Base Class: Barbarian
Many in the realms speak of individuals that have formed a special connection with the Upper Planes, drawing their power from various celestials (Angels, Archons, and their ilk), guardians, eladrin, or other enlightened souls. These individuals, often called Heaven-Touched or Empyreal Touched, have either a direct connection through blood, are selected by the an Upper being for a specific purpose, or made a pact with an Upper being for a reason only they know. These "divine" barbarians walk the Path of Celestial Magic with many in their ranks coming from humans, aasimar, elves, and metallic dragonborn.
Magic Awareness
3rd-level Path of Celestial Magic feature
As an action, you can open your awareness to the presence of concentrated magic. Until the end of your next turn, you know the location of any spell or magic item within 60 feet of you that isn’t behind total cover. When you sense a spell, you learn which school of magic it belongs to.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Celestial Surge
3rd-level Path of Celestial Magic feature
The celestial energy surging inside you sometimes erupts in aid or destruction. When you enter your rage, roll on the Celestial Magic table to determine the magical effect produced.
If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.
Celestial Magic
| d8 | Effect |
|---|---|
| 1 | Angelic wings erupt from your back. Each creature within 20 feet of you must succeed on a Constitution saving throw or take 1d12 radiant damage. You also gain 1d12 temporary hit points for each creature that fails. If a creature succeeds, they are knocked back 10 feet. |
| 2 | You teleport up to 30 feet towards an ally with the lowest hit points, appearing in an unoccupied space. On each of your turns until your rage ends, you can teleport 30 feet to an unoccupied space as a bonus action. |
| 3 | An intangible spirit, which looks like a raven, owl, or dragon (your choice), appears within 5 feet of one creature of your choice that you can see within 30 feet of you. At the end of the current turn, the spirit explodes, and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 1d6 force damage. Until your rage ends, you can use this effect again, summoning another spirit, on each of your turns as a bonus action. |
| 4 | Magic infuses one weapon of your choice that you are holding. Until your rage ends, the weapon’s damage type changes to force, and it gains the light and thrown properties, with a normal range of 20 feet and a long range of 60 feet. If the weapon leaves your hand, the weapon reappears in your hand at the end of the current turn. |
| 5 | Whenever a creature successfully hits you with an attack roll before your rage ends, that creature takes 1d6 force damage, as celestial energy erupts from your wound. |
| 6 | Until your rage ends, you are surrounded by a green-gold aura; you gain a +1 bonus to AC, and while within 10 feet of you, your allies gain the same bonus. |
| 7 | A magical third eye appears on your forehead; until your rage ends, on your turn as a bonus action, you can heal a friendly target within 30 feet for [roll]1d4[/roll] + Your Constitution Modifier. |
| 8 | A bolt of golden light shoots from your chest. Another creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d6 radiant damage and be blinded until the start of your next turn. Until your rage ends, you can use this effect again on each of your turns as a bonus action. |
Aiding Magic
6th-level Path of Celestial Magic feature
You can harness your celestial magic to aid yourself or a companion. As an action, you can touch one creature (which can be yourself) and confer one of the following benefits of your choice to that creature:
- For 10 minutes, the creature can roll a d3 whenever making a saving throw or an ability check and add the number rolled to the d20 roll.
- For 1 minute, all melee and ranged attacks using weapons deal radiant damage (i.e. a dagger does 1d4 radiant damage instead of piercing).
- For 1 minute, all healing spells do an additional die of healing (i.e. healing word would do 3d4 instead of 2d4 at first level [2024] or cure wounds would do 3d8 instead of 2d8 at first level [2024])
You can take this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Celestial Voice
10th-level Path of Celestial Magic feature
When you are imperiled during your rage, the celestial connection comes to your aid; immediately after you take damage or fail a saving throw while raging, you can use your reaction to roll on the Celestial Magic table and immediately produce the effect rolled. This effect replaces your current Celestial Magic effect. If you receive necrotic damage, you are able to use your reaction to choose the effect from the Celestial Magic table. This effect replaces your current Celestial Magic effect.
Celestial Empowerment
14th-level Path of Celestial Magic feature
You can choose to end your rage early as a bonus action, if you do, roll a number of hit die equal to your current Barbarian level. These hit points can be divided and given to any allies within 30 feet of you (Cannot give to yourself). You gain resistance to all slashing, bludgeoning, piercing, radiant, and one additional magic source of your choice (i.e. necrotic, poison, etc.). You cannot Rage until the beginning of your next turn. When you Rage again, you lose resistance to radiant damage and the additional magic source.
Example: You are a 14th level barbarian, you roll 14d12 dice (Average of 91). You then send 21 hit points to Player 1, 20 points to Player 2, 20 points to Player 3, and 30 points to player 4.
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