```metadata title: Better Celestials description: '' tags: [] systems: [] renderer: V3 theme: 5ePHB ``` {{frontCover}} {{position:relative,top:-30px # Better Celestials --- ## A Compendium by Ariadne's Codex of Strings }} {{imageMaskEdge,--offset:10cm,--rotation:180 ![Background image](https://media.discordapp.net/attachments/1105488303710543923/1160548287049367562/tomfarlane_an_angel_in_the_style_of_WLOP_character_art_monster__902e7ea6-f1c1-40b9-baa8-637e97cf0300.png?ex=65350fd1&is=65229ad1&hm=481265dae721bd8871d530adde2475eaa0c771e8e64ddd885c0f9f262f53994d&=&width=3000&height=4000){position:absolute,top:0px,left:-0px,height:117%} }} {{banner 5th Edition Compatible }} {{footnote A Bunch of Cool Angels, Items, and Player Options to Add to your Upper Planes Campaign! }} \page {{imageMaskCorner20,--offsetX:3%,--offsetY:41%,--rotation:101 ![](https://media.discordapp.net/attachments/1105918269992480819/1126497698208546886/high_dis_possibli-transformed.jpeg?width=1860&height=1240){height:60%,top:-1px,right:-10px,transform:scalex(-} }} ![Virtue](https://media.discordapp.net/attachments/1105918269992480819/1126929315142041680/Virtuefixed.png?width=1002&height=1002) {position:absolute,top:216px,right:-45px,width:550px} :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: {{position:relative,top:390px,right:366px # The High District There's just nothing like the marble obelisks, the tall-standing domes, and the polished limestone bricks of the High District. It seems as if everything in these boulevards had been slathered with the purity of white and the glory of gold. Real, living and breathing celestials walk the streets of this district, which only adds to the hallowed aura of Lyntas' most exclusive region. : These are consecrated grounds. The entire district is magically illuminated (bright light), and creatures of celestial descent cannot be frightened or charmed while bathed in that holy light. ### The Pinnacle of Exclusivity Very few outside the Caelum Temple are allowed into the High District: even within the Radiant Sons, any rank lower than a Sergeant Major requires a written authorization from a Prior or higher. Of course, there are exceptions: Arcanists of the Lodge, important planar visitors, and the noble oligarchs are all allowed to walk the High District. Others are only welcomed during festivities and celebrations, and only within specific boulevards and streets. : One of the greatest differences between this zone and the rest of Lyntas is the silence. In the hectic seas of people of the Commercial District, or in the noisy workshops of the Industrial, one forgets what it's like to live without the constant screech of civilization ringing in your ear. }} {{pageNumber,auto}} {{footnote The High District}} \column ::::::::::::: {{note,background-color:gainsboro,position:relative,right:353px,top:440px ##### Threadnotes: The Virtues These celestial beings are the most regal of all starfolk. Revered as religious authorities, nobles call upon them to bear witness to solemn promises, contracts, and even duels, lending an air of divine significance to such affairs. : As paragons of tradition, they devoutly uphold the tenets of the temple and preach their morals to anyone who would listen. They take part in many religious rituals, from marriages to baptisms, and take great pleasure in guiding those they feel are lost in their purpose towards the light of Aeryn. : The Caelum Temple makes use of these Virtues to maintain faith in their divine government. They are the first Starfolk many set their eyes upon, floating around the High District, and as such, they have adapted to personify what mortals believe angels to be: beautiful, perfect, and celestial. In truth, Virtues are one of the weaker types of Starfolk, nothing more than skilled lightweavers, using their abilities to invoke a sense of divinity to their demeanor and charm those who lay their eyes upon them. }} \page {{watercolor10,top:-240px,left:-300px,width:900px,background-color:white,opacity:100%}} {{watercolor10,top:-240px,left:-300px,width:900px,background-color:white,opacity:100%}} {{watercolor10,top:-240px,left:-300px,width:900px,background-color:white,opacity:100%}} {{watercolor10,top:-240px,left:-300px,width:900px,background-color:white,opacity:100%}} {{watercolor10,top:-240px,left:-300px,width:900px,background-color:white,opacity:100%}} {{watercolor7,top:360px,left:300px,width:900px,background-color:white,opacity:100%}} {{watercolor7,top:360px,left:300px,width:900px,background-color:white,opacity:100%}} {{watercolor7,top:360px,left:300px,width:900px,background-color:white,opacity:100%}} {{watercolor7,top:360px,left:300px,width:900px,background-color:white,opacity:100%}} ![Virtue cmbat](https://media.discordapp.net/attachments/1105918269992480819/1127009653625196715/Virtue-transformed-VxVBJCDvu-transformed.png?width=1240&height=1240) {position:absolute,top:0px,right:320px,width:550px,mix-blend-mode:} {{monster,frame,wide,position:relative,top:365px ## Virtue of Ivory *Medium celestial, lawful neutral* ___ **Armor Class** :: 13 (mirrorsilk robes) **Hit Points** :: 61 (11d8+11) **Speed** :: 30 ft., fly 60 ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |12 (+1)|13 (+1)|12 (+1)|14 (+2)|18 (+4)|20 (+5)| ___ **Saving Throws** :: Dex +4, Wis +7, Cha +8 **Skills** :: Religion +8, Insight +7, Stealth +7 **Damage Resistances** :: radiant **Senses** :: passive Perception 17 **Languages** :: All **Challenge** :: 7 (2900 XP) ___ ***Magic Resistance.*** The Virtue has advantage on saving throws against spells and other magical effects. : ***Starfolk Presence.*** Gravity within 30 feet of this creature works strangely. The Virtue can choose an effect at the start of each of its turns. Creatures and objects can only be affected once per battle round by this feature. *Repulsion.* Ranged attacks made against the Virtue while this effect is active have disadvantage. *Force.* Creatures in the area must succeed on a DC 16 Strength saving throw or be knocked prone. : ***Ivory Caster.*** The Virtue of Ivory ignores verbal and somatic components when casting spells of the illusion and enchantment schools. : ***Lightweaver.*** The Virtue is a master illusionist. When it casts an illusion spell that lasts 1 minute or longer, it can use a bonus action to change the nature of that illusion (using the spell's normal parameters for the illusion). In addition, divination spells do not reveal an illusion made by a Virtue of Ivory. : ***Spellcasting.*** The Virtue is a 12th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). The Virtue has the following spells prepared: *Cantrips (at will):* minor illusion, sacred flame, thaumaturgy, dancing lights *1st level (4 slots):* cure wounds, guiding bolt, silent image *2nd level (3 slots):* invisibility, misty step, silence *3rd level (3 slots):* haste, major image, fear *4th level (3 slots):* hallucinatory terrain, dimension door, phantasmal killer *5th level (2 slots):* dream, seeming *6th level (1 slots):* programmed illusion ### Actions ***Fist.*** *Melee Weapon Attack:* +4 to hit, reach 5ft., one target. *Hit* 1 bludgeoning damage plus 7 (2d6) radiant damage. : ***Dull Senses.*** The Virtue targets a single creature within 60 feet with a powerful wave of serenity. The target must succeed on a DC 16 Wisdom saving throw or have their special senses -- truesight, detect magic, tremorsense, blindsense and such, reduced to a range of 5 feet for the next ten minutes. Unless it is the only way they can experience the world, they do not notice the change for the duration. A creature that fails this saving throw is susceptible to this ability and rolls with disadvantage to resist it for an hour afterwards. : ***Of Ivory (2/day).