Affinity (5e Creature)

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Medium celestial (angel), lawful good

Armor Class 14 (natural armor)
Hit Points 33 (6d8 + 6)
Speed 20 ft., fly 50 ft.

14 (+2) 15 (+2) 13 (+1) 11 (+0) 13 (+1) 11 (+0)

Skills Perception +5
Damage Resistances radiant; bludgeoning, piercing and slashing damage from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened
Senses darkvision 60 ft., passive Perception 15
Languages Celestial, Common
Challenge 1 (200 XP)

Angelic Weapons. The affinity's weapon attacks are magical. When the affinity hits with any weapon, the weapon deals an extra 1d8 radiant damage (included in the attack).

Dive Attack. If the affinity is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 3 (1d6) damage to the target.


Talon. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.

Divine Halberd. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 7 (1d10 + 2) slashing damage plus 4 (1d8) radiant damage.

Affinity (Source)

Servants of heaven that populate the lowest of the angelic hierarchy, a third sphere rung known simply as angels. Those with deep faith often feel these angels closest to their hearts. Descending from the heavens upon their pure white wings, it is believed that the glimmering halo atop an affinity's head lights the path for those who have lost their way.
     When individuals of faith ascend to the heavens, their souls become affinities, further bolstering the forces of the celestial plane.
The religious articles they equip are all tools used to further their conviction to protect the righteous and can become powerful weapons used to strike down those with sullied hearts.

Variant: Affinity Trumpet

Some affinities have the following action option.
Divine Trumpet. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d10) force damage plus 4 (1d8) radiant damage.

Variant: Affinity Sousaphone

Some affinities have a divine sousaphone instead of a divine halberd. This variant cannot fly due to the weapon's weight.
Divine Sousaphone (Recharge 4-6). The affinity blows into its divine instrument, emitting a beam of radiant force in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 7 (2d6) force damage and 7 (2d6) radiant damage on a failed save, or half as much damage on a successful one.

Variant: Affinity Flail

Some affinities have the following action option.
Divine Flail. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage plus 4 (1d8) radiant damage.

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