Heated Body. A creature that touches the angel or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage.
Angels Vestige. The Angel of fire has a number of hit point equal to 4x your sorcerer level (minimum of 4).
Angelic Presence. Whilst with 5ft of its summoner, the Angel of Fire grants you a +2 bonus to your AC and advantage on saving throws against being charmed or frightened.
Spirit of vengeance. The angel hates creatures of darkness and evil more than any other. Destroying such creatures is it's only goal. The angel has advantage on all attacks against creatures with an evil alignment.
Consuming Wrath. When the angel reaches half its maximum hit point value it's spirit becomes unfocused and consumed by the hatred burning inside of it. The angel will stop responding to any commands given to it. Instead moving to attack the creature closest to it.
Multiattack. The Angel makes two attacks with its claws.
Claws of flame. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage and 13 (2d8 + 4) fire damage.
Vengeful Annihilation (recharge 5-6). The angel roars, summoning a cone of fire in 30ft arc and creating a sea of flames. Each creature within the cone must make a dexterity saving throw dc (16) A target takes 10d6 radiant damage on a failed save, or half as much damage on a successful one. Creatures with an evil alignment have disadvantage on this saving throw. The angels summoner can also, once per turn. Use 1 sorcery point to reroll it's recharge.
Aggressive: As a Bonus Action, the Angel can move up to its speed toward a Hostile creature that it can see.
Shield of Light. When a creature the angel can see attacks you and the angel is within 5 feet of you, it can use it's reaction to impose disadvantage on the attack roll.
Previous Versions
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4/1/2022 7:48:25 AM
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Coming Soon
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