Which Edition of D&D had the best design/artwork of a Planetar?
First Edition
Second Edition
Fifth Edition
Fifth Edition Revised




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Which Edition of D&D had the best design/artwork of a Planetar?
First Edition
Second Edition
Fifth Edition
Fifth Edition Revised

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【page2026レポート】OnePlanet ノーコードでスキルレスなAR作成ツール「Planetar」出展、ARで印刷物に高付加価値を | 【印刷業界ニュース】ニュープリネット
【page2026レポート】OnePlanet ノーコードでスキルレスなAR作成ツール「Planetar」出展、ARで印刷物に高付加価値を | 【印刷業界ニュース】ニュープリネット https://share.google/30FQG5mQBphBVBRiF
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Soulforger (Pathfinder Second Edition Archetype)
(art by Marvin Walford on Artstation)
A running theme with a lot of fantasy fiction, particularly anime, is the power of the will and determination, which cuts through opposition and hardship like a fine blade.
Normally this is metaphorical or indirect, with said fighting spirit allowing them to endure and recover from the hardships before them with shocking proficiency… but sometimes it also means literally cutting through the opposition.
Indeed, sometimes what you get is a character that can literally manifest a weapon (or armor or shield or whatever) from their very soul, turning their determination and resolve into a literal armament for them to use to defend themselves and/or destroy their enemies.
Pathfinder and Starfinder really like this concept. From the gloomblade fighter and spellblade/mindblade magus archetypes of First Edition to the Solarian being a whole class in Starfinder, so it only makes sense that they’d carry forward the concept into Second Edition as well, with some unique twists.
Because yes, your character can create such an armament purely from their soul, upgrading it over time, or they can basically have their soul eat a real weapon and then manifest it later. Either one is functionally the same mechanically.
So let’s see what’s in their metaphysical arsenal, shall we?
This archetype does have a whole subsystem associated with it, so let’s go over that first. Essentially, a soulforger can either create or consume a weapon, shield, or armor set, and can later summon it at will. There is some leeway for having a pair of one handed weapons, a supply of ammo, having a specific magical item, or even weapons that attach to other equipment like shield bosses, so you have some flexibility.
From there, each weapon gains a special essence power, such as shaping the armor to grant a special movement speed, turning a melee weapon into a returning thrown weapon, giving the item an aura of fear, reducing the effect of debilitating conditions on the wearer, sapping the life force of foes, healing the wielder, magically guiding strikes, protection from hostile magic, resistance to elements, empowering the weapon with elemental power, slowing foes, bouncing projectiles back, and increasing the durability of a shield.
However, these items are partially maintained by the wielder’s force of will and conviction. As such, breaking one’s own personal code, set down when you forge the spiritual construct, can weaken and even invert the powers granted by essences. Repeated violations without repentance can even permanently destroy the magical construct, requiring them to create a new one and re-evaluate what they’re willing to live up to.
No matter if the weapon was consumed or created from the wielder’s soul, however, it can still be reshaped and upgraded in the same way as other items.
With that out of the way, let’s talk about the archetype itself, starting with the dedication. This essentially gives you the entire ability to soulforge and summon your armament in the first place, plus the ability to reshape it and change the essence power once a week.
In a desperate bid, some soulforgers can unleash a surge of energy to briefly empower their armament in a pinch, increasing the accuracy of their weapon or the protection of their armor or shield, however, it has a chance to destabilize the armament, causing it to dematerialize.
Others learn to reflexively summon their spiritual construct when the battle is joined or they find themselves at the mercy of a hazard.
Masters of the art eventually learn to create multiple such armaments, and prove able to manifest their essences all at once, but this can also lead to compounded corruption if their resolve has been wavering in recent history.
If you want to play a character that is never truly unarmed, this archetype might appeal to you. It’s certainly the best option for emulating several first edition archetypes that manifest weapons or armor from magic and spiritual power. However, any class can make use of it in the right situation, though some casters might have to take some feats to really make it work. However, for the character that really wants to be all magic all the time and never bother with weapons, having a crossbow or backup melee weapon that is crafted from raw magic can be a good compromise.
The one thing that might vex some players is that this archetype basically invokes an additional code of conduct on the character with very real consequences regarding the archetype if they fail. However, folks that are used to playing characters with such codes likely won’t have too much trouble with this.
Inspired by tales he had heard of a pistol that shoots sunlight as a weapon against vampires and the undead, Telgrin the inventor has been trying to create his own elemental weapon. While he has succeeded in creating a crossbow that arcs electricity from it’s loaded bolts, the true marvel of the weapon is that he stores it within the blueprints he has memorized… inside his head.
The memories are dim now, but Defender-18 can recall a few fragments of being a guardian of some sort, wielding a powerful shield of light to protect… someone, something. The only thing the android can remember clearly now is the shield, every single detail of it. While it is long gone now, he can still manifest the idea of it when needed.
While her typical day to day is as a diplomate and legate, Nahaya is still a champion at her core, taught how to manifest her determination and righteousness into literal armor by a planetar angel. She proves that she is no mere pencil-pusher.
DND Monsters: Planetar
Large Celestial, Lawful Good
AC 19 (natural armor)
HP 200 (16d10 + 112)
Speed 40 ft., Fly 120 ft.
Strength: 24 (+7) Dexterity: 20 (+5) Constitution: 24 (+7) Intelligence: 19 (+4) Wisdom 22 (+6) Charisma: 25 (+7)
