Celestial Warrior (5e Class)

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Celestial Warrior[edit]

I find your existence annoying
—Ophanisius, Human Celestial warrior

Holy warriors born and raised with a sole purpose, exterminating all evil. These pious soldiers will be the first to the fight and the last to leave so long as the enemy is evil. Utilizing their weapons of light, they fear no evil as they carve the pathways to hell and back, leaving nothing in their wake. Celestial warriors always worship their deity. Celestial Warriors are very protective and religious to their god they hunt down heresy with an unmatched vengeance. They also refuse to Yield to any other deities' demands believing that theirs is superior. They are capable of supporting their allies while decimating evil enemies to a smoldering pile of ash. Celestial Warriors develop odd looking battle styles that are as brutal as they are efficient.

When it comes to other classes, this warriors react well with classes of good alignment. Clerics and Paladins especially well due to sharing the same belief. They tend to dislike wizards and sorcerers for their use of arcane magic. They will never work with a demonic servant (they have a kill on sight policy with them), and avoid working at all costs with people of the Evil alignment. In addition they shy away from classes such as the bard and rogue who tend to not follow the law and discipline that Celestial Warriors fight for.

The daily life of an Celestial Warrior consists of praying, healing, and killing those evil things stupid enough to run across the Celestial warrior's path. they must always strive to defeat evil in all its forms. Ophanisius, questionably the most powerful Celestial warrior, most notable for destroying an entire evil plane by himself. last seen invading the home plane of the demons and disappeared (Yet strangely the number of demons seen in the material plane has decreased).

Celestial warriors are rare to put it mildly. because of the extensive training and the divine nature of the initiation few beings even have the opportunity to become an angelic warrior. of those that can very few do. expect an celestial warrior to have a very personal reason for pursuing such a rigorous lifestyle. expect to hear of childhood tragedies, lost loved ones, or a family tradition to serve as the motivation for celestial warriors.

Rites of Passage[edit]

As part of the initiation ritual for becoming an Celestial Warrior, young warriors must go through trials in another realm, showing talent or dying. If they pass, they are gifted with the holy powers of the gods and angels. They learn how to manifest weapons of light, which makes them effective at killing evil enemies.

Former Celestial Warriors[edit]

Aarhghgh!!!!!!!
—Sarythal Pit Lord as he's disintegrated by Ophanisius's Hand of Faith

If an Celestial Warrior ever changes their alignment, or stops worshiping their deity (or if their deity somehow dies) then they immediately lose all class abilities and all weapons of light they have, until they resume their original alignment or worshiping their deity and receive atonement (the spell). In the case of a deity's death or loss of power, the Angelic Warrior will retain their Weapons of Light but should they be destroyed they have no way of recovering them.

Should an celestial warrior ever take the vow of poverty they forgo all of their weapons of light as they are magical weapons not granted through their own power. Should an celestial warrior die see the events under rites of passage.

Creating an Celestial Warrior[edit]

anthony-christou-angelfor-posting.jpg
Angel of Light by Anthony Christou

When you create your celestial warrior, ask yourself why did you have chosen to undergo the rite of passage? This was a conscious choice made by you, or did you heard the call of the gods, asking for your service and devotion? Do you serve the gods, or the goodness itself, in all of its forms. Or do you focus on opposing and destroying evil, instead of serving the gods?

Quick Build

You can make a Celestial Warrior quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Strength. Second, choose the Acolyte background. Third, choose any weapon suited with Polearm Master feat, which is recommended to play with it.

Class Features

As a Celestial Warrior you gain the following class features.

Hit Points

Hit Dice: 1d10 per Celestial Warrior level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Celestial Warrior level after 1st

Proficiencies

Armor: Heavy Armor, Shields
Weapons: Simple Weapons, Martial Weapons
Tools:
Saving Throws: Wisdom, Charisma
Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) five javelins or (b) any simple melee weapon
  • (a) a priest's pack or (b) an explorer's pack
  • Chain mail and a holy symbol
  • If you are using starting wealth, you have 5d4*10 gp in funds.

