Angel (5e Class)
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- 1 Angel Info
- 2 Class Features
- 2.1 Table: The Angel
- 2.2 Immortal Nature
- 2.3 Wings
- 2.4 Angelic Domain
- 2.5 Glowing Radiance
- 2.6 Spellcasting
- 2.7 Ability Score Increase
- 2.8 Extra Attack
- 2.9 Voice of Authority
- 2.10 Healing Touch
- 2.11 Magic Resistance
- 2.12 Divine Awareness
- 2.13 Supernatural Senses
- 2.14 Angelic Weapons
- 2.15 My Last Testament
- 2.16 Foresight
- 2.17 Deity's Favour
- 3 Protector
- 4 Avenger
- 5 The Reaper
- 6 Multiclassing
You were chosen by a deity you prayed to beforehand to become a warrior in his/her name. You now serve this deity loyally until death and are granted with certain abilities and traits as part of this 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 certain tasks and make specific sacrifices for the greater good of a cause loyal to you and your deity.
- 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!
As a Angel you gain the following class features.
- Hit Points
Armor: light, medium, shields
Tools: Healer's Kit
Saving Throws: Charisma, Wisdom
Skills: choose two from 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) simple melee weapon and shield or (b) simple ranged weapon and 20 arrows/bolts or (c) two simple melee weapons
- Healer's Kit
- (a) Priest's Pack or (b) Explorer's Pack
- (a) chain shirt or (b) Scale mail
|Features||—Spell Slots per Spell Level—|
|1st||+2||Immortal Nature, Wings, Angelic Domain||—||—||—||—||—|
|2nd||+2||Glowing Radiance, Spellcasting||2||—||—||—||—|
|3rd||+2||Angelic Domain Feature||3||—||—||—||—|
|4th||+2||Ability Score Improvement||3||—||—||—||—|
|6th||+3||Voice of Authority, Wings(2)||4||2||—||—||—|
|7th||+3||Angelic Domain Feature||4||3||—||—||—|
|8th||+3||Ability Score Improvement||4||3||—||—||—|
|11th||+4||Divine Awareness, Angelic Domain Feature||4||3||3||—||—|
|12th||+4||Ability Score Improvement||4||3||3||—||—|
|15th||+5||Healing Touch (2), Angelic Domain Feature||4||3||3||2||—|
|16th||+5||Ability Score Improvement||4||3||3||2||—|
|17th||+6||My Last Testament||4||3||3||3||1|
|19th||+6||Ability Score Improvement||4||3||3||3||2|
You are an immortal, celestial being. Your creature type is now Celestial and you no longer age and do not require food, drink, 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 may pray to your deity for 4 hours granting you the full benefits of a normal 8 hour rest.
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 appear translucent and white.
At 6th level you gain full strength of these wings granting you a flying speed of 50 feet.
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 bright light dispels any and all magical darkness it contacts.
At 2nd level you inherit your natural spellcasting ability. You can now cast spells from the Cleric or Wizards spell list. Your Angel table shows you how many spell slots you have, you can only cast a spell if you have it prepared and have an available spell slot to expend. Once you expend a spell slot you do not regain it until you finish a long rest.
Ability Score Increase
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, when you use your action to take the Attack action you can perform one additional attack on your turn.
Voice of Authority
An angels voice brings about many different effects, some soothing and some commanding. At 6th level you gain proficiency in the Persuasion and Intimidation skills. 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.
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 and rids the target of paralyzed, stunned, and petrified conditions effecting it as well as the previous conditions.
Angels being pure creatures of divine magic have an natural ability to resist the effects of other magic. At 10th level you now have advantage in all saving throws against spells and other magical effects.
Beginning at 11th level you will always know if you hear a lie regardless of any magical or nonmagical influences. It feels like a sudden on-set of discomfort and irritation when you hear 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 per long rest.
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 the following:
- Truesight out to 30 feet.
- Darkvision out to 120 feet.
- Proficiency in Perception, Expertise if you already have proficiency.
Your power of will and very essence empowers the weapons you wield. Starting at 14th 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, your weapon attacks now deal additional radiant damage equal to your Charisma modifier.
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.
Your angelism 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 Truesight extends to 120 feet.
You have finally won your deity's favour, and as such are granted with incomparable power and glory of being a God's favorite. At 20th level, your Charisma 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.
After choosing this discipline at 1st level you can cast spare the dying as a bonus action
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.
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.
At 17th level, you may add 1d10 to all healing done, and you can cast power word heal once per long rest.
After choosing this discipline at 1st level you can imbue you 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.
At 7th level, you gain proficiency in martial weapons and can add +1 to all weapon attacks.
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
At 17th level, your AC increases by 1, you can add 1d4 to all damage dice. When reaching 0 hit points you can come back at half max hit points.
After choosing this discipline at 1st level you gain the ability to drain the essence from the dead. You can 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), 17th level (4d4). You can use this feature (2 + Wisdom modifier) per long rest.
At 7th level, you can cast animate dead without using spell slots. This feature can be used (1 + 1/2 Wisdom modifier)
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.
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.
You cannot multiclass into an Angel