Angelic Weapons. The Archangel's weapon attacks are magical. When the Archangel hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack).
Divine Awareness. The Archangel knows if it hears a lie.
Innate Spellcasting. The Archangel's spellcasting ability is Charisma (spell save DC 25). It can innately cast the following spells, requiring no material components:
Cantrips: Light, Spare the Dying, Sacred Flame, Guidance, Create Bonfire,
At will: detect evil and good, invisibility (self only), flame strike, lesser restoration,
Dawn, Flaming Sphere, Scorching Ray, Banishment,
3/day each: blade barrier, dispel evil and good, Sunburst, Sunbeam, Wall of Light,
1/day each: commune,
Magic Resistance. The Archangel has advantage on saving throws against spells and other magical effects.
Multiattack. The Archangel makes two attacks with its weapon of choice.
Sun blade: Finesse property, Melee Weapon Attack: +13 to hit, reach 5/10 ft., one target. Hit: 7 (1d8+2) radiant damage plus 27 (6d8) radiant damage.
Easy Storage: While grasping the hilt, you can use a Bonus Action to cause a blade of pure Radiance to spring into existence, or make the blade disappear.
While the blade exists, this magic Longsword has the Finesse property.
Gift of Heaven: You gain a +2 bonus to Attack and Damage Rolls made with this weapon.
Pure Holiness: This weapon deals radiant damage instead of slashing damage. When you hit an Undead with it, that target takes an extra 1d8 radiant damage.
Portable Sun: The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.
Sun Bow: Ranged Weapon Attack: +13 to hit, range 150/600 ft., one target. Hit: 15 (2d8+6) piercing damage plus 27 (6d8) radiant damage plus 14 (4d6) fire damage.
Sun Dip: 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 by disintegration.
Flying Weapon. The Archangel releases its sword to hover magically in an unoccupied space within 5 feet of it. If the Archangel can see the sword, the Archangel can mentally command it as a bonus action to fly up to 50 feet and either make one attack against a target or return to the Archangel's hands. If the hovering sword is targeted by any effect, the Archangel is considered to be holding it. The hovering sword falls if the Archangel dies.
Cape of the Mountebank: This cape smells faintly of brimstone. While wearing it, you can use it to cast the dimension door spell as an action. This property of the cape can't be used again until the next dawn.
When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke.
Healing Touch (4/Day). The Archangel touches another creature. The target magically regains 40 (8d8 + 4) hit points and is freed from any curse, disease, poison, blindness, or deafness.
Ascension Form. You become an avatar of peace, which gives you the following benefits.
- You have resistance to all damage dealt by other creatures (their attacks, spells, and other effects).
- You are immune to radiant and necrotic damage.
- You are immune to the charmed condition.
- You have a +2 bonus to AC.
- Whenever a creature damages you, it takes radiant damage equal to half the amount it dealt to you.
If you attack a creature, cast a spell on it, or deal damage to it by any means but this feature, neither benefit works against that creature until you finish a long rest.
Once you use this trait, you can't use it again until you finish a long rest.
The Archangel 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 Archangel regains spent legendary actions at the start of its turn.
Teleportation (Costs 1 Action): The Archangel 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 Action): The Archangel emits magical, divine energy. Each creature of its choice in a 15-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 Archangel 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.
Description
History
Uriel (Flame of God) is the angel of salvation and wisdom. Chief of the Cherubim. Lucifer himself displayed numerous times greater affection towards Uriel than others. This led to Uriel to go so far as to provide nourishment for the fallen angel during his imprisonment on numerous occasions. Welcomes everybody to heaven and thus stands near the gate as one of its protectors at all times. Uriel was the original wielder of the flaming sword. Uriel wielded this sword most prominently after the banishment of Adam and Eve when she was tasked with not allowing anything to enter the Garden of Eden. After Jesus was crucified and resurrected, she was removed from the Garden of Eden, making it possible for humanity to re-enter Paradise. Feeling she didn’t need to be armed anymore she left the flaming sword under the protection of Zophiel, who as the assistant to Metatron would be the least likely to misuse its power or to leave heaven with it.
Imbued with the virtue of: kindness
Archangel+seraphim+power+cherubim
Personality
Despite being the youngest of the original Archangels, Uriel is regarded as one of the more mature next to Michael. She is the more reasonable of the angels aside from Gabriel and is said to be a bit of a perfectionist. She shows a surprising amount of human-like personality traits, though while often really calm and contended, she will have her moments of sass and annoyance, given that she also has many responsibilities with the most prominent being guarding the heavenly gate. Uriel is the "funniest" in the Archangel garrison. She is also the wisest of all Archangels.
Uriel, unlike most of her brethren, still deeply cares for her fallen brother Lucifer. Uriel believes that there is still a glimmer of good within him and that he is simply consumed by rage and hatred, and that he must be shown the love and acceptance he once adored and cherished by his family. Though being the wisest, her elders rarely listen to her, and see her as a little sister who needs to be protected. Therefore she’s usually left out of battles involving other angels unless the three can’t handle it on their own.
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