Table: The Celestial Warrior

Level Proficiency
Bonus
Weapons of Light Divine Smite Holy Aura Features
1st +2 1 Weapons of Light, Divine Hands, Holy Protection
2nd +2 2 2d8 10 ft. Fighting Style, Holy Aura, Divine Smite
3rd +2 3 2d8 10 ft. Celestial Vitality, Sacred Oath
4th +2 3 2d8 10 ft. Ability Score Improvement
5th +3 4 3d8 15 ft. Extra Attack, Holy Aura (Condemnation)
6th +3 4 3d8 15 ft. Holy Aura (Protection)
7th +3 5 3d8 15 ft. Sacred Oath feature
8th +3 5 3d8 15 ft. Ability Score Improvement
9th +4 6 4d8 20 ft. Heaven's Gate
10th +4 6 4d8 20 ft. Holy Aura (Zealotry)
11th +4 7 4d8 20 ft. Grand Holy Aura
12th +4 7 4d8 20 ft. Ability Score Improvement
13th +5 8 5d8 25 ft. Tongues
14th +5 8 5d8 25 ft. Angelic Wings
15th +5 9 5d8 25 ft. Sacred Oath feature
16th +5 9 5d8 25 ft. Ability Score Improvement
17th +6 9 6d8 30 ft. Angelic Being
18th +6 10 6d8 30 ft. Holy Body
19th +6 10 6d8 30 ft. Ability Score Improvement
20th +6 10 6d8 30 ft. Sacred Oath feature

Weapons of Light[edit]

At 1st level, you can channel the divine energy from the celestial plane to form weapons made of pure light in your hands. As a bonus action, you can create a weapon of light in your empty hands. You can choose the form of weapon from the forms you know with Celestial Warrior level.

You're proficient with all Weapons of Light and they're count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Additionally, before the attack you can choose to use your Charisma modifier, instead of your Strength or Dexterity modifier for attack and damage rolls with Weapons of Light. When you hit with them, you can choose to deal radiant damage, instead of weapon damage. Weapons of Light shed bright light in a 10-foot radius, and dim light for another 10 feet. It can disappear, if you've been disarmed of it or you're knocked unconscious. Also, as a free action, you can dismiss the weapon. You can have multiple weapons at the same time, as long as you can wield them. If you create a weapon, but you can't wield it, its been automatically dismissed, not expanding a usage.

Once you expanded all Weapons of Light uses shown for your Celestial Warrior level in the Weapons of Light column of the Celestial Warrior table, you must finish a short or long rest before you can use this feature again.

You can choose a weapon of light form from list of following options:

Blade of the Sacred Light

You summon a longsword made out of light. Once per turn, when you hit a creature with an attack, you can reduce the speed of the target by 10 feet until the start of its next turn.

The weapon damage increases by 1d8 when you reach 5th level (2d8), 9th level (3d8), and 13th level (4d8).

Storm Wing

You summon a longbow made out of light, that also creates its own magical arrows. You ignore disadvantage due to attacking targets at long range.

At 5th level, you can attack twice, instead of once, whenever you take the Attack action against the same or different targets. The number of attacks increases to three at 9th level and to four at 13th level.

Hurricane

Prerequisite: 3rd level

You summon a pair of battleaxes made out of light. You can engage two-weapon fighting with this weapon without using a bonus action and negating ability modifier for second attack.

At 5th level, you can make a spinning attack, slashing creatures within 5 feet of you, instead of making an Attack action. Make a attack roll and compare it to the targeted creature's AC. At 9th level, range of spinning slash increases to within 10 feet of you, you gain advantage on attack roll and you deal double damage on a hit.

Adam's Smasher

Prerequisite: 3rd level

You summon a warhammer made out of light. Once per turn, when you hit a creature with this weapon, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you.

