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For all your low level conjurers

Also the spell to summon the little guys. (Their Domain should be pretty obvious for most, but they align up to the alignment sheet. ) 

Conjure Lesser Celestial

4th level Conjuration

  • Casting Time: 1 Minute
  • Range: 30 feet
  • Components: V S
  • Duration: Concentration, Up to 1 hour
  • Classes: Cleric, Wizard
  • You summon a celestial of challenge rating 2 or lower, which appears in an unoccupied space that you can see within range. The celestial disappears when it drops to 0 hit points or when the spell ends. The celestial is friendly to you and your companions for the duration. Roll initiative for the celestial, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don’t violate its alignment. If you don’t issue any commands to the celestial, it defends itself from hostile creatures but otherwise takes no actions. The GM has the celestial’s statistics.



Cherub

Tiny celestial

Armor Class 12 (Natural Armor)

Hit Points 8 (2d4 +4)

Fly 30 ft.

STR  DEX  CON  INT  WIS  CHA

8 (-1)  14 (+2) 12 (+1)  8(-1)  20(+5)  22(+6)

Saving Throws WIS + 7   CHA + 10

Skills Persuasion + 10

Damage Resistance Radiant; Bludgeoning, piercing, and slashing from non magical attacks.

Condition Immunities Exhaustion, Poisoned

Senses Truesight 90ft, Passive Perception 20

Languages Celestial

Challenge ¼  (100 XP)

Angels On High. These tiny angels are the pure embodiment of their domain and share the qualities from them; granting them unique Auras. While standing within 30ft of the Cherub all living creatures gain the following depending on its domain.

Arcana: Advantage on all INT Saves

Death: Resistance to necrotic damage

Forge: +10 to all Tool kit rolls

Grave: Advantage on all death saving throws.

Knowledge: +10 to all Intelligence Skill Checks

Life: 1d4 Healing at the start of each turn

Light: 120 DarkVision and advantage on perception rolls

Nature: Auto success on all Animal handling checks and Plant growth flourishes

Order: All attacks have disadvantage

Tempest: +10 movement speed

Trickery: Sound is muffled and Stealth is with advantage

War: +2 to all attacks

If summoned by a cleric, the Cherub will be relevant to their God’s domain. If the Cherub is summoned by other means, their form takes on the form relevant to the summoner’s aliment.

Lawful Good- Light/Life   Neutral Good- Knowledge   Chaotic Good- Nature

Lawful Neutral- Order/Arcane  True Neutral- Forge   Chaotic Neutral- Storm/Trickery

Lawful Evil- Death  Neutral Evil- Grave  Chaotic Evil- War

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