Celestials Part 1

by AgenderArcee

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Paragons: The Celestial Hebdomad

In the days of creation, when the multiverse still quaked with the aftershocks of birth, the Seven Mounting Heavens of Celestia awaited the mortal souls who would protect and guide the plane as the first archons. Seven blessed martyrs who had sacrificed themselves to the cause of law and goodness emerged upon the young plane with powerful and unique forms - a mandate from Celestia itself that these beings would serve the Seven Heavens as their immortal rulers.

The seven martyrs, or their successors, together form the Celestial Hebdomad, the ruling council of Heaven. Similar to the strict hierarchy that rules the Nine Hells, the Hebdomad governs the affairs of their home plane, supervising the archons beneath them, marshalling the celestial armies when necessary, and leading troops to war against the forces of evil when Zaphkiel, their head, so commands.

-The Book of Exalted Deeds

Barachiel, the Messenger

Barachiel rules Lunia, the Silver Heaven, the bottom-most layer of Mount Celestia. They are the herald and messenger of the archon paragons, even visiting the Material Plane on occasion to deliver messages of the utmost importance. They are also commander of Celestia's defensive forces in the event of an incursion, though they rarely have the chance to take on this role. They lead the trumpet archons and are a patron of mortal heralds as well.

Barachiel is a wise and quick-minded administrator, able to keep up with the millions of messages that pass through their halls each day. They are most often found simply playing their trumpet, filling the air of their Citadel with beautiful music, but they are never idle - they are in constant telepathic communication with all their trumpet archons at all times.

    Barachiel appears as a 9-foot-tall androgynous human with silver skin and dark violet eyes. Great wings covered with silver feathers grace their shoulders. They wear a glowing violet robe adorned with tiny motes of light that glow like stars. They wield a longsword that crackles with electricity and carry a burnished silver trumpet.



Barachiel, the Messenger

Large celestial (archon), lawful good


  • Armor Class 25 (natural armor)
  • Hit Points 375 (30d10 + 210)
  • Speed 50 ft., fly 150 ft.

STR DEX CON INT WIS CHA
26 (+8) 30 (+10) 25 (+7) 27 (+8) 20 (+5) 29 (+9)

  • Saving Throws Dex +17, Wis +12, Cha +16
  • Skills Insight +12, Perception +12, Performance +16
  • Damage Resistances radiant; bludgeoning, piercing and slashing from non-magical attacks
  • Damage Immunities lightning, necrotic, poison
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses truesight 120 ft., passive Perception 22
  • Languages all, telepathy 120 ft.
  • Challenge 24 (62,000 XP)

Divine Awareness. Barachiel knows if they hear a lie.

Innate Spellcasting. Barachiel's innate spellcasting ability is Charisma (spell save DC 24). They can innately cast the following spells, requiring no material components:

At will: bless, command, detect evil and good, guidance, hold person, lightning bolt, protection from evil and good, shield of faith

3/day each: aura of life, aura of purity, greater restoration, heal

1/day each: banishment, divine word, mass heal, resurrection

Legendary Resistance (3/day. If Barachiel fails a saving throw, they can choose to succeed instead.

Magic Resistance. Barachiel has advantage on saving throws against spells and other magical effects.

Magic Weapons. Barachiel's weapon attacks are magical.

Actions

Multiattack. Barachiel makes two attacks with their electrified longsword. They can substitute Lightning Stroke for one of these attacks.

Electrified Longsword. Melee weapon attack: +15 to hit, reach 10 ft., one target. Hit: 17 (2d8+8) slashing damage plus 32 (7d8) lightning damage, or 19 (2d10+8) slashing damage plus 32 (7d8) lightning damage if used with two hands.

Lightning Stroke. Ranged spell attack: +16 to hit, range 120 ft., one target. Hit: 35 (10d6) lightning damage.

Teleport. Barachiel magically teleports, along with any equipment they are wearing and carrying, up to 120 feet to an unoccupied space they can see.

Trumpet Blast (Recharge 5-6). Barachiel blows a powerful note with their trumpet, instilling paralyzing awe. All creatures within 100 feet, except archons, must succeed on a DC 24 Wisdom saving throw or be paralyzed until the end of their next turn.

Legendary Actions

Barachiel can take 3 legendary actions, 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. Barachiel regains spent legendary actions at the start of their turn.