Saving Throws: Constitution +12 Wisdom +11 Charisma +12
Skills Perception +12
Resistances: Radiant; Bludgeoning, Piercing, and Slashing from nonmagical attacks
Immunities: Charmed, Exhaustion, Frightened
Senses Truesight 120 ft., Passive
Languages All, telepathy 120 ft.
CR 16
Traits
Angelic Weapons. The planetar's weapon attacks are magical. When the planetar hits with any weapon, the weapon deals an extra 5d8 radiant damage (included in the attack).
Divine Awareness. The planetar knows if it hears a lie.
Innate Spellcasting. The planetar's spellcasting ability is Charisma (spell save DC 20). The planetar can innately cast the following spells, requiring no material components:
At will: detect evil and good invisibility
3/day each: blade barrier dispel magic flame strike raise dead
1/day each: commune, control weather, insect plague
Magic Resistance The planetar has advantage on saving throws against spells and other magical effects.
Actions
Multiattack: The planetar makes two melee attacks.
Greatsword: Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 21 (4d6 + 7) slashing damage plus 22 (5d8) radiant damage.
Healing Touch (4/Day): The planetar touches another creature. The target magically regains 30 (6d8 + 3) hit points and is freed from any curse, disease, poison, blindness, or deafness.
Dnd monsters explained Angels
An angel is a celestial agent sent forth into the planes to further it's gods agenda for weal or woe. Its sublime beauty and presence can drive awestruck onlookers to their knees. Yet Angels are destroyers too and their appearance portends doom as often as it signals hope.
Angels are formed from the astral essence of benevolent gods and are thus divine beings of great power and foresight.
Angels act out the will of their gods with tireless devotion. Even Chaotic Good deities command Lawful Good angels knowing that the angels dedication to order best allows them to fulfill divine commands. An angel follows a single driving purpose as decreed by its deity. However an angel is incapable of following commands that stray from the path of law and good.
An angel slays evil creatures without remorse. As the embodiment of law and good an angel is almost never mistaken in its judgements. This quality can create a sense of superiority in an angel a sense that comes to the fore when an angel's task conflicts with the goals of another creature. The angel never acquiesces or gives way. When an angel is sent to aid mortals it is sent not to serve but to command. The gods of good therefore send their angels among mortals only in response to the most dire circumstances.
An angel's moral compass grants it a sense of infallibility that can sometimes spell its undoing. Angels are usually too wise to fall for a simple deception but sometimes pride can lead one to commit an evil act. Whether intentional or accidental such an act is a permanent stain that marks the angel as an outcast.
Fallen angels retain their power but lose their connection to the deities from which they were made. Most fallen angels take their banishment personally rebelling against the powers they served by seeking rulership over a section of the Abyss or a place among other fallen in the heirarchy of the Nine Hells. Zariel the ruler of the first layer of the Nine Hells is such a creature. Rather than rebel some fallen angels resign themselves to an isolated existence on the Material Plane living in disguise as simple hermits. If they are redeemed they can become powerful allies dedicated to justice and compassionate service.
DEVA:
Devas are angels that act as divine messengers or agents to the Material Plane the Shadowfell and the Feywild and that can assume a form appropriate to the realm they are sent to.
Legend tells of angels that take mortal form for years lending aid hope and courage to goodhearted folk. A deva can take any shape although it prefers to appear to mortals as an innocuous humanoid or animal. When circumstances require that it cast off its guise a Deva is a beautiful humanoid-like creature with silvery skin. Its hair and eyes gleam with an unearthly luster and large feathery wings unfurl from its shoulder blades.
PLANETAR:
Planetars act as the weapons of the gods they serve presenting a tangible representation of their deities might. A planetar can call down rain to relieve a drought or can loose an insect plague to devour crops. A planetar's celestial ears detect every falsehood and its radiant eyes see through every deception.
Planetars are muscular and hairless and have opalescent green skin and white feathered wings. They tower over most humanoids brandishing immense swords with grace. Sometimes sent to aid powerful mortals on important tasks for good planetars are especially fond of missions that involve battling fiends.
SOLAR:
A solar is godlike in its glory and power. On the battlefield the solar's sword flies into the fray on its own and a single arrow from a solar's bow can strike a target dead on contact. So great is a solar's celestial might that even demon princes shrink at its resonant commands.
It is said that only 24 solars exist. The few solars that are known are stewards of specific deities. The others rest in a state of contemplation waiting for the time when their services are needed to stave off some cosmic threat to the cause of good.

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WHICH IS MORE SMASHABLE?
Werebear
Planetar
On the left, the werebear! They have a normal (usually thick and hairy) person form, a larger bear person form, and a full bear form. They're also usually really nice. Most refuse to bite unless the target is a willing companion or apprentice, and will stick with them for a while to help them gain control of the curse. They just love enjoying and protecting nature, doing good out where they can't accidentally hurt anybody.
On the right, the planetar! 9 ft (2.7 m) tall, a range of magic from invisibility to changing the weather, and about as strong of an angel you can get without pointing at unique ones. They're confident and believe in inspiring others to be good with their actions instead of just words. Poll results show they're inspiring something in most of you, though maybe not the intended feelings!
Qualifiers: Planetar
SMASH
PASS
9 ft (2.7 m) tall, a range of magic from invisibility to changing the weather, and about as strong of an angel you can get without pointing at unique ones. They're confident and believe in inspiring others with their actions.
The Planetar, my favorite type of angel from D&D and Pathfinder