) radiant damage. The owl archon must
18 (+4) 16 (+3) 18 (+4) 14 (+2) 20 (+5) 17 (+3) fly toward its target for a minimum of 40 feet in a
straight line. If the swoop attack succeeds, the
target is grappled.
Saving Throws Dex +7, Con +8, Wis +9
Skills Perception +13 Swoop, Rend. Melee Weapon Attack: +8 to hit,
Damage Resistances poison, bludgeoning, piercing, reach 10 ft., one target. Hit: 26 (4d8+4) slashing
and slashing damage from nonmagical weapons and 9 (2d8) radiant damage. The owl archon must
Damage Immunities lightning, radiant fly toward its target for a minimum of 40 feet in a
Condition Immunities exhaustion, petrified straight line. If the swoop attack succeeds, the owl
Senses darkvision 120 ft, Truesight 60ft, passive archon deals extra damage (included in the attack).
perception 23 Eye Rays 6/day Ranged Spell Attack: +9 to hit, range
Languages Celestial, Draconic, Infernal, and Sylvan, 120 ft., one target. An owl archon can shoot twin
telepathy 60 ft. beams of silvery light from its eyes, any creature
Challenge 11 (7200 XP) struck by the eye rays must make a DC 15
Constitution save or be Petrified.
Angelic Weapons. The archon's weapon attacks are
magical. When the archon hits with any weapon,
the weapon deals an extra 2d8 radiant damage
(included in the attack). Sword Archons
Magic Resistance. The archon has advantage on This creature resembles a ruggedly handsome, oversized
saving throws against spells and other magical human with glorious, feathered wings. Before entering battle,
effects. it transforms its forearms into sharp, fiery blades that ripple
Flyby. The owl archon doesn't provoke opportunity
the air around them.
attacks when it flies out of an enemy's reach.
172
The paragons of the Seven Heavens use sword archons as
enforcers of the heavenly laws, a pursuit to which the canny
sword archons seem perfectly suited. Sword archons dress in Magic Resistance. The archon has advantage on
simple garments of patterned cloth, covering themselves in saving throws against spells and other magical
great cloaks when attempting to blend in with their effects.
surroundings. Most make little effort to conceal themselves, Flyby. The sword archon doesn't provoke
however, believing that the justness of their mission would be opportunity attacks when it flies out of an enemy's
compromised by subterfuge. The beauty of a sword archon’s reach.
feathered wings rivals that of the most stunning giant eagles. Armblades. As a free action, a sword archon can
When angered or in combat, the forearms of a sword archon mold the flesh of its forearms, hardening and
shift form to take on the quality of holy flaming longswords. sharpening organic matter into the form of
They stand 10 feet tall and weigh 550 pounds. powerful magic blades. The archon wields the
blades like longswords, and they gain the properties
of +2 holy flaming longswords.
Sword archons can shift back to their “normal”
hands as a free action. The armblades cannot be
disarmed, and they automatically assume limb form
upon the archon’s death.
Aura of Menace. Any hostile creature within a 20-
foot radius of the archon must make a DC 16
Wisdom saving throw at the start of its turn.
Creatures who fail have disadvantage on attack rolls
and saving throws for 24 hours or until they
successfully hit the archon with an attack. Creatures
who save or break the effect are immune to the
archon’s Aura of Menace for 24 hours.
Innate Spellcasting. The archon spellcasting ability is
Charisma (spell save DC 16). it can innately cast the
following spells, requiring no material components:
At will: aid, continual flame, divination, locate
creature, locate object, message
3/day each: commune, dispel evil and good
1/day each: hunters mark
Actions
Multiattack The sword archon makes two melee
attacks.
Sword Archon Armblade. Melee Weapon Attack: +10 to hit, reach
Large celestial (archon), lawful good
10 ft., one target. Hit: 15 (2d8+4) slashing, 9 (2d8)
Armor Class 16 (natural armor) fire and 9 (2d8) radiant damage.
Hit Points 121 (11d10+55) Discorporating Dive 3/day. Melee Weapon Attack:
Speed 30., Fly 90ft. +10 to hit, reach 10 ft., one target. Hit: 15 (2d8+4)
slashing, 9 (2d8) fire and 9 (2d8) radiant damage. A
sword archon can attempt to destroy a living
STR DEX CON INT WIS CHA enemy with a powerful dive attack, literally flying
19 (+4) 15 (+2) 20 (+5) 15 (+2) 20 (+5) 18 (+4) through its opponent armblades-first, tearing apart
its body and sending its soul to imprisonment in
the Seven Heavens. If the archon fails to damage its
Saving Throws Dex +7, Con +8, Wis +9 opponent, the discorporating dive attack is wasted.
