Angelic Weapons. The solar's weapon attacks are magical. When the solar hits with any weapon, the weapon deals an extra 10(2d8 + 2)radiant damage.
Legendary Resistance (3/Day). If the Arch Angel fails a saving throw, it can choose to succeed instead.
Divine Awareness. The solar knows if it hears a lie.
Illumination. The Celestial sheds bright light in a 300-foot radius and dim light in an additional 900 feet.
Freedom of Movement. The Arch Angel ignores difficult terrain, and magical effects can't reduce its speed or cause it to be Restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being Grappled.
Shielded mind. The Arch Angel is immune to any effect that would sense its emotions or read its thoughts, detect it's location, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage.
Striking Arrow(1/day). When the Arch Angel casts Scrying it can choose to make a make a Slaying Longbow attack against the target even if the target is out of the attacks normal range, additionally this attack ignores cover.
Innate Spellcasting. The Arch Angel's spellcasting ability is Charisma (spell save DC 25). It can innately cast the following spells, requiring no material components:
At will: detect evil and good, invisibility (self only), Pass without trace, Water breathing, water walk, Magic missile, Detect magic, detect thoughts, Bless
3/day each: blade barrier, dispel evil and good, resurrection, raise dead, flame strike, ray of frost, Commune, Plane shift(Self only), Greater restoration, Fire storm, Earth quake, Magic Missile(5th Level), Dream, Scyring, Control Weather, Conjure celestial
1/day each: commune, control weather, insect plague, Meteor swarm, Magic missile(9th Level)
Magic Resistance. The Arch Angel has advantage on saving throws against spells and other magical effects.
Spellcasting. The Arch Angel is an 20th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 24, +12 to hit with spell attacks). The Arch Angel has the following cleric spells prepared:
Cantrips (at will): Light, Mending, Spare the dying, Thaumaturgy
1st level (6 slots): Cure wounds, Bless, Command, Healing word
2nd level (6 slots): Lesser restoration, Zone of truth, Prayer of healing, Spiritual weapon
3rd level (6 slots): Beacon of hope, Day light, Mass healing word, Remove curse
4th level (4 slots): Banishment, Death ward, Freedom of movement
5th level (4 slots): Dispel evil and good, Flame strike, Hallow, Mass cure wounds
6th level (4 slots): Forbiddence, Hero's feast, planar ally, True seeing, Words of recall
7th level (2 slots): Conjure celestial, Divine word, Etherealness, Fire storm, Regenerate
8th level (2 slots): Control weather, Earth quake, Holy aura
9th level (2 slots): Mass heal, True resurrection
Multiattack. The Arch Angel makes two greatsword attacks or Two mace attacks.
Greatsword. Melee Weapon Attack: +15 to hit, reach 8 ft., one target. Hit: 22 (4d6 + 8) slashing damage plus 27 (6d8) radiant damage.
Mace. Melee Weapon Attack: +12 to hit, reach 8 ft., one target. Hit: 25 (4d10+ 5) bludgeoning damage plus 18 (4d8) radiant damage, the target must then make a dexterity saving throw DC 18 on a fail it takes a additional 10(2d10) bludgeoning damage and is thrown 15 feet away from the Arch Angel and is knocked prone.
Slaying Longbow. Ranged Weapon Attack: +13 to hit, range 150/600 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 27 (6d8) radiant damage. If the target is a creature that has 100 hit points or fewer, it must succeed on a DC 18 Constitution saving throw or die.
Bolt. Ranged Spell Attack: +15 to hit, range 800 ft., one target. Hit: 30(5d10 + 5) acid, cold, fire, force, Lightning, Radiant, or Thunder (Arch Angels choice)
Flying Sword. The Arch Angel releases its greatsword to hover magically in an unoccupied space within 5 feet of it. The sword rolls initiative and acts like a normal flying sword. The Arch Angel can use a bonus action to command the sword to do something otherwise it guards the Arch Angel. If the sword dies it falls to the ground and cannot be used again until the next dawn. The hovering sword falls if the Arch Angel dies.
Healing Touch (4/Day). The Arch Angel touches another creature. The target magically regains 40 (8d8 + 4) hit points and is freed from any curse, disease, poison, blindness, or deafness.
Change Shape. The Arch Angel magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the deva's choice).
In a new form, the Arch Angel retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks.
Angelic armor(1/Day). When the Arch Angel takes damage it can cast invulnerability without Material components.
Banishing smite(3/Day). When the Arch Angel takes damage it can cast Banishment without Material components.
Celestial armor(9/Day). When the Arch Angel takes damage it can cast Magic shield and Shield Of Faith on it's self without Material components or concentration.
React. When any creature within 50 feet casts a spell the Arch Angel can roll a d6 on a 6 it can attack the spellcaster with a attack, it cannot use any other action.
The Arch 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 Arch Angel regains spent legendary actions at the start of its turn.
Teleport. The Arch 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 Arch Angel emits magical, divine energy. Each creature of its choice in a 10-foot radius must make a DC 23 Dexterity saving throw, taking 14 (4d6) fire damage plus 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one.
Blinding Gaze (Costs 3 Actions). The solar targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 15 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness.
Mace. Melee Weapon Attack: +12 to hit, reach 8 ft., one target. Hit: 25 (4d10+ 5) bludgeoning damage plus 18 (4d8) radiant damage, the target must then make a dexterity saving throw DC 18 on a fail it takes a additional 10(2d10) bludgeoning damage and is thrown 15 feet away from the Arch Angel and is knocked prone.
Spell. The Arch Angel casts a spell.
Description
Antimagic Susceptibility. The sword is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the sword must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
False Appearance. While the sword remains motionless and isn't flying, it is indistinguishable from a normal sword.
GreatSword. Melee Weapon Attack: +10 to hit, reach 8 ft., one target. Hit: 22 (4d6 + 8) slashing damage plus 8 (2d8) radiant damage.
Impale. Melee Weapon Attack: +12 to hit, reach 8 ft., one target. Hit: 30 (6d6 + 12) Piercing damage plus 8 (2d8) radiant damage, if the target is large or smaller and has a DC less than 16, it is restrained until the sword is removed, to remove the sword a creature must succeed on a DC 12 strength check. While the sword is impaling something it cannot take any actions.
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Posted Oct 24, 2018It should be able to use cure wounds At will (not on itself).
There should be no limit on Striking arrow due to its limitations on scrying
Remove the spell action because that is implied.
The “blinding gaze” should rather than being based on its gaze but a burst of bright light, giving it the name “blinding light” (or flash if you prefer)
Change “change shape” into the “shapeshifter” ability of the doppleganger
change “reacts” name
but besides that it is good
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Posted Mar 25, 2021I was a little worried at first about balancing but then remember in my campaign setting that the arch angels are not going to be fighting my party but instead fighting the devils of the nine hells so i actually think this is superb homebrew.