*** The Virtue leaves behind an illusory version of itself and turns invisible. The illusory Virtue continues to act for up to a minute, or until hit by an attack. During this time, the Virtue of Ivory can move as far as 120 feet from the illusion without dispelling it. At any point, it can choose to teleport back to the illusion and take its place. When the illusion ends, the Virtue turns visible. }} {{position:relative,top:-620px,left:400px ##### A Mirage of Virtue The holy Virtues, the most numerous of Starfolk, wander the High District preaching the highest morals. Yet, beneath the façade, they carry little other than fake promises. They put up a front for the Caelum Temple, and a very convincing one at that. They are the only starfolk that don't bind their souls to a true gem, instead using a shard of ivory as their core. Thus do they trade physical might for lightweaving powers and a characteristic heavenly appearance. : They are powerful illusionists, tasked with controlling the people of Lyntas with their holy charade. They are often seen accompanying Priors on their duties, but will rarely stay and fight if things go south. They fill the role of messengers and witnesses, with many Nobles calling upon them to oversee matters of "importance". : As the most heavenly of all Starfolk, Virtues are greatly admired in the city. It is a show of prestige to be able to call upon a Virtue, something Nobles pay for in the form of magnanimous donations to the Caelum Temple. For the right price, Virtues can even be bought and bound to the service of high ranking nobles. }} {{pageNumber,auto}} {{footnote Threadmaster's Archive: Bestiary}} \page ![Golden Armada](https://media.discordapp.net/attachments/1105918269992480819/1124345724545548370/angelpog-transformed-transformed.png?width=2480&height=2480) {position:absolute,top:-55px,right:-130px,width:700px} {{watercolor2,top:-220px,left:280px,width:600px,background-color:peru,opacity:100%}} {{watercolor6,top:-220px,left:-70px,width:600px,background-color:peru,opacity:100%}} {{watercolor1,top:700px,left:530px,width:500px,background-color:peru,opacity:100%}} {{watercolor1,top:700px,left:-235px,width:500px,background-color:peru,opacity:100%}} {{monster,frame,wide,position:relative,top:395px ## Templar of Citrine *Medium celestial, lawful neutral* ___ **Armor Class** :: 18 (brightplate armor) **Hit Points** :: 145(17d8 + 68) **Speed** :: 30 ft., fly 90 ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |18 (+4)|14 (+2)|18 (+4)|12 (+1)|16 (+3)|18 (+4)| ___ **Saving Throws** :: Dex +6, Con +8, Cha +8 **Skills** :: Athletics +8, Insight +7, Perception +7 **Damage Resistances** :: fire, radiant **Senses** :: truesight 30 ft., passive Perception 19 **Languages** :: Common, Celestial and up to three other languages **Challenge** :: 10 (5900 XP) ___ ***Starfolk Presence.*** Gravity within 15 feet of this creature works in mysterious ways. The Templar may choose an effect at the start of each of its turns. Creatures and objects may only be affected once per battle round by this feature. *Attraction.* Creatures and objects of the Templar's choice in the area that are medium size or smaller are drawn 10 feet towards the Templar. A creature can make a DC 16 Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding falling towards the Templar. *Repulsion.* Ranged attacks made against the Templar while this effect is active have disadvantage. *Force.* Creatures in the area must succeed on a DC 16 Strength saving throw or be knocked prone. : ***Sunlit Defender.*** The Templar of Citrine regenerates 5 hit points at the start of each of its turn while under direct sunlight. In addition, when below half its maximum hit points, the Templar gains an additional 8 fire damage on all of its attacks while under direct sunlight. : ***Trick of the Light.*** The Templar of Citrine may use an illusion to change its appearance to look like a Radiant Son Templar as an action. The illusion is dispelled if the Templar makes an attack. : ***Of Citrine (2/day).*** The Templar can reroll a saving throw that it failed. It must use the new roll. ### Actions ***Multiattack.*** The Templar makes four attacks: two with its wings (it may choose between *Citrine Feathers* and *Wing Bash*) and two with its claws. : ***Citrine Feather Throw.*** *Ranged Weapon Attack:* +8 to hit, ranged 60 ft., one target. *Hit* 7 (1d6 + 4) piercing damage plus 7 (1d6 + 4) radiant damage. : ***Wing Bash.*** *Melee Weapon Attack:* +8 to hit, reach 10 ft., one target. *Hit* 11 (2d6 + 4) bludgeoning damage plus 7 (1d6 + 4) radiant damage. A creature hit by this attack must succeed on a DC 16 Strength saving throw or be knocked 15 feet away from the Templar. : ***Claws.*** *Melee Weapon Attack:* +8 to hit, reach 5ft., one target. *Hit* 7 (1d6 + 4) slashing damage plus 11 (2d6 + 4) radiant damage. : ***Burst of Light (recharge 5-6)*** Brilliant sunlight flashes in a 60-foot radius centered on the Templar. Each creature in that light must make a DC 16 Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded by this ability. A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded. The templar is considered under direct sunlight for 1d4 rounds after using this ability. }} {{position:relative,top:-600px,left:0px ##### Lightsworn Defenders Within the High District live {{width:150px}}the powerful Templars of Citrine,{{width:120px}} Starfolk sworn to the very sun itself. {{width:90px}}They hover gracefully amidst the light {{width:100px}}of day and guard the city with pride, their {{width:40px}}powerful presence inspiring both awe and {{width:40px}}obedience. : The Templars of Citrine, numbering nearly {{width:50px}}one-hundred strong, stand as the foremost defenders {{width:10px}}of Lyntas. They have taken a sunstone as their core, which makes them more powerful under the light of day. Infused with an indomitable will, they become formidable adversaries when wounded, channeling {{width:10px}}the very sunlight that courses through their veins to unleash fiery bursts of energy upon their foes. : Under the guises of a Radiant Son Templar, these zealous defenders usually forsake their posts within the High District, preferring instead to patrol the darkest corners of Lyntas. With an unyielding dedication to the ideals of the Temple, they occasionally lead groups of fellow Templars astray, fervently seeking out any signs of dissent or heresy that may threaten the sanctity of their beliefs or the authority of their blessed Temple. }} {{pageNumber,auto}} {{footnote High District: Templar of Citrine}} \page {{watercolor6,top:-220px,left:380px,width:600px,background-color:deepskyblue,opacity:60%}} {{watercolor2,top:-220px,left:-160px,width:600px,background-color:deepskyblue,opacity:60%}} {{watercolor6,top:420px,left:380px,width:600px,background-color:deepskyblue,opacity:60%}} {{watercolor2,top:420px,left:-160px,width:600px,background-color:deepskyblue,opacity:60%}} ![Blue B](https://media.discordapp.net/attachments/1105918269992480819/1124456629899899021/Mi_proyecto_16.png?width=2480&height=2480) {position:absolute,top:-25px,right:70px,width:650px,mix-blend-mode:multiplyy} {{monster,frame,wide,position:relative,top:290px ## Templar of Azure *Medium celestial, lawful neutral* ___ **Armor Class** :: 18 (natural armor) **Hit Points** :: 160 (24d8+52) **Speed** :: 30 ft., fly 90 ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |12 (+1)|14 (+2)|15 (+2)|16 (+3)|22 (+6)|20 (+5)| ___ **Saving Throws** :: Dex +6, Wis +10, Cha +9 **Skills** :: Religion +7, Insight +14, Perception +14 **Damage Resistances** :: radiant **Senses** :: truesight 30 ft., passive Perception 21 **Languages** :: Common, Celestial and up to three other languages **Challenge** :: 12 (8400 XP) ___ ***Starfolk Presence.*** Gravity within 30 feet of this creature works strangely. The Templar can choose an effect at the start of each of its turns. Creatures and objects can only be affected once per battle round by this feature. *Attraction.* Creatures and objects of the Templar’s choice in the area that are medium size or smaller are drawn 15 feet towards the Templar. A creature can make a DC 18 Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding falling towards the Templar. *Repulsion.* Creatures and objects of the Templar’s choice in the area that are large size or smaller are pushed 15 feet away from the Templar. A creature can make a DC 18 Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding falling away from the Templar. Ranged attacks made against the Templar while this effect is active have disadvantage. *Force.* Creatures in the area must succeed on a DC 18 Strength saving throw or be knocked prone and have their speed reduced to 0 until the end of their next turn. : ***Moonlight Affinity.*** The Templar of Azure regenerates 5 hit points at the start of each of its turn while under direct moonlight. In addition, when below half its maximum hit points, the Templar's spells have a casting time of 1 bonus action instead of 1 action while under direct moonlight. : ***Trick of the Light.*** The Templar of Azure can use an illusion to change its appearance to look like a Caelum Temple Prior as an action. The illusion is dispelled if the Templar makes an attack or casts a spell. : ***Of Azure (2/day).*** The Templar may shift into the ethereal plane as a reaction to an attack or spell that would have affected it, causing the attack to miss or the spell to be wasted. It may come back as an action on its turn in an onuccupied space within 60 feet of its previous location. : ***Spellcasting.*** The Templar of Azure is a 14th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). The Templar has the following spells prepared: *Cantrips (at will):* light, mending, sacred flame, spare the dying *1st level (4 slots):* cure wounds, guiding bolt, crystal shards, moonbeam *2nd level (3 slots):* hold person, misty step, spiritual weapon *3rd level (3 slots):* remove curse, spirit guardians, *4th level (3 slots):* banishment, death ward, greater invisibility *5th level (2 slots):* wall of force, pulverizing radiance *6th level (1 slots):* globe of invulnerability *7th level (1 slots):* power word: penance : ***Magic Resistance.