Half-Celestial (5e Template)
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A creature touched by powerful good can occasionally become a half-celestial, though powerful holy magic can cause an ordinary mortal to become a half-celestial. Most are good, like celestials tend to be, while evil half-celestials, like evil celestials, are incredibly rare. Regardless of origins, a half-celestial tends to look supernaturally beautiful, though like most celestials, a half-celestial is a beacon of hope as often as it is a herald of doom.
Abilities. The half-celestial's Charisma score increases by 4, while its other ability scores increase by 2.
Damage Resistances. The half-celestial resists poison and radiant damage.
Condition Immunities. The half-celestial is immune to the poisoned condition.
Languages The half-celestial learns Celestial.
Senses. The half-celestial gains darkvision out to a range of 60 feet.
Alignment. The half-celestial's alignment can be any good alignment.
Speed. The half-celestial gains a flying speed equal to the higher of its existing flying speed (if any) or its walking speed.
Innate Spellcasting (1/Day). The half-celestial can innately cast dispel evil and good (spell save DC equal to its Spellcasting spell save DC), requiring no material components. Its innate spellcasting ability is Charisma.
Radiant Blessing. The half-celestial has advantage on saving throws against being charmed or frightened.
Sense Evil and Good. The half-celestial senses powerful good and evil within 120 feet of it at will. This trait otherwise works like the detect evil and good spell but it isn't itself magical.
Spellcasting. The half-celestial gains spellcasting equal to a 3rd-level sorcerer, with one more level for every 3 CR it has above CR 1 (i.e. level 4 at CR 4, level 5 at CR 7, level 6 at CR 10, up to a maximum of 10 levels gained in this way).
Recalculate the creature's CR with the following considerations:
- Resistance to poison and radiant damage.
- Damage-per-round, AC, and effective AC may increase (from Spellcasting).