Celestial Knight (5e Subclass)
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Celestial Knight[edit]
Fighter Archetype
Celestial by Jason Engle |
Celestial knights are fighters that have been blessed by the heavens to carry on the angelic justice in the material plane. They are granted knowledge and power to destroy the advances of evil in the world, slaying powerful undeads, devil and demons, acting as the tip of the spear in the celestial crusade against these pronafe creatures. As a celestial knight grow stronger, they start to resemble more and more the celestials they serve, and the more powerful of them can even become celestials themselves.
- Celestial Knowledge
Starting a 3rd level, you have advantage on all your Intelligence checks related to Celestials and to information about the Celestial plane, in Charisma checks to interact with celestials and can speak, read and write in celestial.
In addition, you learn the word of radiance cantrip. Charisma is your spellcasting ability for this spell.
- Holy Warrior
At 3rd level, you have been blessed with the strength of heavens. You gain the following benefits:
- Holy Weapon. Your armor and weapons are infused with the strength of the heavens themselves. Your melee weapon attacks ignore the damage resistances and immunities of aberrations, fiends, and undead. In addition, your weapons deal an additional 1d6 radiant damage against these creatures.
- Damage Reduction. Your righteousness makes enemies falter when they would attack. While wearing armor, you have resistance to bludgeoning, piercing and slashing damage dealt by aberrations, fiends, and undead.
- Smite Evil
Also at 3rd level, when you hit a creature with a melee weapon attack, you can deal an additional 1d8 radiant damage to a creature. Against an aberration, fiend, or undead, the damage increases to 2d8.
You can use this feature a number of times equal to 1 plus your Charisma modifier (minimum of twice) and regain your uses after completing a long rest.
- Divine Grace
Starting at 7th level, whenever you make a saving throw, you gain a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1).
- Divine Destruction
Also at 7th level, whenever you use your word of radiance cantrip, each chosen creature takes damage equal to your Charisma modifier, even if it succeeds on the saving throw.
In addition, when you roll a 17 or higher on the d20 on a melee weapon attack against an aberration, fiend, or undead with a CR equal or lower than your proficiency bonus, that creature must succeed on a Constitution saving throw against a DC equal 8 + your proficiency bonus + your Charisma modifier, or be reduced to 0 hit points.
- Fast Healing
At 10th level, when you start your turn with less than half your maximum hit points, but above 0 hit points, you regain 2 hit points.
- Celestial Wings
15th level, you grow a glowing pair of angelic wings. You gain a flying speed equal to your movement speed. You can dismiss or summon these wings as a bonus action on your turn.
- Celestial Transformation
When you reach the 18th level, you gain the ability to assume the form of a celestial being. As a bonus action, choose any celestial with a CR equal to half your fighter level (rounded down). You assume its form for 1 minute, as if you have been target of a shapechange spell, but not requiring concentration.
Once you use this feature, you can't use it again until you finish a long rest.
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