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10 Interesting Celestial Powers¶
The stock angels in the 2014 and 2024 Monster Manual are relatively uninspired. With Foe Foundry, you have the opportunity to break out of the bland box. These celestial powers are designed to create powerful, memorable, and flavorful moments to really make celestial forces stand out to your party.
Celestial Powers are used by creatures from the Upper Planes such as angels (Devas, Planetars, and Solars). In default 5E lore, the upper planes are realms of radiant light, divine order, and unyielding ideals. These are the domains of angels, archons, and the countless beings forged from pure purpose. The Upper Planes are not idyllic heavens. They are battlegrounds for ideology, home to divine crusades and celestial judgments. Their denizens may offer aid, or test the unworthy with fire and light. These celestial powers are ideal for creatures that deal radiant damage, enforce divine law, or serve as holy champions in your campaign - such as an Archpriest or a Paragon Knight.
So, let's take a look at 10 interesting celestial powers that will strike the fear of the gods into your party, should they dare oppose the will of the heavens. These angelic abilities will transcend the traditional divine smite and elevate your holy-themed encounters.
Divine Law
Actions
Divine Law (1/day). The deva pronounces a divine law. Each humanoid creature within 60 feet that can hear the deva must make DC 17 Charisma saving throw. A creature that worships the same deity or follows the same precepts as the deva automatically fails this save. On a failure, the creature is bound by the divine law for 24 hours. On a success, the creature is immune to this effect for 24 hours. At the start of each of its turns, the affected creature may choose to break the divine law. If it does so, it suffers 21 (6d6) radiant damage and may repeat the save to end the effect. The game master may choose an appropriate divine law, or roll a d6 and select one of the following:
- Tranquility: Affected creatures immediately end concentrating on any spells or abilities and may not cast a new spell that requires concentration.
- Peace: Affected creatures may not wield weapons of a specified type.
- Forbiddance: Affected creatures may not cast spells from a specified school of magic.
- Awe: Affected creatures may not look upon the deva or any Celestial beings and are Blinded while within 60 feet of the deva or a Celestial.
- Adherance: Affected creatures cannot take hostile actions towards creatures of a specified alignment
- Repentance: Affected creatures must confess their darkest or most shameful transgressions or become Stunned for 1 minute.
Divine Law is my favorite celestial power in Foe Foundry. It's such a unique and memorable ability that's dripping with flavor. Use it to really drive home the ironclad order and law associated with celestial beings. This is one of the best angelic abilities to add to your 5E celestial.
Awe-Inspiring Gaze
Reactions
Awe-Inspiring Gaze. When a creature within 90 feet looks at the deva it must make a DC 17 Wisdom saving throw. On a failure, it is Frightened until the end of its next turn. On a success, it is immune to Awes-Inspiring Gaze for the next 24 hours.
With Awe-Inspiring Gaze, you can really lean into the otherworldy grace and power of a celestial being. This is not an entity to treat lightly.
Absolute Conviction
Reactions
Absolute Conviction (1/day). When the deva is targeted by a spell or effect that would cause it to make a Wisdom, Intelligence, or Charisma saving throw, it automatically succeeds. It then gains 10 temporary hit points.
Absolute Conviction is a great way to flavorfully show how dedicated your Knight, Priest, or Angel is. Be sure to voice a flavorful quote like "My faith will never falter!" when activating the ability.
Divine Mercy
Reactions
Divine Mercy. Whenever a creature that is within 60 feet of the deva that can see or hear it is hit by an attack, fails a saving throw, or is reduced to 0 hitpoints, the deva may offer divine mercy to that creature. If the creature accepts, it heals 10 hitpoints and the deva may choose to end any negative conditions affecting that creature. The creature becomes Charmed by the deva and follows its instructions to the best of its ability. Whenever the creature completes a long rest, it may make a DC 14 Charisma saving throw. On a success, the creature is no longer charmed. After three failures, the creature is permanently charmed and its alignment changes to match the deva.
Divine Mercy is great for flavor and creating interesting encounters. This ability gives you permission, as the DM, to throw a very powerful celestial creature in front of your party of misbehavors and allow the celestial to offer mercy and repentence.
