celestials 5e guide

Celestials 5e Guide: D&D Angels Evolved

A celestials 5e guide would have helped me find out what I wanted to know about Devas. Eventually, I figured out what I needed to know, but there was quite a bit of information that I needed at the time that I have slowly learned over the years. I thought I’d share it in this guide. 

Celestials aren’t just angels. They are a creature type, just like humanoids, but vastly different. If you’re like me, celestials are the type of creature you’re interested in – no matter if we’re in the D&D world or the real world.

Celestial 5e – DnD Breakdown

  • Couatl – Dragon-like celestial
  • Deva – Human-like angelic creature
  • Empyrean – Large angelic creature
  • Hollyphant – Flying elephant
  • Ki-rin – Deer-like celestial
  • Pegasus – Flying horse
  • Planetar – Large angelic
  • Solar – Strongest celestial in the lore
  • Unicorn – Non-flying celestial horse

These are the primary celestial creatures in Dungeons and Dragons. The celestials are otherworldly creatures that were born in the Upper Planes. These creatures are often willing to help out mortals.

However, some celestials find it below their purpose to spend time helping mortals. When found in the wild, they are generally polite and good-natured as almost all celestials are of a Good alignment.

Components of a Celestial 5e

celestials in dnd

Celestials are unique creatures who may not be as straightforward as you think. What makes a creature a celestial anyway? They don’t need wings, and they don’t need healing powers.

Home Plane

Celestials – who are born celestials – come from the Upper Planes. They rarely come to our world unless delivering a message or completing a quest. They typically return to the Upper Plane when they complete the quest.

Alignment

All celestials are born good. However, some may stray from this for one reason or another. They may be influenced, corrupted, or go through a tragedy that transforms them. But they were born good.

Abilities

Most celestials can fly, have resistances to necrotic damage/celestial damage, and can travel between planes freely. They also generally have a strong ability that humanoid creatures couldn’t dream of having.

This could be bringing creatures back from the dead – in a way that a Cleric class could not – or destroying a country with a blast of light. The point is that celestials are strong creatures with otherworldly powers.

Basic Celestials 5e

The basic celestials are celestial creatures that have been around in the Dungeons and Dragons world for a long time. Or at least, for nearly as long as 5e has been out – which is 2014.

Couatl

dnd Couatl

  • AC – 19
  • HP – 97 (13d8+39)
  • Speed – 30ft, 90ft flying
  • Alignment – Lawful Good
  • Saving Throws – Con +5, Wis +7, Cha +6
  • Res/Immune – Resistant to Radiant, Immune to Psychic – and Bludgeoning, Piercing, and Slashing from non-magic
  • Langauge – All

The Couatl is a monster in D&D 5e that is similar to a dragon. The stats are based on the monster’s base info from the Basic Rules. Couatl is intelligent creatures with rather high stats all around.

Couatl are psionic creatures who prefer to live alone, though they may travel in families of around five. They are highly intelligent as well – in part due to their psychic abilities. Despite being compared to dragons, they are inherently good.

The Couatl abilities include:

  • Innate Spellcasting – Detect Evil and Good, Detect Magic, Detect Thoughts at will; Bless, Creature Food and Water, Cure Wounds, Lesser Restoration, Protection from Poison, Sanctuary, Shield three times a day; Dream, Greater Restoration, Scrying once a day
  • Magic Weapons – Weapon attacks are magical
  • Shielding Mind – Immune t scrying and any effect that senses/detect his emotions, thoughts, or location
  • Bite – Melee attack +8 to hit, and has a reach of 5 ft.; 8 (1d6+5) piercing damage. Has a DC13 Constitution. If the target fails, he is poisoned for a day and is unconscious until the poison ends or another player wakes it
  • Constrict – Melee attack +6 to hit, has a reach of 10 ft., can only target medium or smaller creature; 10 (2d6+3) bludgeoning damage, and the target is grappled with a DC15
  • Change Shape – The Couatl shifts into the form of another creature with an equal rating, keeping the same stats aside from AC, movement modes, Strength, Dexterity, and actions

