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Table of Contents Credits Playable Angels Pg

Table of Contents Credits Playable Angels Pg

Table of Contents Credits Playable Angels pg. 2 Writing and design: Chamomile Understanding the Divine pg. 5 Layout and formatting: Megan Bennett-Burks Building & Running Pantheons pg. 8 Cover illustration: Custin Church as Quest Hub pg. 13 Interior illustration: Deckydraws, Fukamihb Dark Angels pg. 13 Additional monsters: Virgil Clemens Pilgrimage of the Divine Caster pg. 14 Removing Domains pg. 15 Pantheon pg. 16 The Summoner pg. 24 The Healer pg. 27 Divine Emissaries: New Celestial Stat Blocks pg. 31 The Wrath of the Gods: Celestial Bosses pg. 33 The Infernal Crusade pg. 36 Additional Content pg. 39 Additional Bosses pg. 39 Additional Spells pg. 44 Backers pg. 45 Index pg. 48

Sample file

1 If you fulfill the tier 0 prerequisites for an angelic transforma- Playable Angels tion, you may further embrace your celestial power by attuning to Divinity as though it were a magic item at the tiers described Playable angels are a transformation. Like previous transforma- below. You must attune each lower tier in order to attune the tions in the series, it has multiple tiers, each of which has a level higher ones (i.e. in order to attune to Divinity Tier 2, you must prerequisite and requires permanently sacrificing one of your have already attuned to Divinity Tier 1). Although it is possible magic item attunement slots as you attune to the angelic power to reject your Divinity, this is a drastic action and it is unlikely within you. Like some of the transformations, it also has “tier 0” you will ever be able to regain it again. Certainly you cannot just prerequisites, but unlike other transformations (to date), there unattune and reattune to it whenever you take a short rest like are multiple ways to fulfill that prerequisite, any one of which is it was an ordinary magic item. When you choose to attune to enough to unlock the option to transform: your Divinity, you should expect that the powers it brings will be • Aasimar are eligible to transform into angels, as permanent, and the magic item slot you used to attune to it will they attune to and embrace their angelic heritage. be lost forever. • Divine Soul sorcerers are eligible to transform into angels, as they attune to their divine . • Other classes and subclasses who derive their power from divinity may be eligible for angelic transformation, at the GM’s discretion (i.e. a Cleric or a Celestial Warlock might be imbued by their patron with angelic power, or a paladin of the Oath of Devotion may be able to attune to the power of their oath). • Bear in mind (as will be further explored later in this book) that celestial power isn’t the same as benevolent power, so subclasses like the Oath of Vengeance and Oath of Conquest could also transform into dark angels, as can Clerics of evil deities. Though they likely choose a different color scheme for their aura and wings, there is no me- chanical difference between dark angels and the more ordinary sort, nor for that matter are they required to look any different from stereotypical benevolent angels. Sample file

2 Divinity - Tier 1 (minimum level 5) • As part of the same bonus action used to harm • You are a creature of the heavens, and the powers creatures within the bright light of your aura, you may of that domain affect you hardly at all. Your radiant also cause a searing pain. Creatures affected by at least power makes you totally immune to radiant damage one point of radiant damage from your aura must and resistant to lightning damage. make a CON save against a DC of 8 + your CHA • You are not quite mortal, making you resistant to bonus + your proficiency bonus. If they fail, they are poison damage. wracked with agony, which has the effects of the poi- • You have a radiant aura that sheds 20 ft. of bright soned condition. Affected creatures may make an ad- light in all directions, and 20 ft. of dim light after ditional save at the end of each of their turns, ending that. You may dim your aura as a bonus action, con- the effect on success. tracting it to 15, 10, or 5 ft. of bright light and the Divinity - Tier 2 (minimum level 9) same amount of dim light, however the bright radius • You are able to fly, which is often (though not and the dim radius must always be equal to one an- always) accompanied by the growth of wings from other except at maximum dimness, when you shed the back. This gives you a fly speed equal to your land only 5 ft. of dim light. It is impossible to turn your speed. If you are a Protector Aasimar, your fly speed is radiance off completely, which gives you disadvantage 30 ft. faster. on Stealth checks to avoid being spotted unless you are completely covered from head to foot, blocking • You are truly inhuman, for better or for worse. out the light. A cloak of elvenkind is able to cover You no longer age, you are immune to disease, poison you completely even though the open front of a cloak damage, and the poisoned condition, and you have the would ordinarily not be enough cover to conceal your celestial type instead of whatever type you had before light. (which means, for example, you are affected by Charm • You may use a bonus action to deal 1d8 radiant Monster instead of Charm Person). damage to all creatures within the bright light of • You are more and more absorbed into the celestial your aura. Affected creatures may make a WIS save order. This allows you to cast Charm Monster, Sugges- against a DC of 8 + your CHA bonus + your pro- tion, and Command on celestials whose proficiency ficiency bonus to negate the damage. If you are a bonus is lower than yours at-will, however celestials Scourge Aasimar, you deal additional damage equal whose proficiency bonus is higher than yours may do to half your level (rounded up) with your aura. the same to you. The save DC is equal to 8 + your CHA bonus + your proficiency bonus (most celestials already Choose one of the following additional aura effects: have CHA-based casting with a spell DC you can use, • You may use a bonus action to terrify creatures but if they don’t, you can determine their proficiency within the bright light of your aura. Affected creatures bonus by subtracting their STR or DEX from their must make a WIS save against a DC of 8 + your CHA attack bonus). bonus + your proficiency bonus or else become fright- • Your aura deals 2d8 radiant damage. ened of you. Creatures which are frightened of you are unable to take any actions or reactions while within the bright light of your aura, but can still move. Crea- tures frightened by your aura may make an additional save at the end of each of their turns to end the effect, but only if they are outside the bright light of your aura. • You may use a bonus action to pacify creatures within the bright light of your aura. Any creature within your aura must make a WIS save against a DC of 8 + your CHA bonus + your proficiency bonus any time they attempt to make an attack. Creatures out- side the bright light of your aura do not have to make Samplethis save, even if they are targeting a creature inside file the aura!

