Celehim

In the Sundered Age, celehim stand at a crossroads as a people. So often taken and bonded into the Holy Orders of Synstasia. With the city lying in ruin from the Takings of the Scions, many celehim are forced to grapple with what end they serve on the prime. In the Sundered Age, a new thread of celehim are beginning to rise, the Relinquished.

Relinquished Celehim are those celehim that have chosen to forsake the ties to the upper planes and the beatific energies and entities that bore them. No longer manifesting wings or the protections of the divine. Instead, focusing on their will to be a measured force upon the world and with themselves. The Relinquished Celehim are marked by a strong outlook of counteraction and mediation of threats. This can lead many Relinquished Celehim to find allies where other celehim would find foes.

Celehim Traits

Ability Score Increase. Your Charisma score increases by 1.

Age. Celehim do not age physically after maturing, their celestial heritage allows them to live for more than a century.

Alignment. These demi-celestials hold true to their nature and favor good alignments, but the longer a Celehim spends on the material plane, the greater chance for corruption.

Death. Your soul already carrying the spark of divinity, should you fall, your soul is claimed by the Upper Planes, unless fallen and claimed by evil actions or entities.

Size. Celehim are innately beautiful and statuesque in form standing close to 7 feet in height. Your size is Medium.

Speed. 30 feet is your base walking speed.

Radiant Eyes. As an action you can tap into your divine heritage and gain Truesight for 60 feet for 1 minute. You can use this ability again after a long rest.

Divine Protections. You have resistance to radiant damage and advantage on saving throws against frightened effects.

Ameliorate. You can touch another creature as an action and they regain hit points equal to your level and is freed from any disease, poison, blindness, or deafness. Once you use this trait, you can't use it again until you finish a long rest.

Angelic Shroud. As an action you channel the celestial essence you bear within, as incorporeal wings sprout from your back and your eyes emit a divine glare. You come under the effect of the spell protection from evil and good. This transformation last for 1 minute. At 3rd level you gain a fly speed equal to your walking speed with use of this feature. Upon reaching 5th level the transformation last 10 minutes. You cannot use this again until you complete a long rest.

Languages. In your innate higher understanding you know Common and Celestial.

Subrace. Six subraces of celehim exist: relinquished celehim, sentinel celehim, maker celehim, guide celehim, scribe celehim, guardian celehim. Choose one of them for your character.

Relinquished Celehim

These celehim have forsaken the celestial powers of their origin, and taken up a more worldly mantle.

Ability Score Increase. You increase two ability scores by 1.

Relinquished Shroud. When you use your Angelic Shroud feature you instead manifest neutralizing force within and around you for 1 minute. While this effect is active you can use your reaction to nullify harmful effects in the following ways. When you make a saving throw you can use your reaction to add a d4 to your roll. When a creature makes an attack roll against you, you can use your reaction to roll a d4 and reduce that amount from the attack roll. When you reach 5th level you can roll an additional d4 and use either roll for the nullifying effect and this feature now lasts for 10 minutes. You regain the use of this feature upon completing a long rest.

Immaterial Influence. You have advantage on any Charisma check you make to resolve a conflict, or change any creature from hostile to neutral or friendly.

Sentinel Celehim

These celehim are the blessed of Achonus, acting as paragons of justice and light in the world. Unwavering in their convictions to slay evil in all its forms, these celehim exhibit a divine brutality.

Ability Score Increase. Your Strength score increases by 2.

Divine Armaments. While under the effects of your Angelic Shroud the power of angelic warriors suffuses you, gaining the ability to don or doff armor expending half of your movement and when you take the Attack action you can make a weapon attack as a bonus action.

Maker Celehim

The celehim granted the spark of creation, the chosen of Dilig, are fonts of holy works and tireless toil. Seeking to impart their gifts upon others, and stand resolute against forces of destruction.

Ability Score Increase. Your Constitution score increases by 2.

Holy Craft. Spending 10 minutes in prayerful meditation you can gain proficiency in an artisan tool of choice for 1 hour. Also when you make an ability check with an artisan tool you can treat a d20 roll of 9 or lower as a 10.

Guide Celehim

Expressions of Domuq's nature these celehim are imbued with the majesty of the wilds. Ever striving to unite peoples under the blessing of nature and scorning the unnatural.

Ability Score Increase. Your Dexterity score increases by 2.

Nature’s Paths. While under the effects of your Angelic Shroud you gain the benefits of the Enhance Ability Spell as the power of the wilds takes your form. Also you can cast Locate Animals and Plants at will.

Scribe Celehim

Gifted with the endless knowledge of Litencia, of these celehim there is little beyond their divine intellects. Wishing to teach others and gather knowledge, each word they write passing into eternity.

Ability Score Increase. Your Intelligence score increases by 2.

Divine Knowledge. You can read and write any language. You also gain proficiency in one of the following skills, Arcana, History, Nature, or Religion.

Guardian Celehim

Empathetic in spirit, the celehim consecrated by Soel are arbiters of the border between life and death. Taking upon a divine mantle to shun the darkness of in every corner of the world.

Ability Score Increase. Your Wisdom score increases by 2.

Spirit Call. While under the effects of your Angelic Shroud you can emit a bright light for 30 feet and dim light an additional 30 feet dispelling magical darkness created a 3rd level or lower spell in the range. Also when a creature within 30 feet of you makes a death saving throw you can use your reaction to grant the target hit points equal to your proficiency bonus. Once you use this feature you must complete a long rest before regaining its use.