Angel (5e Class)

Angel Info

You were chosen by a deity to become a warrior in his/her name. You now serve this deity loyally until death. Your deity granted you with certain abilities and traits as reward of your beloved loyalty. With this newfound power, which path will you take to claim your god's favor?

Angels are divine beings of vengeance, trust, loyalty, and above all protection. As an angel you are expected to perform tasks and make sacrifices in the name of your deity and for the greater good.

- this class was intended to be played with any race excluding aarakocras as they basically would serve no purpose other than to break specific mechanics (such as Wings) but if you can figure out how to make it work, go for it!

Class Features

As a Angel you gain the following class features.

Hit Points

Hit Dice: 1d10 per Angel level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Angel level after 1st

Proficiencies

Armor: Light, medium armor, shields
Weapons: Simple weapons
Tools:
Saving Throws: Charisma, Wisdom
Skills: choose two from Animal Handling, Arcana, History, Insight, Intimidation, Medicine, Perception, Persuasion, or Religion.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a simple melee weapon and a shield or (b) a simple ranged weapon and 20 pieces of ammunition or (c) two simple melee weapons
  • (a) a priest's pack or (b) an explorer's pack
  • chain mail and a holy symbol
  • healer's kit
  • If you are using starting wealth, you have 4d4 x 10 gp in funds.

Table: The Angel

LevelProficiency
Bonus
Features—Spell Slots per Spell Level—
1st2nd3rd4th5th
1st+2Immortal Nature, Wings, Angelic Domain
2nd+2Glowing Radiance, Spellcasting2
3rd+2 Angelic Domain Feature3
4th+2Ability Score Improvement3
5th+3Extra Attack42
6th+3Voice of Authority, Wings(2), Angelic Weapons42
7th+3 Angelic Domain Feature43
8th+3Ability Score Improvement43
9th+4Healing Touch432
10th+4Magic Resistance432
11th+4Divine Awareness, Angelic Domain Feature433
12th+4Ability Score Improvement433
13th+5Supernatural Senses4331
14th+5Angelic Weapons4331
15th+5Healing Touch (2), Angelic Domain Feature4332
16th+5Ability Score Improvement4332
17th+6My Last Testament43331
18th+6Foresight43331
19th+6Ability Score Improvement43332
20th+6Deity's Favor43332

Immortal Nature

You are an immortal, celestial being. Your creature type is now celestial and you no longer age. You don't require food, water or sleep.

You do however need to rest daily to retain this celestial strength through a prayer of contemplation with your deity. During a long rest, you need to spend at least 4 hours praying to your deity. You don't need to rest for the remainder of the rest, but if you do anything more complex or demanding than light activity you suffer all the effects of not completing a long rest.

Wings

You grow a pair of wings as part of becoming an angel. These wings are new and as such will take some getting used to and proper training to be able to function correctly. When you are subject to fall damage, you can reduce the damage by a number equal to 5 times your angel level. These wings are incorporeal and translucent, emitting a faint glow.

At 6th level, you start to learn how to fly with these wings. You gain a flying movement speed equal to half your walking movement speed, but you need to end this movement on land, or else you will fall. You can take the Dash action to move the double of this distance.

At 14th level, your movement speed with your wings become equal to your walking movement speed, and you no longer need to end your movement on the ground. If you have any form of racial flying movement speed, you add 10 feet to to your racial movement.

Angelic Domain

Starting at 1st level you choose an Angelic domain pushing you to follow a core trait from the following: Protector, Avenger, The Reaper. Your Angelic domain grants you benefits at 1st level, and again at 3rd, 7th, 14th and 17th levels.

Glowing Radiance

Starting at 2nd level, your unnaturally holy form gives off a slight glow that you can ignite and extinguish as a bonus action on your turn. This radiance glows a 10 foot aura of bright light with an additional 10 foot aura of dim light beyond it.

