Angel Paragon, Variant (5e Class)

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Scales.png This page is of questionable balance. Reason: Why does this have a 20th level feature when the table only goes up to 10th level? Also, what in the world does divine intervention have to do with a player's capabilities? Isn't that just putting the player in charge of the DM's seat then? At least the warlock and cleric can't just ask favors. Also, the true form at 1st level makes this an indefinitely better choice over barbarian's rage.


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Angel Paragon[edit]

Beaangel.jpg
Fantasy Angel by Bea Serendipity

Angels are spiritual beings created by a lawful good deity to act as servants, messengers and warriors.

Angels are benevolent and dreadful, but not infallible; for they strive with each other, and their deity has to make peace between them. Most of them serve either as intermediaries between the outer plane and the material realm, or as guardian spirits. Some are here to protect, some are here to destroy life to open way for new life. Innocence is their nature to a certain degree. It is rare that they bring themselves to tell a falsehood, as dishonor such an alien concept to them.

Angels are referred to in connection with their spiritual missions; as for instance, the "angel which has redeemed", "an interpreter", "the angel that destroyed", "the messenger of the covenant", "angel of his presence", and "a band of angels of evil".

Exquisite Form

Angels have the shape of humanoids of extraordinary beauty, halos, and light. They stand taller than the average human. Some have fair hair ranging from white to light brown, whilst others are bald. They have blue and gold eyes of many shades from light to dark. They are slim and muscular. Angels have large feathery wings that span equal to their height and can be white, brown, silver or black, the average angel has one pair of wings but rare angels can even sometimes have two or three.

Some ranks of angels take the form of immaculate male or female humans or other humanoid race. Other angels have androgynous bodies of transcendental beauty.

Adventuring Angels

Angels do not interact with mortals unless instructed to do so by their deity, as they are such fragile and innocent souls, but few in the past have chosen to wander the material realm learning how the beings live. However, there are times when the world below requires the presence of an angel to deal with a problem. An adventuring angel is weighed down by the material realm, unable to maintain their full divine power. Over time, they can learn to tap into their true form.

Quick Build[edit]

You can make an angel paragon quickly by following these suggestions: First, put your highest ability scores in Charisma, followed by Dexterity and Wisdom. Second, choose the divine servant or far traveler background.

Class Features[edit]

As a Angel Paragon you gain the following class features.

Hit Points

Hit Dice: 1d8 per Angel Paragon level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Angel Paragon level

Proficiencies

Armor: None
Weapons: longsword, shortsword, glaive, halberd, simple weapons
Tools: musical instrument (horn, lute, lyre or viol)
Saving Throws: Wisdom, Charisma
Skills: Your choice of two from Animal Handling, Insight, Perception, Performance, Persuasion, Intimidation, Survival, history or Religion

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

  • (a) one martial weapon or (b) two shortswords or (c) one simple weapon
  • (a) a shortbow and 20 arrows or (b) 5 javelins
  • (a) diplomat's pack or (b) robes and a priest's pack
  • a horn, lute, lyre or viol
Level Proficiency
Bonus
Divinity Points Features
1st +2 Innate Spellcasting, Angelic Armor, True Form (1)
2nd +2 2 Angelic Weapons
3rd +2 3 Tongues, Glowing Radiance
4th +2 4 Ability Score Improvement
5th +3 5 Extra Attack
6th +3 6 Devine Aura, Improved Healing Touch (2)
7th +3 7 Telepathy, True Form (2)
8th +3 8 Ability Score Improvement
9th +4 9 Voice of Authority
10th +4 10 Angelic Sphere


Innate Spellcasting[edit]

At some levels you learn to cast some spells innately. When you cast a spell innately, you only need to use verbal components. When you finish a long rest, you regain the uses of each of your innate spells.

At 1st level, you can innately cast detect evil and good once per long rest. When you reach 5th level in this class, you can cast it at will.

At 3nd level, you can innately cast lesser restoration once per long rest. This spell is replaced with greater restoration once you reach 10th level.

At 5th level, you can innately cast haste once per long rest.

At 7th level, you can innately cast remove curse once per long rest.

At 9th level, you can innately cast commune once per long rest. When you reach 18th level in this class, you can cast it at will.

At 11th level, you can innately cast planar ally once per long rest. Except the creature your deity sends is friendly toward you, and obligated to help with at least one task that you designate.

At 13th level, you can innately cast divine word once per long rest.

At 16th level, you can innately cast mass heal once per long rest.

True Form[edit]

As an adventuring angel, you have spent so long in the material realm that you feel the weight of mortal life. In battle, you can briefly unleash your full power. On your turn, you can enter your true form as a bonus action.

While in your true form, you gain the following benefits:

  • You become immune to bludgeoning, piercing, and slashing from nonmagical attacks.
  • You have advantage on saving throws against spells and other magical effects.
  • You are immune to the charmed and frightened conditions.
  • Your weapon attacks do an extra 1d8 radiant damage.
  • You lose all levels of exhaustion, and you cannot be exhausted.
  • You gain a flying speed of 120 feet.

Your true form lasts for 1 minute. It ends early if you are knocked unconscious. You can also end your true form on your turn as a bonus action.

You can enter your true form again when you finish a long rest. You gain additional uses of this feature at 7th, 13, and 19th level before you need to rest.

Divinity Points[edit]

At 2nd level, you have 2 divinity points, used to fuel other class features, your maximum divinity points is equal to your level. You regain all expended divinity points when you finish a long rest.