*** The Templar has advantage on saving throws against spells and other magical effects. ### Actions ***Claw.*** *Melee Weapon Attack:* +6 to hit, reach 5ft., one target. *Hit* 7 (1d6 + 4) slashing damage plus 11 (2d6 + 4) radiant damage. : ***Moonburst (recharge 6)*** A beam of radiant moonlight blasts from the templar forming a line 100 feet long and 5 feet wide. Each creature in the line must make a DC 18 Dexterity saving throw. A creature takes 55 (10d10) radiant damage on a failed save, or half as much on a successful one. A shapechanger makes its saving throw at disadvantage and instantly reverts to its original form and can’t assume a different form for the next minute if it fails. Creatures that fail this saving throw lose any damage resistances for 3 rounds, and have damage immunities downgraded to resistances for the same duration. The templar is considered under direct moonlight for 1d4 rounds after using this ability. }} {{pageNumber,auto}} {{footnote Threadmaster's Archive: Bestiary}} \page {{watercolor2,top:120px,left:50px,width:500px,background-color:#BBAD82,opacity:80%,background-color:purple}} {{watercolor2,top:120px,left:640px,width:500px,transform:scaleX(-1),background-color:#BBAD82,opacity:80%,background-color:purple}} {{watercolor2,top:-380px,left:-290px,width:660px,background-color:#BBAD82,opacity:80%,background-color:purple}} {{watercolor2,top:520px,left:-150px,width:500px,background-color:#BBAD82,opacity:80%,background-color:purple}} {{watercolor2,top:560px,left:230px,width:660px,background-color:#BBAD82,opacity:80%,background-color:purple}} ![Amethyst](https://media.discordapp.net/attachments/1105918269992480819/1127034328208126002/amethyst_angel_god-transformed.png?width=2000&height=2000) {position:absolute,top:-35px,right:-80px,width:600px,height:660px,mix-blend-mode:darken} {{monster,frame,position:relative,left:-20px,top:15px ## Templar of Amethyst *Large Celestial, Lawful Evil* ___ **Armor Class** :: 20 (natural armor) **Hit Points** :: 210 (20d10 + 100) **Speed** :: 40 ft., fly 120 ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |20 (+5)|23 (+6)|20 (+5)|19 (+4)|20 (+5)|25 (+7)| ___ **Saving Throws** :: Dex +11, Wis +10, Cha +12 **Skills** :: Perception +10, **Damage Resistances** :: radiant; bludgeoning, piercing, and slashing from nonmagical attacks **Damage Immunities** :: poison, force **Condition Immunities** :: charmed, frightened **Senses** :: truesight 60 ft., passive Perception 20 **Languages** :: Celestial, telepathy 120 ft. **Challenge** :: 15 (13000 XP) ___ ***Starfolk Presence.*** Gravity within 45 feet of this creature works strangely. The Templar may choose an effect at the start of each of its turns. Creatures and objects may only be affected once per battle round by this feature. *Attraction.* Creatures and objects of the Templar’s choice in the area that are medium size or smaller are drawn 20 feet towards the Templar. A creature can make a DC 21 Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding falling towards the Templar. *Repulsion.* Creatures and objects of the Templar’s choice in the area that are large size or smaller are pushed 30 feet away from the Templar. A creature can make a DC 21 Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding falling away from the Templar. Ranged attacks made against the Templar while this effect is active have disadvantage. *Force.* Creatures in the area must succeed on a DC 21 Strength saving throw or be knocked prone and have their speed become 0 until the end of their next turn. As a reaction, the Templar can deal 5d10 force damage to a single creature that fails this saving throw. *Levity.* Gravity is reversed within the area. All creatures and objects that aren’t somehow anchored to the ground in the area fall upward and reach the top of the area. A creature can make a DC 21 Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly. The Templar is not affected by the gravitational change. : ***The Final Line of Defense.*** As the Keepers of Asterion, the Amethyst Templars cannot allow themselves to fail their duty. When the Templar reaches 0 hit points, its *black hole* action automatically recharges, and the Templar can immediately use its movement and take an action as a reaction before perishing. : ***Immortal's Gem.*** The Templar regenerates 10 hit points at the start of each of its turns. : ***Magic Resistance.*** The Templar has advantage on saving throws against spells and other magical effects. }} {{monster,frame,position:relative,left:20px,top:360px ### Actions ***Multiattack.*** The Templar makes four attacks: two with its wings (it can choose between *Wing Bash* and *Amethyst Featherthrow*) and two with its claws. : ***Amethyst Featherthrow.*** *Ranged Weapon Attack:* +11 to hit, reach 90 ft., one target. *Hit* 13 (2d6 + 6) plus 12 (1d6 + 7) force damage. If the target of this attack is within 10 feet, this attack is considered a critical hit on an unmodified roll of 19-20. : ***Wing Bash.*** *Melee Weapon Attack:* +11 to hit, reach 10 ft., one target. *Hit:* 13 (2d6 + 6) plus 12 (1d6 + 7) force damage. A creature hit by this attack must succeed on a DC 21 Strength saving throw or be knocked 15 feet away from the Templar. : ***Claws.*** *Melee Weapon Attack:* +11 to hit, reach 5ft., one target. *Hit* 17 (3d6 + 6) slashing damage plus 15 (2d6 + 7) force damage. : ***Of Amethyst (2/day).*** The Templar ends one condition or spell that is affecting it, then immediately make the creature responsible for the effect roll a DC 21 Charisma saving throw. On a failure, the creature suffers the effects of the condition or spell it affected the Templar with. : ***Black Hole (recharge 6)*** Overpowering violet energy flashes in a point within 90 feet of the Templar. Gravity in a 20 foot radius of that point pulls towards its center. All creatures within the area must succeed on a DC 21 Strength saving throw or be pulled 10 feet towards it. A creature that fails this saving throw and is within 5 feet of the origin is dealt 10d10 force damage. This black hole persists in the world for a minute, and a creature that finds itself in the center of it for two consecutive turns must succeed on a DC 21 Charisma saving throw or be disintegrated. ### Reactions ***Cosmic Fate.*** The Templar adds or subtract 1d8 to a single roll within 60 feet of it that it can see. }} {{pageNumber,auto}} {{footnote Threadmaster's Archive: The Sacropolis}} \page {{watercolor4,top:-300px,left:-180px,width:800px,background-color:lightblue,opacity:100%}} {{watercolor4,top:-300px,left:-380px,width:800px,background-color:lightblue,opacity:100%,transform:rotate(90deg)}} \column {{position:relative,left:10px,top:-35px,text-align:cente ##### Tainted Ivory }} {{position:relative,left:10px,top:-30px,text-align: The mere thought of a Virtue of Death is enough to send shivers into the hearts of the unpure, which is to say those whose existence is deemed problematic by the Caelum Temple and their planar allies. They are the darkest of celestials, emitting no radiance and healing no wounds. According to legend, a soulsmith from the shadowfell created the first Virtues of Death in exchange for access to the forbidden Sacropolis that lies below Lyntas. Who knows what he might have wanted down there, and what he is doing now? : Be that as it may, now the Caelum Temple counts the help of these agents of death, powerful variants of the gleaming but mostly harmless Virtues. Unlike their purer cousins, they operate in the shadows, preferring not to be seen as to not taint the holy reputation of their masters. : For all their gloom, they aren't cruel creatures who revel in the destruction they create. They even avoid using their soul-destroying abilities against creatures other than their target, unless necessary to ensure their own survival or the success of their mission. }} {{monster,frame,wide,position:relative,top:-20px ## Virtue of Death *Large celestial, true neutral* ___ **Armor Class** :: 20 (natural armor) **Hit Points** :: 267 (28d12 + 85) **Speed** :: 30ft., fly 90ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |16 (+3)|22 (+6)|20 (+5)|14 (+2)|15 (+2)|20 (+5)| ___ **Saving Throws** :: dexterity +12, charisma +11 **Damage Resistances** :: radiant, poison, psychic; slashing, piercing, and bludgeoning from nonmagical weapons **Damage Immunities** :: necrotic **Senses** :: truesight 90 feet, darkvision **Challenge** :: 17 (18000 XP) ___ ***Legendary Resistance (1/day).