Your glowing radiance can glow even through magical darkness. Additionally, when the bright portion of your light contacts magical darkness, you can use your action to try to dispel it. You must make an ability check using your spellcasting ability, and, on a success, the spell causing the magical darkness is dispelled. The DC equals 10 + the spell’s level.

Spellcasting

At 2nd level you awaken your celestial magical powers.

Preparing and Casting Spells

The angel table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of angel spells equal to your Wisdom modifier + half your angel level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd level angel, you have four 1st level and two 2nd level spell Slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st level spell cure wounds, you can cast it using a 1st or 2nd level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of angel spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your angel spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever an angel spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for an angel spell you cast and when making an attack roll with one.

Spell save DC = 8 + your Proficiency Bonus + your Wisdom modifier Spell Attack modifier = your Proficiency Bonus + your Wisdom modifier

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.

Voice of Authority

An angel's voice brings about many different effects, some soothing and some commanding. At 6th level, you gain proficiency in Persuasion and Intimidation. If you already have proficiency in one or both of these skills you can add double your proficiency bonus to any check made with these skills.

Additionally, you have advantage on any Charisma based check to interact with good-aligned creatures.

Angelic Weapons

Your power of will and very essence empowers the weapons you wield. Starting at 6th level, all weapon attacks you make are now considered magical for the purposes of overcoming resistances and immunities to nonmagical piercing, slashing, and bludgeoning damage regardless of whether or not the weapon itself is magical.

Additionally, at 14th level, your weapon attacks now deal additional radiant damage equal to your Wisdom modifier.

Healing Touch

All angels have an innate ability to cure basic wounds and dispose of poisons and diseases. At 9th level, you can now channel this ability to perform a healing touch. You touch a willing creature and restore a number of hit points equal to your angel level times 2. You also rid the target of any poison, disease, blindness, or deafness. You can use this feature once between long rests.

At 15th level, your healing touch is empowered. It now restores a number of hit points equal to 3 times your angel level.

In addition, you can use your bonus action and spend 3 points from this healing pool to touch a creature, curing it from the following conditions: paralyzed, stunned, petrified and poisoned conditions. If more than one condition affects the target, you must choose which one you want to end.

Magic Resistance

Angels, being pure creatures of divine magic, have a natural ability to resist the effects of other magic. At 10th level, you now have advantage on all saving throws against spells and other magical effects.

Divine Awareness

Beginning at 11th level, you will always know if you hear a lie from a humanoid creature. It feels like a sudden onset of discomfort and irritation when you hear a lie. In addition, you have advantage on all Wisdom checks to perceive a lie.

Also, you now have the zone of truth spell permanently prepared and does not count against your number of prepared spells. You can cast this spell without expending a spell slot a number of times equal to your Charisma modifier. You regain all expended uses when you finish a long rest.

Supernatural Senses

Angels have keen senses that help them to be such a threat to creatures on the battlefield, making it nearly impossible to sneak up on them. At 13th level, you gain Darkvision, out to a range of 120 feet. In addition, you can add half of your proficiency modifier in all Wisdom checks you aren't already proficient with.

My Last Testament

You let out your final words as your essence is drawn from you and ascends to the Upper Planes. At 17th level, when you die your divine essence is brought back into the Upper Planes where you were created. Your soul can never be trapped or ravaged in any way, regardless of how you die or what killed you. Upon death your essence engulfs the target that killed you, or if unavailable the next closest enemy, in bright radiant energy. The engulfed target must succeed on a Constitution saving throw taking 14d6 radiant damage on a failed save or half as much on a successful save. Whether the target succeeds or not your essence then disperses and returns to the Upper Planes.

Foresight

Your angelic nature is reaching its peak as you become a legendary force to be reckoned with. With this growing strength comes a multitude of dangers and you have grown capable of predicting these dangers over the years. At 18th level, when a creature makes an attack roll against you, you can expend your reaction to force the attack roll to be made at disadvantage and you cannot be surprised. Additionally, your Truesight extends to 120 feet.

