TEXT: EN World EN5IDER | Celestial Grafts: Angels & Avatars
  EN World EN5IDER | Celestial Grafts: Angels & Avatars
   
  writing Mike Myler
   color art Rick Hershey
   
  editing James J. Haeck
   
  layout Eric Life-Putnam
  F
  orced backwards by the slashing 
  claws of the trolls assailing her, the monk 
  flipped and somersaulted into a corner, 
  overpowered by their relentless attacks. Realizing 
  her error too late, she reached deep within herself and 
  unleashed a flash of celestial light from her silver eyes, 
  blinding her attackers. Escape now seemed a much 
  easier proposition.
  H
  earing the blaring horn of the 
  guardsmen on the city walls, the archer 
  leapt from his barstool and sprinted to 
  the door. Unslinging his longbow and unfurling his 
  wings, the marksman took to the air and soared into 
  the sky, taking heed of the encroaching wyverns’ 
  positions and taking aim at one of their riders. 
  A
  fter spending several minutes 
   carefully listening to the simpering 
    excuses from the king’s advisor, the 
  paladin had finally heard enough. Her sense of the 
  divine told her that nearly everything the canny 
  old liar had said was false, and that her suspicions 
  of his true nature were to be believed. Drawing her 
  longsword and shield caused everyone to flee from 
  around the table, which was well enough—as the 
  paladin advanced towards him the old man’s skin split 
  open and he grew to his fell demonic glory, breathing 
  flames that sparked and danced as they reflected off her 
  golden body.
  