At 5th level, this weapon ignores creature AC on attack roll equal to half of your proficiency bonus. At 9th Level, this amount of ignored AC increases to your full proficiency bonus.

Guardian Angel

Prerequisite: 5th level

You summon a shield made out of light. You gain the benefits of using a shield, as if you wield the normal one. When a creature you can see hits you or creature within 5 feet of you with an attack, as a reaction, you can reduce the damage by 1d10 + your proficiency bonus (to a minimum of 0 damage).

At 9th level, damage reduction increases to 2d10 + twice your proficiency bonus.

Hydra Cleaver

Prerequisite: 7th level

You summon a greataxe made out of pure light. This weapon gain the spinning attack feature from Hurricane. In addition, when you score a critical hit with this weapon, you can roll one additional weapon damage die.

At 9th level, when you make a spinning attack, you regain amount of hit points equal to half of damage dealt. At 13th level, amount of regained hit points increases to full dealt damage, instead of half.

Longinus Sunderer

Prerequisite: 7th level

You summon a lance made out of pure light. This weapon gain the additional attacks feature as Storm Wing. Also you don't suffer disadvantage due to attaking a creature within 5 feet of you. Additionally, you don't need to wield it in two hands without being mounted.

At 9th level, when you attack with this weapon, every sixth hit is a guaranted critical hit, which regains you a amount of hit points equal to half of damage dealt. At 13th level, every third hit is a guaranted critical hit and amount of regained hit points increases to full dealt damage, instead of half.

Platebreaker

Prerequisite: 9th level

You summon a maul made out of pure light. This weapon gain the armor ignore feature from Adam's Smasher. Once per turn, when you hit a creature with this weapon, you can force a creature to make a Constitution saving throw (8 + your proficiency bonus + your attack ability modifier). On a failure, the creature is knocked prone.

At 13th level, the DC of the save increases to 10 + your proficiency bonus + your attack ability modifier and on a failure, the creature is knocked prone and stunned until the beginning of its next turn.

Ethereal Edge

Prerequisite: 9th level

You summon a greatsword made out of pure light. This weapon attacks score a critical hit on a roll of 19 or 20. In addition, once per turn, when you attack with this weapon, you can treat the targeted creature AC as 10 regardless of actual armor class and its bonuses.

At 13th level, critical hit range of this weapon extends to a roll of 18-20.

Divine Hands[edit]

At 1st level, as an action, you can release a luminous beam of holy energy from your hands. All hostile creatures in a 5' by 30' line must make a Dexterity saving throw. The DC of this saving throw is 8 + your Charisma modifier + your proficiency bonus. A hostile creature takes xd6 radiant damage (x = your celestial warrior level) on a failed save, or half as much damage on a successful one. Additionally, evil aligned creature takes double damage. In addition, a friendly creature instead of taking damage, they restores a number of hit points by the same amount. Also, good aligned restores double of this amount.

At 5th level, range of this ability changes to 30-foot cone and d6 increases to d8. At 11th, range changes to 30-foot radius and d8 increases to d10. At 17th level, you can choose a 30-foot radius centered in a point you can see within 120 feet and d10 increases to d12.

Once you use this feature, you must finish a short or long rest before you can use it again. At 17th level, you can use it twice before a rest.

Holy Protection[edit]

Your deity granted you a constant aura of protection, which makes you harder to hit while you're unarmored. While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Charisma modifier. You can use a shield and still gain this benefit.

In addition, this aura protects you from harmful influences of evil creatures. You know the location of any aberration, fiend, or undead within 30 feet of you.

Fighting Style[edit]

Starting at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options:

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Close Quarters Shooter

When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll.

Tunnel Fighter

As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.

Unarmed Fighting

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8.

When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.

Holy Aura[edit]

Starting at 2nd level, you constantly emanates a celestial aura that support your allies, while weakens your enemies at the same time. This aura have a 10-foot radius and its centered on you. Your aura starts with Readiness effect, but it gain more as you gain levels in this class.