Righteous Judgement
Actions
Righteous Judgment (Recharge 5-6). The deva targets a creature it can see within 60 feet. If the target can hear the deva, it must make a DC 14 Charisma save. On a failure, it takes 17 (5d6) radiant damage and is Blinded until the end of its next turn. On a success, it takes half as much damage. The deva can also choose another friendly creature within 60 feet to gain temporary hp equal to the radiant damage dealt.
Righteous Judgement is great as an ability to use against the PCs that are morally grey. Use it as a chance to inject some roleplay moments into combat as the celestial calls out the PC for their misdoings and subjects them to sacred judgement.
Words of Righteousness
Actions
Words of Righteousness. The deva speaks words of utter righteousness. Each creature of the deva's choice within 20 feet that can hear it must make a DC 12 Charisma saving throw. On a failure, the target takes 15 (6d4) radiant damage and is Dazed. The DM may decide that a creature has advantage or disadvantage on this save based on its actions and alignment. A Dazed creature can move or take an action on its turn, but not both. It cannot take bonus actions or free object interactions.
Words of Righteousness is a reasonable AOE ability that also has a bit of flavor built in. You can highlight what actions are causing the PC to either gain advantage or disadvantage.
Death Ward
Reactions
Death Ward (1/day). When a creature within 30 feet of the priest takes damage that would reduce it to zero hit points, the priest can use its reaction to instead set that creature's hit points to 10.
Death Ward is a fun and interesting holy magic ability. The Angel or Priest doesn't even have to use it on its own allies. It can use it to offer mercy to one of the PCs.
Guidance
Reactions
Guidance (3/day). The priest grants guidance to a friendly creature within 60 feet. The chosen creature may add a d4 to a failed d20 test.
Guidance is a classic. Players love to use it, and the monsters can too!
Encouragement
Bonus Actions
Encouragement (3/day). The priest encourages another creature within 60 feet. The chosen creature gains 10 temporary hitpoints and may repeat a saving throw against any negative condition affecting them, ending that condition on a success.
Encouragement is another ability built for injecting roleplay into combat. Be sure to have the celestial speak calm words as it uses this ability.
Divine Smite
Bonus Actions
Divine Smite (Recharge 5-6). Immediately after hitting a target, the priest forces the target to make a DC 13 Constitution saving throw. On a failure, the target is Burning [5 (1d10) radiant]. A burning creature suffers 5 (1d10) ongoing radiant damage at the end of each of its turns. A creature may use an action to end the condition.
Divine Smite isn't terribly unique, but it's classic, resonant, and gets the job done!
Example Statblocks¶
If you like these powers, check out the Foe Foundry Generator, where you can easily summon the perfect foe for you game tonight using over 600 unique powers like the ones described above.
Here's some example statblocks that can showcase these powers:
Archpriest
Summoned with Foe FoundryMedium Humanoid (Human, Priest)
AC 16 (Chainmail Armor) Initiative +5 (15)
HP 178 (21d8 + 84)
Speed 30 ft.
Mod | Save | ||
---|---|---|---|
Str | 17 | +3 | +7 |
Dex | 12 | +1 | +1 |
Con | 18 | +4 | +8 |
Mod | Save | ||
---|---|---|---|
Int | 12 | +1 | +5 |
Wis | 22 | +6 | +10 |
Cha | 12 | +1 | +1 |
Skills Religion +5, Insight +10, Medicine +10, Perception +10
Senses Passive Perception 20
Languages Common
CR 12 (8,400 XP; PB +4)
Traits
Sanctuary. Any creature that attempts to target the priest with a harmful attack, spell, or ability must first succeed on a DC 18 Wisdom saving throw or be unable to target the priest.
Actions
Multiattack. The priest makes three Radiant Flame attacks. It may replace two attacks with a use of its Righteous Judgment or Spellcasting.
Radiant Flame. Ranged Spell Attack: +10 to hit, range 90ft., one target. Hit 24 (4d8 + 6) radiant damage. On a hit, the target must make a DC 18 Constitution saving throw or be Blinded until the end of its next turn.
