Celestial Powers (10)¶
Explore a collection of Celestial Powers: flavorful, ready-to-use monster abilities perfect for adding depth, danger, and thematic flair to your next encounter. These handcrafted powers are designed to fit monsters of any level and are fully compatible with 5E. Use them to customize creatures, surprise your players, and bring your world to life. Foe Foundry uses these Powers to procedurally generate monsters that are both flavorful and mechanically sharp. Powers are selected based on theme, role, and CR to ensure every creature feels distinct and balanced. Whether you're building a custom boss or filling out an encounter, Powers are the core of what makes Foe Foundry monsters unforgettable.
Absolute Conviction¶
Absolute Conviction: 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
Awe-Inspiring Gaze¶
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.
Divine Law¶
Divine Law: 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 Mercy¶
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
Healing Touch¶
Healing Touch: The deva touches another creature. It magically regains 5 hp and is freed from any curse, disease, poison, blindness, or deafness
Righteous Judgement¶
Righteous Judgment: 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.
Words of Righteousness¶
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.
Celestial Adept¶
Spellcasting: The deva casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 13):
1/day each: Detect Evil and Goodc, Lesser Restoration, Dispel Magic
Celestial Master¶
Spellcasting: The deva casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 13):
2/day each: Detect Evil and Goodc, Cure Wounds (2nd), Dispel Magic
1/day each: Dispel Evil and Goodc, Greater Restoration, Mass Cure Wounds
Celestial Expert¶
Spellcasting: The deva casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 16):
3/day each: Cure Wounds (4th), Dispel Magic (4th)
2/day each: Dispel Evil and Goodc, Greater Restoration, Mass Cure Wounds
1/day each: Flame Strike, Heal, Resurrection