Angel Paragon (5e Class)

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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.

Prerequisites[edit]

You must be an angel.

Quick Build[edit]

You can make an angel paragon quickly by following these suggestions: First, put your highest ability scores in Dexterity, followed by Charisma and Constitution. 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: Simple weapons, shortsword
Tools: musical instrument (horn, lute, lyre or viol)
Saving Throws: Wisdom, Charisma
Skills: Your choice of two from Animal Handling, Insight, Perception, Performance, or Religion

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

  • (a) a shortsword or (b) a quarterstaff
  • (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
4th +2 4 Ability Score Improvement
5th +3 5 Flight
6th +3 6 Improved Healing Touch (2)
7th +3 7 Telepathy, True Form (2)
8th +3 8 Ability Score Improvement
9th +4 9 Angelic Sphere
10th +4 10 Improved Healing Touch (3)


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.

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

From 9th level, you can innately cast commune once.

Angelic Armor[edit]

If you are not wearing armor, your Armor Class equals 10 + your Dexterity modifier + your Charisma modifier.

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 resistant 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.
  • You lose all levels of exhaustion, and you cannot be exhausted.

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. When you reach 7th level in this class, you can enter true form twice before you need to rest.

Divinity Points[edit]

At 2nd level, you have 2 divinity points, used to fuel other class features, and you gain more as you reach higher levels, as shown in the Divinity Points column of the Angel table. You can never have more divinity points than shown on the table for your level. You regain all spent 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.

Flight[edit]

At 5th level, you gain the ability to cause your angelic wings to appear at will. While the wings are extended, you gain a fly speed of 60 feet.

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 10th level, you can use your Healing Touch trait three times, the target regains 3d8 hit points, and is also freed of any curse.

Telepathy[edit]

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

Angelic Sphere[edit]

At 9th 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 1 or lower, for 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.


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