Angelic Scribe

You study the angelic seals that bind the power of celestial messengers through their names, and you shape that power into magical effects. Beyond the seals and wardings themselves, you learn esoteric spells to call down the essence of the angelic host. Most angelic scribes take up their craft out of reverence and a desire to protect the righteous; a few tempt angelic wrath with their lust for power that’s otherwise beyond their grasp.

Except as noted below, angelic scribes function as wizards and use the wizard spell list.

Angelic Savant

Beginning when you select this tradition at 2nd level, the gold and time you must spend to copy an angelic magic spell into your spellbook is halved.

When you gain a level, one of the two spells you learn for gaining a level can be an angelic magic spell even if you’ve never encountered the spell before. Similarly, when you learn a new cantrip, it can be an angelic magic cantrip even if you’ve never previously encountered it.

Seal Scribe

Starting at 2nd level, you learn the Celestial language if you don’t already know it, and you gain the ability to scribe angelic seals.

Seals. You learn two angelic seals of your choice, which are detailed below under “Angelic Seals.” You can spend 10 minutes scribing an angelic seal you know on paper, canvas, stone tiles, or some other token that can be carried or displayed. Alternatively, you can spend 8 hours using appropriate artisan tools to carve or etch a more permanent seal into harder material. Once you have a seal, you can activate it as an action.

  • You can have one active seal at a time. The number of active seals you can maintain increases by 1 at 6th level (2 seals), 10th level (3 seals), and 14th level (4 seals). As a bonus action, you can deactivate a seal. A broken or defaced seal deactivates immediately.
  • A creature can gain the benefits of one active seal it holds or openly wears. The seal’s delicate magic is suppressed while its user concentrates on a spell or a similar effect. A suppressed seal still counts against your total number of active seals allowed.
  • You learn one additional angelic seal of your choice at 6th, 10th, and 14th levels. Each time you learn a new seal, you can also replace one seal you know with a different one.

Warding Seal

Beginning at 6th level, you learn to place warding seals to protect areas. This follows the same rules for scribing an angelic seal, but the seal must be on the ground, the floor, or a similarly solid portion of a structure such as a wall, column, or ceiling. As an action, you can touch the seal to activate it. You must maintain concentration on the effect as if concentrating on a spell.

Once activated, the warding seal creates a spiritual, spherical boundary with a radius of 30 feet, or surrounding a small building or series of rooms of similar dimension (a 22-foot cube, for example, or any space of approximately 11,000 cubic feet). Aberrations, fey, fiends, and undead cannot physically cross that boundary, cast spells across it, or project their abilities across it unless they make a successful Charisma saving throw against your spell save DC. A creature that fails the saving throw can try again on its next turn. A creature that succeeds and moves across the boundary into the protected area isn’t affected by the boundary while it remains inside (the boundary impedes only incoming entities and effects, not outgoing), but it must contend with the ward again if it leaves the area.

If a creature can see the seal when it makes the saving throw, it has disadvantage in the saving throw. Additionally, when a creature you can see and who is carrying an active seal is targeted by an attack, you can use your reaction to impose disadvantage on the attack roll.

Greater Seal

Starting at 10th level, you can use an action to empower one active angelic seal or warding seal to greater effect. If you choose an angelic seal, its user gains the greater benefit of the seal for 1 minute. This replaces the normal benefit while it is active. If you choose a warding seal, for the next hour a creature that fails its saving throw against the ward takes 6d6 radiant damage and automatically fails further saves against the ward during this time.

You can use this ability twice, and you regain all expended uses when you finish a short or long rest.

Angelic Wrath

At 14th level, you add conjure celestial to your spellbook, and it is a wizard spell for you.

Additionally, you can use a bonus action to infuse your seals with angelic wrath. For 1 minute, you and anyone in possession of one of your active seals within 30 feet of you deal an additional 1d8 radiant damage with weapon attacks.

You can’t use this ability again until you finish a short or long rest.

Angelic Seals

The angelic seals consist of the name of an angel, written in Celestial, that resonates with a given seal’s effect. The seal effects are presented in alphabetical order.

Benevolence (Amnayeth). This seal allows its user to retry a failed ability check to improve another creature’s attitude. Greater: As an action, the user can cause a creature who can hear the user to make a Wisdom saving throw against your spell save DC or be charmed for 10 minutes. This seal can’t be used again on the same creature until the user finishes a short or long rest.

Clarity (Simil). The user adds half your Intelligence modifier (minimum of 1) to its Wisdom (Insight) and Wisdom (Perception) checks. Greater: The user gains blindsight with a range of 10 feet.

Fortitude (Rikbil). When it is hit with an attack, the user can use its reaction to add 2 to its AC against that attack. It must be able to see the attacker to use this effect. Greater: The user gains resistance to nonmagical bludgeoning, piercing, and slashing damage.

Fortune (Barrateth). The use can add 1 to an attack roll, saving throw, or ability check. The addition is made after rolling the die but before the GM reveals whether it was a success or failure. Greater: After making an attack roll, saving throw, or ability check, the user can roll another d20 and choose which result to use. The second roll is made after the initial roll but before the GM reveals whether that roll was a success or failure.

After using this seal, it can’t be used again until the user finishes a short or long rest.

Glory (Vrechiel). When the user reduces an enemy to 0 hit points, the user gains temporary hit points equal to your Intelligence modifier (minimum of 1). Greater: At the start of its turn, the user gains temporary hit points equal to your wizard level.

Humility (Ophanim). The user adds half your Intelligence modifier (minimum of 1) to its Dexterity (Stealth) checks. It loses this bonus until the start of its next turn when it takes a hostile action (any action that could inflict intentional damage on a creature). Greater: If it hasn’t taken a hostile action this turn, the user can use its action to present an aura of humility. A creature that wishes to attack the user must succeed on a Wisdom saving throw against your spell save DC or choose another target. If there are no other targets it wishes to attack, the creature wastes its action doing nothing.

Judgement (Chamule). When the user hits a creature with an opportunity attack, the user can move up to half its speed, provided it ends the move no farther from the creature it hit. Greater: As a reaction when it is hit with an attack, the user can cause the attacker to take radiant damage equal to your Intelligence modifier (minimum of 1), if the attacker is within 60 feet of the user.

Recovery (Jelaal). This seal allows the user to automatically pass its first death saving throw, at which time it regains 1 hit point. Once used, this effect doesn’t function again until the user finishes a short or long rest. Greater: When the user regains hit points, it regains an additional number of hit points equal to your Intelligence modifier (minimum of 1).

Temperance (Iaothe). When it makes a Wisdom saving throw, the user can use its reaction to add your Intelligence modifier to the roll (minimum of 1). The bonus is added after the die is rolled but before the GM reveals whether the saving throw succeeds or fails. This ability doesn’t function again until the user finishes a short or long rest. Greater: The user can’t be charmed or frightened.

Wrath (Xapanie). Once on the user’s turn when it hits with a weapon attack, the attack deals 1 additional point of weapon damage. Greater: The user’s attacks are magical, and once on the user’s turn when it hits with a weapon attack, the attack deals an additional amount of radiant damage equal to half your wizard level.

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