Skills Insight +9, History +5 If damaged, however, the target must make a DC
Damage Resistances poison, bludgeoning, piercing, 16 Constitution save. Those who succeed on the
and slashing damage from nonmagical weapons save suffer no further effect beyond the damage of
Damage Immunities lightning, radiant the attack. If the save fails, the attack utterly
Condition Immunities exhaustion, petrified annihilates the victim’s body, killing it instantly.
Senses darkvision 120 ft, Truesight 60ft, passive Further, the victim’s soul is bound to a great prison
perception 15 in the Seven Heavens of Celestia, where it remains
Languages Celestial and Infernal, telepathy 60 ft. until the archons that manage the celestial donjon
Challenge 12 (8,400 XP) see fit to release it. Release generally involves
bartering with a throne archon, with some quest for
Angelic Weapons. The archon's weapon attacks are the cause of law and goodness being the most
magical. When the archon hits with any weapon, common price. Such agents of Heaven never
the weapon deals an extra 2d8 radiant damage release the soul of an unredeemed evil creature.
(included in the attack).
173
Throne Archons
This towering, regal figure has fair hair, flawless golden skin,
and glowing blue eyes that fill you with love and warmth. Its Angelic Weapons. The archon's weapon attacks are
sublime yet stoic facial expression bears an unshakable magical. When the archon hits with any weapon,
countenance that suggests great wisdom and conviction. the weapon deals an extra 2d8 radiant damage
Although this glorious being has no wings, it wears an ornate (included in the attack).
suit of golden full plate and carries a massive greatsword Magic Resistance. The archon has advantage on
etched with runes. saving throws against spells and other magical
The spirits of the Seven Heavens of Celestia congregate in effects.
magnificent cities throughout the plane’s seven layers. Flyby. The throne archon doesn't provoke
Throne archons, powerful embodiments of law and good, opportunity attacks when it flies out of an enemy's
command these cities with stern attention to order and reach.
unyielding dedication to the power of benevolence. They
serve as the judges of the Heavens, occasionally tasking Magic Circle Aura. The archon emanates a 10-foot
themselves with meting out justice to the particularly vile or aura, any fiends or undead in the area suffer
corrupt. Such duties require the utmost patience and disadvantage on attack rolls against targets within
the cylinder. Also targets within the cylinder can't
attention, so most resent being called to the Material Plane. be charmed, frightened, or possessed by fiends or
Nonetheless, if bargained with carefully, a throne archon can undead.
be a devastatingly effective ally.
Aura of Menace. Any hostile creature within a 20-
foot radius of the archon must make a DC 19
Wisdom saving throw at the start of its turn.
Creatures who fail have disadvantage on attack rolls
and saving throws for 24 hours or until they
successfully hit the archon with an attack. Creatures
who save or break the effect are immune to the
archon’s Aura of Menace for 24 hours.
Innate Spellcasting. The archon spellcasting ability is
Charisma (spell save DC 19). it can innately cast the
following spells, requiring no material components:
At will: ceremony, dispel magic, bless, cure
wounds, detect good & evil, zone of truth, hallow,
lesser restoration, see invisibility, sending
3/day each: banishment, death ward, divine favor,
find the path, heal, heroes’ feast, holy weapon, raise
dead, greater restoration, searing smite, shield of
the faith, true seeing, teleport, heavenly lightning
1/day each: resurrection, soul cage, magic jar
Actions
Multiattack The archon makes two melee attacks. It
Throne Archon can use Teleport once before, between, or after the
Large celestial (archon), lawful good attacks.
Armor Class 17 (natural armor) Greatsword. Melee Weapon Attack: +12 to hit,
Hit Points 182 (14d10+55) reach 10 ft., one target. Hit: 28 (6d6+7) slashing
Speed 30., Fly 90ft. and 9 (2d8) radiant damage. If the archon scores a
critical hit, it rolls damage dice three times, instead
of twice.
STR DEX CON INT WIS CHA Teleport The archon magically teleports, along with
24 (+7) 13 (+1) 24 (+7) 22 (+6) 25 (+7) 23 (+6) any equipment it is wearing or carrying, up to 120
ft. to an unoccupied space it can see.
