Homebrew Fallen Arch Angel Species Details
You are a remnant of the highest tier of celestial, there are few of you remaining, all destroyed in wars over millennia.
Arch Angels are divided into sub-race, each Arch Angel represents a mortal species in physical appearance, humans, elves etc, the main differences are their angelic glow, beautiful bright wings that can be retracted at will.
The fallen Angel loses their golden hair and glow after their fall.
Their hair becoming a silvery grey and their wings reducing from 6 wings down to two grey wings.
You lost your full power and form from either destruction at the hands of a superior enemy or because you broke the laws of your god(s).
As a fallen Angel you are now a lesser form of a your original self.
Fallen Arch Angel Traits
Arch Angels are unimaginably powerful celestial beings, just a few steps from godhood, you've lost your true form, but still regain some powers.Celestial representations
As an Arch Angel you represent both your god and the mortals they reside over, you physical appearance partially resembles that of a mortal race.
You choose a mortal race, you cannot choose a demonic or angelic race, Aasamar and Tiefling for example.
You take on the stats of that species as an additional.
Ability score increase
As an Angel you are very strong, Intelligent and Charismatic, you gain a bonus in the following traits.
Charisma and Strength increases by 4.
Your Constitution, Intelligence, Wisdom and Dexterity increase by 3.
Age
Even as a Fallen Arch Angel you still retain a few of your natural forms,
you are ageless and can never die of old age.
Alignment
A Fallen Arch Angel can be of any alignment due to the various ways that they can fall.
Size
Arch Angels can be of any height, use medium as a guide
Speed
Your base walking speed is 40 feet and your base flying speed is 80 feet. Fallen-Angel's have wings that are grey that sway and move around. They can "retract" them at will.
Truesight
Fallen Arch Angels can see in normal and magical darkness,
2/long rest, see invisible creatures and objects,
2/long rest, detect visual illusions and have an advantage on saving throws against them,
perceive the original form of a shapechanger or a creature that is transformed by magic out to 60 ft.. Furthermore, they can see into the Ethereal Plane.
Celestial resistance
You have resistance to necrotic and poison damage.
Celestial Ancestry
You are immune to Radiant Damage, Charm and Frightening conditions, you can also not be put to Sleep by magic.
Languages
You are fluent in all languages.
Angelic Weapons
Your weapon attacks are magical. When you hit with any weapon, the weapon deals an extra 1d8 radiant damage (included in the attack). The Damage increases by 1d8 on 3,6,9,12,15,18.
Magical Resistance
You have advantage on saving throws against spells and other magical effects.
Godly attributes
Your maximum attributes are 30
Divine Awareness
The Angel will know if it hears a lie.
The Angel will know a creatures true alignment
Celestial Powers
The Celestial has the ability to perform some of magic that their True Form could, however at a much more reduced level.
At will - Detect good and evil, Invisibility (self only)
1/long rest, Commune, Control Weather
At 3rd level you gain the following -- 3/long rest, Dispel good and evil and 1/long rest, True Resurrection
at 6th level you gain the Blade barrier spell at 1/long rest.
Healing Touch
The Angel can, 3 times per long rest, touch another creature and it magically regains 1d8+4 hit points and is freed from any curse, disease, poison, blindness or deafness.
This increases by 1d8 at 3,6,9,12,15,18 and the 20th.
Teleportation
You can teleport yourself and one other creature/object up to 60 feet to an unoccupied space that you can see as a bonus action 2 times per short and long rest.
Searing Burst
you emit a magical celestial energy blast, once per short rest each creature of your choice in a 20 foot radius must make a dc14 dex saving throw, taking 1d6 fire damage plus 1d6 radiant damage on a failed save, or half as much on a successful one.
Damage is increased by 1d6 at 3,6,9,12,15 and 18.
Symphony of Destruction.
A being of good standings to the Angel speaks its true name in a powerful ritual, This true name will include the Angels title. (A secret name of which the player, GM and selected individuals and characters are aware of, the Angel will generally go by a different)
A blinding cone of dark and light energy shoots up into the sky changing whatever weather to a large circular storm centered on the Angel, rain and lighting blast the area for miles around as heaven and earth shakes and the power within awakens, natural dark consumes an area 40 feet from the Angel, 40 -200 feet out loses nearly all natural light, but not total darkness, within 10 feet of the angel the streaming energy of darkness and light parts and a bright stream of light from the heavens reveal that the Fallen Arch Angel has awakened its true power within, emerging from the energy blast in its true form, 6 wings flourish from the back of the angel.
Roll 10d12 for radiant damage, all creatures within 50 feet that are not considered an ally makes a dc 14 dex check, if failed they take full damage and half that if they succeed, evil creatures 50-150 feet out make a dc15 charisma check, they are effected by fear if they fail.
The Angel has all the powers and abilities of an their chosen Arch-Angel (Law, Order, Wrath, etc) until the end of the transformation window (an hour) or until their HP hits 0, at which point they transform with a blinding explosion back into their original form, causing all creatures within 20 feet to take 2d8 Radiant damage. The Angel loses 75% of their total remaining HP before transformation.
Dis-advantage on rolls until after 3 long rests.
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