Path of the Celestial

It takes a rare event on the Material Plane; indeed, such an event might even be called a calamity, to draw the celestials from their lofty perch. Even rarer an event to convince them to share their power.   Only those who have the best of intentions may be invited to share the power of a celestial. Those that are driven to protect the innocent and punish the wicked. To become a celestial is not to be taken lightly, for if you betray their ideals, the shame will quite literally burn you away.   For those willing to shoulder the burden, the path of the celestial awaits.  

Shard of the Divine (Echo)

Wondrous item, echo (requires attunement by Celestial) The Shard of the Divine has the following stored Echo properties:  
  • Creator (Celestial). The Shard is emblazoned with suns, feathers, and gleaming chariots.
  • History (Prophecy). Those who wield the Shard are ever-aware of the prophecy attached to it: “To be divine is to be right and true. To be divine is to be incapable of being wrong. To be wrong, however, is not necessarily evil. And to be right, is not necessarily good. There is no power in all existence perfectly immune to the fallacies of living, and the more immutable its beliefs are, the more vulnerable it becomes to those who would twist the knife. Thus, it is possible for Good to fall, when right is evil and wrong is an impossibility. Look not to the Hells, o' ye faithful, for those in need. Seek the angel, right by circumstance, villainous by deed, and know thy enemy's hand can only be stayed by another of its Order. Only once these corrupt ideals have been carved from the heavens like the tumors they be will this evil be forced to pass.”
  • Property (War Leader, Unbreakable). Those who follow you look up to you and trust you to guide them. You can use an action to cause your voice to carry clearly for up to 300 feet until the end of your next turn. The Shard will not break unless you surrender yourself to the River Styx, willingly forgetting everything you have already been through.
  • Quirk (Confident). You are filled with the righteousness of Mount Celestia itself. You know what is right, and you will make sure it comes to pass.
  As you transform into a Celestial, your new divinity manifests in a multitude of ways. You may choose one of the following benefits when you first select this path, permanently gaining its effect:  
  • Celestial Flight. You grow angelic wings granting you a flying speed of 60 feet. If you already have a flying speed, it increases by this much instead. Your wings are typically bird-like in nature, with white, metallic, or other unusual colorings. As a bonus action on your turn, you may hide (or reveal) your wings. Things that you wear or carry magically adjust to make room for the wings.
  • Divine Awareness. You know when you hear a lie.
  • Halo. You gain a luminous halo. A halo typically hovers a few inches overhead, but may likewise manifest in other nearby locations such as behind the head and between the shoulder blades, or as a pair of glowing horns that connect at the tips to form a ring on your brow. The halo generates bright light out to 60 feet, and dim light an additional 60 feet beyond that. You can suppress this light as a bonus action on your turn.
  • Truesight. You gain truesight out to 30 feet.

Force of Willpower

When you take this path, you may increase either your Charisma or Constitution by 2, or increase them each by 1. You may go over 20 with this increase.  

Purifying Light

You gain the Purifying Light major grace when you take this path. With Purifiying Light, whenever you deal radiant damage with path abilities, you may ignore any radiant resistance the enemy has and treat immunity as resistance.  

Celestial Aspect

While all who carry the Shard possess the above shared properties, when it chooses you, it presents you with two possible aspects. It will let you choose whichever you will find to be more helpful. You may switch between them after spending eight hours in a self-reflective, meditative state. You thought I was going to say eight hours in prayer, didn’t you? What else is meditating but praying to yourself?  