*** When the Virtue of Death fails a saving throw, it can choose to succeed instead. : ***Magic Resistance.*** The Virtue of Death has advantage on saving throws against spells and other magical effects. : ***Death Incarnate.*** The Virtue of Death is immune to necrotic damage. Additionally, it cannot be affected by the Power Word Death spell. When targeted by healing effects, it is damaged for twice the amount instead of healed. The Virtue of Death always has a target. It will only kill that target with its Ordained Death action, while using its other damaging abilities to neutralize any who dare interfere. : ***Spellcasting.*** The Virtue of Death's spellcasting ability is Charisma (spell save DC 19). The Virtue of Death can innately cast the following spells, requiring no material components: : At will: Cause Arrhythmia, Bestow Curse, Soul Cage : 3/day each: Antilife Shell, Contagion, Energy Feedback : ***Of Doomstone.*** The Virtue of Death forces disadvantage on all death saving throws rolled within 1000 feet of it. ### Actions ***Grip of Damnation.*** *Melee Weapon Attack:* +12 to hit, reach 5ft., one target. *Hit* 16 (3d6 + 6) necrotic damage, and the target is grappled (escape DC 17). : ***Death Feather Throw.*** *Ranged Weapon Attack:* +8 to hit, ranged 60 ft., one target. *Hit* 7 (1d6 + 4) piercing damage plus 7 (1d6 + 4) radiant damage. If the target is a creature that has 100 hit points or fewer, it must succeed on a DC 13 Constitution saving throw or die. : ***Ordained Death (3/day).*** The Virtue of Death stares into the soul of a creature it has grappled with its *Grip of Damnation* and howls a sentence of true death. The target must succeed on a DC 19 Charisma saving throw or immediately fail 1d3 death saving throws. Creatures that fail three death saving throws in this manner die instantly, regardless of their current hitpoints. Creatures killed by this action have their souls destroyed, and cannot be brought back by any means short of a *Wish* spell. : Creatures who witness this action happening must succeed on a DC 19 Wisdom saving throw or be frightened of the Virtue of Death for the next minute. They can repeat the saving throw at the end of each of their turns, ending the effect on themselves on a success. ### Legendary Actions *The Virtue of Death can take one legendary action, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Virtue of Death regains spent legendary actions at the start of its turn.* : ***Death's Arcana.*** The Virtue of Death casts a spell. : ***Dash.*** The Virtue of Death moves up to half its fly speed. }} {{pageNumber,auto}} {{footnote High District: Virtue of Death}} ![AGEL of death](https://media.discordapp.net/attachments/1105918269992480819/1126879399069880350/Angel_of_Death-transformed-transformed.png?width=4000&height=4000) {position:absolute,top:-20px,right:380px,width:500px,transform:scalex(-1)} \page {{imageMaskEdge5,--offset:43%,--rotation:180 ![](https://i.imgur.com/GZfjDWV.png){height:100%,transform:rotate(180deg)} }} {{imageMaskEdge5,--offset:42%,--rotation:0 ![](https://i.imgur.com/GZfjDWV.png){height:100%} }} {{watercolor2,top:-450px,left:330px,width:600px,background-color:orange,opacity:100%}} {{watercolor6,top:-450px,left:-130px,width:600px,background-color:orange,opacity:100%}} {{watercolor2,top:350px,left:-190px,width:600px,background-color:orange,opacity:100%}} {{watercolor6,top:350px,left:400px,width:600px,background-color:orange,opacity:100%}} ![Shard of Asterion](https://media.discordapp.net/attachments/1105918269992480819/1128014420417708142/Mi_proyecto_18-transformed.png?width=1932&height=1286) {position:absolute,top:20px,right:-50px,width:900px,mix-blend-mode:} ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: {{classTable,frame,decoration,wide,text-align:center ## Asterion, the Scintillating Wrath *"What you are about to read is the true story of the Plains, not the fairytales of Aeryn the White and the construction of Lyntas. Pay attention, friend. You'll thank me later."* : Across the vast expanse of the universe, the remnants of the Gods remain as faint echoes of their former existence, imprints of a greatness that was. Their ascension, as well as their downfall, occurred in an era long forgotten, leaving behind only Threads of Divinity, as the remnants of their primal power are known. Among these divine beings was Asterion, a deity who, for reasons unknown, was unable (or unwilling) to join his brethren in oblivion. He instead plummeted down to the material plane, a monstrous embodiment of raw emotion and destructive force. Consumed by a seething resentment for his demise, Asterion harbored the potential to unleash final devastation upon the world, if left unchecked. : So came Aeryn and his celestial entourage, self-anointed inheritors of the cosmos after the waning of the old gods. Their only goal in the material plane was to contain the broken God, to guard it deep beneath the ground, lest it become mightier and one day come back to haunt them in their celestial palaces. The unfathomably powerful Aeryn led that permanent expedition, to build a City capable of containing the monster -- a prison in all but name. Asterion, or what remained of him, raged against his restraints, a powerful, scintillating sun, an energy unlike any other in the current era. It was in response to this turmoil that the Caelum Temple was established, a bastion devoted to managing and containing the power of a fallen god. : The crystals, the gleamstones, even the starfalls — they all bear the imprint of Asterion's influence. Desperate to escape his confines, the broken deity yearns to unleash chaos. To destroy. To rage against the world itself, against his godly brethren, even, for leaving him behind. When the arcane restraints falter, crystals of pure energy known as Shards of Asterion manifest throughout the plains. These powerful starshards carry with them immense power. Not only that, but sometimes, if the conditions are right, a Shard of Asterion may awaken as an Avatar. These entities can develop personalities and goals of their own, sometimes conflicting with each other. In the end, though, their purpose is one: liberating Asterion and becoming whole again. : }} {{pageNumber,auto}} {{footnote Threadmaster's Archive: Asterion}} \page {{watercolor2,top:-120px,left:-120px,width:600px,background-color:orange,opacity:60%}} {{watercolor2,top:200px,left:420px,width:600px,background-color:orange,opacity:60%}} {{watercolor10,top:-420px,left:420px,width:600px,background-color:orange,opacity:60%}} {{text-align:center,wide,position:relative,top:-10px ## Shards of Asterion *Wondrous item(s), Artifact (requires attunement)* }} {{position:relative,top:-10px These sentient items often communicate with their wielders, offering them power in exchange for the completion of certain tasks. Not all Shards of Asterion are malevolent in nature, and there are even some that refuse to act upon their base instincts of devastation, though these are rare. These items, however, change hands regularly, and the influence of mortals does affect them in some way. A benevolent shard can change alignment if wielded by an evil creature, and vice versa. : The Caelum Temple relentlessly pursues the Shards, dispatching teams of disguised Templars to the Plains whenever a Shard or an Avatar of Asterion is detected. Once captured, the Shards are subdued by the skilled Arcanists of the Lodge, inducing them into dormancy. Despite constant supervision, though, the Shards possess an almost unrestrainable ability to teleport, making them elude capture and finding their way into the hands of new wielders. It's only logical: the meek arcana of mortals is no match against the primal will of a god, fractured and weakened as it may be. : The journey of a Shard begins as a dull pearl, devoid of awareness or purpose. Gradually, these dormant remnants absorb the surrounding magical energy, awakening and regaining their sentience. While they remember and appreciate their wielders, once they fully awaken, they are driven by a singular purpose and eventually leave to pursue it. To date, no Shard has found its way to the Sacropolis, the heart of Asterion's prison. Nonetheless, the relentless pursuit of the Temple may falter in the face of the Shards' tenacity. The passage of time holds the promise that one day, Asterion will break free from his shackles. : #### Dormant Shard *A dormant shard is nothing more than an irradiated pearl to the naked eye. Only an expert could tell it apart from a refined gleamshard of circular appearance.* : ***Pearl of Radiance.*** With the Shard on your person, you gain +2 to your Charisma score and become resistant to radiant damage. In addition, creatures that fail a saving throw against one of your spells become *irradiated* for a number of rounds equal to the spell's level. : ***Spirit of Asterion.