Magic Resistance. You have advantage on saving throws against spells.
Celestial Legacy. Due to your holy origins you know the Light cantrip. Once you reach 3rd level, you can cast the Lesser Restoration spell once with this trait, and you regain the ability to do so when you finish a long rest. Once you reach 5th level, you can cast the Holy weapon spell once with this trait, and you regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Celestial Resistance. you have resistance to necrotic and radiant.
born proficient. You have an enormous facility to learn, you learn 3 skills of your choice.
Angelic Wrath. The weapons you wield radiate with the wrath of the higher planes. For 1 minute you can deal extra radiant damage to a target you have damaged with your physical attacks like a weapons or unarmed strike. The damage is equal to half your level rounded down equal to your Strength Modifier (minimum 1) after which you must take a short or long rest to recover them. Angel of Hope Neutral Good celestials often find indifference in the politics of the heavenly realms and are drawn towards nurturing and spiritual responsibilities. Hope, Mercy, Compassion, Redemption and other comparable themes fall un
The Light of Hope. Your presence is a beacon of light promising a brighter future. As an action, you can target a creature within 30 feet and cause it to regain a number of hit points equal to your level. You may use this trait a number of times equal to your Charisma modifier (minimum 1), you recover all uses after a short or long rest. Angel of Order Lawful Good celestials serve much of their time in administrative services of the upper planes. Law, Justice, Righteousness, Duty and other comparable themes fall under this archetype. Often times celestials of this path may find themselves ascending to become Arc
Heavenly Judgement. As an action, your stern gaze burdens the judgement of the upper planes upon the souls of those around you. Creatures that you choose within 10 feet of you that can see you must succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you. At the end of its turn and each time the creature takes damage it may make a new Charisma saving throw. If the saving throw succeeds the effect ends. Once you use this trait, you can't use it again until you finish a short or long rest. Back to Main Page → 5e Homebrew → Races