Homebrew Gabriel - Apostate of Hate Species Details
Medium Celestial, Lawful Evil
Armor Class 25 (divine plate)
Hit Points 486 (36d8 + 324)
Speed 35 ft., fly 45 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 28 (+9) | 26 (+8) | 28 (+9) | 20 (+5) | 24 (+7) | 26 (+8) |
Skills Acrobatics +16, Athletics +17, Insight +15, Perception +15, Religion +13
Damage Resistances Radiant; Piercing, and Slashing from nonmagical attacks
Condition Immunities Charmed, Frightened
Senses Truesight 120 ft., Passive Perception 25
Languages Celestial, Common
Challenge 28 (120,000 XP)
Proficiency Bonus +8
Gabriel Save DC
Whenever one of Gabriel's features requires a saving throw and doesn't specify another DC, the save DC is 18.
Combat Uses
A feature described as usable a number of times per combat regains all of its expended uses when that combat ends.
Legendary Resistance (4/Day)
If Gabriel fails a saving throw, he can choose to succeed instead.
Magic Resistance
Gabriel has Advantage on saving throws against spells and other magical effects.
Angelic Armaments
Gabriel's weapon attacks are magical.
His ornate twin swords and weapons formed from celestial light count as weapons created by Gabriel for the purposes of his other features.
Wings of the Fallen
Gabriel's wings are fashioned from feathers torn from angels he personally felled.
No two portions share quite the same color. Brilliant whites, burning golds, deep reds, blues, and unfamiliar celestial hues overlap across the stolen plumage, giving his treachery an almost offensively beautiful appearance.
Dive
While airborne, Gabriel can expend all of his remaining movement to dive vertically downward.
When he does so, he can descend a distance equal to twice the movement he expended.
For example, if Gabriel has 20 feet of movement remaining, he can expend it to dive up to 40 feet directly downward.
This movement can't carry Gabriel through another creature's space and can't itself deal damage, knock a creature Prone, or otherwise function as an attack.
After using Dive, Gabriel has no movement remaining for the current turn.
Dive is otherwise ordinary movement and can interact with Gabriel's attacks and other features whenever their normal requirements allow it.
Let's Settle This
When Gabriel is first reduced to half his Hit Point maximum or fewer, time within 60 feet of him appears to stop for the briefest instant.
The effect lasts only for a moment and doesn't mechanically stop time or prevent other creatures from acting.
Gabriel's stolen wings spread to their full span as another pair erupts slightly above his waist, completing a horrifically majestic four-winged silhouette. Every celestial weapon he creates ignites with unbearable heat, each strike surpassing 300 degrees Celsius and scattering sparks and liquid embers across the battlefield.
The transformation requires no action, occurs immediately after the triggering damage is resolved, and lasts until the end of the combat.
While transformed, Gabriel gains the following benefits.
Arsenal of Splendor
Gabriel can seamlessly create celestial weapons directly in his hands without taking an action.
A weapon created in this way is magical and counts as a weapon created by Gabriel.
Unless another feature specifically causes one of these weapons to persist, it disappears immediately after it successfully hits with an attack or at the end of Gabriel's current turn, whichever occurs first.
A weapon disappearing doesn't prevent Gabriel from immediately manifesting another weapon for a subsequent attack during the same turn.
Gabriel can therefore freely alternate between his celestial weapons as part of his attack combinations.
Celestial Throw
Any weapon Gabriel creates can be thrown at a target within 30 feet.
Ranged Weapon Attack: +10 to hit, range 30 ft., one target.
A weapon thrown in this way deals the same damage it normally deals with its corresponding melee attack.
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Divine Judgment: 20 (2d10 + 9) Radiant damage.
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Devotion: 28 (3d12 + 9) Radiant damage.
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Celestial Greataxe: 22 (3d8 + 9) Slashing damage.
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Celestial Greatmace: 22 (3d8 + 9) Bludgeoning damage.
A thrown weapon created by Gabriel can trigger Come to Me!
A weapon maintained by another feature, such as the Devotion created through True Splendor, follows that feature's duration instead of disappearing through Arsenal of Splendor.
Celestial Greataxe
Once on each of his turns, Gabriel can manifest a massive two-handed greataxe of condensed celestial light without taking an action.
Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 22 (3d8 + 9) Slashing damage.
Gabriel can create only one Celestial Greataxe on each of his turns.
Celestial Greatmace
Once on each of his turns, Gabriel can manifest an enormous two-handed greatmace of compacted golden light without taking an action.
Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 22 (3d8 + 9) Bludgeoning damage.
Gabriel can create only one Celestial Greatmace on each of his turns.
Perfected Divine Judgment
While transformed, Gabriel's Multiattack allows him to make three weapon attacks instead of two, choosing among Divine Judgment, Devotion, Celestial Greataxe, and Celestial Greatmace.
Divine Judgment's reach increases from 5 feet to 10 feet.
Its damage becomes 2d10 + 9 Radiant damage, and this damage ignores Resistance to Radiant damage.