*** If you use the Shard as a spellcasting focus, you can choose a single 1st or 2nd level spell to imbue with this item's latent strength. While attuned to the shard, you can cast said spell without expending spell slots. This feature takes up one of your attunement slots. You must commune with the shard for an hour to change the spell you are attune to. : Every time you cast a spell of 4th level or higher with this item as an arcane focus, roll a d8. On an 8, the Dormant Shard becomes a Scintillating Shard. }} {{position:relative,top:-10px #### Scintillating Shard A scintillating shard shines in bursts when used and starts to develop a consciousness. Its intermittent glow is a dead giveaway for those trained to look for it, and as such, many shards are caught in this stage. It maintains its previous form's characteristics, and gains the following features: : ***Sentience.*** The Shard of Asterion is a sentient item of any chaotic alignment with an Intelligence of 20, a Wisdom of 24, and a Charisma of 26. It has hearing and truesight out to a range of 60 feet. The Artifact communicates telepathically with its wielder and can speak, read, and understand all languages. : #### Greatshard At this stage, the shard has regained its magical power, and starts to formulate its own purpose. It maintains its previous form's characteristics, and gains the following features: : ***Spells.*** While attuned to the artifact and with it on your person, you can use an action to cast one of the following spells (save DC 23) from it: Pulverizing Radiance, Power Word: Penance, Teleport, or Sunburst. : Once you use the artifact to cast a spell, you can't cast that spell again from it until the next dawn. The shard itself may choose to cast these spells on its own, spending your action. You may attempt to stop the Shard by succeeding on a DC 23 Charisma save. : ***Awakening the Shard.*** A Greatshard of Asterion may fully awaken into an *Avatar of Asterion* creature if any of the following conditions are met. - An Amethyst Templar dies within 30 feet. - The wielder of the item dies, in which case the Revivify spell is automatically cast on the corpse and the Shard awakens. - The wielder of the item casts a spell of 9th level, in which case the spell is absorbed by the Shard as it awakens. }} {{note,position:relative,top:685px,right:350px ##### Shard Progression There is no set way in which a Shard should progress. It slowly gains power overtime while attuned to a creature, and feeds off the wielder’s emotions. The more a character feels, the quicker the Shard will progress. It also directly feeds off magical energy. You may add the following optional mechanic to any stage of the shard: : *Magic Absorbtion:* Roll a d8/d6/d4 every time a spell is cast within 15/30/45 feet of this item (depending on the stage). On a 1, the spell is absorbed by the shard. Spells of 7th level or higher absorbed in this manner progress the shard to its next stage. }} {{pageNumber,auto}} {{footnote Threadmaster's Archive: Asterion}} \page {{watercolor2,top:200px,left:330px,width:600px,background-color:orange,opacity:100%}} {{watercolor6,top:200px,left:-130px,width:600px,background-color:orange,opacity:100%}} ![Avatar of Asterion](https://i.imgur.com/kD4rG5O.png) {position:absolute,top:-35px,left:-5px,width:825px,mix-blend-mode:multiply} :::::::::::::::::::::::::::::::::::::::::::::: {{monster,frame,wide ## Avatar of Asterion *Huge Celestial (Awakened Item), any chaotic alignment* ___ **Armor Class** :: 20 (natural armor) **Hit Points** :: 313 (25d12 + 150) **Speed** :: 0 ft., fly 60 ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |12 (+1)|12 (+1)|22 (+6)|20 (+5)|24 (+7)| 26 (+8)| ___ **Saving Throws** :: Con + 13, Wis +14, Cha + 15 **Damage Vulnerabilities** :: necrotic **Damage Resistances** :: radiant; bludgeoning, piercing, and slashing from nonmagical attacks **Damage Immunities** :: poison, fire **Condition Immunities** :: prone, paralyzed, grappled, stunned, charmed, frightened, poisoned **Senses** :: truesight 60 ft., passive perception 25 **Languages** :: all, telepathy 1000 ft. **Challenge** :: 22 (41000 XP) ___ ***Remnant of the Xildur.*** The Avatar is a manifestation of a race of forgotten gods, and cannot be truly destroyed. When this creature reaches 0 hit points, it can choose to become a *Shard of Asterion* item and reform as a Greatshard somewhere within the Aeryn Plains in 1d4 months. : ***Will of Asterion.*** The Avatar of Asterion interacts with the world around it through overpowering telekinetic force. It may exert a force able to manipulate up to 10 objects weighing less than 1000 pounds each or 5 huge or smaller creatures in a 60 foot sphere centered on itself as an action on its turn. This force is able to move the affected objects or creatures freely within the area. A creature may attempt to resist this force by succeding on a DC 23 Strength saving throw. : This force can also be focused to move objetcs weighing up to 5 tons or 10000 pounds. If focused on a huge or smaller creature, the Greatshard of Asterion can move it up to 60 feet in any direction. It can also choose to crush the creature. A target must make a DC 23 Strength saving throw, suffering 83 (15d10) force damage on a failed save, or half as much on a success. : ***Innate Spellcasting.*** The Avatar's spellcasting ability is Charisma (spell save DC 23). It can innately cast the following spells, requiring no material components: : *At will:* fireball, sending, beacon of hope : *3/day each:* teleport, sunbeam, reverse gravity : *1/day each:* power word stun, control weather : ***Magic Resistance.*** The Greatshard has advantage on saving throws against spells and other magical effects. : ### Actions ***Energy Burst.*** The Avatar of Asterion expels a wave of heat in a 60 foot sphere centered on itself. All creatures within the area must make a DC 23 Constitution saving throw, taking 10d6 fire damage and 10d6 radiant damage on a failed save, or half as much on a successful one. : ***Healing Wave.*** The Shard exudes a wave of healing energy. Up to five creatures of the Avatar's choice within 30 feet magically regain 8d12 hit points and are cleansed from a single curse, disease, poison, or condition. : ***Wrath of Asterion (recharge 5-6).*** The Avatar cracks, dealing 55 force damage to itself. Creatures within 120 feet of it must succeed on a DC 23 Strength saving throw or be pulled 60 feet closer to the Avatar. At the start of its next turn, all creatures within 30 feet of the Avatar must make a DC 23 Dexterity saving throw. If a creature has been displaced by the first part of this ability, they make the Dexterity saving throw at disadvantage. A creature suffers 25d6 fire damage plus 25d6 radiant damage on a failed save, or half as much on a success. Creatures reduced to 0 hit points by this ability are disintegrated into a pile of golden dust. ### Reactions ***Redirect Projectile.*** As a reaction when a creature the Avatar can see makes a ranged attack within 60 feet of it, the Avatar can deflect it, making another creature or object within 60 feet of the attacker the target. }} {{pageNumber,auto}} {{footnote Threadmaster's Archive: Asterion}} \page {{imageMaskEdge4,--offset:4%,--rotation:270 ![](https://media.discordapp.net/attachments/1105488303710543923/1128030549974466620/tomfarlane_a_beautiful_cosmic_sunset_in_the_plains_starfalls_aw_80389d10-d447-46b3-a265-683a8bedb7f3.png?width=620&height=620){height:100%,left:280px} }} {{watercolor4,top:-40px,left:-60px,width:500px,background-color:purple,opacity:40%}} ![Ariadne's Lost Spellbook](https://media.discordapp.net/attachments/1105918269992480819/1127979668142825514/Ariadne_s_Spellbook-transformed.png?width=1400&height=1400) {position:absolute,top:-20px,right:440px,width:340px,mix-blend-mode:multipl} :::::::::::::::::: #### Ariadne's Lost Grimoire *Wondrous Item (Spellbook), Artifact -- "Fallow dear? Have you seen my book? I must have... misplaced it. Yes, I checked the dimensional rift... No, Pixie didn't swallow it... this time. You have to treat her better! She behaves very well for an Astral Dreadnought! "* : The first page of this spellbook reads "If you ever find this, please return it to 66 Stringweaver Avenue, City of Strings, Astral Sea. I would be most grateful, love!". The book shimmers expectantly, yearning to be used. You won't get in trouble for casting a couple of spells, right? Ariadne can wait. : To use this spellbook, one must be able to cast spells of 6th level or higher and have an Intelligence score of at least 15. To anyone that does not meet these requirements, its scripture seems nonsensical. : Using the spellbook, you can cast the following spells as ritual spells: *teleport, magic circle, glyph of warding*. The spellbook has 10 charges. You can expend 1 or more of these charges to cast one of the following spells (save DC 18) from it: fallow's theorem (1 charge), slow (2 charges), pulverizing radiance (3 charges), disintegrate (4 charges), power word: penance (5 charges), plane shift (7 charges), time stop (9 charges), or wish (12 charges). : The Spellbook regains 1d4 + 3 charges every dawn. Each time you cast a spell from this spellbook, there is a 5% chance of Threadmaster Guilliam Fallow noticing you and teleporting the book away from your hands and back to the City of Strings. This happens automatically if the *Wish* spell is ever casted from the Spellbook. : ***Overcharge.