Angelic Weapons. The planetar's weapon attacks are magical. When the planetar hits with any weapon, the weapon deals an extra 5d8 radiant damage (included in the attack).
Divine Awareness. The planetar knows if it hears a lie.
Innate Spellcasting. The planetar's spellcasting ability is Charisma (spell save DC 20). The planetar can innately cast the following spells, requiring no material components:
At will: Hold Person, Sanctuary, Shield of Faith. Calm Emotions
3/day each: Shield, Dispel Magic, Counterspell, Magic Circle
1/day each: Greater Restoration, Antimagic Field
Magic Resistance. The planetar has advantage on saving throws against spells and other magical effects.
Aura of Pacifism: Angel of Pacifism may select 1 creature within 100ft of it, and grant it use of pacifism, any creature that damages a creature effected by the aura of pacifism, mmust make a DC 20 Wisdom save, on a failed save they produce a 20ft aura of pacifism around them, they and any creature within that aura , is unable to deal damage. This aura lasts until the start of their next turn. The chosen creature is immune to this effect.
Healing Touch (4/Day). The planetar touches another creature. The target magically regains 30 (6d8 + 3) hit points and is freed from any curse, disease, poison, blindness, or deafness.
Enforced Pacifism: Target creature within 60ft makes a DC 20 Wisdom save, on a fail, they must use their reaction to move as far as they can away from Angel of Pacifism.
Rest for the weary Soul: Target Creature within 30ft makes a DC20 WIsdom save, on a fail they suffer 1d4 divided by two levels of exhaustion.
Respite: (Recharge 5-6): Each creature within 60ft of the Angel of Pacifism makes a DC 20 Wisdom saving throw, on a fail they suffer a level of exhaustion, and are pacified against the Angel of Pacifism, being unable to attack it until the start of the angels next turn.
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