This divine artifact is a stout staff of Ash, carved and engraved with Devas and other powerful celestial beings all along the length of the staff. Interspersed among these magnificent images are powerful Enochian runes of power. Looking directly at the runes reveals a deep faint glow like that of the hot embers of a fire simmering within the carved runes - representing the burning celestial power contained within the item.
When you level up a new rune or two in the line will begin to have this faint shimmering glow. When powers are activated, or the staff is swung in an attack, the runes will briefly blaze with golden radiant light possibly leaving a brief trail of light if the item is swung.
LEVEL 1:
CELESTIAL ARMOR -
USES: At will. As a spell action.
1st-leveI abjuration
Casting Time: 1 action
Range: Self
Duration: 8 hours
If you aren't wearing armor, a protective magical force surrounds you until you deactivate it. Your base AC becomes 13 + your Dexterity modifier. The spell ends if you don armor or if you dismiss the spell as an action.
When activated the armor fades in quickly, golden radiant light flashing along the inlaid Enochian runes of the golden breastplate. The armor is ornate and looks like something a battle angel would wear.
WORD OF RADIANCE -
USES: At Will. As a spell action.
Evocation cantrip
Casting Time: 1 action
Range: 5 feet
Duration: Instantaneous
You utter a divine word , and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take ld6 radiant damage.
The spell ’s damage increases by ld6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
LEVEL 2:
COSMIC VISION -
USES: At Will. As a spell action.
Invocation
Casting Time: 1 action
Range: Self
Duration: Concentration
You can see into the border ethereal at will.
At 5th Level: You gain the See Invisible spell once per long rest as an upgrade.
ALERT FEAT -
USES: When the staff is held and ready.
Always on the lookout for danger, you gain the following benefits:
- You gain a +5 bonus to initiative.
- You can't be surprised while you are conscious.
- Other creatures don't gain advantage on attack rolls against you as a result of being hidden from you.
LEVEL 3:
CELESTIAL POWER -
USES: When the staff is held and ready.
The power of the celestial plane grants you 1 spell slot which refreshes on a short rest (Just like a warlock spell slot). The level of the spell slot is level 1, but it grows with the user as he levels. It becomes level 2 at 5th, level 3 at 7th, level 4 at 9th and finally level 5 at 11th.
If the user does not currently have spell slots, he must choose one spell from the appropriate warlock spells for that level slot to learn. He can choose another spell when the slot levels up only.
If the user already has spell slots, he gains a spell slot equal to their highest allowed spell slot.
EXTRA-DIMENSIONAL POCKET
USES: Once per day. Recharges at Dawn. As spell action.
2nd level transmutation
Casting Time: 1 action
Range: 5 feet
Duration: 1 hour
Once per day the user may conjure a magical shimmering portal to an extra-dimensional space that lasts until the spell ends. The extra-dimensional space can hold as many as eight Medium or smaller creatures. Once the last creature enters, the portal to the pocket space becomes invisible to those outside of it.
Attacks and spells can’t cross through the entrance into or out of the extra-dimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window. Anything inside the extra-dimensional space drops out when the spell ends.
At 8th Level -
USES: Once per day. Recharges at dawn. As spell action.
4th level transmutation
Casting time: 1 minute
Range: 30 feet
Duration: 12 hours
You conjure a portal to an extra-dimensional space. The inside of the space is the interior of a cozy cottage. From the outside, a slightly shimmering, non-corporeal doorway remains for the duration.
The floor is level, clean, and dry. In all respects the lodging resembles a normal cottage, with a sturdy door. It's temperature is an even mild temperature at all times. It contains crude furnishings —eight bunks, a trestle table, eight stools, and a writing desk. Finally, an unseen servant is conjured to provide service to you for the duration of the shelter.
The door is secure against mundane intrusion, being arcane locked. The immediate area around the shimmering entrance is warded with an alarm spell. Unfortunately magically dispelling or casting a knock spell upon the portal will cancel the spell and all occupants and their gear will be unceremoniously dumped onto the ground in the area immediately around the portal.
LEVEL 4:
CLAIRVOYANCE -
USES: Once per day. Recharges at Dawn. As spell action.
3rd level divination
Casting Time: 1 Minute
Range: 1 mile
Duration: Up to 10 minutes
You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can’t be attacked or otherwise interacted with.
When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing. A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.
At 9th Level: The user gains another use of this power per long rest.
At 14th level: The user gains another use of this power per long rest.
LEVEL 5:
OBSERVANT FEAT -
USES: When the staff is held and ready.
Quick to notice details of your environment, you gain the following benefits:
• Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
• If you can see a creature’s mouth while it is speaking a language you understand, you can interpret what it’s saying by reading its lips.
• You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.
RADIANT SOUL -
USES: When the staff is held and ready.
Gains the Aasimar racial feature of Radiant Soul. If the user already has that feature, he instead gets to shorten it from recovering on a long rest, to recovering on a short rest.
At 9th level: Gain one more use of this ability per day (Or short rest)
At 13th level: Gain one more use of this ability per day (Or short rest)
LVL 6:
CELESTIAL EYE -
USES: Once per day. Recharges at dawn. As spell action.
4th level divination
Casting Time: 1 action
Range: 30 feet
Duration: Up to 1 hour
You create an invisible, magical eye within range that hovers in the air for the duration. You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction.
As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can’t enter another plane of existence. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter.
At 12th Level: The user gains one more use of this ability per long rest.
LEVEL 7:
BANISHMENT -
USES: Once per day. Recharges at dawn. As spell action.
Casting Time: 1 action
Range: 60 feet
Duration: Concentration, Up to 1 minute
You attempt to send one creature that you can see within range to another place of existence. The target must succeed on a Charisma saving throw or be banished.
If the target is native to the plane of existence you're on, you banish the target to a harmless Demiplane. While there, the target is Incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
If the target is native to a different plane of existence that the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.
At 9th level +: You can target one additional creature at 9th level and every odd level after that. (3 at 11th, 4 at 13th etc. all the way up to 6 creatures at 17th).
At 13th level: Gain one more use of this ability per day.
LEVEL 8:
SCRYING -
USES: Once per day
5th level divination
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes
You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you’re casting this spell, it can fail the saving throw voluntarily if it wants to be observed.
Knowledge Save Modifier
Secondhand (you have heard of the target) +5
Firsthand (you have met the target) +0
Familiar (you know the target well) −5
Connection Save Modifier
Likeness or picture −2
Possession or garment −4
Body part, lock of hair, bit of nail, or the like −10
On a successful save, the target isn’t affected, and you can’t use this spell against it again for 24 hours.
On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist.
Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn’t move.
At 13th level: Gain one more use of this ability per long rest
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