Saving Throws Dex +6, Con +12, Wis +12 Penitentiary Gaze. Any nonlawful good creature
Skills Insight +12, Acrobatics +12 within 30 feet of a throne archon that meets the
Damage Resistances poison, bludgeoning, piercing, creature’s glowing blue eyes must succeed on a
and slashing damage from nonmagical weapons Wisdom saving throw DC 19 or temporarily fall
Damage Immunities lightning, radiant under its influence. Such a being becomes filled
Condition Immunities exhaustion, petrified with remorse over the distance its life’s actions
Senses darkvision 120 ft, Truesight 60ft, passive have taken them from the ideals of law or goodness
perception 23 (even if such distance would ordinarily make them
Languages Abyssal, Celestial, Common, Draconic, proud).
and Infernal., telepathy 60 ft.
Challenge 13 (11,500 XP)
174
The intensity of the remorse (and the relevant game
effect) varies depending upon the creature’s
Hound Archon
Medium celestial (archon), lawful good
alignment. Compare the victim’s alignment to the
chart below, adding any game effects that apply. Armor Class 16 (natural armor)
The victim is free to act (even to attack the throne Hit Points 66 (10d8 + 30)
archon) while under the effects of the penitentiary Speed 40ft.
gaze. The effects persist each round until the victim
makes a successful Wisdom saving throw. Throne
archons can disable or enable this ability as a free STR DEX CON INT WIS CHA
action. The gaze cannot be disabled during the
same round in which it was enabled (and vice 19 (+4) 14 (+2) 17 (+3) 10 (+0) 14 (+2) 16 (+3)
versa)
Saving Throws Dex +5, Con +6, Wis +5
Law/Chaos Axis Neutral: The victim is beset by Skills Survival +5, Perception +5, Intimidate +6
religious visions in which angelic legions berate Damage Resistances poison, bludgeoning, piercing,
them for straying from the true path of law and and slashing damage from nonmagical weapons
goodness. As a result, they gain a level of Damage Immunities lightning, radiant
exhaustion. Chaotic: Blistering mental hellscapes Condition Immunities exhaustion, petrified
scald the victim’s consciousness, causing so much Senses darkvision 120 ft, Truesight 60ft, passive
psychological damage that the victim becomes perception 23
frightened. Languages Abyssal, Celestial, Common, telepathy
Good/Evil Axis Neutral: Pangs of self regret over 60 ft.
past evil deeds result in blood-red psychosomatic Challenge 5 (1,800 XP)
blisters and boils. The victim takes 10 points of
damage. Evil: The victim’s guilt and misery creates a Angelic Weapons. The archon's weapon attacks are
psychosomatic meltdown that results in painful magical. When the archon hits with any weapon,
rashes and explosive skin abrasions. The victim the weapon deals an extra 2d8 radiant damage
takes 20 points of damage (included in the attack).
Magic Resistance. The archon has advantage on
saving throws against spells and other magical
Hound Archons effects.
Hound archons were the guardians of the first and second Keen Smell. The archon has advantage on Wisdom
layers of Celestia. They were considered by scholars to be the (Perception) checks that rely on smell.
first "true" archons. While typically associated with the gods
of the House of the Triad, they were also particularly favored Shapechanger. The archon can use its action to
as servants of the halfling god Urogalan. They were one of polymorph into a Small or Medium dog, wolf, or
similar beast, or back into its true form. Other than
the most common archons summoned to the Material Plane, its size, its statistics are the same in each form. Any
and their duties sometimes permitted them to travel to other equipment it is wearing or carrying isn’t
realms to interact with their inhabitants. transformed, and is left behind if it dies.
Hound archons of the lowest rank appeared to wear lead
collars. As the archon progressed along a path of goodness, Aura of Menace. Any hostile creature within a 20-
the metal of the collar appeared to change from lead to tin to foot radius of the archon must make a DC 19
Wisdom saving throw at the start of its turn.
brass to bronze to silver to gold and at last to platinum. Creatures who fail have disadvantage on attack rolls
Beyond this point, a hound archon with a platinum collar and saving throws for 24 hours or until they
would be promoted and transformed into a warden archon. successfully hit the archon with an attack. Creatures
who save or break the effect are immune to the
archon’s Aura of Menace for 24 hours.
Innate Spellcasting. The archon spellcasting ability is
Charisma (spell save DC 19). it can innately cast the
following spells, requiring no material components:
At will: detect evil and good, misty step 3/day: aid,
continual flame, protection from evil and good
1/day: teleport
Actions
Multiattack The hound archon makes two attacks.
175
Greatsword. Melee Weapon Attack: +7 to hit, reach Trumpet Archon
10 ft., one target. Hit: 18 (4d6+4) slashing and 9 Large celestial (archon), lawful good
(2d8) radiant damage.
