Angel (5e Class)

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Angel Info[edit]

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!


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, shields
Weapons: simple
Tools: Healer's Kit
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) 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

Table: The Angel

Level Proficiency
Bonus
Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
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
5th +3 Extra Attack 4 2
6th +3 Voice of Authority, Wings(2) 4 2
7th +3 Angelic Domain Feature 4 3
8th +3 Ability Score Improvement 4 3
9th +4 Healing Touch 4 3 2
10th +4 Magic Resistance 4 3 2
11th +4 Divine Awareness, Angelic Domain Feature 4 3 3
12th +4 Ability Score Improvement 4 3 3
13th +5 Supernatural Senses 4 3 3 1
14th +5 Angelic Weapons 4 3 3 1
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
18th +6 Foresight 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 Deity's Favor 4 3 3 3 2


Immortal Nature[edit]

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.

Wings[edit]

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.


Angelic Domain[edit]

Starting at level 1 you choose an Angelic Domain pushing you to follow a core trait from the following: Protectorate, Avenging, Wrathful, The Reaper (Please)


Glowing Radiance[edit]

Starting at level 2, 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.


Spellcasting[edit]

At 2nd level you inherit your natural spellcasting ability. You can now cast spells from the Cleric 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.

Preparing Spells

You prepare your spells, meaning at the end of a long rest you choose which spells you have prepared from the Cleric spell list. You can prepare a number of spells equal to your Charisma modifier + your Angel level halved (rounded down). You can change which spells you have prepared at the end of a long rest by expending 1 minute per level of the spell meditating.


Ability Score Increase[edit]

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[edit]

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[edit]

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.


Healing Touch[edit]

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 HP equal to 3 times your Angel level and rids the target of paralysis, stun, and petrification conditions effecting it as well as the previous conditions.


Magic Resistance[edit]

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.


Divine Awareness[edit]

Beginning at level 11 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.


Supernatural Senses[edit]

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.


Angelic Weapons[edit]

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[edit]

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[edit]

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.


Deity's Favor[edit]

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 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.


Multiclassing[edit]

You cannot multiclass into an Angel


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