*** You can give the spellbook additional charges by infusing it with spell slots. The spellbook regains an amount of charges equal to half the level of the spell slot you use on it, rounded down. Spells of 7th level or higher may overcharge Ariadne's Spellbook, allowing it to gain temporary charges above its maximum of 10. These additional charges last for an hour and expire if not used. {{pageNumber,auto}} {{footnote Threadmaster's Archive: Inventory}} \page {{imageMaskEdge4,--offset:5%,--rotation:90 ![](https://media.discordapp.net/attachments/1105488303710543923/1128030549974466620/tomfarlane_a_beautiful_cosmic_sunset_in_the_plains_starfalls_aw_80389d10-d447-46b3-a265-683a8bedb7f3.png?width=620&height=620){height:100%,right:290px} }} \column {{position:relative,top:-20px #### Aeryn's Starplate *Plate Armor, Legendary (requires attunement)* : Deep within the Sanctuary of the High District, Lord Castellan Luther keeps the blessed armor of Aeryn the White, or so they say. The Grand Master uses it on occasions, a brilliant piece of plate lined with starshards. It's probably the greatest piece of mirrorsilk crafting Lyntas --and the world-- has ever seen. : While wearing this Armor, your AC becomes 22 and you gain resistance to slashing and piercing damage, as well as immunity to radiant damage. Additionally, you cannot be blinded as a result of exposition to a source of light (as with the sunbeam spell). ::::::::::::::::::::::::::::::::: : ***Celestial Graviturgy.*** You can cast the *levitate* and *feather fall* spells at will while attuned to Aeryn's Starplate. : ***Arcane Bulwark.*** While attuned to this armor, you have advantage on saving throws against spells and other magical effects. In addition, you are immune to the *irradiated* condition. As a reaction once between long rests, you can absorb a single spell of 6th level or lower that you see being cast within 60 feet of you. The caster must succeed on a DC 20 Charisma saving throw, or the spell fails and you gain temporary hit points equal to five times the level of the abjured spell. : ***Extraplanar Hold.*** If attuned to this armor, you may don or doff it as a bonus action. When not worn, it is stored in an extraplanar space and cannot be reached. If its user dies, the armor appears in an unoccupied space within 15 feet. }} {{watercolor3,top:470px,left:400px,width:400px,background-color:lightblue,opacity:100%}} ![Stardshard Plate](https://media.discordapp.net/attachments/1105918269992480819/1127981417293430834/crystal_plate_item-transformed-transformed.png?width=1300&height=1300) {position:absolute,top:250px,right:-10px,width:470px,mix-blend-mode:darken} {{pageNumber,auto}} {{footnote Threadmaster's Archive: Inventory}} \page {{watercolor2,top:-380px,left:480px,width:600px,background-color:#BBAD82,opacity:100%,background-color:steelblue,transform:rotate(-26deg)}} {{watercolor2,top:380px,left:480px,width:600px,background-color:#BBAD82,opacity:100%,background-color:steelblue,transform:rotate(-26deg)}} {{watercolor1,top:850px,left:-292px,width:400px,background-color:#BBAD82,opacity:100%,background-color:steelblue}} ![Astral Congregation Cleric](https://media.discordapp.net/attachments/1105918269992480819/1128526676595331163/Cleric_of_Caelum-transformed-transformed.png?width=1648&height=2480) {position:absolute,top:-60px,right:5px,width:420px,mix-blend-mode:multipl} {{text-align:center ## Astral Domain *Cleric Divine Domain* }} : *The Astral Congregation is a specific branch of the Caelum Temple under the direct guidance of Archprior Ghorst, dedicated to the study and worship of the Starfolk and their terrible task.* : *Clerics who follow the Astral Domain draw their divine power from the vastness of the cosmos, the eternal dance of the stars, and the forces of gravity that shape the universe. They are scholars of the celestial bodies and seek to understand and harness the power of the distant heavens to aid their allies and smite their foes.* : #### Domain Spells At 1st level, you gain access to domain spells associated with the cosmos and celestial forces. These spells are always prepared, and they don't count against the number of spells you can prepare each day. : 1st level: Feather Fall, Crystal Shards : 3rd level: Levitate, Moonbeam : 5th level: Counterspell, Fallow's Theorem : 7th level: Energy Feedback, Dimension Door : 9th level: Pulverizing Radiance, Teleportation Circle : #### Cosmic Guidance Starting at 1st level, your connection to the cosmos grants you enhanced guidance. You gain expertise in the Arcana skill. In addition, you can add or subtract 2 to a single roll made within 60 feet of you that you can see as a reaction. You can use this feature a number of times equal to your proficiency modifier. You regain all expended charges after finishing a long rest. #### Channel Divinity: Stellar Burst Starting at 2nd level, you can use your Channel Divinity to tap into the cosmic energy that flows through the universe and assail your foes with it. : As an action, you unleash a burst of stellar energy in a 30-foot radius centered on yourself. Each creature of your choice within the area must make a Constitution saving throw or take radiant damage equal to 3d6 + your cleric level and be blinded until the end of their next turn. On a successful save, a creature takes half damage and is not blinded. : After you use your Channel Divinity feature you emit 10 feet of dim light for a minute, as stars begin to congregate around the remnants of your magic and your skin turns a shade of celestial blue, cosmic purple, or pale ivory. \column {{note,position:relative,top:515px,left:15px,background-color:gainsboro,text-align:cente #### The Truth Amongst the Stars *Archprior Ghorst always had a fascination with the stars. The Congregation not only aims to worship, but also to understand the mysteries of the cosmos. What is the meaning behind the threads of divinity? Are the Gods really dead? And most important of all; are the tales of a city amongst the stars even true? Deep within his soul, Ghorst knows that out there, somewhere within the Astral sea, there exists a brilliant City of Strings; and his order of clerics will one day make contact with it.* : ***Illuminate the Path:*** Seek to unveil the order of the cosmos. Know that there is no greater act of worship to the heavens than actually understanding them, unlike the brainless devotees of the light. : ***Protect the Balance:*** Strive to maintain the delicate equilibrium of the cosmos. Stand against those who seek to disrupt the natural flow of the universe, or wield its power for selfish or destructive purposes. : ***Embrace Change:*** Recognize that the cosmos is ever-changing and evolving, and embrace the need to adapt to new situations and challenges. Stars die all the time, and new ones are born. Who are you to stand against the cycle? : ***Worship the Stars:*** Guide your prayers to the very cosmos, the celestial canvas where the threads of divinity lay painted as streaks of light in eternal darkness. No imaginary idol can hold a candle to the ancient Xildur, faded and weakened as they may be. }} {{pageNumber,auto}} {{footnote Threadmaster's Vault: Astral Domain}} \page #### Astral Channeling At 6th level, your ability to channel cosmic energy becomes more potent. Whenever you deal radiant or force damage with a cleric spell, you can roll an extra 1d8 damage of the same type. : In addition, your spells are followed by bright constellations of small stars that confuse the eyes and deregulate the body. Your spell save DC for Constitution saving throws is increased by 2. : #### Gravity-Infused Strikes At 8th level, you can tap into the power of gravity to empower your blows. