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# Radiant Sentinel The celestial operatives of Hell, the Radiant Sentinels serve Anahita and excel at subterfuge and providing intelligence. Anahita is the Sentinel Apricate, an ambitious and corrupt celestial indebted to Hell. She strives for greater power and realizing her dreams. Her illriggers are deceptive agents gifted by Hell, presenting as regular servants of the Celestial Court. Many Radiant Sentinels inspire legions of clerics and paladins, unaware of the infernal ties of their leader. The Sentinels are ideal double agents, comitting acts against Hell in order to strike back the Celestial Court in greater fashion, and not be discovered. Their skill is such that even Anahita believes they are loyal to her, while their true allegiance is to Hell and Hell alone. ### Tenets of Radiance Hell’s celestial moles must be able to deceive their enemies to work for them and learn of their plans. **A Hand for an Arm.** Hell is not above compromises in order to engineer a greater fall of the Celestial Court. **Symbol of Good.** I'll become a symbol of good and lead their legions to certain failure. **Demeanor Before Nature.** My demeanor will never betray my true infernal nature. **Unquestionable Loyalty.** No matter who we currently serve and swear by, our true loyalty remains in Hell. ### Contract with Anahita The Radiant Sentinels swear a double oath to Anahita and Hell when they join the Order of Desolation. The oath commits them to serve Anahita in the Celestial Court in order to learn and subvert their plans. **Invoke Authority: Flash of Radiance.** As an action, you can let out a bright flash of light. Any creature you designate on a 30ft sphere centered around you must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or be blinded until the start of your next turn. Interdicted creatures who fail the saving throw are also stunned until the end of their next turn. **Invoke Authority: Infernal Blessing.** As a bonus action, you may place any number of seals on a creature as protection. The target creature gains 4 temporary hit points per seal (increases to 6 at level 10). These seals are consumed when the interdicted creature gets hit, dealing their damage to the attacker and healing the interdicted creature. ### Bonus Proficiencies Radiant Sentinels gain proficiency in the Deception skill if they don’t already have it, and can use Deception instead of Insight when trying to determine if a creature is lying. Creatures with the Divine Awareness trait cannot detect their lies with it. \columnbreak ### Radiant Shroud Starting at 7th level, you gain resistance to radiant damage, and when healing a creature with Infernal Conduit, the target also gains resistance to radiant damage until the start of your next turn. ### Morale Boost Beginning at 9th level, your allies can also benefit from your seals' healing. A number of creatures equal to your Charisma modifier you designate within 30ft of the interdicted creature may also regain hit points whenever a seal is consumed. ### Lie to Me At 13th level, your skill at deceiving mixed with celestial influences makes you an expert at deducing lies. You make checks to determine if a creature is lying with advantage. You can also cast the detect thoughts spell, requiring no spell slot or components, and you must finish a long rest before you can cast it this way again. ### Your Pain is my Respite At 17th level, you can use your reaction when seals are consumed to increase the healing by the amount of damage dealt by the seals. ### False Idol Starting at 20th level, you can use your action to become a false idol for 1 minute. Your size becomes Large, and two luminous, incorporeal wings sprout from your back. You gain a flying speed of 60 feet and the flyby trait. You emanate an aura of false divinity that forces every enemy starting their turn within 30 feet of you to make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or be charmed by you on a failed save. While the creature is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence and you can use an action to cast suggestion on them, requiring no spell slot or components. A creature charmed in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once a creature saves, they are immune to this ability for 24 hours. While in this form, your type becomes fiend (devil) and Hell is your home plane, but you register as celestial to any features that detect creature type. You cannot use this feature again until you complete a long rest. \pagebreak ### Interdict Improvements As your Radiant Sentinel level goes up, Anahita's interdiction carries more power. **Hell's Protection**. At 6th level, you may use your Baleful Interdict feature to place a seal as protection. These seals are consumed when the interdicted creature gets hit, dealing their damage to the attacker and healing the interdicted creature. **Enervating Seal.** Beginning at 10th level, your seals enervate your foes. After placing a seal on an enemy creature, they must succed on a Constitution saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or the damage dealt by its weapon attacks is halved until the end of their next turn. **Dispel Influence.** At 18th level, you can use your reaction to consume a seal and cast dispel magic, without using a spell slot, on an interdicted creature. If dispelling an effect that requires you to make an ability check, you make it with advantage. \columnbreak
> ##### Credits > >**Designer:** KlayBersk > >
> >**The Illrigger class:** MCDM > >
> >**Anahita:** Sadie Lowry > >
> >**Art:** Anguished Unmaking by Wesley Burt > >from Shadows Over Innistrad, WotC