Deva

deva dnd

  • AC – 17
  • HP – 136 (16d8+64)
  • Speed – 30ft, 90ft flying
  • Alignment – Lawful Good
  • Saving Throws – Wis +9, Cha +9
  • Skills – Insight +9, Perception +9
  • Res/Immune – Resistant to Radiant and magic, Immune to Psychic – and Bludgeoning, Piercing, and Slashing from non-magic
  • Condition Immune – Charmed, Exhaustion, Frightened
  • Langauge – All

The Deva is special to me because I love the Aasimar, and Aasimar usually has a Deva as their celestial connection. However, in the world, you may meet them as an NPC – monster or otherwise.

Deva prefers to live free of mortal restraints – which includes clothing – but they are respectful enough to don gear when on mortal planes. While many may see them as stoic, they are more often friendly and genuinely generous.

Deva’s abilities include:

  • Angelic Weapons – weapon attacks are magical and add 4d8 radiant damage to them
  • Innate Spellcasting – Detect Evil and Good at will; Commune, Raise Dead once a day
  • Multiattack – can make two melee attacks
  • Mace – melee attack +8 to hit, reach of 5 ft; 7 (1d6+4) bludgeoning damage and 18 (4d8) radiant damage
  • Healing Touch – touch another creature, and they regain 20 (4d8+2) hit points and are freed from any curse, disease, poison, blindness, or deafness (can only use three times a day)
  • Change Shape – see Couatl

Empyrean

Empyrean dnd

  • AC – 22
  • HP – 313 (19d12+190)
  • Speed – 50ft
  • Alignment – Chaotic Good or Neutral Evil
  • Saving Throws – Str +17, Int +12, Wis +13, Cha +15
  • Skills – Insight +13, Persuasion +15
  • Res/Immune – Magic resistance, Immune to Bludgeoning, Piercing, and Slashing from non-magic
  • Language – All

The Empyrean is a huge celestial creature. They are the children of gods with strong emotions. They were so strong that their emotions often affect their surroundings due to their passive power.

What makes the Empyrean so unique to me is that 75% of them are Chaotic Good, but a whopping 25% of them are Neutral Evil. When it comes to celestials, this dynamic is strange and intriguing.

Empyrean abilities include:

  • Legendary Resistance – Three times a day, an empyrean can choose to succeed on a failed saving throw
  • Magic Weapons – See Couatl
  • Maul – This melee attack is+17 to hit, has a reach of 10 ft. and can hit one target. It does 31 (6d6 + 10) bludgeoning damage and has a DC 15 on a stun.
  • Bolt – This ranged attack is+15 to hit, has a range of 600 ft. and can hit one target. It does 24 (7d6) damage with a choice of acid, cold, fire, force, lightning, radiant, or thunder.

Hollyphant

Hollyphant dnd 5e

  • AC – 18
  • HP – 36 (8d6+8)
  • Speed – 20ft, 120ft flying
  • Alignment – Lawful Good
  • Saving Throws – Dex +3, Con +4, Cha +6
  • Skills – Insight +13, Persuasion +15
  • Res/Immune – Immune to poison. Resistant to Bludgeoning, Piercing, and Slashing from non-magic
  • Language – Celestial, telepathy

The Hollyphant is an elephant-like flying creature that is rather slow on land but is extremely fast while flying. They love other beings and are always on the lookout for new friends.

Hollyphants make great companions, though I wouldn’t call a celestial a pet. If you are a “good” creature and look at the Hollyphant, you will immediately be attached. But if you’re “evil,” then you will immediately fear it.