Lightning Stroke. Barachiel makes one Lightning Stroke attack.

Teleport. Barachiel uses their Teleport action.

Lunia, the Silver Heaven

Lunia is the lowest layer of Mount Celestia: a chain of white-cliffed, mountainous islands. It is always a pleasantly warm summer's night in Lumia, its wine-dark Silver Sea illuminated by millions of glittering silver stars. The gentle lapping of the waves on its shore resembles the sound of chimes and bells, and the water is is sweet and fresh, infused with holy energy and inhabited by a great variety of celestial sea creatures.

Lunia is the gateway to the rest of Mount Celestia, and contains portals to many other planes. The islands are dotted with small trading towns, often frequented by sea elves, as well as great citadels of white stone, from which great throne archons govern the 196 provinces of the realm. The primary inhabitants are lantern archons, souls of the lawful good dead. Hound archons watch over the lanterns and guard the portals into Lunia, while trumpet archons constantly flit back and forth between this realm and the other planes.

Barachiel's Sanctum

The Citadel of Stars is Barachiel's home on the shore of the Silver Sea, a towering fortress with gleaming white marble walls. It is the greatest and most beautiful of the many citadels in Lunia. The Citadel of Stars guards the only portal to Mercuria, the next-highest layer of Mount Celestia. For this reason, its grand, cavernous halls are always a flurry of trumpet archon activity, carrying messages to and from the higher celestials.

Sanctum Actions. On initiative count 20 (losing initiative ties), Barachiel can take a sanctum action to cause one of the following effects; they can't use the same effect two rounds in a row:

  • Barachiel uses their Trumpet Blast action.
  • Barachiel casts their innate lightning bolt spell.
  • Barachiel summons two trumpet archons.

Archons

Archons are the celestial residents and defenders of Mount Celestia. Though both angels and archons inhabit the plane's layers, angels are born of divine essence as servants of the gods. Archons, on the other hand, are petitioners: the souls of mortals who in life exemplified Celestia's ideals of law and virtue. They begin as lantern archons on the base layer of Lunia, and through good deeds may climb the ranks and layers to higher levels. Rather than serving the gods, archons typically act as agents of their highest paragons, the Celestial Hebdomad (who are themselves archons in their greatest form: tome archons). Many never leave Mount Celestia, instead staying to maintain their realms and guide the souls who travel there.

Lantern Archon

Lantern archons are the basic form a lawful good soul takes upon ascending to Mount Celestia. They manifest as floating balls of light, and speak in soft, musical voices. They are typically kind, gentle-natured and eager to help. They have little in the way of a physical form, but can fly freely, and serve as guides - both informational and spiritual - to newly ascended souls and mortal planeswalkers alike. Lantern archons are occasionally summoned to aid higher archons due to their large numbers, and their service may also be bequeathed to a mortal as part of a celestial pact.

Art Credits
  • Wizards of the Coast
  • Daybreak Game Company
  • Eric Belisle
  • seraph777

Lantern Archon

Tiny celestial (archon), lawful good


  • Armor Class 13 (natural armor)
  • Hit Points 7 (3d4)
  • Speed fly 60 ft.

STR DEX CON INT WIS CHA
5 (-2) 16 (+3) 10 (+0) 15 (+2) 17 (+3) 14 (+2)

  • Skills Insight +5, Medicine +5, Persuasion +4, Religion +4
  • Damage Resistances radiant; bludgeoning, piercing and slashing damage from nonmagical weapons
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 120 ft., passive Perception 13
  • Languages Celestial, Common, telepathy 120 ft.
  • Challenge 1 (200 XP)

Illumination. The lantern archon emits bright light in a 20 foot radius, and dim light for an additional 20 feet. It can use its action to reduce its glow to 10 feet of dim light. This light has the warming effect of a lit torch, but cannot burn and produces no smoke.

Innate Spellcasting. The lantern archon's innate spellcasting ability is Wisdom (spell save DC 13). It can innately cast the following spells, requiring no material components:

At will: guidance, light, sacred flame, spare the dying, word of radiance

1/day: aid, cure wounds, detect evil and good, lesser restoration, sanctuary

Magic Resistance. The lantern archon has advantage on saving throws against spells and other magical effects.