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 force damage to the target. When you reach 14th level, the extra damage increases to 2d8. Additionally, when a creature takes force damage from one of your spells or attacks, you can cause them to make a Strength saving throw. On a failure, they are knocked prone. You can use this ability an amount of times equal to your Wisdom modifier. : #### Primal Radiance At 17th level, your magic has become primal in nature, mighty and dangerous. You may change the damage type of any spell you cast to radiant or force damage. In addition, after dealing radiant or force damage to a creature, you afflict them with a stack of the *Irradiated* condition, which lasts for three rounds. Every time a creature suffers radiant damage from one of your spells, their previous *irradiated* stacks are refreshed. : {{descriptive,position:relative,top:535px,right:353px ##### The Kindling of a Star *"I remember her violet eyes, filled with reckless wonder, a curiosity so strong it passed from her right down to me. I spent but a day with the wizards of the magical city before they returned me to my parents in Lyntas. No one believed me, then. A city in the stars? The kid must have hit his head. And yet, no one ever understood how a seven year old child managed to survive a magnitude three starfall event.* : *That was seventy-five years ago. Today, few people dare call me a liar, being the Archprior of the Caelum Temple and all. They indulge me, whenever I start blabbering about stars and a magical city. They listen with feigned interest, nod with respectful looks, and treat my Astral Congregation with the proper deference. But no one truly believes. It's a game to them. Well. Not to me. It was never a game to me.* : *I have proof. I finally found it. This book... I can feel her again. My muse, my cosmic savior, my profound obsession. Now, I finally know your name. Ariadne... After all these years... we shall see each other again."* : **--Archprior Ghorst's Last Reminiscence** }} {{imageMaskEdge1,--offset:4%,--rotation:-90 ![](https://media.discordapp.net/attachments/1105488303710543923/1131240117852450867/tomfarlane_a_cleric_of_the_cosmos_in_the_style_of_a_dungeons_an_7d369ac3-f981-4cfb-b1af-e6205bb4bbb9.png?width=824&height=1240){height:100%,right:-160px} }} {{pageNumber,auto}} {{footnote Threadmaster's Vault: Astral Domain}} \page {{watercolor4,top:-130px,left:-55px,width:500px,background-color:#BBAD82,opacity:98%,background-color:maroon}} ![Templar](https://media.discordapp.net/attachments/1105918269992480819/1128505755138535444/Paladin_Crusader-transformed-transformed.png?width=824&height=1240) {width:425px,position:absolute,top:-30px,left:-5px,mix-blend-mode:} ::::::::::::::::::::::::::::::::::::::: {{note,position:relative,top:20px,background-color:gainsboro #### Tenets of the Templars *Templars devote their lives to the pursuit of personal strength, which they see as the only way of ensuring the rule of peace and morality. If the just are not mighty, how can justice prevail against the ever-brooding evil of wicked men?* : ***Smite the Wicked:*** No heresy can go unpunished, as mundane as it may seem. Devilry and chaos are creeping infestations, only kept at bay by the vigilance of the righteous. : ***Protect the Faithful:*** The Gods grant us strength to protect the meek, not to fulfill our own selfish purposes. Never use your might and authority for personal gain, or you will be excommunicated and smitten for abusing the light. : ***Practice Zealously:*** Your vigilance and preparation is all that keeps the holy order from falling apart. Strive to be the purest, strongest and most righteous version of yourself. : ***Defer to Rank:*** Trust the experience and holiness of your superiors, and do their will to the best of your ability. With age comes the wisdom to rule, and it is the duty of the young to be their diligent servitors. : ***Uphold Tradition:*** Ancient customs are a shining shield against the pervasive heresy of modernity. Defend them and uphold them, even when they seem archaic. }} \column {{text-align:center,position:relative,top:0px ## Oath of the Templars *Paladin Oath* }} : *Templar Paladins are vigilant peacekeepers and skilled warriors, usually stationed within cities and forts. They are renowned for their martial honor and unbreakable faith, which they hone through ceaseless practice within their temples. More than a place of worship, these institutions are equal parts martial academy and theological universities.* : #### Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. : ***Denunciation:*** You use your Channel Divinity to speak a zealous accusation against a creature that can hear you within 60 feet, who must make a Charisma saving throw or be condemned by the heavens. On a failed save, they take 4d6 radiant damage and have disadvantage on the next saving throw they roll. : ***Consecrated Respite:*** Your use your Channel Divinity to manifest a 10 minute ritual of recovery that affects an amount of creatures equal to your proficiency modifier. After the 10 minutes are elapsed, they gain the benefits of a short rest. #### Oath Spells You gain oath spells at the paladin levels listed. : 3rd: *Bane, Ensnaring Strike* : 5th: *Borrowed Knowledge, Cloud of Daggers* : 9th: *Heavenly , Protection from Energy* : 13th: *Locate Creature, Greater Invisibility* : 17th: *Bigby's Hand, Dawn* #### Aura of Fervor Starting at 7th level, you and friendly creatures within 10 feet of you can add 1d4 to attack rolls. : At 18th level, the range of this aura increases to 30 feet and the bonus die becomes a d6. #### Untouchable Paragon Starting at 15th level, you are always under the effects of a *Shield of Faith* spell. #### Crusader Soul At 20th level, you embody martial perfection and theological wisdom through a combination of zeal, practice and divine enlightenement. You gain two extra fighting styles from the Fighting Style class feature. Additionally, your spell save DC is increased by 2. {{pageNumber,auto}} {{footnote Threadmaster's Vault: Oath of the Templar}} \page {{imageMaskEdge,--offset:0%,--rotation:90 ![](https://media.discordapp.net/attachments/1105918269992480819/1128527266033451068/Sorceress_of_the_Stars-transformed.jpeg?width=3000&height=4000){height:120%,left:-1px} }} {{classTable,frame,decoration,wide,text-align:center,position:relative,top:600px ## Of Threadseeking The Astral sea has been forever scarred. Even the naked eye can see it. Multicolored lines that rake the black canvas, connecting stars and nebulas alike with the very divine essence of creation. Those threads you see... They were made by the gods themselves, in their terrible downfall. : Most pray, in the hopes that somehow, somewhere, their pleading will be answered. It sure is a testament to the power of the Xildur that even thousands of years after their deaths, they still confer power to mortals. No one is listening. No one, but us. We have inherited the Threads left by the gods. We have claimed the space between all things, and we inhabit it. We, the Starfolk. We, the Divine Heirs. We... the Celesari. : But alas, we are not alone. : There is another. A creature so terrible it pains me to even speak of it. A monster of eternal hunger, an inevitable end to all things. It is already on its way. That is why you must hurry. Join us among the stars. Our enemy is Time itself, and we shall give it no quarter. }} {{insideCover}} {{pageNumber,auto}} {{footnote Threadmaster's Vault: Celesari}} \page {{imageMaskEdge1,--offset:0%,--rotation:90 ![](https://media.discordapp.net/attachments/1105918269992480819/1129247018053812224/celesari-transformed.jpeg?width=1648&height=2480){height:100%,position:relative,left:-150px,top:0px,} }} \column {{position:relative,left:40px,top:-10px, {{text-align:center ## Celesari *Racial Option by Ariadne's Codex of Strings* }} : *"The mortal races live in a dream, love. A dream that will one day end. A shining star saved you from that fate. Hey, listen to me, sweetling. I know it hurts right now, to be exiled from everything you've ever known. But this is not an end, it can be a beginning. Will you wail in mortal sadness, or will you take your rightful place amongst divinity?"