Armor Class 16 (natural armor)
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., Hit Points 156 (15d10 + 75)
one target. Hit: 13 (2d8 + 4) piercing damage. If Speed 30., Fly 90ft.
the target is a creature, it must succeed on a DC 15
Strength saving throw or be knocked prone.
Menace. Each creature of the archon's choice that STR DEX CON INT WIS CHA
is within 60 ft. of the archon and aware of it must 20 (+5) 14 (+2) 20 (+5) 17 (+3) 20 (+5) 22 (+6)
succeed on a DC 14 Charisma saving throw or
become frightened for 1 minute. A creature can
Saving Throws Dex +6, Con +9, Wis +9
repeat the saving throw at the end of each of its
Skills Insight +11, Persuasion +11, Religeon +8,
turns, ending the effect on itself on a success. If a
Performance +16
creature's saving throw is successful or the effect
Damage Resistances poison, bludgeoning, piercing,
ends for it, the creature is immune to the Menace
and slashing damage from nonmagical weapons
of all hound archons for the next 24 hours.
Damage Immunities lightning, radiant
Condition Immunities exhaustion, petrified
Senses darkvision 120 ft, Truesight 60ft, passive
Trumpet Archons perception 15
Languages All, telepathy 60 ft.
Trumpet archons were the celestial heralds and messengers Challenge 13 (10,000 XP)
of the gods of the Upper Planes, the archons of song and of
resurrection. These archons were named for the shining, Angelic Weapons. The archon's weapon attacks are
silver trumpets each bore. Trumpet archons could be called magical. When the archon hits with any weapon,
on for aid by lawful and good clerics and were thus—along the weapon deals an extra 2d8 radiant damage
with lantern and hound archons—one of the most commonly (included in the attack).
encountered archons on the Material Plane.
Each trumpet archon carried a gleaming silver trumpet Magic Resistance. The archon has advantage on
about six feet (two meters) long. This trumpet could saving throws against spells and other magical
transform into a silver, magical greatsword at the whim of its effects.
bearer. These were granted as gifts from the powers, and Divine Speech. A trumpet archon can speak with any
each archon was only granted one such trumpet during its creature that has a language, as though using a
time as a trumpet archon. The trumpets morphed into tongues spell always active.
useless chunks of lead if stolen. Trumpet Transformation. The archon can instantly
turn its trumpet into a greatsword and vice versa.
Flyby. The trumpet archon doesn't provoke
opportunity attacks when it flies out of an enemy's
reach.
Aura of Menace. Any hostile creature within a 20-
foot radius of the archon must make a DC 19
Wisdom saving throw at the start of its turn.
Creatures who fail have disadvantage on attack rolls
and saving throws for 24 hours or until they
successfully hit the archon with an attack. Creatures
who save or break the effect are immune to the
archon’s Aura of Menace for 24 hours.
Innate Spellcasting. The archon spellcasting ability is
Charisma (spell save DC 19). it can innately cast the
following spells, requiring no material components:
At will: detect evil and good, misty step, sacred
flame (as 17th level), healing word, shatter
3/day: aid, continual flame, protection from evil and
good, augery, thunder step, spirit guardians
1/day: teleport, plane shift, commune
Actions
Multiattack The trumpet archon makes two attacks.
176
Greatsword. Melee Weapon Attack: +9 to hit, reach
10 ft., one target. Hit: 19 (4d6 + 5) slashing and 9
(2d8) radiant damage.
Horn Blast. With a deafining blast from its horn,k
the archon creates a 40-foot cone, each creature in
the area must pass a DC 17 Constituion saving
throw or take 33 (6d10) thunder damage and
become deafened for 1 minute. A creature who
fails this saving throw can repeat it on the end of its
turn ending the deafened condition on a success.
On a success the creature takes half damage and is
not deafened.
Trumpet. The archon plays beautiful and clear music
on its trumpet. All hostile creatures within 100 feet
of the archon must succeed on a DC 17
Constitution saving throw or be paralyzed for 1
minute. A creature who fails this saving throw can
repeat it on the end of its turn ending the paralyzed
condition on a success.
Warden Archons
Standing as tall as an ogre, this hulking creature has white
fur, a bearlike head, and eyes like gleaming black opals. Its
broad white paws end in razor-sharp, jet-black claws. The
creature is clad in fearsome full plate engraved with faintly Warden Archon
glowing symbols of holiness and virtue. Large celestial (archon), lawful good
The solemn warden archons guard the gates of the Seven
Heavens, standing ever vigilant should that bastion of law and Armor Class 17 (natural armor)
order fall under siege. Since such attacks seldom occur, the Hit Points 133 (14d10 + 56)
wardens have a secondary task of observing the affairs of the Speed 40ft.