  Celestial Grafts: Angels & Avatars | EN World EN5IDER
  Celestial Grafts: Angels & Avatars | EN World EN5IDER
  Devotion to the greater powers of good can 
  manifest in many ways. Some devotees offer 
  their mental energies, poring over sacred 
  texts and exploring the doctrines of their faith 
  through philosophy. Others spread the gospel 
  of their deity, gathering others to their flock to 
  glorify their god. Most are champions of their 
  patrons, soldiering in their name or undertaking 
  holy quests. The rarest and most truly devoted 
  worshipers are blessed with the traits of angels 
  and avatars, gaining potent divine abilities that 
  set them apart from their peers.
  Experimenting and Grafting
  Acquiring an experiment feat immediately grants 
  its benefits—unless the GM decrees otherwise, 
  the actual acquisition of any following feats are 
  narratively-driven and do not require actually 
  finding and integrating a foreign body part. 
   Should the GM decide it, a character must have 
  the part of another creature’s body that they want 
  to make their own in order to graft it. Though this 
  can be challenging for rare targets, a character 
  with an experiment feat is able to express their 
  own will on a conjured creature in order to gain 
  the desired limb. When the conjured creature dies, 
  the character makes a Constitution saving throw 
  opposed by a Constitution check by the conjurer; 
  on a success, the rest of the creature disappears 
  but the desired body part remains for 1d4 + 5 
  minutes. 
   So long as a body part comes from a creature 
  permanently on the Material Plane (or as 
  described above) and is fresh (or properly 
  preserved with a gentle repose spell, or other 
  appropriate measures), a grafting character can 
  morph it onto themselves. Grafting the foreign 
  body part on requires the corresponding part 
  from the grafting character’s body be removed 
  (dealing 1d10 points of damage to themselves) 
  and a Wisdom (Medicine) check in a gruesome 
  process that takes 5 minutes to perform. The DC 
  of this check is equal to the grafting creature’s 
  Hit Dice. Other characters may assist with the 
  Wisdom (Medicine) check as normal, but attempts 
  to perform it themselves increase the DC to 8 + 
  grafting creature’s hit dice.
  Oath of the Angelic Avatar 
  (Paladin Sacred Oath)
  Angelic avatars are paladins that undergo intense 
  conditioning to accept the physical blessings of 
  the divine and take vows that commit them to the 
  machinations of the greater good, an active path 
  of resisting evil in all its forms. 
  Angelic Oath
  The Angelic Oath binds a paladin to the tenets 
  of goodness, pledging them to actively work to 
  improve the lives of others, embody goodwill, and 
  opposed to and completely intolerant of evil in 
  all ways. Angelic avatars are easily distinguished 
  from their fellow paladins, both for their staunch 
  refusal to allow for evil and their much more 
  visible blessings from the greater planes.
   The precise way an angelic avatar undertakes 
  the benign scope of their duties varies greatly 
  from paladin to paladin—some fight against evil, 
  others broker peace between warring nations, 
  many are healers, and more are a mix of all 
  three—but they always act in the interests of the 
  greater good, frequently sacrificing their own 
  well-being to aid or protect those who cannot 
  defend or help themselves. Angelic avatars are 
  well known for their harsh intolerance of evil, and 
  towns these paladins settle in frequently move 
  Open Game Content
  The game rule information in this article is designated Open Game Content. All of the other material in this article, 
  including maps and illustrations (including illustrations in the public domain), narrative and descriptive 
  text, character and place names, trade dress, “EN Publishing,” “EN World,” “EN5ider,” EN Publishing 
  product and article titles, and EN World and EN Publishing logos, are designated Product Identity.
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  EN World EN5IDER | Celestial Grafts: Angels & Avatars
  EN World EN5IDER | Celestial Grafts: Angels & Avatars
  Channel Divinity
  When you take this oath at 3rd level, you gain the 
  following Channel Divinity abilities.
   Angelic Graft. As an action, you can grant 
  yourself the Holy Drive feat or the Unicorn Horn 
  feat for 1 minute. 
   At 7th level, you may use this feature as a bonus 
  action and the duration increases to 10 minutes.
   At 15th level, the duration increases to 1 hour.
   Feathered Blessing. At 7th level, as an action, 
  you can grant yourself the Couatl Crest or Soul of 
  Light feat for 10 minutes.
   At 15th level, a bonus action activates this 
  ability and the duration increases to 1 hour. 
   Scion of Good. At 15th level, as an action, 
  you can grant yourself the Deva Wings, Planetar 
  Visage, or Solar Gaze feat for 1 hour.
  any illicit or questionable activity well away from 
  the paladin’s gaze.
   Paladins who swear the Angelic Oath are 
  utterly devoted to the gods of good, using all 
  of their tenets as a measure of their devotion (a 
  daunting task for most). They idolize angels and 
  strive to emulate them, modifying their bodies 
  through intense prayer to appear more like and 
  acquire some of the abilities of celestial beings.
  Tenets of Angelicism
  The constraints and expressions of the Angelic 
  Oath may vary depending on the specific type of 
  angel a sect is devoted to above all others, but all 
  paladins of this oath share these principles.
   Health. The preservation of life is founded by 
  the wellbeing of a creature and in addition to 
  conditioning your body, mind, and spirit, you eat 
  healthily, abstain from alcohol, and encourage 
  others around you to do the same.
   Oppose Evil. Evil cannot be allowed to exist 
  under any circumstances. If you cannot end it 
  now, you must do so at the earliest opportunity, 
  and evil is never your ally.
   Penance. To maintain your purity any evil acts 
  or latency of the other tenets must be expunged 
  from your soul through suffering.
   Purity. Attaining the essence of an angel can 
  allow for no tainting of the soul and any deviation 
  from the principles of the Angelic Oath must 
  be purged. The same is true for those to whom 
  you’ve rendered aid.
   Self-Sacrifice. Angels know that they are but 
  gears in the machinations of benign divinity; you 
  accept that to preserve the life of another with 
  your own is a virtuous way to die.
  Oath Spells
  You gain oath spells at the paladin levels listed.
  Level
  Spells
  3rd
  detect evil and good, healing word
  5th
  enhance ability, lesser restoration
  9th
  beacon of hope, revivify
  13th
  death ward, polymorph
  17th
  commune, dispel evil and good
  
  Celestial Grafts: Angels & Avatars | EN World EN5IDER
  Celestial Grafts: Angels & Avatars | EN World EN5IDER
  Empowered Channeling
  Starting at 7th level, you can use your Channel 
  Divinity twice between short or long rests. At 15th 
  level, you can use your Channel Divinity three 
  times between short or long rests.
  Angelic Avatar
  At 20th level, after taking a long rest, choose any 
  number of the feats that can be granted to you 
  by your Channel Divinity abilities. You acquire 
  the chosen feats until your next long rest. If you 
  already possess any of the following feats, their 
  effects become more pronounced.
   
  ▶ Couatl Crest: The range of your telepathy 
  increases by 60 feet.
   
  ▶ Deva Wings: Your fly speed increases by 
  30 feet and your radiant damage increases to 
  18 (4d8).
   
  ▶ Holy Drive: Spend an action to choose 
  a number of creatures equal to your 
  proficiency bonus to also gain the benefits of 
  this feat while they are within 30 feet of you.
   
  ▶ Soul of Light: You only require a short rest 
  to recharge this ability.
   
  ▶ Planetar Visage: You may gain both of this 
  feat’s benefits at the same time.
   
  ▶ Solar Gaze: You gain immunity to radiant 
  damage and gain advantage on Wisdom 
  (Perception) checks based on visual sight. 
   