Righteous Judgment (Recharge 5-6). The priest targets a creature it can see within 60 feet. If the target can hear the priest, it must make a DC 18 Charisma save. On a failure, it takes 38 (11d6) radiant damage and is Blinded until the end of its next turn. On a success, it takes half as much damage. The priest can also choose another friendly creature within 60 feet to gain temporary hp equal to the radiant damage dealt.
Spellcasting. The priest casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 18):
3/day each: Cure Wounds (5th), Dispel Magic (5th)
2/day each: Dispel Evil and Goodc, Greater Restoration, Mass Cure Wounds
1/day each: Flame Strike, Heal, Resurrection
Bonus Actions
Warding Bond (1/day). The priest forms a bond with a willing creature within 30 feet. Both the priest and the target gain a +1 bonus to AC and resistance to all damage. Whenever the priest or target takes damage, the other takes the same amount of damage.
Paragon Knight
Summoned with Foe FoundryMedium Humanoid (Human, Knight)
AC 20 (Plate Armor +2) Initiative +11 (21)
HP 336 (32d8 + 192)
Speed 30 ft.
Mod | Save | ||
---|---|---|---|
Str | 23 | +6 | +11 |
Dex | 12 | +1 | +1 |
Con | 22 | +6 | +11 |
Mod | Save | ||
---|---|---|---|
Int | 12 | +1 | +1 |
Wis | 19 | +4 | +9 |
Cha | 18 | +4 | +9 |
Skills Athletics +11, Perception +9, Persuasion +9
Immunities Charmed, Frightened
Senses Passive Perception 19
Languages Common
CR 16 (15,000 XP; PB +5)
Traits
Honorbound Duelist. The knight has advantage on d20 tests as long as there is exactly one enemy and no other ally within 10 feet.
Mortal Vow. The knight has sworn a sacred vow. If the vow is threatened or violated by an enemy, the knight immediately gains 135 temp hp and takes an additional turn after the current turn ends.
Legendary Prowess (3/day). The knight can choose to succeed on a saving throw or ability check instead of failing. When it does so, it takes 15 force damage.
Actions
Multiattack. The knight makes three Oathbound Blade attacks.
Oathbound Blade. Melee Weapon Attack: +11 to hit, reach 5ft., one target. Hit 13 (2d6 + 6) slashing damage and 7 (2d6) radiant damage. If the attack misses, the target still takes 6 slashing damage.
Bonus Actions
Bait and Switch (1/day). The knight switches places with a friendly creature within 5 feet, without triggering attacks of Opportunity. Until the end of its next turn, the friendly creature gains a +6 bonus to its AC.
Lunge (1/day). The knight uses Dash and can make its next attack with advantage and an additional 5 feet of reach.
Reactions
Relentless Endurance. When the knight is reduced to 0 hit points, they can immediately make one melee attack as a reaction. If this attack hits, they regain 1 hit point.
Legendary Actions (3)
Attack. The knight makes a Oathbound Blade attack.
Move. The knight moves up to its speed.
Replenish. The knight gains 10 temporary hitpoints. It can't take this action again until the start of its next turn.
Celestials FAQ¶
What are celestial powers in D&D?¶
Celestial Powers are used by creatures from the Upper Planes such as angels (Devas, Planetars, and Solars). In default 5E lore, the upper planes are realms of radiant light, divine order, and unyielding ideals. These are the domains of angels, archons, and the countless beings forged from pure purpose. The Upper Planes are not idyllic heavens. They are battlegrounds for ideology, home to divine crusades and celestial judgments. Their denizens may offer aid, or test the unworthy with fire and light.
How do I add celestial powers to a homebrew monster?¶
You can use the Foe Foundry Generator to instantly add Celestial Powers to any monster, or start with an Angel and customize it as you see fit!
Can celestial powers be used by villains or fallen angels?¶
Yes! A great use-case would be to create a powerful Cultist like a Cultist Grand Master or Cultist Exarch to really sell the power of the devotion the cult leader has accumulated.