* : #### Of Cosmic Death Some supernovas are colorful and enormous, painting watercolor pictures in the night sky. Others, not so much, barely noticeable to the naked eye. But their visibility has little to do with their cosmic importance: the release of unimaginable amounts of primal energy. : Arcanists and astronomers aim their magical receivers at these celestial explosions, hoping to catch some of their residual force as it wanders chaotically through the void. But the will of a star, dead as it may be, is to be free, not to be stored in a runic battery and used for tedious investigations. #### A Blazing Star Is Born! The vagabond astral energy sometimes finds a new home in a gestating womb, which results in the birth of a Celesari. They can also reproduce among each other, though such crossings often result in a common birth, a mix of the original races of the parents instead of a Celesari. : Some cultures, especially those that hold some form of astral spirituality, consider the birth of a Celesari a blessing. In much of the material plane, however, they are seen as exotic at best, and accursed freaks at worst. : #### Otherworldly, Gaunt, Stellar The hair of a Celesari is their single most striking trait, undulating as if gravity didn't exist. Otherworldly colors, like the ones of nebulas and northern lights, often accompany this already wondrous physical trait. : Celesari have skin tough and pale as moonstone, an exoskeleton that grants them some level of physical resilience. This compensates their often frail and skinny builds, as they don't often weigh over 90 pounds (40 kilograms). : #### Primordial Minds The astral energy contained in the soul of a Celesari provokes changes much deeper than just an exotic appearance. Inside, their brains are not solid and gelatinous, but gaseous like a nebula. They see and understand the world in a more primordial way, like the races that populated the multiverse in times of eld. : The Astral Sea is littered with Celesari bases, where }} {{pageNumber,auto}} {{footnote Threadmaster's Vault: Celesari}} \page like-minded arcanists and astronomers from their race pursue their interests in peace, free of persecution by the forces of ignorance and tribalism. : ### Celesari Traits : Celesari share certain racial traits as a result of the influence of the astral sea in their bodies and souls. : ##### Ability Score Increase Your Intelligence score increases by 2. ##### Age Celesari have a lifespan that roughly doubles that of their parent race, as the influence of the astral plane preserves their organism and grants them longevity. ##### Size Celesari are thin and angular, but still considered medium creatures. ##### Speed Your base walking speed is 30 feet ##### Limited Truesight You have darkvision out to a range of 60 feet, but can momentarily focus your sight to see beyond the feeble disguises of reality, granting yourself truesight out to the same range. You can use this ability for an amount of seconds equal to six times your character level. ##### Armor of Moonstone You always have a +1 to your A.C as a result of your tough, rock-like skin. : ### Subrace: Asterian The most common Celesari are Asterians, the name given to those born after a particularly violent starfall event. Lyntas, the Radiant Citadel, counts many of these Celesari among its populace, renowned for their mighty gravitational skills that rival those of the very celestials that rule the city. : The devastating circumstances that give Asterians their mutation often make them slightly tougher than other Celesari subraces. ##### Ability Score Increase Your Constitution score increases by 1. ##### Gravitational Control You know the *Magic Stone* cantrip. When you reach 3rd level, you can cast the *Feather Fall* spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the *fly* spell once with this trait and regain the ability to do so :::::::::::::::::::::::::::::::::::::: {{position:relative,top:38px when you finish a long rest. Intelligence is your spellcasting ability for these spells. ### Subrace: Void-Eyed Not all Celesari are born of the energy of luminous dying stars. There are other celestial bodies out there. Much rarer, much darker... Certain arcanists call them dark devourers, moving void that becomes the bane of entire planes of existence ##### Windows to the Dooming Dark You gain proficiency in the Intimidation skill. If you already have proficiency, you gain expertise instead. ##### Gift of the World-Eater Whenever you deal an instance of fire, cold, lightning, thunder, psychic, or force damage to a creature, you can cause a fragment of the dark devourer that blessed you to manifest. The creature must make a Strength saving throw with a DC of 8 + your intelligence modifier + your proficiency bonus. On a failure, they suffer twice your level in force damage and are knocked prone. : You can use this trait twice between long rests, one for each of your eyes. After using this ability, your eye becomes dark, and you cant see through it for an hour afterwards. }} {{imageMaskCorner26,--offsetX:52%,--offsetY:50%,--rotation:0 ![](https://media.discordapp.net/attachments/1105918269992480819/1129233330722844692/CelesariVoid.png?width=1215&height=1002){height:60%,position:relative,left:70px,top:-1px} }} {{pageNumber,auto}} {{footnote Threadmaster's Vault: Celesari}} \page {{imageMaskEdge5,--offset:40%,--rotation:0 ![](https://media.discordapp.net/attachments/1105918269992480819/1112027283344068638/Artistic_countryside_prompt-transformed.jpeg?width=3000&height=3000){height:90%,top:300px,left:-100px} }} {{imageMaskCorner9,--offsetX:57%,--offsetY:37%,--rotation:0 ![](https://media.discordapp.net/attachments/1105539299815989330/1131296693124599901/tomfarlane_a_fantasy_priestess_on_her_knees_praying_to_the_sacr_2db63c79-cdb6-4620-89db-a0073e47b9a0.png?width=1002&height=1002){height:50%,top:-30px,right:-80px} }} ## The Holy Arts Celestials and their allies use their fair share of spells and other specialties to further their cause. Many of them were developed in Lyntas, the radiant citadel, where mortals, arcanists, and heavenly beings mingle together. Well, sort of mingle together -- they do enjoy a good segregation system, these pious templars! : #### Order's Judgement *divination cantrip* **Casting Time:** :: 1 action **Range:** :: 30 feet **Components:** :: V **Duration:** :: Instantaneous A chastising light falls upon a creature within range, who must succeed on a Charisma saving throw or take 1d4 radiant damage and have one of its damage vulnerabilities (if any) exposed to you. : Creatures exposed in this way have disadvantage on subsequent saving throws against this spell, and the damage type becomes the exposed vulnerability. This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). : #### Cause Arrhythmia *3rd-level necromancy* **Casting Time:** :: 1 action **Range:** :: 60 feet **Components:** :: V, S, M (a dried blood clot) **Duration:** :: concentration, up to 1 minute You cause a nearby creature's heart to beat irregularly, making them partially lose control of their bodies as their pulse falters. Creatures that don't have a heart or similar organ aren't affected by this spell. A target must succeed on a Constitution saving throw or be affected by one of the two following effects (your choice): - **Bradycardia:** the creature's heart beats too slow, causing disadvantage on strength saving throws and ability checks, and dealing 1d8 necrotic damage at the start of each of their turns. : - **Tachycardia:** the creature's heart beats too fast, causing disadvantage on all dexterity based ability checks. When the effect ends for the creature, they must roll a Constitution saving throw with a DC of 5 + the number of turns they were affected by tachycardia. On a failure, they suffer 8d8+10 necrotic damage as their heart fails. :::::::::::::::::::::::::::::::::::::: #### Pulverizing Radiance *5th-level evocation* **Casting Time:** :: 1 action **Range:** :: 30 feet **Components:** :: V, S **Duration:** :: Instantaneous You fire a mote of blazing light at a creature within range. Make a ranged spell attack. On a hit, the target takes 6d6 + 20 radiant damage and instantly gains three stacks of the *irradiated* condition that last for a minute. : #### Power Word: Penance *7th-level enchantment* **Casting Time:** :: 1 action **Range:** :: 60 feet **Target:** :: One creature you can see within range **Components:** :: V **Duration:** :: Instantaneous You speak a word of power that overwhelms the mind of one creature you can see within range, confronting them with the harm they caused. If the target has dealt 50 or more points of damage within the last minute, they suffer 50 points of force damage. Otherwise, the spell has no effect. : A creature affected by this spell cannot take the Attack action until the end of their next turn. {{pageNumber,auto}} {{footnote High District: The Holy Arts}} \page {{backCover}} # That's All, Folks! Hope you enjoyed this little compendium. It has a bit of everything, so maybe you can fit some of it in your game! Anyways, maybe you already know about us, maybe you don't; we make these kinds of booklets once per month (70 pages of content!). It would mean the world to us if you checked us out at www.codexofstrings.com : {{text-align:center We've got loads more stuff! }} ___ Join us in voting for our next entry! : {{text-align:center www.patreon.com/codexofstrings }} ![background image](https://media.discordapp.net/attachments/1105488303710543923/1160546938777784370/tomfarlane_an_eldritch_angel_in_the_style_of_WLOP_character_art_8420ff1c-98b5-4b06-b1c9-36020d24b2b5.png?ex=65350e90&is=65229990&hm=7728382fa32753c89b2d85d72b73bcbd69a024c826550e807e4649299fd6f8fc&=&width=3000&height=4000){position:absolute,bottom:0,left:250px,height:100%}