Hollyphant abilities include:

  • Aura of Invulnerability – This ability makes a 10-ft invisible sphere around the hollyphant. The sphere makes those inside it immune to spells that are 5th level or lower. This is concentration-based.
  • Innate Spellcasting – Light at will; Bless, Cure Wounds, Protection from Evil and Good twice a day; Banishment, Heal, Raise Dead, Shapechange, and Teleport once a day
  • Magic Weapons – See Couatl
  • Tusks – This melee attack is +3 to hit and has a reach of 5ft. It does 3 (1d6) piercing damage.
  • Trumpet – This attack can only be used three times a day. It can be heard from 600ft away and a 30ft cone that either does Trumpet of Blasting or Trumpet of Sparkles.
  • Sparkles – Each creature in the 30ft cone must make a DC14 Constitution check. If they fail, they take 17(536) thunder damage and are deafened for 1 minute. On success, take half damage. Non-magic items that aren’t being used take 35(10d6) thunder damage.
  • Blasting – Creatures in this cone attack must make a DC14 Constitution saving throw or take 22(4d8+4) radiant damage – if they are neutral. On a success, they take half the damage. Evil creatures have disadvantages, but Good creatures don’t take damage.

Ki-rin

Ki-rin dnd

  • AC – 16
  • HP – 123 (13d10+52)
  • Speed – 60ft, 80ft flying
  • Alignment – Lawful Good
  • Saving Throws – Dex +9, Wis +8
  • Skills – Insight +8, Perception +8, Performance +10
  • Res/Immune – Resistant to Cold, Fire, Lightning
  • Language – Abyssal, Auran, Celestial, Common, Draconic; telepathy

Ki-rin is a large celestial who is extremely rare in the terrestrial world. They look like deer with bright colors and scales. While you may be able to ride most deer, the Ki-rin would never allow it.

Ki-rin prefers to keep to their planes and their own lives. But they will sometimes insert themselves into protecting mortals against evil spirits. Though they do prefer to live alone, they will allow some clerics to pair with them.

Ki-rin abilities include:

  • Aerial Freedom – Freedom of movement while flying
  • Aura of Cleansing Light – When a creature starts its turn next to the Ki-rin, the Ki-rin can have it take 7(2d6) radiant damage or be healed 7(2d6).
  • Innate Spellcasting – Detect Good and Evil, Gaseous Form, Water Walk at will; Lesser Restoration, Scorching Ray three times a day; Dispel Good and Evil, Lightning Bolt once a day
  • Multiattack – See Couatl
  • Gore – +8 to hit, 10 ft. reach; 21 (3d10+5) piercing damage
  • Hoof – Melee attack +8 to hit, 10 ft. reach; 14 (2d8+5) bludgeoning damage
  • Radiant Breath – 60ft cone attack of radiant damage. Does 13 (3d8) radiant damage and has a DC16 Dex save. Successes take half the damage.

Pegasus

Pegasus dnd

  • AC – 12
  • HP – 59 (7d10+21)
  • Speed – 60ft, 90ft flying
  • Alignment – Chaotic Good
  • Saving Throws – Dex +4, Wis +4, Cha +3
  • Skills – Perception +6
  • Language –  Comprehends Celestial, Common, Elvish, and Sylvan but can’t speak them

The Pegasus is a lot simpler than other celestials. You may even be able to “tame” one – or rather befriend it. It only has one attack, which is Hooves. Hooves do +6 to hit, has a reach of 5ft, and do 2d6+4 bludgeoning damage.

Pegasus don’t have strong personalities that separate them from other horse-like creatures. But they are graceful and heavenly – and are nearly as rare as a unicorn.

Planetar

Planetar dnd 5e

  • AC – 19
  • HP – 200 (16d10+112)
  • Speed – 40ft, 120ft flying
  • Alignment – Lawful Good
  • Saving Throws – Con +12, Cha +12, Wis +11
  • Skills – Perception +11
  • Res/Immune – Resistant to Radiant, magic; Resistant Bludgeoning, Piercing and Slashing from Nonmagical Attacks
  • Condition – Immune to being Charmed, Exhaustion, Frightened
  • Language – All, telepathy

The Planetar is a strong angelic race that is similar to the Empyrean. They are soldiers who avenge the good and are often known for helping mortals who need celestial assistance.