Material Plane through great magical scrying pools located
near the gates. STR DEX CON INT WIS CHA
A warden archon’s bearlike head and gentle nature
sometimes lead its enemies to assume it possesses an ursine 18 (+4) 16 (+3) 18 (+4) 14 (+2) 20 (+5) 17 (+3)
disposition to laziness, a conclusion soon proven wrong by
powerful jaws and claws once combat has begun. Saving Throws Dex +7, Con +8, Wis +9
Wardens never sleep, spending all of their time observing Skills Medicine +5, Nature +5, Religion +8
their assigned pools or gates. Many mortals hence refer to Damage Resistances poison, bludgeoning, piercing,
wardens as “Watchers.” They have more interactions with and slashing damage from nonmagical weapons
and a keener understanding of the mortal world than any Damage Immunities lightning, radiant
other archons, a point of pride they bear openly (occasionally Condition Immunities exhaustion, petrified
Senses darkvision 120 ft, Truesight 60ft, passive
too openly, leading to some chafing among the other perception 15
archons). Perhaps because of the temptations they view daily, Languages All, telepathy 60 ft.
more warden archons fall to the vices of evil than any other Challenge 9 (5,000 XP)
type of celestial.
Warden archons never speak aloud, preferring to Angelic Weapons. The archon's weapon attacks are
communicate via telepathy. They stand 10 feet tall and weigh magical. When the archon hits with any weapon,
650 pounds the weapon deals an extra 2d8 radiant damage
(included in the attack).
Magic Resistance. The archon has advantage on
saving throws against spells and other magical
effects.
Unerring Assay: A warden archon instinctively
knows the alignment of any creature within 60 feet.
Typical methods of masking alignment, such as
magic aura or nondetection, have no effect upon a
warden archon’s unerring assay
177
Keen Hearing and Smell. The archon has advantage
on Wisdom (Perception) checks that rely on
hearing or smell.
Rend if the archon hits the same target twice with
its claw attacks on its turn, the target takes an extra
13 (2d8 + 4) slashing damage, and the target is
also grappled (escape DC 15.) The archon cannot
use this action while it has a shield or weapon
equipped
Aura of Menace. Any hostile creature within a 20-
foot radius of the archon must make a DC 19
Wisdom saving throw at the start of its turn.
Creatures who fail have disadvantage on attack rolls
and saving throws for 24 hours or until they
successfully hit the archon with an attack. Creatures
who save or break the effect are immune to the
archon’s Aura of Menace for 24 hours.
Innate Spellcasting. The archon spellcasting ability is
Charisma (spell save DC 19). it can innately cast the
following spells, requiring no material components:
At will: detect evil and good, animal friendship,
bless
Word Archon
Large celestial (archon), lawful good
3/day: aid, continual flame, protection from evil and
good, beacon of hope, hold monster, sanctuary, Armor Class 16 (natural armor)
guardian of nature Hit Points 141 (15d10 + 60)
1/day: teleport, tenser's transformation Speed 30., Fly 90ft.
Actions
Multiattack The archon makes two claw attacks. STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 18 (+4) 24 (+7) 16 (+3) 22 (+6)
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 13 (2d8 + 4) slashing damage plus
9 (2d8) radiant damage. Saving Throws Dex +6, Con +9, Wis +9
Skills Persuasion +14, Intimidate +10, History +15,
Preserve Life. The archon restores 50 hit points, Perception +7, Performance +10, Insight +7
divided as the archon chooses, among any number Damage Resistances poison, bludgeoning, piercing,
of creatures within 30 feet of it, restoring each and slashing damage from nonmagical weapons
creature to no more than half of its hit point Damage Immunities lightning, radiant
maximum. This ability has no effect on undead or Condition Immunities exhaustion, petrified
constructs. Senses darkvision 120 ft, Truesight 60ft, passive
perception 17
Languages Celestial, Draconic, Infernal; truespeech,
telepathy 60 ft.
Word Archons Challenge 13 (10,000 XP)
Word archons were the celestial guardians of pure concepts,
such as goodness, virtue, and love. These archons excelled in Angelic Weapons. The archon's weapon attacks are
the power of true names. magical. When the archon hits with any weapon,
They were exceptionally intelligent. Like all archons, word the weapon deals an extra 2d8 radiant damage
archons could speak and understand any language they (included in the attack).
desired, but their true power of language came in their ability Magic Resistance. The archon has advantage on
to utter combinations of words in Truespeech, the original saving throws against spells and other magical
language of the multiverse. Scholars who investigated the effects.
concept of Truespeech divided it into three "lexicons". Each
lexicon concerned a single group of names—the true names Divine Speech. A word archon can speak with any
of creatures, objects, or places. Word archons were known to creature that has a language, as though using a
speak utterances from all three lexicons. tongues spell always active.
