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, True Strike, Hand of Radiance,
At will: detect evil and good, invisibility (self only), lesser restoration,
See Invisibility, Bless,
3/day each: Blade Barrier, Dispel evil and good, resurrection, Find Traps,
Banishing Smite, Destructive Wave, Beacon of Hope, Dispel Magic,
1/day each: Commune, Heroes' Feast, Temple of God, Freedom of Movement,
Guardian of Faith
Magic Resistance. The Archangel has advantage on saving throws against spells and other magical effects.
Multiattack. The Archangel makes two melee attacks.
Spear of God (A spear with a white ribbon with red cross): Melee Weapon Attack: +21 to hit, reach 10 ft., one target. Hit: 12 (5d12+4) piercing damage plus 27 (6d8) radiant damage.
While wielding God’s Spear 2 handed the point of the spear becomes honed on the target. Dealing 17 (6d12+4) damage plus 27 (6d8) radiant damage.
When throwing God’s Spear the damage is significant as well but is reduced to 10 (6d10+4) damage.
It can kill any being made by God.
Gift of Heaven: You gain a +4 bonus to attack and damage rolls made with this weapon.
Proof of God: May act as a holy symbol. This whip is a mighty Symbol of goodness. A creature that is neither good nor evil in Alignment takes 6d6 radiant damage upon touching the talisman. An evil creature takes 8d6 radiant damage upon touching the talisman. Either sort of creature takes the damage again each time it ends its turn holding or carrying the talisman.
God’s Revision: When you attack a creature that is created by God with this weapon and roll a 18 or higher on the attack roll, you disintegrate its very being, wiping it from all planes of existence.
God's Needle: At the beginning of your turn you forfeit all possible actions, whilst you prep for a throwing attack. On the start of your next turn you throw the spear and deal 5d20 + 15 Lighting damage, the target has to make a DC 20 Constitution saving throw, on a failed save target becomes stunned for two turns.
God’s Protection. As the spear is an artifact of God it cannot be damaged or destroyed by normal means. The spear bestows a +2 bonus to the user's AC.
Absorb Enchantment: The spear will at times claim and absorb lesser magical items, (i.e. rings, amulets, trinkets, and daggers). If a magical item is absorbed by the spear, its magical power has a chance of adding onto the Spear of God. If a 19 or 20 is rolled, one of the item's effects is added to the Spear of God. The spear never loses any abilities or powers.
Holy Dragon Slayer: Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 8 (1d10+6) slashing damage plus 27 (6d8) radiant damage.
Gift of Heaven: You gain a +2 bonus to attack and damage rolls made with this weapon.
Dragon Slayer: When you hit a dragon with this weapon, the dragon takes an extra 3d6 piercing damage.
Charged: The sword has 4 charges. When you hit a creature you can expend a charge to deal an additional 1d10 lightning, fire or radiant damage. The sword regains 1d4 charges daily at dawn.
Torch: While you hold this weapon, you can choose to make it shed bright light in a 20-foot radius and dim light for an additional 20 feet.
Blessed: If you hit a fiend with the angelic sword, it deals an additional 1d10 radiant damage.
Flying Weapon. The Archangel releases its main weapon to hover magically in an unoccupied space within 5 feet of it. If the Archangel can see the weapon, 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 weapon is targeted by any effect, the Archangel is considered to be holding it. The hovering weapon falls if the Archangel dies.
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 can use your action to unleash the divine energy within yourself, causing a searing light to radiate from you, pour out of your eyes and mouth, and threaten to char you.
Your transformation lasts for 10 rounds or until you end it as a bonus action. During it, you shed bright light in a 30-foot radius and dim light for an additional 30 feet, and at the end of each of your turns, you and each creature within 10 feet of you take radiant damage equal to half your level (rounded up). In addition, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level. you have advantage on saving throws against spells cast by fiends or undead.
- You are immune to radiant and necrotic damage.
- You are immune to the charmed condition.
- You have a +2 bonus to AC.
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.
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
Michael (He who is like God) is the warrior angel. Commander of Heaven’s army. Chief of the archangels, Once questioned God when creating the Satans, because of that the other angels who came with Michael to question God were executed with Michael left as the only survivor. He was told to never question Him again, or a similar fate would befall upon him.
Imbued with the virtue of: patience
Archangel+seraphim+dominion+principality
Personality
Righteous, merciful, courageous, cordial, calm, confident, follows orders without question (a real Clover Ebi/Leonardo TMNT type).
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