Planetars aren’t usually good; they are always good. So if you do need help, then a Planetar is always willing to help. They use themselves as an example – do as I do, not just as I say.

Planetar abilities include:

  • Angelic Weapons – Weapon attacks do extra 5d8 radiant damage
  • Divine Awareness – Detects lies
  • Innate Spellcasting – Detect Good and Evil, Invisibility to self at will; Blade Barrier, Dispel Evil and Good, Flame Strike, Raise Dead three times a day; Commune, Control weather, Insect Plague once a day
  • Multiattack -See Deva
  • Greatsword – +12 to hit, has a reach of 5 ft; 21 (4d6+7) slashing damage + 22 (5d8) radiant damage
  • Healing Touch – Touch to heal target 30 (6d8+3)and is free it from any curse, disease, poison, blindness, or deafness

Solar

Solar dnd

  • AC – 21
  • HP – 243 (18d10+144)
  • Speed – 50ft, 150ft flying
  • Alignment – Lawful Good
  • Saving Throws – Int +14, Wis +14, Cha +17
  • Skills – Perception +14
  • Res/Immune – Immune to Necrotic, Poison; Resistant to Radiant, magic; Bludgeoning, Piercing, and Slashing from non-magic
  • Condition – Immune to Charmed, Exhaustion, Frightened, Poisoned
  • Language – All, telepathy

The Solar is another angelic race that is often called the most powerful of all of the angel races. They are extremely strong yet loyal, putting themselves in the service of others – they use prayer as a weapon.

While Solars are good creatures, some are less Lawful Good and prefer a more Chaotic Good lifestyle. They are one of the purest creatures in DnD history, which is great considering their strength.

Solar abilities include:

  • Angelic Weapons – Weapon attacks do extra 6d8 radiant damage
  • Divine Awareness – Can detect lies
  • Innate Spellcasting – Detect Evil and Good, Invisibility on self at will; Blade Barrier, Dispel Evil and Good, Resurrection three times a day; Commune, Control Weather once a day
  • Multiattack – See Deva
  • Greatsword – +15 to hit, has a reach of 5 ft.; 4d6+8 slashing damage plus 6d8 radiant damage
  • Slaying Longbow – ranged +13 to hit, has a reach of 150/600 ft; 2d8+6 piercing damage plus 6d8 radiant damage. If the target has 100 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die
  • Flying Sword – Mentally commands sword, moving up to 50ft as a bonus action or attack with it as an action
  • Healing Touch – Touch and heal 40(8d8+4) and free the target from any curse, disease, poison, blindness, or deafness.
  • Legendary Actions – Teleport, Searing Burst, Blinding Gaze

Unicorn

Unicorn dnd

  • AC – 12
  • HP – 67 (9d10+18)
  • Speed – 50ft
  • Alignment – Lawful Good
  • Res/Immune – Immune to Poison; Resistant to magic
  • Condition – Immune to Charmed, Paralyzed, Poisoned
  • Language – Celestial, Elvish, Sylvan, Telepathy

The Unicorn is a majestic beast and one of the only celestial creatures that cannot fly. They usually live in ancient ruins or woodlands that are secluded from the public. They create auras that include magical effects.

Dungeons and Dragons are no exception to the rarity of the unicorn. The typical unicorn is celestial, but evil unicorns and water unicorns also exist. They are all rare creatures with more beauty and grace than mortals can imagine.