Word archons believed that the magic of true names was Flyby. The word archon doesn't provoke
the purest form of language in the multiverse. They revered it opportunity attacks when it flies out of an enemy's
and treated it as holy. Not surprisingly, word archons hated reach.
such creatures as logokron devils and garblers, beings who
distorted the purity of Truespeech. They would attack such
creatures without hesitation.
178
Aura of Menace. Any hostile creature within a 20- Incarnation of Heaven: The archon’s words echo
foot radius of the archon must make a DC 19 with the glory of Heaven and invest its allies with
Wisdom saving throw at the start of its turn. holy might. The creatures gain the ability to Smite
Creatures who fail have disadvantage on attack rolls Evil, adding their charisma to one weapon attack,
and saving throws for 24 hours or until they then adding thier level as extra weapon damage to
successfully hit the archon with an attack. Creatures the attack as well as Darkvision 60-feet. Their skin
who save or break the effect are immune to the takes on a silvery shine and they are surrounded by
archon’s Aura of Menace for 24 hours. a golden aura. The smite ability granted by this is
usable by a creature only once per day, no matter
Innate Spellcasting. The archon spellcasting ability is how many times it might be the subject of this
Charisma (spell save DC 19). it can innately cast the prayer.
following spells, requiring no material components: Prayer of Protection: The archon’s utterance wards
At will: detect evil and good, misty step, sacred its allies from harm. The archon and its allies
flame (as 17th level), healing word, shatter areprotected from ranged weapon attacks. A
3/day: aid, continual flame, protection from evil and creature reduces any bludgeoning, slashing or
good, confusion, sending, enemies abound piercing damage caused by ranged weapon attacks.
1/day: teleport, geas A creature can only be protected from up to 50
points of damage per day from this effect, no
Actions matter how many times it might be the subject of
Multiattack The word archon makes two attacks. this prayer.
Word of Nurturing: The archon speaks a gentle
Warhammer. Melee Weapon Attack: +9 to hit, reach prayer of healing to a single creature. A thin
10 ft., one target. Hit: 22 (3d10 + 5) slashing and 9 network of shimmering golden tendrils heals the
(2d8) radiant damage. target’s wounds almost as fast as they’re created.
The target gains 5 hit points at the start of its turn.
Divine Wrath (3/day). As an action, by invoking the A creature can only ever heal 50 hit points from
authority of Heaven, a word archon can order the this each day, no matter how many times it might
air to pulse violently, knocking creatures in the area be the subject of this prayer.
to the ground. A violent shock wave travels through
the air in a 20-foot radius at a point choosen by the
archon within 120-feet of it, creatures in the area
must make DC 18 Constitution saving throw or be Justice Archon
knocked prone and take 1d4 points of nonlethal
bludgeoning damage. Justice archons were zealous archons devoted to the
Prayers of the Empyrean. Each round, a word archon
upholding of justice above all else and seeking out righteous
can utter one of several holy invocations that grant
vengeance against the wicked.
boons to its allies. Starting an invocation is an Justice archons prioritized justice above other virtues.
action, but it can be maintained each round as a Unfortunately, they considered themselves the purest
free action. Creating an aura of 20-foot. Changing a champions of justice, and many were quick to make
prayer from one invocation to another requires the judgments and leaned heavily toward self-righteousness, so it
archon to stop the previous invocation and start a was not uncommon for justice archons to become fallen
new one as an action. The archon’s prayer cannot archons, seeking out justice in the absence of mercy and
be disrupted, but it ends immediately if the archon being exiled—either voluntarily or by order of higher powers
is killed, paralyzed, stunned, knocked unconscious, —from Celestia. They considered the throne archons, the
or otherwise prevented from taking a free action to official judges of the Seven Heavens, too distant, not willing
maintain it each round. A word archon cannot have to leave their judgment seats to take needed action.
more than one invocation in effect at one time. Justice archons particularly despised yugoloths and would
The archon’s allies must be able to hear the archon fight them at any chance. This disdain was because the
for the prayer to have any effect, and such prayers
are language dependent. If the archon is deafened,
daemons placed evil above all other philosophies. They
it has a 20% chance to fail when attempting to
further despised the inhabitants of the Barrens of Doom and
invoke its prayers of the empyrean. Deaf creatures Despair.
are immune to prayers of the empyrean. These archons avoided taking any actions that would upset
A word archon can use the following invocations: the natural balance of any environment that they visited
Archer’s Eye: The archon chants an uplifting prayer.
