Supernatural Gift: Heavenly Boon
Through boons or blood, you have been blessed by the Upper Planes. Beloved by the heavens, radiant magic flows through you, stronger even than through an aasimar. You gain the following traits.
- Celestial Resistance. Choose one of the following damage types: fire, necrotic, radiant, poison, or psychic. You have resistance to the chosen damage types. If you choose poison, you have Advantage on saving throws you make to avoid or end the Poisoned condition on yourself.
- Darkvision. You gain darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet.
- Heavenly Soul. Your creature type is celestial, rather than humanoid.
Additionally, choose one of the following secondary traits:
- Mark of Arcadia. You have claws, horns, or a mighty tail that are natural weapons. If you hit with them, you deal 1d6 + your Strength or Dexterity modifier bludgeoning or slashing damage (your choice).
- Mark of Elysium. Your walking speed increases by 10 feet.
- Mark of the Heavens. You have feathered wings sprouting from your shoulder blades. You have a flying speed equal to your walking speed while you aren't wearing medium or heavy armor. You may choose this Mark twice; if you do, you can use this flying speed while wearing medium or heavy armor.
- Mark of Nimbus. You emit bright light in a 10 foot radius and dim light for twice as far. You can suppress this trait at will (no action needed). You can choose this Mark twice; if you do, the radius becomes 30 feet of Sunlight that automatically dispels magical darkness if it is of a level equal to or less than your proficiency bonus.
- Mark of the Prophet. You one or more additional eyes on your forehead, wings, hand, or other places on your body, though they does not "see" in the conventional sense. Choose one of the following: Initiative, Perception, Insight. You have advantage on the chosen ability checks while the eye is open. You can choose this Mark twice; if you do, you have advantage on all three.
- Mark of Protection. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.
Lastly, choose one of the following detriments:
- Charity. When you spend gold for goods or services for yourself or consume an item that costs equal to 50 x your level, or when you obtain gold or treasure and do not donate at least half of your portion to a worthy cause (outside of the party's grasp), you must expend a Willpower. If you do not, you gain one level of Exhaustion and you lose hit dice equal to your proficiency bonus, or take psychic damage equal to your level that cannot be reduced if you don't have enough hit dice left. If you willingly forgo or reduce your portion of funds to other members of the party to avoid this tithe, the DM may enforce this.
- Diligence. When you fail an Insight, Perception, or Precision ability check, you must expend a Willpower instead of gaining one. If you do not, you gain one level of Exhaustion.
- Honesty. When you tell a lie of any severity – from giving a fake name or making a Deception roll to acting a role in a performance – you must expend a Willpower. If you do not, you gain one level of Exhaustion and you lose hit dice equal to your proficiency bonus, or take psychic damage equal to your level that cannot be reduced if you don't have enough hit dice left. If you failed a D20 test as a part of this, you do not gain a Willpower, but do not lose hit dice.
- Humility. When you roll a natural 20 on a D20 test, you must expend a Willpower. If you do not, you gain one level of Exhaustion and you lose hit dice equal to your proficiency bonus, or take psychic damage equal to your level that cannot be reduced if you don't have enough hit dice left. If you have the Excellence Destiny, you do not gain a Willpower from the roll if you choose to expend one, and do not lose hit dice if you do not.
- Kindness. The first time you reduce a creature to 0 hit points and kill it in each combat, or every time if the creature's CR is over half your level (rounded up), you must expend a Willpower. If you do not, you gain one level of Exhaustion and you lose hit dice equal to your proficiency bonus, or take psychic damage equal to your level that cannot be reduced if you don't have enough hit dice left. If you do not personally reduce one or more creatures to 0 during combat, but contribute and allow your allies to kill them, the DM may enforce this. Some nonsentient, nonliving, or ontologically evil or alien creatures, such as some oozes, constructs, undead, fiends, or aberrations, do not trigger this effect when killed.
- Patience. After you roll initiative, if you are not the last allied actor, you must expend a Willpower or change your initiative so that you go immediately after the last allied actor. If you do not, you gain one level of Exhaustion and you lose hit dice equal to your proficiency bonus, or take psychic damage equal to your level that cannot be reduced if you don't have enough hit dice left
- Purity. When you gain the Charmed, Frightened, or Poisoned conditions, or gain the effects of a curse or disease, you must expend a Willpower instead of gaining one. If you do not, you gain one level of Exhaustion. If you got the condition without failing a D20 test, you also lose hit dice equal to your proficiency bonus, or take psychic damage equal to your level that cannot be reduced if you don't have enough hit dice left. If you become immune to three or more of these conditions, your DM may make you choose a different detriment.
Heavenly Boon Feats
- Half Celestial (Requires 3rd level)
- Empyrean Soul (Requires 9th level)
- Halo (Requires 12th level)

