Homebrew Angel Species Details
"Look beneath you, to the world far below. You are of it, and yet you are apart. Will you shoulder the burden of heaven, or will you follow your heart and fly where the winds take you?"
You are revered or disdained, but seldom if ever regarded with mild eyes. You are an angel, and yet you are nothing. You know yourself, but do you know your place in the world?
Heavenly Bloodline
Angels arise from the mixing of celestial blood with human lineages, and, in the broadest possible sense, they still look human. However, their celestial heritage has left a clear imprint on their appearance. Angels have strong wings, with feathers that are usually either white or of a warm, strong colour. They sometimes have feathery tails also, four to five feet long, which appear to help guide their flight. Their eyes are inhumanly beautiful even when they do not shine with heavenly light. Their skin tones cover the full range of human colouration, but also include various shades of silver and gold. Their cascading hair is usually light in colour, from white or blond to fiery red or bright orange.
Self-Reliant and Aloof
Angels subsist in small hidden communities found mostly in human cities or towns, often in the finest quarters of those places, where they grow up to be anything from priests and religious knights to entertainers and magical dabblers. Sometimes they live among other minority populations in enclaves where they are afforded more privacy.
Lacking an earthly homeland, angels know that they have to tread carefully and that they have to be strong to survive the vagaries of society. They are not quick to trust anyone who claims to be a friend, but when an angel's companions demonstrate that they trust them, the angel is willing to extend the same trust to them, and, once an angel gives someone their trust, they are a firm ally for life.
Angel Traits
Angels share certain racial traits as a result of their descent.Ability Score Increase
You have 3 ability score increases to apportion.
Age
You mature at a normal human rate but do not age, being immortal unless killed. If killed, you fade away with all your possessions and reappear fully restored and cleansed of all conditions at a safe location of your choosing within 1d10 days. You can also choose to fade away and reappear at a safe location within 1d4 days if you become trapped or incapacitated in any way.
Alignment
Angels may not necessarily have an innate tendency toward good, but many of them end up there. Good or not, an independent nature inclines many angels toward a chaotic alignment.
Size
Angels are about the same size and build as humans. Your size is Medium.
Speed
Your base walking speed is 30 feet.
Angel's Sight
Thanks to your celestial heritage, your vision pierces through darkness as if it were not there. You can see normally in darkness, both magical and nonmagical, to a distance of 480 feet, as well as through fog and turbid water.
Heavenly Constitution
You are able to, as a free action, shapechange in a truly polymorphic manner into any form you can imagine of large size or smaller, with the full use of that form's abilities in addition to those of your true form; you can choose whether this affects what you are wearing and carrying, and truesight always detects whatever form you happen to be in as being your true form.
You are immune to radiant and necrotic damage and to polymorph effects to which you do not consent, and you have advantage on saving throws against spells and other magical effects.
You innately know if you hear a lie.
Celestial Legacy
You can cast light and thaumaturgy as bonus actions with a range of 120 feet. You can cast darkness, greater invisibility and hellish rebuke at will. You can cast flock of familiars at will, at a level equal to your proficiency bonus; you can summon different types of familiar at the same time with this ability, and they are permanent until you either dismiss them or summon new ones individually or collectively; the familiars you summon can take the form of any creatures that can even remotely function as familiars, but the spirits that make them up can only be celestial.
Your weapon attacks are magical and you can choose to add your level in d8s of radiant damage to any successfull attack you make and damage you cause.
You can grant Angelic Inspiration to your allies.
You are proficient with the lyre and two other musical instruments of your choice.
You are proficient with longbows, longswords, polearms and thrown weapons, and your vision is the only limit to the normal range of thrown and ranged weapon attacks that you make downward at an inclination of at least 45 degrees.
Languages
You can speak, read, and write Celestial, Common, and three other languages of your choice.
Angel Wings and Flight
You have angelic, feathered wings, and possibly a matching tail, as part of your true form. Independently of this, you have 120 feet of flight speed, can hover, and your instincts will gently glide you to safety if you become unconscious or otherwise incapacitated while aloft. While flying, you are capable of dashing or disengaging as a bonus action.
Legendary Actions
Each round, you can take an amount of legendary actions equal to your level, choosing from the options below. Only one legendary action option can be used at a time and only either at the end of another creature's turn or in place of a reaction. You regain spent legendary actions at the start of your turn. When out of initiative, you can use your legendary actions at will and they recharge every 6 seconds.
Teleport. You magically teleport, along with any equipment you are wearing or carrying, up to 480 feet to an unoccupied space you can see or know exists.
Truly Polymorphic Shapechanging. You can use your truly polymorphic shapechanging ability.
Instinctive Magic. You can cast a spell or use one of your spell-like abilities. You can also incorporate your light and thaumaturgy cantrips into your other legendary actions.
Learned Cunning. You can use any class ability that takes an action or less to undertake, without expending a use of it if such uses are limited.
Flying Judgement. You can send a throwable weapon that you are holding up to 120 feet or the farthest extent of its normal range, whichever is greater, to perform an attack as if you were still holding it, after which it returns to your grasp.
Healing Touch (Costs 2 Actions). You touch another creature. The target regains your level in d8 hit points and is freed from any curse, disease, poison, blindness, or deafness.
Healing Burst (Costs 2 Actions). You emit magical, divine energy. Each creature of your choice in a 30-foot radius regains your level in d8 hit points.
Searing Burst (Costs 2 Actions). You emit magical, divine energy. Each creature of your choice in a 10-foot radius must make a Dexterity saving throw against your spellcasting save DC, taking your level in d8s of radiant damage on a failed save, or half as much damage on a successful one.
Blinding Gaze (Costs 3 Actions). You target one creature you can see within 30 feet of yourself. If the target can see you, they must succeed on a Constitution saving throw against your spellcasting save DC or be blinded until magic such as the Lesser Restoration spell removes the blindness.
Previous Versions
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