Fey Ancestry. Celestine has advantage on saving throws against being charmed, and magic can't put her to sleep.
Trance. Celestine doesn't need to sleep. Instead, she meditates deeply, remaining semiconscious, for 4 hours a day. While meditating, she can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, she gains the same benefit that a human does from 8 hours of sleep.
High Elf Traits. Celestine has proficiency with one extra skill of your choice and knows one extra language of the DM's choice.
Cantrip. Celestine knows one cantrip of your choice from the wizard spell list. Intelligence is her spellcasting ability for it.
Spellcasting. Celestine is a 20th-level Theurgy Wizard. Her spellcasting ability is Intelligence (spell save DC 28, +20 to hit with spell attacks). She has the following spells prepared:
- Cantrips (5): fire bolt, light, message, prestidigitation, shocking grasp
- 1st level (4 slots): mage armor, magic missile, shield, detect magic
- 2nd level (3 slots): suggestion, web, misty step
- 3rd level (3 slots): counterspell, fireball, haste
4th level (3 slots): banishment, greater invisibility, dimension door - 5th level (3 slots): hold monster, wall of force, telekinesis
- 6th level (2 slots): globe of invulnerability, mass suggestion
- 7th level (2 slots): teleport, forcecage
- 8th level (1 slot): mind blank
- 9th level (1 slot): wish
Theurgy Subclass Feature: Divine Inspiration. Celestine benefits from the Life Domain.
Life Domain spells: Bless, Cure Wounds, Lesser Restoration, Spiritual Weapon, Beacon of Hope, Mass Healing Word, Guardian of Faith, Heal, Mass Heal.
Theurgy Subclass Features:
- Arcane Initiate: Proficiency in Wisdom saving throws.
- Blessed Strikes: At 6th level, Celestine's spell attacks deal an extra 1d8 radiant damage.
- Divine Intervention: At 14th level, Celestine can call upon her deity for aid.
Actions.
Dagger. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Celestine can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at the end of another creature's turn. She regains spent legendary actions at the start of her turn.
- Celestial Bolt (Cost: 1 Legendary Action). Celestine unleashes a bolt of pure celestial energy at one creature she can see within 120 feet. The target must make a DC 28 Dexterity saving throw, taking 6d8 radiant damage on a failed save, or half as much damage on a successful one.
- Arcane Cascade (Cost: 2 Legendary Actions). Celestine channels raw magical power, creating a cascade of arcane energy in a 30-foot cone originating from her. Each creature in the cone must make a DC 28 Dexterity saving throw, taking 8d6 force damage on a failed save, or half as much damage on a successful one.
- Elemental Fury (Cost: 3 Legendary Actions). Celestine commands the elements. Choose one of the following damage types: fire, cold, lightning, or thunder. A wave of that energy erupts from her in a 20-foot radius. Each creature in the area must make a DC 28 Dexterity saving throw, taking 10d6 damage of the chosen type on a failed save, or half as much damage on a successful one.
Celestine can take 3 mystic actions per round, choosing from the options below. Only one mystic action can be used per action.
- Divine Radiance (Cost: 1 Mystic Action). Celestine emits a burst of brilliant light. Each creature of her choice within 30 feet of her must succeed on a DC 28 Constitution saving throw or be blinded until the end of its next turn. Undead creatures have disadvantage on this saving throw.
- Echoes of the Past (Cost: 1 Mystic Action). Celestine channels a fragment of her past divine power. She can choose one creature she can see within 60 feet and impose either advantage or disadvantage on their next attack roll, saving throw, or ability check before the end of her next turn.
- Celestial Guidance (Cost: 1 Mystic Actions). Celestine calls upon celestial energies to aid an ally. One willing creature she can see within 60 feet regains 4d8 + 10 hit points.
- Word of Authority (Cost: 2 Mystic Actions). Celestine speaks with the weight of her former divinity. One creature she can see within 30 feet must succeed on a DC 28 Wisdom saving throw or be charmed or frightened by her (her choice) for 1 minute. A creature charmed or frightened in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- Astral Step (Cost: 3 Mystic Actions). Celestine momentarily steps between planes. She teleports herself and up to two willing creatures she can see within 120 feet to an unoccupied space she can see within 120 feet.
Description
Celestine Lucullus, the Empyreal Ascendant
Celestine Lucullus is no mere mortal touched by divine essence; she is the fully reborn Empyreal of a celestial realm long past. Unlike others who might suffer from amnesia, Celestine's rebirth into the body of a High Elf came with the full weight of her past memories and divine understanding intact. She recalls the brilliance of her former existence, the intricate workings of the celestial hierarchies, and the devastating conflict that led to her apparent demise and subsequent reincarnation.
Upon awakening to her full potential within her elven form, Celestine recognized the vast tapestry of the D&D multiverse as both similar to and distinct from her original home. She understood that the forces of good and evil continued their eternal struggle here, and her inherent nature compelled her to act.
Her immediate goals are twofold:
Gathering Allies: Knowing the strength that comes from unity, Celestine seeks to forge alliances with benevolent powers across the realms. This includes approaching the established deities of the Upper Planes within the D&D pantheons – perhaps seeking counsel from gods of justice, light, or protection like Tyr, Bahamut, or Corellon Larethian. She also understands the importance of mortal strength and intends to build alliances with nations and orders that share her values of justice and peace. Her past life has instilled in her the wisdom to navigate complex political landscapes and inspire unwavering loyalty.
Establishing a New Order/Nation: Celestine's ultimate vision is to create a bastion of light and order within the mortal realms, a new nation or a powerful, divinely inspired order that can stand against the encroaching darkness. This endeavor draws upon her past experiences in leadership and governance within her celestial realm. She aims to build a society founded on principles of fairness, compassion, and unwavering dedication to the greater good. Her "princess knights" of legend could very well be the foundational figures of this new order, individuals chosen for their valor, purity of heart, and martial prowess, empowered by both arcane and potentially divine blessings.
Celestine's journey will involve navigating the intricate politics of the Forgotten Realms or whatever setting she finds herself in, proving her worth to skeptical deities and mortal leaders, and gathering individuals who resonate with her vision. Her immense power, coupled with her clear memories and strategic mind, makes her a formidable force. However, her past enemies or those who seek to exploit her divine nature may also emerge, presenting significant challenges.
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