Angelic Weapons. The angel's weapon attacks are magical. When the angel hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack).
Holy Body. The angel has immunity to radiant damage.
Innate Spellcasting. The 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)
3/day each: blade barrier, dispel evil and good, resurrection
1/day each: commune, control weather
Magic Resistance. The angel has advantage on saving throws against spells and other magical effects.
Multiattack. The angel makes two holy fist attacks.
Holy Fist. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) slashing damage plus 27 (6d8) radiant damage.
Holy Ray. 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 15 Constitution saving throw or die.
Radiant Sphere. The angel releases a sphere to hover magically in an unoccupied space within 5 feet of it. If the angel can see the sword, the angel can mentally command it as a bonus action to fly up to 50 feet and either make one „Holy Fist“ attack against a target or be dispelled. If the hovering sphere is targeted by any effect, the angel is considered to be holding it. The hovering sphere disappear if the angel dies.
Healing Touch (4/Day). The angel touches another creature. The target magically regains 40 (8d8 + 4) hit points and is freed from any curse, disease, poison, blindness, or deafness.
Age of Progress (Jubel). The angel creates 4, 5 feet wide and 10 feet high pillars out of any kind of solid material. Creatures that stand in affected areas have to succeed on a DC 18 dexterity save or be knocked prone. If they succeeded, they end up on top of the raised pillar.
Twins Embrace (Zashiza & Zysyn). The angels link one of their bodies to a target. Creatures affected by this effect have their maximum health points halved, their speed reduced by half and die when their life points hit 0.
Divine Judgment (Ijob). The angel calls out a number between 14 and 18. For 1 hour, every time this number is rolled for an attack role or ability check, the result is turned into a 1.
Riptide (Oomi). The angel shoots two water-beams of 40 feet length out of its hands. Creatures hit take 5d12 force damage and have to succeed on a DC 18 constitution saving throw or be moved back to the end of the stream and are knocked prone.
Lost in Fog (Shast). The angel unleashes a wave of psychic energy, forcing every creature within 20 feet to make a DC 18 wisdom saving throw. On a failure, the creatures take 5d12 psychic damage and imagine themselves in an area clouded in thick fog. Creatures affected this way count as blinded and have disadvantage on all saving throws. They can redo this saving throw at the end of each of their turns. On a success on the safe, creatures take half damage and are unaffected by the other effects of this feature.
Eternal Arsenal (Metatron). The angel swaps between multiple weapons to change its fighting style. Roll a d4. 1: A glaive appears in the angels hand. The angel makes two “Holy Fist” attacks with a range of 10 feet. 2: A longsword appears in the angels hand. The angel makes two “Holy Fist” attacks, dealing an extra 2d10 slashing damage on a hit. 3: A spear appears in the angels hand. The angel makes a “Holy Ray” attack, dealing an extra 2d10 piercing damage on a hit. 4: A bow appears in the angels hand. The angel makes three “Holy Ray” attacks.
Horns from Heaven (Ištar). The angel blows into its horn, invigorating and intoxicating all creatures within hearing range. The creatures affected are cured from all status conditions, their exhaustion level is set to 0 and they have disadvantage on all wisdom saving throws for 1 hour.
Black Feathers (Corvum). The angel spreads its feathery wings, drowning the area in a 60 feet circle around it into magical darkness. The darkness can not be dispelled by magical means except with a wish spell and lasts for 1 minute.
Holy Avenger (Larish). The angel teleports behind a creature that has damaged it during the last round. Then the angel makes 2 “Holy Fist” attacks against that target. These two attacks score critical hits on a roll of 19 and 20.
Dreamer (Kraham Saom/ Panamiel). The angel sends out a cloud of red fog in a 15 feet cone. Creatures in this area have to succeed on a DC 18 wisdom saving throw or start sleeping (if possible). Sleeping creatures only wake up when taking more than 20 damage in a single hit. Additionally affected creatures can redo their saving throw at the end of their turn and wake up when succeeding.
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 angel regains spent legendary actions at the start of its turn.
Teleport. 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 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 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 15 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness.
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Posted Jan 21, 2022thats really really cool
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Posted Jan 23, 2022Bogos binted