Angel (5e Class)
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You were chosen by a deity to become a warrior in their 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.
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
Armor: Light armor, medium armor, shields
Weapons: Simple weapons
Saving Throws: Wisdom, Charisma.
Skills: Choose two of the following Animal Handling, Arcana, History, Insight, Intimidation, Medicine, Perception, Persuasion, or Religion.
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 appropriate for the weapon or (c) two simple melee weapons
- (a) A priest's pack or (b) an explorer's pack
- (a) Scale mail or (b) leather armor
- Healer's kit and a holy symbol
- If you are using starting wealth, you have 4d4 x 10 gp in funds.
|Healing Touch||Features||—Spell Slots per Spell Level—|
|1st||+2||5||Wings, Angelic Domain, Healing Touch||—||—||—||—||—|
|4th||+2||20||Ability Score Improvement||3||—||—||—||—|
|6th||+3||30||Voice of Authority, Wings Improvement||4||2||—||—||—|
|7th||+3||35||Angelic Domain Feature||4||3||—||—||—|
|8th||+3||40||Ability Score Improvement||4||3||—||—||—|
|10th||+4||100||Healing Touch Improvement||4||3||2||—||—|
|12th||+4||120||Ability Score Improvement||4||3||3||—||—|
|14th||+5||140||Angelic Domain Feature||4||3||3||1||—|
|16th||+5||160||Ability Score Improvement||4||3||3||2||—|
|19th||+6||190||Ability Score Improvement||4||3||3||3||2|
|20th||+6||200||Deity's Favor, Angelic Domain Feature||4||3||3||3||2|
All angels have an innate ability to cure basic wounds and dispose of poisons and diseases. You have a pool of healing equal to 5 times your angel level. Starting at 1st level, you can channel this ability to perform a healing touch. Using an action, you can touch a willing creature and restore a number of hit points to it, not exceeding healing touch pool. You also rid the target of any condition using 5 points.
At 10th level, your healing touch is empowered. Your pool now grows to be 10 x your angel level.
At 1st level, 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 speed equal to half your walking speed, but you need to end this movement on land, or else you will fall.
Starting at 15th level, your flying speed with your wings become equal to your walking speed, and you no longer need to end your movement on the ground. If you have any form of racial flying speed, you add half your walking speed to your flying speed.
At 1st level you choose an Angelic Domain pushing you to follow a core trait from the following listed here: Angelic Domains. Your Angelic Domain grants you benefits at 1st level, and again at 7th, 14th, and 20th levels.
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 5th 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
Starting at 3rd 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.
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.
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 non Intimidation Charisma based check to interact with good-aligned creatures.
Beginning at 11th level, you will always know if you hear a lie from any creature. It feels like a sudden onset of discomfort and irritation when you hear a lie. In addition, you have advantage on all Wisdom (Insight) 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.
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, you gain truesight out to 60 ft.
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.
- Mending Touch
After choosing this discipline at 1st level you learn the cantrip 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 long rest.
- 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 14th level (2d10), and 20th level (3d10). This may be done once, regaining the ability to do so after finishing a short or long 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 in this way an amount of times equal to 1 + Wisdom modifier, regaining all uses upon finishing a long rest.
- Restorative Light
At 20th level, you may add 1d10 to all healing done, and you can cast power word heal once, being able to do so again after finishing a long rest.
- 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.
- 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), 20th level (4d6). This feature can only be done a number of times equal to (1 + Wisdom modifier). You regain all uses after finishing a long rest.
- Divine Destruction
At 14th level, you can cast staggering smite and flame strike without using a spell slot. This feature can only be done a number of times equal to (1 + Wisdom modifier). You regain all uses after finishing a long rest.
- Holy Avenger
At 20th level, your AC increases by 1, and you can add 1d4 to all damage dealt. When reaching 0 hit points you can come back at half of your character's maximum hit points. You may do so again after finishing a long rest
- 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 hit points increases by 1d4 at 7th level (2d4), 14th level (3d4), and 20th 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.
- Undead Servant
At 7th level, you can cast animate dead without using spell slots. This feature can be used an amount of times equal to (1 + 1/2 your Wisdom modifier). You regain all uses after finishing a long rest.
- 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 20th level (3d10). This feature can only be done a number of times equal to (1 + Wisdom modifier). You regain all uses after finishing a short or long rest.
- Avatar of Death
At 20th 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.
Prerequisites. To qualify for multiclassing into the Angel class, you must meet these prerequisites: Wisdom 13
Proficiencies. When you multiclass into the Angel class, you gain the following proficiencies: light armor, medium armor, shields.
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