Variant: Lantern Archon Familiar

Some lantern archons volunteer to assist mortal spellcasters who are allies of Mount Celestia. Familiar. The lantern archon can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the lantern archon senses as long as they are within 1 mile of each other. While the lantern archon is within 10 feet of its companion, the companion shares the lantern archon's Magic Resistance trait. At any time and for any reason, the lantern archon can end its service as a familiar, ending the telepathic bond.

Hound Archon

Lantern archons who show themselves to be helpful and courageous may ascend to become hound archons. Easily recognizable by their canine heads, hound archons are the guard dogs of the Seven Heavens, loyal soldiers who protect residents and travelers in the lower layers. They rarely travel outside of Mount Celestia on their own, but may accompany a higher-level celestial as footsoldiers and trackers.


Hound Archon

Medium celestial (archon), lawful good


  • Armor Class 16 (natural armor)
  • Hit Points 65 (10d8 + 20)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
17 (+3) 11 (+0) 14 (+2) 15 (+2) 16 (+3) 14 (+2)

  • Saving Throws Str +5, Dex +2, Wis +5
  • Skills Athletics +5, Intimidation +4, Perception +5, Survival +5
  • Damage Resistances necrotic, poison, radiant; bludgeoning, piercing and slashing from nonmagical weapons
  • Condition Immunities charmed, frightened
  • Senses darkvision 120 ft., passive Perception 15
  • Languages Common, Celestial
  • Challenge 4 (1,100 XP)

Celestial Weapons. The hound archon's weapon attacks are magical. When the hound archon hits with any weapon, the weapon deals an extra 2d8 radiant damage (included in the attack).

Change Shape. As an action, the hound archon can take the shape of any canine beast from Small to Large size, or return to its original form.

Keen Hearing and Smell. The hound archon has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Magic Resistance. The hound archon has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The hound archon makes two melee attacks.

Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 3) slashing damage plus 9 (2d8) radiant damage.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) slashing damage plus 9 (2d8) radiant damage.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 3) slashing damage plus 9 (2d8) radiant damage.

Trumpet Archon

Trumpet archons are the messengers and heralds of Mount Celestia, bringing news of import and tidings of joy across the planes. There are many who would seek to silence these messengers, but their power and skill in combat is considerable. However, they disdain combat and will try to dispatch an aggressor quickly before returning to their urgent duties.

Trumpet archons typically appear as green, winged elves of supernatural goodness and beauty. They are never seen without their six foot long silver trumpets, with which they can produce music of pure clarity and soul-wrenching beauty. As a bonus action, the archon can command their trumpet to transform into a +2 silver greatsword, or back again.


Trumpet Archon

Medium celestial (archon), lawful good


  • Armor Class 18 (natural armor)
  • Hit Points 137 (13d8 + 78)
  • Speed 40 ft., fly 120 ft.

STR DEX CON INT WIS CHA
20 (+5) 17 (+3) 23 (+6) 16 (+3) 18 (+4) 19 (+4)

  • Saving Throws +8 Dexterity, +9 Wisdom, +9 Charisma
  • Skills +9 Perception, +9 Performance
  • Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities charmed, exhaustion, frightened
  • Senses darkvision 120 ft., passive Perception 19
  • Languages all, telepathy 120 ft.
  • Challenge 13 (10,000 XP)

Celestial Weapons. The trumpet archon's weapon attacks are magical. When the trumpet archon hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack).

Divine Awareness. The trumpet archon knows if it hears a lie.

Heraldic Inspiration. As an action, the archon can use its trumpet to inspire an ally. That ally can roll a d10 and add the number rolled to one attack roll, saving throw or ability check it makes in the next 10 minutes.

Innate Spellcasting. The trumpet archon's innate spellcasting ability is Charisma (spell save DC 18). It can innately cast the following spells, requiring no material components:

At will: detect evil and good, guidance, light, sacred flame, spare the dying

3/day each: dimension door, guiding bolt (as a 4th level spell), lesser restoration

1/day each: commune, greater restoration, heal, plane shift

Magic Resistance. The trumpet archon has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The trumpet archon makes two silver greatsword attacks.

Silver Greatsword. Melee weapon attack: +12 to hit, 5 ft. reach, one target. Hit: 14 (2d6+7) slashing damage plus 18 (4d8) radiant damage.

Trumpet Blast. The trumpet archon induces staggering awe with the piercingly beautiful sound of its trumpet. All creatures in a 30-foot cone must make a DC 15 Constitution saving throw or be stunned until the end of their next turn.

 

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