  ▶ Unicorn Horn: You receive double the 
  normal number of charges and require only a 
  short rest to recharge them.
  Celestial Experiment Feats
  Couatl Crest
  Prerequisite: Proficiency Bonus +3 or higher
   You grow a feathery crest on your forehead not 
  unlike that of a glorious celestial serpent, making 
  your mind an impregnable fortress and expanding 
  your consciousness.
   
  ▶ You gain immunity to scrying and to any 
  effect that would sense your emotions, read 
  your thoughts, or detect your location.
   
  ▶ You again telepathy to a range of 60 feet. 
  If you already possess telepathy, its range 
  increases by 30 feet.
  Deva Wings
  Prerequisite: Proficiency Bonus +4 or higher
   Large, magnificent wings made from feathers of 
  gold sprout out of your shoulder blades, allowing 
  you to both soar through the skies and call on 
  celestial energies to smite your foes.
   
  ▶ You gain large golden wings that grant you 
  a fly speed of 90 feet. You may deploy or 
  retract these wings as a free action.
   
  ▶ Once per long rest you may spend a bonus 
  action to bathe your weapons in angelic 
  energy. This energy persists for a number 
  of rounds equal to your proficiency bonus, 
  dealing 9 (2d8) radiant damage with each 
  successful attack you make.
  Holy Drive
  The great machinations of the benign entities 
  influencing existence resonate within your being, 
  driving you onward with unfailing resolve. Any 
  attempts—including spells— to compel you to 
  act in a manner contrary to your lawful nature 
  or to contravene the orders of a quest you are 
  undertaking automatically fail. 
  Soul of Light
  Prerequisite: Proficiency Bonus +3 or higher
   Your soul overflows with divine energies 
  siphoned from a true celestial, making you a 
  potent agent for the forces of good. Any weapon 
  
  EN World EN5IDER | Celestial Grafts: Angels & Avatars
  EN World EN5IDER | Celestial Grafts: Angels & Avatars
  you wield counts as magical for the purposes 
  of overcoming the resistances of a creature of 
  Evil alignment. Additionally, Evil creatures have 
  disadvantage on checks made while grappling you. 
   Additionally, you may gain advantage on a 
  saving throw to resist a spell or effect from a 
  creature of Evil alignment (no action or required). 
  You may use this feature a number of times equal 
  to your proficiency bonus, after which you must 
  complete a long rest to regain all uses of this 
  feature.
  Planetar Visage
  Prerequisite: Proficiency Bonus +4 or higher
   You are able to call upon the divine to cover 
  yourself in the celestial hide of one of the greatest 
  sects of angels, giving you truly extraordinary 
  defenses from either falsehoods or magical harm. 
   
  ▶ Your skin turns golden and you gain 
  advantage on saving throws against spells 
  and other magical effects.
   
  ▶ As an action, you may forgo the other 
  benefit of this feat but gain the ability to 
  automatically detect lies spoken by other 
  creatures within 30 feet. You may choose to 
  end this effect and regain the feat’s other 
  effect as an action.
  Solar Gaze
  Prerequisite: Proficiency Bonus +4 or higher
   Your stare embodies all of the authority of 
  the great beyond, able to rob sight from those 
  you find unworthy and granting you a level of 
  protection from divine energy.
   
  ▶ You gain immunity to the blinded condition.
   
  ▶ You gain resistance to radiant damage.
   
  ▶ As a bonus action, you may target one 
  creature you can see within 30 feet. If the 
  target can see you, the target must succeed 
  on a Constitution saving throw (DC 8 + your 
  Charisma ability modifier + your proficiency 
  bonus) or be blinded indefinitely, unless 
  cured by magic such as the lesser restoration 
  spell. You cannot use this feature again until 
  you complete a short or long rest.
  Unicorn Horn
  A horn sprouts from your forehead that attunes 
  you to the energies of the higher planes, making 
  you able to protect or heal living creatures. 
  You gain a number of charges equal to your 
  proficiency bonus and regain all spent charges 
  when you complete a long rest. You may spend 
  a charge as a bonus action to create one of the 
  following effects. 
   
  ▶ You or a living creature you touch regains 
  hit points equal to 2d8 + your Charisma 
  modifier. By expending an action and 2 
  charges you may increase the regained hit 
  points by 1d8.
   
  ▶ You create a shimmering, magical field 
  around yourself or another living creature 
  you can see within 60 feet. The target gains 
  a +2 bonus to AC until the end of your next 
  turn. By expending an action and 2 charges 
  you may increase the bonus to AC to +4. e
  
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