Burning Splendor
Whenever Gabriel hits with a weapon he created, the attack deals an additional 1d8 Fire damage.
The impact also erupts in sparks and liquid embers. Each other creature within 5 feet of the target takes 1d8 Fire damage.
No saving throw is made against this secondary damage.
Melted Defense
If Gabriel hits the same creature with three consecutive burning weapon attacks during the same turn, the target's defenses begin to liquefy.
A miss interrupts the sequence.
After the third consecutive hit, the creature takes an additional 1d10 Fire damage, and its AC is reduced by 2 until the end of the combat.
This reduction represents armor, natural plating, hardened skin, magically manifested protection, or a comparable defensive structure being severely burned through.
A creature can suffer this AC reduction only once per combat.
If the creature wears physical armor, the damaged portion of that armor is ruined when combat ends and must be repaired or replaced before it can function normally again, as determined by the DM.
Blinding Glare
Whenever Gabriel hits with one of his burning weapons, it emits an instantaneous and violently bright glare.
Each creature within 60 feet of Gabriel that can see the glare by conventional sight must make a DC 18 Constitution saving throw.
On a failed save, the creature has Disadvantage on ranged attack rolls it makes while within 10 feet of Gabriel until the end of its current turn.
The glare exists only for an instant and doesn't create persistent light.
Action Surge
Once per combat while Let's Settle This is active, immediately after Gabriel takes an Action on his turn, he can take one additional Action.
Using Action Surge requires no action.
Actions
Multiattack
Gabriel makes two Divine Judgment attacks.
While Let's Settle This is active, Gabriel instead makes three weapon attacks, choosing among Divine Judgment, Devotion, Celestial Greataxe, and Celestial Greatmace.
Gabriel can use Celestial Greataxe and Celestial Greatmace only once each on one of his turns.
When Let's Settle This is active, any eligible weapon attack made through this Multiattack can instead be made using Celestial Throw.
Divine Judgment
Gabriel attacks with one of his impossibly ornate twin swords.
Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 18 (2d8 + 9) Slashing damage.
While Let's Settle This is active, the attack instead has a reach of 10 feet and deals 20 (2d10 + 9) Radiant damage.
While transformed, this Radiant damage ignores Resistance to Radiant damage.
Devotion
Gabriel materializes a spear of concentrated golden light from empty air.
Melee Weapon Attack: +10 to hit, reach 15 ft., one target.
Hit: 28 (3d12 + 9) Radiant damage.
Devotion can pierce creatures and ordinary physical obstructions along its trajectory and ignores Half Cover, Three-Quarters Cover, and Total Cover provided solely by creatures, ordinary objects, or ordinary structures through which the spear can physically pass.
Exceptionally durable, magical, or otherwise extraordinary obstructions can stop Devotion at the DM's discretion.
Unless another feature causes Devotion to persist, it disappears immediately after successfully dealing damage or 6 seconds after being created, whichever occurs first.
Righting My Wrong
4/Combat
As an Action, Gabriel rapidly traces an imaginary circle across his chest.
Holy light leaks from its edges and instantly spreads around his body, forming a translucent oval cocoon. Until this Action resolves, Gabriel gains a +5 bonus to AC.
Gabriel then manifests Devotion and surges up to 30 feet in a straight line to an unoccupied space he can see.
This movement is part of the Action and doesn't expend Gabriel's movement.
Each living creature whose space Gabriel passes through during this movement must make a DC 18 Dexterity saving throw.
On a successful save, the creature avoids the attack completely.
On a failed save, the creature takes 20 (2d10 + 9) Radiant damage.
A creature that is Large or smaller and weighs less than 500 kilograms is also Impaled and dragged with Gabriel for the remainder of the movement.
There is no combined weight limit on creatures Gabriel can drag in this way. Each creature must individually satisfy the size and weight restrictions.
When Gabriel's movement ends, each creature Impaled by this Action ceases to be Impaled and is placed in the nearest unoccupied space within 5 feet in front of Gabriel.
A living creature that fails the saving throw but can't be Impaled is instead pushed 5 feet directly away from Gabriel, regardless of its size.
The cocoon disappears immediately after the Action resolves, ending its AC bonus.
Celestial Mesh
2/Combat
As an Action, Gabriel rises up to 60 feet vertically, or as high as the available battlefield permits.
This movement is part of the Action.
Gabriel opens his arms with impossible grace as an awe-inducingly soft celestial mesh weaves itself from the surrounding air.
Choose a 25-foot square within 120 feet of Gabriel.
The mesh forms an extremely fine lattice whose intersecting strands create approximately 6-inch square openings.
As part of the same Action, Gabriel raises his hands and violently swings them downward, sending the mesh through everything beneath it.
Each creature in the area chooses to make either a DC 18 Dexterity saving throw or a DC 18 Constitution saving throw.
On a failed save, a creature takes 36 (8d6 + 8) Radiant damage.
On a successful save, it takes half as much damage.
A creature damaged by the mesh becomes Covered in Mesh.
Covered in Mesh
A creature remains Covered in Mesh until the end of Gabriel's next turn.
