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View Full Version : D&D 3.x Other Celestial Heritage Feats (Because not all heroes are born of Hell)



Zaydos
2015-09-13, 02:23 AM
Aberations, dragons, fiends, and fey what do they have in common? A bunch of feats to represent heritage from them. So why not celestials? Can the forces of Heaven not find love among mortals? Can they not create lineages of heroes by these liaisons? I say they can! So I made some Celestial Heritage feats to mirror the Fey/Fiendish ones from Complete Mage primarily, but a few arcane magic specific things, and some more expansion. Of course the initial base feat Celestial Heritage does exist in the Planar Handbook so I did not reproduce that.


New Feats

Arcane Healing [Heritage]
When you channel your arcane power it flows out of you healing others.
Prerequisites: Non-evil alignment, Celestial Heritage, sorcerer level 1+.
Benefit: Whenever you cast an arcane spell you may sacrifice a spell slot of any level. If you do so one other creature within a distance of 5 times the number of feats you have with Celestial Heritage as a prerequisite in feet regains 2 hit points per level of the cast spell. The level of the sacrificed spell has no effect on this ability (so sac cantrips). This is a positive energy effect and deals damage to undead.

Celestial Armor [Heritage]
Your heavenly heritage grants you an armor of holy faith.
Prerequisites: Non-evil alignment, Celestial Heritage.
Benefit: You gain a Sacred bonus to AC equal to 1 plus 1/2 the number of feats you have with Celestial Heritage as a prerequisite other than this one (including such feats that you take after gaining this one).

Celestial Cleansing [Heritage]
You are able to cleanse and purify with the power of your ancestors.
Prerequisites: Non-evil alignment, Celestial Heritage, character level 6th.
Benefit: You gain the following spell-like abilities, each usable once per day: remove disease, neutralize poison, and remove blindness/deafness. Your caster level equals your character level.

Celestial Immunity [Heritage]
You share your ancestor’s invulnerability to lightning and petrification.
Prerequisites: Non-evil alignment, Celestial Heritage, Celestial Resistance, one other feat that has Celestial Heritage as a prerequisite.
Benefit: You gain immunity to electricity and petrification.

Celestial Legacy [Heritage]
The magical powers of your ancestors manifest in you.
Prerequisites: Non-evil alignment, Celestial Heritage, character level 9th.
Benefit: You gain the following spell-like abilities, each usable once per day: teleport (self plus 50 pounds of objects only), summon monster V (celestial creatures only), and holy smite. Your caster level equals your character level.

Celestial Light [Heritage]
You are able to call up a holy light when needed.
Prerequisites: Celestial Heritage or Aasimar.
Benefit: You may use daylight as a spell-like ability at-will, but may only have one instance active at a time. Your caster level equals your character level.

Celestial Mediation [Heritage]
Your holy blood gives you a predilection to the role of diplomat.
Prerequisites: Non-evil alignment, Celestial Heritage.
Benefit: You gain a bonus to Diplomacy, Gather Information, and Sense Motive equal to 1 plus the number of feats you have with Celestial Heritage as a prerequisite (including such feats that you take after gaining this one).

Celestial Power [Heritage]
Your celestial heritage augments the power of certain types of magic.
Prerequisites: Non-evil alignment, Celestial Heritage.
Benefit: Your caster level and save DCs for spells of the Good or Healing descriptor increase by 1.

Celestial Presence [Heritage]
You share your ancestor’s ability to rally hearts, and inspire others.
Prerequisites: Non-evil alignment, Celestial Heritage, character level 6th plus.
Benefit: You gain the following spell-like abilities, each usable once per day: remove fear, calm emotions, and prayer. Your caster level equals your character level.

Celestial Resistance [Heritage]
You have inherited your ancestor’s resistance to electricity.
Prerequisites: Non-evil alignment, Celestial Heritage.
Benefit: You gain electricity resistance equal to five times the number of feats you have that list Celestial Heritage as a prerequisite(including such feats that you take after gaining this one).These values stack with any resistance to electricity you might have from your type, subtype, race, or class, but not from other sources, such as spells or magic items.

Celestial Wings [Heritage]
Feathery wings sprout from your back bearing you aloft.
Prerequisites: Non-evil alignment, Celestial Heritage, 3 feats with Celestial Heritage as a prerequisite.
Benefit: You gain feathery wings which grant you a fly speed equal to your land speed with Good maneuverability.

Extra Celestial Power [Heritage]
You are able to draw upon the magical powers of your celestial blood more easily.
Prerequisites: Non-evil alignment, Celestial Heritage, 1 feat with Celestial Heritage as a prerequisite.
Benefit: You may use each spell-like ability granted to you by a feat with Celestial Heritage as a prerequisite one additional time per day.

Heavenly Trumpet [Heritage]
You can call forth a celestial trumpet and fuel it with your magic.
Prerequisites: Non-evil alignment, Celestial Heritage, 3 feats with Celestial Heritage as a prerequisite, Perform (Wind Instrument) 6 ranks.
Benefit: As a full-round action you may conjure forth a celestial trumpet. If you drop this trumpet it vanishes back into the aether. As a free action you may transform the trumpet into a +3 Greatsword or back again. As a standard action you may raise the trumpet to your lips and blow into it with a force of magic expending either 4 daily uses of Bardic Music or a 7th level or higher spell slot. All evil creatures within 5 ft per rank in Perform (Wind Instrument) (if Bardic Music was expended) or 10 ft per level of the expended spell must make a Will save (DC 9 + ½ ranks in Perform (Wind Instrument) + Charisma modifier or 10 + expended spell level + Charisma modifier) or be stunned for 1d4 rounds.