This Auran Relic was bestowed by Bahamut. The definitive treatise on all that is good in the multiverse, the fabled Book of Exalted Deeds figures prominently in many religions. Rather than being a scripture devoted to a particular faith, the book's various authors filled the pages with their own vision of true virtue, providing guidance for defeating evil. The Book of Exalted Deeds rarely lingers in one place. As soon as the book is read, it vanishes to some other corner of the multiverse where its moral guidance can bring light to a darkened world.

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Included are new exalted feats, prestige classes, races, spells, magic items, and descriptions and statistics for a host of creatures and celestial paragons to ally with virtuous characters.

The Book of Exalted Deeds also provides descriptions and statistics for a host of creatures and celestial paragons to ally with virtuous characters. The Book of Exalted Deeds contains a section of new spells. All of the spells are in the good subtype, meaning they can only be used by good characters.

The Book of Exalted Deeds also introduces the concept of "Sanctified Spells", a subset of spells that requires the caster to make a personal sacrifice to cast the spell. Below is a table listing all available prestige classes as well as a brief summary provided for play from this supplement. Jump to: navigation , search. This text is quoted from promotion material.

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The anointed knight is a holy soldier who has taken great pains to learn the intricacies of alchemy in order to become a more capable combatant. Armed with an ancestral weapon, she searches for obscure lore, consults with alchemists and sages, and communes with the powers of good. Her unquenchable thirst for knowledge is matched only by her extraordinary combat prowess. In a world where conflict usually means violence, where good and evil meet regularly on the field of battle, where might too often makes right and power is measured in gold peaces, the apostle of peace is a lone voice crying in the wilderness, calling for a change of heart.

Having completely forsworn violence in any form, the apostle of peace is an advocate for nonviolent resolution of conflict. He is a powerful font of divine magic, but his spells are all aimed toward healing, calming hostility, and aiding his allies. They normally come from the ranks of exalted rangers or druids, although there have been paladins and even fighters who have chosen this path.

Tales say that those who enter have their inherent goodness magnified until their essence joins with Celestia itself. From their homes and studies on the Material Plane, celestial mystics strive to attain this ultimate unity with the perfect good. By contemplating the mystery of the Illuminated Heaven, they believe that they become more pure, more good, and more perfect.

As they improve themselves, they become suited—after long effort and much meditation— to ascend to the seventh heaven and find what they describe as simultaneously a perfect extinction and a perfect immortality, a oneness with the highest good in all the planes.

Gwynharwyf is the celestial patron of barbarians, the model for how rage and righteousness can coexist in a single being. Her champions are mortal barbarians who strive to emulate her sublime balance of fury and reserve, using their rage to smite implacably evil foes while retaining their focus on good, with its demands for mercy and respect for life.

They are among the fiercest warriors for the cause of good on the Material Plane, armed with spells they can actually cast while raging, ironwilled resistance to compulsions, and eladrinlike resistance to attacks in addition to their fearsome rage. Sealtiel is the celestial paragon who serves as patron of defenders—those who protect the weak from the depredations of the strong, fight off the forces of evil when they assault the good, and defend the ideals of goodness and truth from evil deception and lies.

His mortal champions are the defenders of Sealtiel, a knightly order sworn to uphold those ideals. Ruler of the first heaven of Celestia, Barachiel is patron of lawful good heralds and messengers. He is charged with the defense of Celestia and the promulgation of law and goodness on the Material Plane, and his emissaries help him carry out this latter mission. The emissaries of Barachiel are peacemakers, diplomats, and evangelists, as well as staunch opponents of evil and corruption.

Tales say that sorcerers gain their innate magical ability from draconic blood, and many sorcerers especially kobold sorcerers loudly champion this legend. Aasimar sorcerers, meanwhile, smile to themselves, knowing that dragons are not the only source of spontaneous arcane power. Among both sorcerers and bards, some trace the source of their power back to celestial influence, either bloodline or simply favor. These are the exalted arcanists, spontaneous spellcasters who gain access to spells that channel celestial energy.

The fists of Raziel represent a knightly order dedicated to the celestial patron of holy warfare against evil. Its members include large numbers of paladins, as well as lawful good clerics, fighters, rangers, and occasionally warriors. Smiting evil is their mission and their specialty.

Pistis Sophia is the monk of the Celestial Hebdomad, a contemplative, mystic, and ascetic patron for those who follow similar spiritual paths. The path of her initiates requires great sacrifices in the form of at least three sacred vows , but brings great rewards of spiritual power. The undisputed ruler of the guardinals, Talisid the Celestial Lion is an enormously powerful force for good—and good alone, undiluted by concerns of law or chaos.

He is also a mighty druid, and his mortal and guardinal champions are druids and rangers who share both his fierce hatred of evil and his passionate love of the natural world and its creatures. Called the lions of Talisid, these protectors of nature and champions of good emulate their celestial patron in more concrete ways: adopting feline animal companions, assuming great cat forms with their wild shape ability, and eventually roaring like a leonal.

Druids and rangers most commonly become lions of Talisid, and only a character with an animal companion can enter the class. The prophet of Erathaol is a seer and visionary, a medium of the heavenly will, pronouncing judgment on corruption and evil in the world, speaking words of comfort to the oppressed and downtrodden, and announcing the work of the archons in the world.