Each of its allies’ aim sharpens to focus on the
unconcealed parts of foes. Their ranged attacks
ignore half cover and three-quarters cover.
179
Justice Strike. A justice archon that hits with a melee
attack can choose to use this special ability instead
of dealing normal weapon damage. Justice strike
deals the damage of one of the struck opponent's
weapon attacks, such as a bite, warhammer or hand
crossbow. This damage includes effects that apply
automatically on a hit, such as any spells or poison
currently affecting that weapon, but not those from
optional effects or feats, such as Sharpshooter.
Aura of Menace. Any hostile creature within a 20-
foot radius of the archon must make a DC 16
Wisdom saving throw at the start of its turn.
Creatures who fail have disadvantage on attack rolls
and saving throws for 24 hours or until they
successfully hit the archon with an attack. Creatures
who save or break the effect are immune to the
archon’s Aura of Menace for 24 hours.
Innate Spellcasting. The archon spellcasting ability is
Charisma (spell save DC 16). it can innately cast the
following spells, requiring no material components:
Justice Archon At will: aid, continual flame, divination, locate
creature, locate object, message, teleport, Branding
Large celestial (archon), lawful good Smite, Shield of Faith, Heroism
3/day each: commune, Staggering Smite, Death
Armor Class 18 (plate armor) Ward, Magic Circle, Crusader's Mantle
Hit Points 132 (12d10+60) 1/day each: Dispel Evil and Good, Circle of Power
Speed 30., Fly 90ft.
Actions
STR DEX CON INT WIS CHA Multiattack The sword archon makes three
Longsword attacks.
19 (+4) 15 (+2) 20 (+5) 15 (+2) 20 (+5) 18 (+4)
Longsword. Melee Weapon Attack: +7 to hit, reach
Saving Throws Dex +7, Con +8, Wis +9 10 ft., one target. Hit: 15 (2d10 + 4) slashing and 9
Skills Insight +9, History +5 (2d8) radiant damage.
Damage Resistances poison, bludgeoning, piercing, Vengance Strike. The archon can cause its
and slashing damage from nonmagical weapons longsword to transform into the shape of the
Damage Immunities lightning, radiant source of the last damage it took, be that a wand or
Condition Immunities exhaustion, petrified a weapon and cause the creature to feel the pain it
Senses darkvision 120 ft, Truesight 60ft, passive wrought onto others. If a creature died since the
perception 15 archons last turn, the archon can perform the same
Languages Celestial and Infernal, telepathy 60 ft. attack that caused that creature to die on the
Challenge 12 (8,400 XP) creature that caused it. The archon needs to be in
range for the attack, rolls with the same attack
Angelic Weapons. The archon's weapon attacks are modifier and rolls all the same damage dice in the
magical. When the archon hits with any weapon, attack including spells, poisons or class features.
the weapon deals an extra 2d8 radiant damage
(included in the attack). Reactions
Magic Resistance. The archon has advantage on Mark of Fairness. If a creature within 60-feet uses a
saving throws against spells and other magical reaction to cast a spell or use an ability then the
effects. archon may copy that effect. If it a spell it is cast at
the same level but uses the archons spellcasting
Flyby. The sword archon doesn't provoke
modifier.
opportunity attacks when it flies out of an enemy's
reach.
Egalitarianism. If the justice archon is hit by a critical
hit, the next time it hits the creature that caused
that critical hit on the archons next turn is
automatically a critical hit.
180
Guardinal
Guardinals are the native outsiders of Elysium, the living
embodiment of goodness. Guardinals are one of seven
varieties: the avoral and leonal described in the Monster
Manual, the cervidal and lupinal detailed in the Monster
Manual II, and the varieties described here: the lowly
musteval, the equinal, and the mighty ursinal.
The guardinals are staunch opponents of evil wherever it is
found. Left untroubled on their home plane, guardinals are as
peaceful as Elysium itself, roaming its magnificent
landscapes in small bands of companions. When evil
threatens their home, however, the guardinals are as fierce as
any archon, and numerous guardinals leave Elysium on
righteous crusades to fight evil on the Material Plane or other
realms.
Guardinals combine the features of handsome, noble
humans and equally noble animals. Individuals vary in the
degree to which the animal features dominate—some
cervidals, for example, look like satyrs, while others seem
almost human except for the curling horns on their heads.
Guardinals who dwell on the Beastlands are the most
animalistic, often moving about on all fours (which most
other guardinals consider undignified).