3 • Choose one of the following angelic powers: • You gain a second one of the three angelic powers • You gain the ability to transform your limbs into offered at tier 2. divine weapons like a sword archon. As a bonus ac- • You are immediately aware when a creature is tion, you may transform one arm into any one-hand- telling a lie. This only applies to things which are strictly ed melee weapon you are proficient with, or transform false, however, not merely things which are mislead- both arms into any two-handed melee weapon you ing. Devils in particular are well known to exploit this are proficient with (usually, one arm vanishes, its mass loophole. used to transform the other into a massive weapon). • Your aura deals 3d8 radiant damage. This divine weapon counts as a +1 magic weapon. You may add d8s of radiant damage equal to your profi- ciency bonus to a strike with this weapon. Once you have added radiant damage to an attack in this way What About My Homebrew Aasimar? (but not through other means, like a Paladin’s smite), If you have homebrew or third-party aasimar sub-races your limbs revert to normal and you lose the ability to with abilities besides the one the Scourge and Protector transform them again until you have taken a long rest. aasimar get, you might feel like you should give them • You gain the ability to transform yourself into a bonuses to certain Divinity abilities like Scourge and divine creature. You may wildshape into any Beast or Protector get. Generally speaking, this is unnecessary. Monstrosity whose CR is equal or lower than your Scourge aasimar get a radiant damage aura, and level, which works exactly as a Druid wildshape, ex- Protector aasimar get flight. Divinity gives you better versions of both of these, rendering their racial abili- cept in that you are clearly celestial and retain all abil- ties obsolete. Other races have totally unrelated racial ities granted by your Divinity attunement while trans- abilities, which do not go obsolete. This means that formed. Once you have used this power, you may not Scourge aasimar and Protector aasimar would actually use it again until you have taken a long rest (though be worse at being an than any given other race, you can still use other methods of wildshaping or which is bizarre. They’re given upgrades to the Divinity polymorphing). powers that render their subrace features obsolete to • You gain a healing touch. This works as the Pala- compensate for this. If you’re using a non-core aasimar din’s Lay On Hands ability, with healing equal to five sub-race, their sub-race feature is probably something I times your total character level. This stacks with the never thought about and probably isn’t rendered obsolete pool of healing granted by the actual Lay On Hands by any Divinity powers, so there’s no need to give them upgrades to compensate. ability. Your healing pool refreshes on a long rest. Divinity - Tier 3 (minimum level 13) • Your physical resilience borders on the immor- tal. You are totally immune to lightning damage, and resistant to bludgeoning, piercing, and slashing damage from non-magical weapons. • Your holy visage, crackling with radiant power, is inherently terrifying. Any non-celestial who lays eyes on you must make a WIS save against DC of 8 + your CHA bonus + your proficiency bonus or be frightened of you. Affected creatures may make another save at the end of each of their turns to end the effect. Once a crea- ture makes this save, they do not need to make the save again for 24 hours (but can still be frightened by other abilities you have, including your angelic aura, if you took the fear power for it). It is traditional to declare “fear not!” to mortal onlookers affected by this ability, so that they do not mistake your awe-inspiring power for a threat.Sample file

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