At the start of each of its turns while Covered in Mesh, a creature can make a DC 18 Strength saving throw.
On a successful save, it tears the mesh away and immediately ceases to be Covered in Mesh.
Bind the Mesh
Beginning on Gabriel's next turn after using Celestial Mesh, he can use a Bonus Action to violently tighten the celestial strands around any number of creatures that are still Covered in Mesh.
Each affected creature must make a DC 18 Constitution saving throw.
On a failed save, the creature is Incapacitated until the end of its next turn.
True Splendor
4/Combat
Concentration, up to 3 rounds
As an Action, Gabriel chooses a creature he can see within 60 feet and manifests Devotion in an unoccupied space within 5 feet of it.
Gabriel immediately drives the spear up to 30 feet in a direction of his choice.
The first creature in its path must make a DC 18 Dexterity saving throw.
On a failed save, the creature takes 19 (2d10 + 8) Radiant damage.
If the creature is Large or smaller and weighs less than 500 kilograms, it is also Impaled.
A creature that doesn't meet these restrictions still takes the damage but isn't Impaled.
On a successful save, the creature avoids Devotion.
The spear then continues for up to 15 additional feet in the same direction. If another creature enters its path during this movement, that creature must make the same saving throw.
This process continues until Devotion Impales a creature or completes its remaining movement without doing so.
Devotion remains manifested for the duration of True Splendor.
Continued Thrust
On each of Gabriel's subsequent turns while True Splendor persists, he can use a Bonus Action to drive Devotion up to 30 feet in any direction.
If a creature is currently Impaled, it moves with Devotion.
If no creature is currently Impaled, creatures in the spear's path resolve the attack as described above.
True Splendor ends early if Gabriel loses Concentration.
Impaled
Impaled is a special condition used by Gabriel's features.
While Impaled:
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the creature moves with the weapon whenever that weapon moves;
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the creature can't willingly expend its movement; and
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movement caused by the weapon doesn't provoke Opportunity Attacks.
At the start of each of its turns, an Impaled creature can make a DC 18 Constitution saving throw.
On a successful save, the creature frees itself and the Impaled condition ends.
If the condition ends while the weapon is moving, the creature safely stops in the nearest unoccupied space and can use its movement normally thereafter.
Iudicium
2/Combat
As an Action, Gabriel draws his ornate twin swords across his own armor, opening numerous wounds beneath it.
He rises up to 30 feet vertically, or as high as the available space permits, and begins spinning.
His blood disperses throughout a 60-foot-radius sphere centered on Gabriel, suspends motionless in the air for a moment, then instantly hardens and falls like a rain of piercing needles.
Each other creature in the area must make a DC 18 Dexterity saving throw.
On a failed save, a creature takes 28 (8d4 + 8) Piercing damage.
On a successful save, it takes half as much damage.
A creature benefiting from Half Cover, Three-Quarters Cover, or Total Cover from the falling blood automatically succeeds on the saving throw and takes no damage.
Bonus Actions
Gabriel can use any Bonus Action granted by his features, including Bind the Mesh and Continued Thrust, when their requirements are met.
Reactions
YOU NEED. MORE. POWER!
4/Combat
When a creature within 5 feet of Gabriel targets him with a melee attack, Gabriel can use his Reaction after the attack is declared but before it is resolved.
A whirlwind of blades made from pure golden light erupts around him.
Gabriel makes a separate melee weapon attack against each other creature within 10 feet of him.
Melee Weapon Attack: +10 to hit, reach 10 ft., each eligible creature.
Hit: 21 (5d4 + 9) Radiant damage.
A creature hit by this attack must make a DC 18 Constitution saving throw.
On a failed save, it is pushed 10 feet directly away from Gabriel and knocked Prone.
The blades disappear immediately after the Reaction resolves.
The triggering melee attack is then resolved normally. If its attacker is no longer within that attack's reach, the attack misses.
Come to Me!
3/Combat
When Gabriel throws a weapon he created, he can use his Reaction at any point during that weapon's movement while it is within 45 feet of him.
Gabriel teleports to an unoccupied space within 5 feet of the weapon and immediately takes hold of it as part of the same Reaction.
For the purposes of this feature, Devotion counts as being thrown by Gabriel whenever he physically throws, hurls, or propels it through one of his features.
The teleportation doesn't provoke Opportunity Attacks.
Legendary Actions
Gabriel can take 3 Legendary Actions, choosing from the options below.
Only one Legendary Action can be used at a time and only at the end of another creature's turn.
Gabriel regains all expended Legendary Actions at the start of his turn.
Divine Judgment
Gabriel makes one Divine Judgment attack.
Winged Pursuit
Gabriel moves up to half his Speed without provoking Opportunity Attacks.
He can use Dive as part of this movement if its requirements are met.
Devotion
Costs 2 Actions. Gabriel makes one Devotion attack.
Gabriel - Apostate of Hate Traits
A fallen supreme angel who chains together conjured celestial weapons, aerial movement, impaling attacks, radiant battlefield control, and a brutally escalating second phase.
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