Angelic Weapons. Michael's weapon attacks are magical. When Michael hits with any weapon, the weapon deals an extra 6d12 radiant damage (included in the attack).
Divine Awareness. Michael knows if he hears a lie.
Innate Spellcasting. Michael's spellcasting ability is Charisma (spell save DC 26). he can innately cast the following spells, requiring no material components:
At will: detect evil and good, invisibility (self only)
3/day each: blade barrier, dispel evil and good, resurrection
1/day each: commune, control weather
Magic Resistance. Michael has advantage on saving throws against spells and other magical effects.
Legendary Resistance (3/Day). If Michael fails a saving throw, it can choose to succeed instead.
Multiattack. Michael makes two attacks with Glorious.
Glorious. Melee Weapon Attack: +21 to hit, reach 15 ft., one target. Hit: 26 (5d6 + 8) fire damage plus 30 (6d12) radiant damage and.
Gabriel's Bow. Ranged Weapon Attack: +17 to hit, range 150/600 ft., one target. Hit: 16 (2d8 + 6) lightning damage plus 27 (6d8) radiant damage. 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.
Flying Glorious. Michael releases Glorious to hover magically in an unoccupied space within 25 feet of him. If Michael can see the sword, Michael can mentally command it as a bonus action to fly up to 112 feet and either make one attack against a target or return to Michael's hands. If the hovering sword is targeted by any effect, Michael is considered to be holding it. The hovering sword falls if Michael dies.
Healing Touch (4/Day). Michael touches another creature. The target magically regains 40 (8d8 + 4) hit points and is freed from any curse, disease, poison, blindness, or deafness.
Michael 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 solar regains spent legendary actions at the start of its turn.
Teleport (Costs 1 Actions). The Michael magically teleports, along with any equipment he is wearing or carrying, up to 150 feet to an unoccupied space it can see.
Angelic Wing Attack (Costs 2 Actions). Michael beats his wings. Each creature within 40 feet of Michael must succeed on a DC 26 Dexterity saving throw or take 20 (3d6 + 10) fire damage and be knocked prone. Michael can then fly up to half his flying speed.
Searing Burst (Costs 2 Actions). Michael emits magical, divine energy. Each creature of his choice in a 10-foot radius must make a DC 25 Dexterity saving throw, taking 17 (5d6) fire damage plus 17 (5d6) radiant damage on a failed save, or half as much damage on a successful one.
Blinding Gaze (Costs 3 Actions). Michael targets one creature he can see within 52 feet of him. If the target can see him, the target must succeed on a DC 17 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness.
Previous Versions
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6/2/2019 6:00:06 AM
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6/28/2019 11:40:37 PM
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Coming Soon
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