In addition, your aura slowly grows in power, increasing its radius as you gain levels in this class, as shown in the Holy Aura radius column on the Celestial Warrior table.

Readiness

You emanate an aura that imbue your allies with energy to act with attention, making them more focused. Inside your aura, all friendly creatures of yours gain a bonus to their initiative rolls equal to your Charisma modifier (minimum 1). You gain half of this bonus instead of full, rounded down.

Divine Smite[edit]

Starting at 2nd level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 2d8 radiant damage. This amount increases as you gain levels in this class, as shown in the Divine Smite column of the Celestial Warrior table.

In addition, as a bonus action, or if the target is an aberration, fiend or an undead, the damage increased twice.

Celestial Vitality[edit]

By 3rd level, the celestial magic flowing through you makes you immune to disease.

Sacred Oath[edit]

When you reach 3rd level, you swear the oath that helps you in your way to be a true paladin. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. You can choose any oath available to the Paladin class. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.

Oath Spells

Due of your lack of spellcasting, you don't gain access to the Oath spells. Even, if you multiclass into class with spellcasting feature or learn spells in other ways, you still don't gain access to it.

Channel Divinity

Your Oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.

When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC (8 + your proficiency bonus + your Charisma modifier).

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Holy Aura (Condemnation)[edit]

At 5th level, your aura punishes vileness. Any aberration, fiend or undead inside the aura have a penalty to their saving throws equal to your Charisma modifier (minimum -1).

Holy Aura (Protection)[edit]

Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

Heaven's Gate[edit]

At 9th level, as an action you can open a gate to the heavens in a point you can see within 120 ft that pulls in and destroys evil creatures. Any aberration, fiend or undead in a 20 ft radius of the chosen area must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Charisma modifier). On a failed save, they are pulled towards the gate, and take 3d10 radiant damage, or half as much on a success. You can spend your use of Hands of Faith to increase the damage of this ability by a amount of d10's equal to your level in this class.

A fiend, that reduced to 0 hit points by this feature is banished to the celestial plane, instead of returning to its home plane, and appear in front of a Solar. Any celestial in the area can use this gate to travel to the Celestial Plane.

Once you use this feature, you can't use it again until you finish a long rest.

Holy Aura (Zealotry)[edit]

At 10th level, you emanate an aura of righteous rage. All friendly creatures within the aura range gain a bonus to damage rolls equal to your Charisma modifier (minimum +1) on attacks made against aberration, undead and fiends. The damage is radiant.

Grand Holy Aura[edit]

Starting at 11th level, your celestial aura fortifies your injured allies and harm vile beings. When any ally starts their turn within the range of your aura, that ally regains a number of hit points equal to your Charisma modifier. This aura has no effect on a creature that has half or more of its hit points, and it has no effect on undead and constructs.

In addition, any aberration, fiend or undead that moves to the area inside the aura, or end its turn there, takes radiant damage equal to your Charisma modifier.

Tongues[edit]

Starting at 13th level, you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.

Angelic Wings[edit]

At 14th level, you gain the ability to grow beautiful white feathered wings of holy light. While the wings are present, you have a flying speed of 30 feet. The wings last until you're incapacitated, you die, or you dismiss them as a bonus action.

Angelic Being[edit]

When you reach the 17th level, you ascend into the ranks of their fellow celestial warriors. Your creature type changes to Celestial.

In addition, all your ability scores maximum increase by 2, up to a maximum of 22. This feature doesn't grant you improvement to the scores, only increasing their maximum.

Holy Body[edit]

At 18th level, your celestial blood protect you from the harmful effects of aging. You no longer age, and you can't be magically aged.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Celestial Warrior class, you must meet these prerequisites: Strength and Charisma score of 13 or higher.

Proficiencies. When you multiclass into the Celestial Warrior class, you gain the following proficiencies: Heavy Armor, Shields, Simple Weapons, Martial Weapons.

Restriction. You can't multiclass into the another paladin based class.


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