Angelic Weapons[edit]

Starting at 2nd level, when you hit a creature with a weapon attack, you can expend one or more divinity points to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 1d8 for each divinity point expended, to a maximum of 5d8. In addition, the attack is considered to be made with a magic weapon.

Tongues[edit]

From 3rd level onwards you can expend one divinity point to speak in tongues for 10 minutes. For the duration, you can understand any language spoken to you; and when you speak, any creature that knows a language understands you.

Glowing Radiance[edit]

Starting at 3rd level, your 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 conquer even magical darkness. Whenever the bright portion of your light is in contact with magical darkness, you may use your action to dispel the darkness. Make a wisdom saving throw, with a DC of 10 + the spell’s level, on a success, the spell causing the magical darkness is dispelled.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, and 16th 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, you can attack twice, instead of once, whenever you take the attack action on your turn.

Improved Healing Touch[edit]

Starting at 6th level, you can use your Healing Touch racial trait twice instead of once. The target regains 2d8 hit points, and is also freed of any disease.

At 11th level, you can use your Healing Touch trait three times, the target regains 3d8 hit points, and is also freed of any curse.

Divine Aura[edit]

Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Wisdom modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

At 18th level, the range of this aura increases to 30 feet.

Telepathy[edit]

Starting at 7th level, when you use your tongues feature, you can also communicate telepathically to creatures within 120 feet of you.

Voice of Authority[edit]

An angel's voice brings about many different effects, some soothing and some commanding. At 9th 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 non-evil-aligned creatures.

Angelic Sphere[edit]

At 10th level, your place in the hierarchy of angels becomes manifest. Choose the First, Second or Third sphere.

First Sphere[edit]

Angels of the first sphere are direct servants and stewards of their deity. This sphere includes solars. You gain the following benefits:

Teleport

You can expend one divinity point to magically teleport, along with any equipment you are wearing or carrying, up to 120 feet to an unoccupied space you can see.

Searing Burst

You can expend two divinity points to emit magical, divine energy. Each creature of your choice within a 10-foot radius must make a Dexterity saving throw, taking 3d6 fire damage and 3d6 radiant damage on a failed save, or half as much on a successful one. The DC of the saving throw is equal to 8 + your proficiency bonus + your Charisma modifier.

Second Sphere[edit]

Angels of the second sphere guide and rule spirits, create signs and miracles, and act as divine warriors. This sphere includes planetars. You gain the following benefits:

Divine Awareness

You know if you hear a lie.

Martial Proficiency

You gain proficiency with martial weapons.

Third Sphere[edit]

Angels of the third sphere guide and protect mortals, acting as messengers. This sphere includes devas.

You can use an action and expend a divinity point to polymorph into a humanoid or beast with a CR of 5 or lower, for up to 8 hours. You can choose for any equipment you are wearing or carrying to be absorbed or borne by the new form. At the end of the duration, or if you use an action to end the effect, you revert back to your true form. You also revert back if you die.

In a new form, you retain your game statistics and ability to speak, but your Armor Class, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and you gain any statistics and capabilities (except class features) that the new form has but that you lack.

Revitalizing Presence[edit]

Your holy energy is so strong that other creature can now feed of your power. At 14th level, you and creatures of your choice that you can see within Your Divine Aura regain hit points equal to your wisdom modifier (minimum of 1) every round, if it has at least 1 hit point. A creature cannot exceed its hit point maximum from this ability. This ability has no affect on fiends, undead or constructs.

Healing Savant[edit]

At 15th level, you can expend 4 Divinity Points to cast greater restoration, mass healing word or cure wounds without using a spell slot, somatic components or material components.

Angelic Sphere Mastery[edit]

At 17th level, you have mastered your angelic sphere, and can now unleash it's fullest potential. You gain features according to the sphere you chose at 10th level, they replace those granted by Angelic Shere.

First Sphere[edit]

Teleport

You can expend one divinity point to magically teleport, along with any equipment you are wearing or carrying, up to 200 feet to an unoccupied space you can see. Additionally, you can choose to teleport up to 3 creatures and their equipment with you, as long as they are touching you when you use this ability.

Searing Explosion

You can expend two divinity points to emit magical, divine energy. Each creature of your choice within a 20-foot radius must make a Dexterity saving throw, taking 6d6 fire and 6d6 radiant on a failed Dexterity save, and are blinded for one round, creature that succeed the save take half damage and aren't blinded. The DC of the saving throw is equal to 8 + your proficiency bonus + your Charisma modifier.

Second Sphere[edit]

Divine Omniscience

You can spend one Divinity Point to cast Zone of Truth or Detect thoughts once at will.

Martial Prowess

You can add your Wisdom modifier to attack and damage rolls made with any martial weapon.

Third Sphere[edit]

You can use an action and expend a divinity point to polymorph into a humanoid or beast with a CR of 12 or lower, for up to 24 hours. You can choose for any equipment you are wearing or carrying to be absorbed or borne by the new form. At the end of the duration, or if you use an action to end the effect, you revert back to your true form. You also revert back if you die.

In a new form, you retain your game statistics and ability to speak, but your Armor Class, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and you gain any statistics and capabilities (except class features) that the new form has but that you lack.

Foresight[edit]

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 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 wisdom score increases by 4, as does your maximum for these abilities. 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, possibly gaining the aid of your Deity, as with Divine Intervention.


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