She channels celestial spirits and allows them to use her body for their purposes on the Material Plane. Insofar as these celestials have knowledge of future events, the prophet may speak authoritatively about events to come, but her primary focus is on changing the present world into a better world for the future, a place where law and good might reign supreme. Characters driven by revenge, greed, or other base desires may return from death as ghosts, revenants, or other undead.

By contrast, a risen martyr is an exalted character who continues in his earthly existence after his martyrdom, rather than entering the ranks of the petitioners on the celestial planes, in order to finish some unfulfilled task.

An elf crusader, the skylord uses his kinship with creatures of the sky and the power of the winds to fight evil. His ties with the elven community are generally loose at best, since he sees much more urgency in the day-to-day events of the world.

This point of view is often lost on the elven lords who would prefer to insulate themselves from the affairs of the shorter-lived races. Elves who become skylords often come from the ranks of barbarians, fighters, druids, and rangers. Assassins, of course, are evil by their nature and the nature of what they do: committing murder for money is a completely evil act. However, sometimes the skill set of an assassin is required for more noble purposes.

Claiming the power of the paragon archon Domiel, the slayers of Domiel are a disciplined, secretive order of stealthy spies and—when the need arises—assassins who serve the cause of law and good. Rather than relying entirely on stealth and poison, the slayers of Domiel use supernatural means to dispatch evil foes. Kharash, one of the Five Companions of Talisid, is the greatest of the wolflike lupinal guardinals.

As a fierce opponent of evil, Kharash acts as patron to those who use stealth to track and hunt evildoers. Swanmays are members of a secretive order sworn to protect wilderness areas from evil. Their most distinctive feature is their ability to adopt the form of a swan, which they use primarily for mobility.

The order accepts only women who are committed to the cause of good and who already possess a strong affinity for the natural world. The call of exalted deeds does not exclude the path of the warrior. Though few in number, warriors of every stripe devote themselves to good, choosing a higher calling than their fellows.

Even among paladins, some pursue a commitment to righteousness and purity that exceeds the norm, truly exalting them above their peers. These men and women are called swords of righteousness. With the exception of Gwynharwyf, who holds her barbarian champions in special regard, the various lords and knights of the eladrin Court of Stars do not sponsor individual orders of followers.

Rather, as a group they offer their patronage to certain mortal bards, granting them the ability to channel their celestial music through their mortal voices and instruments. These blessed bards are the troubadours of stars, gifted musicians and champions of good. Occasionally, however, Bahamut finds a nondraconic champion whose reverence of good dragons is unshakable, and whose hatred of evil dragons rivals that of the purest gold dragons—a force of good so strong that Bahamut feels moved to offer this champion a place in his court.

Among spellcasters of all kinds, some are so devoted to the cause of good that they sacrifice some of their spellcasting ability in order to grow closer to the ideal of goodness they revere. These are wonderworkers, practitioners of arcane or divine magic or even psionics whose righteousness and purity sets them apart from others—even from other good clerics. As long as you are able to acquire a new familiar, you may receive a celestial as a familiar. You can imbue your spells with the raw energy of good, by the grace of a celestial power.

You can use your wild shape ability to take the form of a good-aligned magical beast. You swear allegiance to the Talisid or one of the Five Companions, the paragons of the guardinals, and in exchange gain power to act on their behalf.

You have an unusual capacity to trust in divine providence working all things for the good. You can improve the saving throws of your allies by sharing some of your divine grace.

You can increase the intensity of the light surrounding you to damage undead creatures. You swear allegiance to the Court of Stars, the paragons of the eladrin, and in exchange gain power to acton their behalf. You are cloaked in the radiant light that marks you as a servant of the purest ideals. You can modify a spell that uses energy to deal damage to deal nonlethal damage instead. By maintaining an intimate relationship with a good-aligned fey, you gain some of the characteristics of fey.

You can charge your damaging spells with celestial energy that leaves good creatures unharmed. You can charge your damaging spell-like abilities with celestial energy that leaves good creatures unharmed. You have willingly given yourself to the service of a good deity or cause, denying yourself an ordinary life to better serve you highest ideals. You swear allegiance to one of the Tome Archons who rules the Seven Heavens, and in exchange gain power to act on their behalf.

Your spells with the good descriptor are more potent than normal due to your relationship with the powers of good. You have taken a sacred vow to abstain from alcoholic beverages, drugs, stimulants such as caffeine, and intoxication. You have taken a sacred vow to live according to the dictates of another, generally your superior in a religious order or similar organization.


Book of Exalted Deeds

It is the good counterpart of the Book of Vile Darkness. It works the same way as its evil counterpart. A book that grants power and knowledge to its reader but only if they are of good alignment and will harm the reader if they are evil. Released for 3. Like the Book of Vile Darkness it has a warning that it is meant for a mature audience because it deals with the topics of ethics and morality in a serious manner.


The Book of Exalted Deeds is an optional sourcebook for the 3. It provides supplementary game material for campaigns involving characters of good alignment. Within the game, there is also a powerful magical artifact of the same name. Wizards of the Coast had published the controversial Book of Vile Darkness in , a game supplement that explored evil themes and raised the ire of some with its "Mature Content" sticker, sexualized imagery and graphic details. The Book of Exalted Deeds was designed to be a counterpoint to the previously published Book of Vile Deeds , and offered new rules for good occurrences, acts, and characters in the game.



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