Sacred Beacon. The Angel-Blessed Champion sheds bright light in a 10 ft radius, and dim light for an additional 10 ft.
Sacred Protection. Fiends and Undead have disadvantage on attacks rolls made against the Angel-Blessed Champion. Additionally, the Angel-Blessed Champion has advantage on rolls to avoid being charmed or frightened by Fiends or Undead.
Radiant Absorption. If the Angel-Blessed Champion is subject to radiant damage, it instead takes no damage and regains a number of hit points equal to the amount of radiant damage dealt.
Innate Spellcasting. The Angel-Blessed Champion's spellcasting ability is Wisdom (spell save DC 14). The Angel-Blessed Champion can innately cast the following spells, requiring only verbal components:
- At will: detect evil and good
- 1/day: commune
Parting Gift. When the Angel-Blessed Champion dies, it explodes in a burst of light. All creatures of on evil alignment within 30 ft of the Angel-Blessed Champion takes 33 (6d10) radiant damage and is blinded until the end of their next turn. Additionally, all creatures of a good alignment within 30 ft magically regain 10 (2d8 +1) hit points.
Righteous Fury. Whenever one of the Angel-Blessed Champion's allies are reduced to 0 hit points within sight, the Angel-Blessed Champion must make a DC 10 Wisdom saving throw. On a failure, the Angel-Blessed Champion enters a Righteous Fury. While in a Righteous Fury, the Angel-Blessed Champion gains the following traits.
- The Angel-Blessed Champion must take the Attack action on each of its turns.
- The Angel-Blessed Champion may make three attacks as part of the Attack action.
- The Angel-Blessed Champion gains resistance to bludgeoning, piercing, slashing, and psychic damage.
The DC of the save rises by 1 for every ally that has been reduced to 0 hit points within the last hour. The Angel-Blessed Champion can repeat this save at the start of each of its turns.
Multiattack. The Angel-Blessed Champion can make two Angel-Blessed Longsword attacks.
Angel-Blessed Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, plus 2d8 radiant damage.
Healing Touch (1/Day). The Angel-Blessed Champion touches another creature. The target magically regains 10 (2d8 + 1) Hit Points and is freed from any disease or poison.
Shield. If the Angel-Blessed Champion is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it can use its reaction to take no damage if it succeeds on the saving throw.
Description
Angel-Blessed Champions are striking figures, standing much taller than the humanoid average and clad in impressive, heavy armor. Their weapons glow with holy power. Their mountainous shields stand as a monument to their strength. Their armor is expensive and ornamented but marred by years of battle against creatures of darkness. They often have ornamental parchments, medals, and cloth hanging from their armor, and always have Angel-Marrow Candles mounted on their pauldrons or helmets.
Before they were the merciless and efficient fighting force of the Celestials, these Champions were regular worshippers. They were the peaceful servants of the kind and good gods. However, when the dark threatened to swallow the light, Angels descended and offered them vast power in exchange for their service. They accepted. They were trained, they were blessed, they were fitted with wonderful armor and bestowed with the greatest gift the Celestials could give; Angel-Marrow Candles. These artifacts were made from Angels that had fallen in combat with evil; when the Champions mounted these candles on their armor, they fused with the essence of the Angels and became something much more than mortal.
Now, these Champions walk the Material World, seeking out evil and stomping it out with supernaturally enhanced strength. Sometimes, they are sent into the depths of the lower planes to restore balance to the Blood War and ensure it rages on without success.
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