Aspect A: Angelic Guardian

  • Metallic Skin. Your gain a +4 bonus to your Armor Class. Those who choose to take the aspect of the Guardian find that the Shard takes on the duties of Molten Plate Mail (you may choose to have resistance to radiant, necrotic, or force damage rather than fire if you wish. This choice is permanent).
  • Weave Resistance. You have advantage on saving throws against spells and other magical effects.
  • Preturnatural Awareness. You are aware of any creature with the aberration, fiend, or undead type that comes within 60 feet of you, though not its exact location.
  • Warden. Whenever you roll initiative, you may roll the dice twice and choose which roll you would like to use.
You additionally gain the following traits:  
  • Celestial Bulwark. When you take damage from any source, you may reduce that damage to 0. You cannot do this again until you finish a short or long rest.
  • Celestial Touch. As an action, you may touch a creature and spend up to half your hit dice. The creature regains hit points equal to twice your roll as you impart them with celestial light.
  • Radiant Interposition. As a reaction to seeing a friendly creature take damage, you can flare with divine brilliance, forcing the attacking creature to make a constitution saving throw (DC= 8 + Proficiency Bonus + Charisma modifier) or become blinded for one minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

    As part of this same reaction, you can spend one hit die to grant the triggering creature resistance to all damage (including the triggering damage) until the end of their next turn as you shield them with your force of will.

Aspect B: Radiant Avenger

  • Holy Weapon. You gain a +4 bonus to attack and damage rolls with this weapon. You can gather light from the Shard to create a sword in your hand with the same properties as a Crystal Blade. The type of sword is at your discretion. The sword can be dismissed or recalled to your hand freely, and you cannot be forced to drop the weapon by any means unless you choose to allow it.
  • No Time to Die. The first time you would hit 0 HP, you instead regain half of your hit points in a burst of light and can immediately make one weapon attack against the creature that caused you to reach 0, regardless of their distance from you. Once this ability has been activated, it cannot be activated again until you complete a long rest.
  • Overpowering Presence. As an action on your turn, you may channel your aura of self into a powerful wave. All creatures of your choice within 30 feet of you must make a Charisma saving throw (DC= 8 + Proficiency Bonus + Charisma Modifier). On a failure, they are stunned until the end of your next turn. On a success, nothing happens. You may do this a number of times equal to half your proficiency bonus, and you regain all expended uses when you finish a long rest.
  • Command of Fate. After seeing an ally miss an attack roll, you can use your reaction to have them roll again, potentially turning the miss into a hit. You may use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
You additionally gain the following traits:  
  • Bastion. You may increase your hit point maximum by 40.
  • Tactician. As a bonus action, you can grant all allies within 30 feet of you greater effectiveness in combat. After you take this bonus action, for the entirety of their next turn, they can add your charisma modifier to their attack and damage rolls. You may do this a number of times equal to half your proficiency bonus. Uses recharge after a long rest.
Choose one of the following actions when you first take on the Radiant Avenger aspect (this choice is permanent):  
  • Cleansing Strike. You may as an action throw your sword at an enemy within 60 feet of you. Make an attack roll. On a hit, the target takes damage as normal. In addition, if the creature has 100 hit points or fewer remaining, they must make a Constitution saving throw (with a DC equal to 8 + your Charisma modifier + proficiency bonus) or die. Hit or miss, the sword immediately returns to your hand. If a creature dies in this way, its soul is immediately cleansed of any wrong it may have done in life (unless in life it was a legendary creature), and is reborn appropriately somewhere in the Upper Planes. You may do this once a day. Recharges after a long rest.
  • Blinding Gaze. As an action, you target one creature you can see within 30 feet of you. Their vision is flooded with divine brilliance, and they must make a Constitution saving throw (with a DC equal to 8 + your Charisma modifier + proficiency bonus) or become blinded for one minute, even if they have blindsight. They may repeat the save at the end of each of their turns, ending the effect on themselves on a success. While they are blinded in this way, they also take 2d6 radiant damage at the start of each of their turns. You may do this once per day, with its use recharging after a long rest.

Graces

 

Giving Up Your Divinity

The Shard of the Divine will not willingly abandon you. Nor, however, will it partake in actions that further the causes of the evil and unjust in the world. If you knowingly and willingly perform an evil or unjust act, the Shard will break its attunement with you. Once it has been forced to do so, that Shard fades away into nothing, never again able to be wielded. Otherwise, the only way to be free of the Shard is to submerge oneself in the River Styx.

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