Alignment Match. The angel’s alignment is always lawful. But, depending on what the alignment of a PC/NPC it is interacting with or the party’s average alignment it will match it (Good, neutral, or evil).
Angelic Weapons. The angel’s weapon were forged in heavenly fires and can be summoned on command. When the angle hits with any weapon, the creature makes a dexterity saving throw of 16. On a failed saving throw, the weapon deals an extra 16 radiant damage and 11 fire damage.
Divine Awareness. Unless the angel rolls a 1 or lower or an adventurer rolls a 20 or higher persuasion and deception it knows if it hears a lie.
Curse of the Religious. If fighting a creature that has religious beliefs. The angel will have disadvantage on all checks and saving throws.
Innate Spellcasting. The angel’s spellcasting ability is Charisma (spell save DC 25). It can innately cast the following spells, requiring no material components:
Level 1 (4 slots): bless, command, divine favor, shield of faith
Level 2 (3 slots): branding smite, magic weapon, zone of truth
Level 3 (3 slots): daylight, remove curse, revivify.
Magic Resistance. The angel has advantage on saving throws against spells and other magical effects.
Firey Blast (Sephil). Ranged Blast: Shoots one or multiple blasts of fire that is 5d10 + 10 to hit, 60ft, 5 targets and deals 5d3 + 3 fire damage.
Lion’s Bite (Cherub). Melee Bite: 4d8 + 8 to hit, 5ft, 1 target and deals 4d4 + 4 piercing damage.
Oxen Stomp (Cherub). Unarmed Strike: 3d8 + 8 to hit, 5ft, 1 target and deals 3d4 + 4 bludgeoning damage.
Thousand Eye Stare (Throne). Ranged Spell: 3d6 + 6 to hit, 120ft, one target and deals 3d6 + 6 radiant damage. The affected creature must make a wisdom saving throw (DC 15). On a failed save they have the blindness condition for 3 turns.
Scepter Blast (Dominion). Ranged Blast: 4d10 + 10 to hit, reaches 30ft, one target and deals 4d3 + 3 fire damage.
Great Sword (Dominion). Melee Weapon Attack: 3d10 + 10 to hit, reaches 5 ft, one target. 3d3 + 3 slashing damage + angelic damage
Miracle Touch (Virtue). Fills the willing creature with feelings of righteousness, morality, and worthiness. advantage on all rolls for 3 turns.
Heavenly Spear (Power). 2d6 + 6 to hit, 30/5ft and deals 2d6 + 6 piercing damage + angelic damage.
Firey Chain (Power). 1d6 + 6 to hit (30ft) and does 1d6 + 6 fire damage + angelic damage. The affected creature must make a dexterity saving throw (DC 16). On a failed saving throw the chains pulls the creature 5ft in front of the angel.
Scepter of Omens (Principality). Casts any conditional effect or 3d10 + 10 damage effect that is 3d3 + 3 to hit on a failed Wisdom saving throw (DC 15)
Knowledge of Adaptability (Archangel). Can use any other angelic weapon attack or shield reaction at a 1/2 of the hit, damage, and effect.
Healing Touch (Guardian Angel). The angel touches another willing creature. The target magically regains 1d3 + 3 hp and is freed from any curse, disease, poison, blindness, or deafness.
Wing Fan (Winged Angels). It can push back it enemies up to 15 feet.
Shield Counter (Power). If an attack against the angel fails. It will counter with either its’ spear or chain at half damage.
Final Burst. If the angel reaches 0 or less hp it will combust and releases an unavoidable 30ft sphere of 6d12 radiant damage and must make a Constitution saving throw (DC 23). On a failed save the affected creature(s) experience a blindness effect for 4 turns in a 60ft sphere.
The angel can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The solar regains spent legendary actions at the start of its turn.
Teleport (Cost 1 Action). The angel magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Searing Burst (Costs 2 Actions). The angel emits magical, divine energy. Each creature of its choice in a 10-foot radius must make a DC 24 Dexterity saving throw, taking 4d6 fire damage plus radiant damage on a failed save, or half as much damage on a successful one.
Blinding Gaze (Costs 3 Actions). The angel targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 24 Constitution saving throw or be blinded for the amount of turns determined by 1d6
Description
Overall Description: 6 1/2 - 8 ft, 160 - 200 pounds, wing colorings ranging from black, brown, white, and even speckled. Human skin tones.
Variant Forms. The angel can originate from 3 different spheres and 9 different hierarchy’s.
The First Sphere
- Seraphim: Are fiery six-winged beings; with two wings that cover their faces, with another two that cover their feet, and the last two they use to fly.
- Cherubim: They have four faces: one of an ox, a man, a lion, and an eagle. They are made up of a lion's body, and the feet of oxen.
- Thrones: Guardians of His’ throne and followers of the Cherubim. Often described as thrones or wheels.
The Second Sphere
- Dominions: The highest ranking humanoid angel and are seen with orbs fastened to either the head of a scepter or the pommel of a sword.
- Virtues: The embodiment of heavenly signs and miracles. Can be described as godlike energies
- Powers: Fully armored angels that wield shields and a spear or chain.
The Third Sphere
- Principalities: Angels that are depicted wearing crowns and carrying a scepter.
- Archangels: The smallest group of angels with only seven to their name.
- Guardian Angels: The most common and commonly known angel and are natural protecters of all who have a good alignment.
Lair and Lair Actions
Heaven or holy temple of worship.
Previous Versions
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9/8/2020 2:26:22 AM
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2.3.4
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9/19/2020 7:45:16 PM
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1.8.2
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Posted Jan 14, 2021This is rly good i like the bible inspired way they work great job