Unicorn abilities include:

  • Charge – if the unicorn moves at least 20 feet straight and uses Horn on the same turn, it deals an extra 9(2d8) piercing damage. The target must also succeed on a DC 15 Strength saving throw or be knocked prone
  • Innate Spellcasting – Detect Evil and good, Druidcrat, Pass Without Trace at will; Calm Emotions, Dispel Good and Evil, Entangle once a day
  • Magic Weapons – See Couatl
  • Multiattack – See Deva
  • Hooves – +7 to hit, reach 5 ft; 11(2d6+4) bludgeoning damage
  • Horn – +7 to hit, has a reach of 5 ft; 8(1d8+4) piercing damage
  • Healing Touch – touches and heals a creature 11 (2d8+2)
  • Teleport – once a day, the unicorn can teleport up to three willing creatures up to a mile away
  • Legendary Actions – Hooves, Shimmering Sheild, Heal Self

Celestials 5e from the MtG Crossover Sets

Whenever Magic: The Gathering sourcebooks started coming to D&D, I was more than excited. My favorite type of creature in the Magic world is celestials – so of course, I love these additions.

Winged Bull/Winged Lion

Mythic Odysseys of Theros

Winged Lion

The Winged Bull and Winged Lion are mounts used by archons that are said to be a manifestation of the archon’s will. This allows the two to act with a single mind – in perfect synch. 

In Forgotten Realms, Winged Bulls and Winged Lions are generally one-track mind creatures who are given tasks so that they won’t bother the other members of the Everlasting.

Battleforce Angel

Guildmasters Guide to Ravnica

In the MtG world, angels are my go-to creature type. Avacyn was my first love in the game, so naturally, I am in love with the angels in Dungeons and Dragons. The Battleforce Angel is a force to be reckoned with.

She is “bathed in the sunlight of Boros zeal.” Unlike many other angels, Battleforce Angels aren’t afraid to get their hands dirty – with blood, that is. 

Felidar

Guildmasters Guide to Ravnica

Felidar dnd 5e

Felidar is the ultimate celestial beast. He looks like a lion with low horns, beautiful tusks, and a sleek body. Felidar is a creature that is sure to form close bonds with others – usually devoted to one other being.

Felidar has horns that glow. In the MtG world, this glow can even mesmerize an Eldrazi. Once you gain their loyalty, that bond is unlikely to break unless you turn your back on the Felidar.

Archon of Falling Stars

Mythic Odysseys of Theros

Archon of Falling Stars

After a great battle, this archon fell but was said to have been saved by Heliod when the archon pledged his life to justice. Now, he holds a spear made by Heliod – that is nearly as strong as the god himself. 

Heliod is the sun god that brings light to Theros. So for this strong god to acknowledge the strength and purity in Archon of the Falling Stars says a lot about who this archon is.

Firemane Angel

Guildmasters Guide to Ravnica

Firemane Angel

Firemane Angel is an independent agent who upholds her laws after being disciplined by high-angel Aurelia. Despite her name, she does not do fire damage but rather radiant, as all angels do. 

The Firemane Angel in question is named Nevena. She is a target of many as she’s led assaults on those who want to do away with the guild system – the Gateless.

Archon of the Triumvirate

Guildmasters Guide to Ravnica

The Archon of the Triumvirate is the “god of law and order” in a way. Because it is immortal, it doesn’t require food, water, or sleep. But it does make it a point to punish those who break the laws. 

This is not a Chaotic Good celestial. This celestial has only one focus. He wants to uphold the laws made by the gods and isn’t afraid to take action when anyone doesn’t stay within their bounds.

Deathpact Angel

Guildmasters Guide to Ravnica

Deathpact Angel

The Deathpact Angel is one of the strongest angels on Ravnica. She can give her blessing in exchange for loyalty. This angel is so boss that any DM would be crazy not to include her in their campaign.

The Deathpact Angel isn’t the purest of angels. She seeks loyalty and collects debt from desperate individuals for her glory.

Ashen Rider

Mythic Odysseys of Theros

Ashen Rider is another amazing archon. This archon, however, is evil. After visiting the Underworld, they were transformed into beastly creatures who force mortals into bowing down with offerings.