Deity's Favor

You have finally won your deity's favor, and as such are granted with incomparable power and glory of being a God's favorite. At 20th level, your wisdom score increases by 4 as does your maximum for that ability. Also, you can cast Plane Shift at will, targeting only yourself, and you can only travel to the Upper Plane where your Deity resides and back to the Material Plane.

Protector

Mending Touch

After choosing this discipline at 1st level you learn the spell spare the dying, and you can cast it as a bonus action on your turn. When you cast this spell, you heal 1 hit point of a creature the first time you cast this on it.

After restoring hit points of a creature in that manner, you can't do it again until that creature completes a short or a long rest.

Guardian Angel

At 3rd level, whenever you use your action to cast a spell of 1st or 2nd level that restores hit points, the healed creature becomes resistant to all types of damage until the start of your next turn.

Blessed Vigor

At 7th level, you gain the power from your deity to protect any friendly creature in the area. You can give one willing friendly creature 1d10 temporary hit points, this adds an additional 1d10 at 7th level (2d10), 14th level (3d10), and 17th level (4d10). This may be done once every short rest.

Hands of Cure

At 14th level, you can cast lesser restoration, healing word and cure wounds without using a spell slot. Each spell can be cast (1 + Wisdom modifier) per long rest.

Restorative Light

At 17th level, you may add 1d10 to all healing done, and you can cast power word heal once per long rest.

Avenger

Militant Angel

At 1st level, you gain proficiency in martial weapons. In addition, you can choose one of the following fighting styles:

Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense. While you are wearing armor, you gain a +1 bonus to AC.
Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Divine Rage

At 3rd level, whenever you cast a spell of 1st or 2nd level that deals fire or radiant damage, the target takes the same amount of damage on its next turn. If the spell targets multiple opponents, you must choose one to be affected by this feature.

Sacred Fire

After choosing this discipline at 7th level, you can imbue your weapon with holy fire, adding 1d6 damage to all attacks for 3 turns. This damage increases by 1d6 at 7th level (2d6), 14th level (3d6), 17th level (4d6). This feature can only be (1 + Wisdom modifier) per long rest.

Divine Destruction

At 14th level, you can cast staggering smite and flame strike without using a spell slot. This can be done (1 + Wisdom modifier) per long rest

Holy Avenger

At 17th level, your AC increases by 1, and you can add 1d4 to all damage dice. When reaching 0 hit points you can come back at half of your character's maximum hit points.

The Reaper

Drain Vitality

After choosing this discipline at 1st level you gain the ability to drain the essence from the dead. When you drain the nearby dead, you regenerate 1d4 hit points per body. The amount of health increases by 1d4 at 7th level (2d4), 14th level (3d4), and 17th level (4d4). You can use this feature a number of times equal 2 + Wisdom modifier, being unable to do so until you finish a long rest.

Sip Life Force

At 3rd level, whenever you cast a spell of 1st or 2nd level that deals necrotic or poison damage, the target has disadvantage on its next attack roll, ability check, or saving throw it makes before the start of your next turn.

Undead Servant

At 7th level, you can cast animate dead without using spell slots. This feature can be used (1 + 1/2 Wisdom modifier)

Grim Reaper

At 14th level, when making a weapon attack you may add 2d10 necrotic damage. You regenerate hit points worth 1/2 of the damage done, rounded down. The damage increases by 1d10 at 17th level (3d10). This feature can be used (2 + proficiency bonus) per short or long rest.

Avatar of Death

At 17th level, an aura surrounds you and saps the life of anything within 5 feet of you. If a creature ends its turn within range it must succeed on a Constitution saving throw or lose hit points equal to 6d6 + proficiency bonus + Wisdom modifier. You gain hit points equal to half the hit points the creature lost, rounded up.

Multiclassing


You cannot multiclass into an angel


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