Guardinals were quick to laugh and slow to get angry. They Equinal
were the epitome of moral integrity and honor. They did not Large celestial (guardinal), neutral good
lie or cheat. Guardinals had zero tolerance for evil or
injustice of any kind, and would travel out of their way to Armor Class 17 (natural armor)
confront it. Hit Points 132 (12d10+60)
Speed 30. ft
Equinal
This creature resembles a human with some of the qualities STR DEX CON INT WIS CHA
of a draft horse. Its chest and shoulders are of heroic
proportion, and its long arms end in thick, iron-hard fingers 18 (+4) 18 (+4) 18 (+4) 17 (+3) 20 (+5) 20 (+5)
that make a creditable hoof when curled into a fist. Its legs
are even more horselike, with a long foot ending in a true Saving Throws Dex +7, Con +8, Wis +9
hoof. Its lower limbs are covered with short, bristly hair, and Skills Insight +9, History +5
its face is long and narrow, with a long, wild mane running Damage Resistances poison, bludgeoning, piercing,
and slashing damage from nonmagical weapons
from the crest of its head down to the center of its back. Damage Immunities lightning, radiant
Along with cervidals, equinals are the most common Condition Immunities exhaustion, petrified
guardinals. They are strong, boisterous, and generally good- Senses darkvision 120 ft, Truesight 60ft, passive
natured champions of good. perception 15
Equinals stand just shy of 8 feet tall, but their chests are Languages Celestial and Infernal, telepathy 60 ft.
like barrels and they weigh 600 pounds or more. Challenge 12 (8,400 XP)
Equinals were large, horse-like guardinals native to
Elysium and the House of Nature. They enthusiastically Magic Attacks. The Guardinal's weapon attacks are
fought evil, typically by pounding it to pulp with their fists. magical. When the archon hits with any weapon,
Equinals were one of the more common varieties of the weapon deals an extra 2d8 radiant damage
guardinal. They looked like heavily built humanoids with (included in the attack).
horse-like legs (including a reversed knee and hooves), a crest
that ran from their head down their back, and hands that Magic Resistance. The Guardinal has advantage on
looked like hooves when fisted. saving throws against spells and other magical
effects.
The ruler of the equinals was Vhara, the Duchess of the
Fields. She represented them in the Five Companions that Speak with Animals: Guardinals can mentally
collectively ruled the guardinals. Some equinals served communicate with animals. This works exactly like
Mystra. speak with animals.
Egalitarianism. If the justice archon is hit by a critical
hit, the next time it hits the creature that caused
that critical hit on the archons next turn is
automatically a critical hit.
181
Justice Strike. A justice archon that hits with a melee
attack can choose to use this special ability instead
of dealing normal weapon damage. Justice strike
deals the damage of one of the struck opponent's
weapon attacks, such as a bite, warhammer or hand
crossbow. This damage includes effects that apply
automatically on a hit, such as any spells or poison
currently affecting that weapon, but not those from
optional effects or feats, such as Sharpshooter.
Aura of Menace. Any hostile creature within a 20-
foot radius of the archon must make a DC 16
Wisdom saving throw at the start of its turn.
Creatures who fail have disadvantage on attack rolls
and saving throws for 24 hours or until they
successfully hit the archon with an attack. Creatures
who save or break the effect are immune to the
archon’s Aura of Menace for 24 hours.
Innate Spellcasting. The archon spellcasting ability is
Charisma (spell save DC 16). it can innately cast the
following spells, requiring no material components:
At will: aid, continual flame, divination, locate
creature, locate object, message, teleport, Branding
Smite, Shield of Faith, Heroism
3/day each: commune, Staggering Smite, Death
Ward, Magic Circle, Crusader's Mantle
1/day each: Dispel Evil and Good, Circle of Power
Actions
Multiattack The sword archon makes three
Longsword attacks.
Longsword. Melee Weapon Attack: +7 to hit, reach
10 ft., one target. Hit: 15 (2d10 + 4) slashing and 9
(2d8) radiant damage.
Vengance Strike. The archon can cause its
longsword to transform into the shape of the
source of the last damage it took, be that a wand or
a weapon and cause the creature to feel the pain it
wrought onto others. If a creature died since the
archons last turn, the archon can perform the same
attack that caused that creature to die on the
creature that caused it. The archon needs to be in
range for the attack, rolls with the same attack
modifier and rolls all the same damage dice in the
attack including spells, poisons or class features.
Reactions
Mark of Fairness. If a creature within 60-feet uses a
reaction to cast a spell or use an ability then the
archon may copy that effect. If it a spell it is cast at
the same level but uses the archons spellcasting
modifier.
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