Ashen Rider is the perfect addition to a campaign when you want to throw a left hook at the players who are expecting something better out of a celestial.

Aurelia

Guildmasters Guide to Ravnica

aurelia

If you’ve played Magic more than a few times, you’re probably familiar with Aurelia. This lovely angel is one of the strongest angels in either game. She leads the Boros Legion and has a unique respect for mortals. 

Aurelia may be forgiving towards mortals, but when it comes to her legion, she holds them to as high a standard as she holds herself. This can get her into trouble when those she chastises turn against her.

The Celestial Warlock in 5e

  • 1st level spells – Cure Wounds, Guiding Bolt
  • 2nd level spells  – Flaming Sphere, Lesser Restoration
  • 3rd level spells – Daylight, Revivify
  • 4th level spells – Guardian of Faith, Wall of Fire
  • 5th level spells – Flame Strike, Greater Restoration

Warlocks tend to be a rather dark and menacing class in Dungeons & Dragons. But when Xanathar’s Guide to Everything was released, the Celestial Warlock changed everything we knew about the Warlock.

When you choose the Celestial Warlock, you choose a patron from the Upper Planes. The type of celestial you have as a patron is partially up to you or your DM, as it can be a Solar, Ki-Rin, or one of the other options above.

The Warlock that chooses a Celestial path will lean towards good. They want to bring light to the world and dream of one day visiting the Upper Planes to be with your patron for real.

1st Level Celestial Warlock – Healing Light

At 1st Level, you get the Light and Sacred Flame cantrips. They don’t take up spots as known cantrips. You also get something called Healing Light. With this, you can channel your patron’s energy to heal.

You can use d6s to heal others that are within 60 feet of you – one target at a time. The number of d6s you get to use is one plus your Warlock level. These charges regain when you take a long rest. You can roll dice equal to your Charisma modifier at once.

6th Level Celestial Warlock – Radiant Soul

A 6th-level Celestial Warlock gains radiant energy from their patron. You gain resistance to radiant damage. When you cast a radiant or fire damage spell, you add your Charisma modifier to one of the rolls.

10th Level Celestial Warlock – Celestial Resistance

Celestial Resistance is something you get at the 10th level that allows you to gain temporary hit points equal to your level plus your Charisma modifier. You gain them after a short or long rest.

You can also choose up to five creatures during that time, and those creatures also gain half that many temporary hit points.

14th Level Celestial Warlock – Searing Vengeance

Level 14 is high in a D&D campaign. When you reach this level as a Celestial Warlock, you are rewarded with the ability to fight death. You have to make a death-saving throw at the start of your turn, you can choose to resist death without rolling.

If you do, you regain hit points equal to half your max hit points. Then, you can have each creature within 30 feet of you – that you choose – take radiant damage equal to 2d8 plus your Charisma modifier. They are also blinded. You can only use this ability once per long rest.

FAQs

Question: Are Aasimar Celestial in D&D 5e?

Answer: No. Even though they have celestial ancestors, Aasimar is a humanoid creature. In the Dungeons and Dragons world, one can’t be both – Aasimar is classified as a humanoid.

Question: What is the Strongest Celestial in 5e?

Answer: This is a tough question. Solar, Empyrean, and Planetar are all god-like celestials whose power may know no bounds – depending on what the DM decides to do with them.

Question: Are All Celestials Good?

Answer: No. Most celestials are good, but celestials can be evil. More than likely, if they are evil, something made them that way. After all, evil isn’t born; it’s made.

The Power of Celestials 5e

In many worlds, franchises, and realms, celestials are apex beings. There is nothing stronger than them. However, in the Wizards of the Coast world, they are a strong yet still assailable creature type.

When it comes to D&D, everything is assailable. So it all depends on the DM’s decisions, your decisions (and rolls,) and the base stats of the creature in question. While you may not be able to take on a celestial (ever), taking them down is not impossible.

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