Homebrew Angel Species Details
Angels is what happens when a Cleric devotes themselves so much that the god willingly decides to give them more power. Rather than the "conventional" way of becoming an Aasimar.
Angels are more Powerful than Aasimar but can be punished harder if they go aggainst theyre gods will.
Angel Traits
As an Angel, you have these special Traits.Celestial Resistance
You have Resistance to Necrotic damage and Radiant damage.
Darkvision
You have Darkvision with a range of 60 feet.
Healing Hands
As a Magic action, you touch a creature and roll a number of d4s equal to your Proficiency Bonus. The creature regains a number of Hit Points equal to the total rolled. Once you use this trait, you can’t use it again until you finish a Long Rest.
Light Bearer
You know the Light cantrip. Charisma is your spellcasting ability for it.
Celestial Revelation
When you reach character level 3, you can transform as a Bonus Action using one of the options below (choose the option each time you transform). The transformation lasts for 1 minute or until you end it (no action required). You can transform like this 3 times per Long Rest. This Upgrades to 4 times at level 7, 5 times at level 11 and 6 Times at level 16.
Once on each of your turns before the transformation ends, you can deal extra damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your Proficiency Bonus, and the extra damage’s type is either Necrotic for Necrotic Shroud or Radiant for Inner Radiance.
Here are the transformation options:
Inner Radiance. Searing light temporarily radiates from your eyes and mouth. For the duration, you shed Bright Light in a 10-foot radius and Dim Light for an additional 10 feet, and at the end of each of your turns, each enemy creature within 10 feet of you takes Radiant damage equal to your Proficiency Bonus. Youre Healing Also increases by 1d4 for the duration.
Necrotic Shroud. Your eyes briefly become pools of darkness, and flightless wings sprout from your back temporarily. Creatures other than your allies within 10 feet of you must succeed on a Charisma saving throw (DC 8 plus your Charisma modifier and Proficiency Bonus) or have the Frightened condition until the end of your next turn.
Do Not Be Affraid
You know the Thaumaturgy Cantrip
You have Advantage on Saving Throws aggainst becoming Frightened.
Creature Type
You are considered a Celestial for anything you need to be considered one for.
Celestial Sacrifice
You can choose to Sacrifice youreself and release all the Divine Energy from youreself outward.
WARNING. This will KILL youre Character AND you will NOT be able to be brought back. NOT even by a Wish Spell. Only Divine Intervention of a God of Life, Rebirth, God of Death or Ao can bring you back.
Every Enemy in a 30 Feet Radius must suceed on a Constitution Saving Throw aggainst youre Spellsave DC or take 20d10 Radiant Damage and be blinded for 1 Round. Bypassing Resistance to Radiant Damage unless the Target is a not Evil Celestial. Half Damage on a Success.
Fey, Fiend, Undead and Abberations have Disadvantage on this Saving Throw.
Blessed by thine Spells.
As a being infused with some Power of the Sun you get some thematic Spells. Burning Hands at 3rd Level.
Blessed be thine Spells 5th Level
As a being infused with some Power of the Sun you get some thematic Spells.Scorching Ray at 5th Level.
Blessed be thine Spells. 7th
As a being infused with some Power of the Sun you get some thematic Spells. Fireball at 7th Level.
Blessed be thine Spells. 9th
As a being infused with some Power of the Sun you get some thematic Spells. Wall of Fire at 9th Character Level.
Blessed be thine Spells. 13th
As a being infused with some Power of the Sun you get some thematic Spells. Dragon Spirit at 13th Level.
Blessed be thine Spells. 15th
As a being infused with some Power of the Sun you get some thematic Spells. Immolation and Flamestrike at level 15.
Previous Versions
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