Potentates

by Sonixerse

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Potentates

Although all angels can be called to battle by the command of their respective god, potentates have been charged with vanquishing all sources of evil through the multiverse. They serve as the first line of defense against extraplanar creatures interested in the souls or minds of mortals, such as aberrations, fey, and fiends. In some more extreme cases, they have been known to invade the domains of rival gods as well. In fact, thanks to their endless crusades, the Material Plane experiences a mere fraction of extraplanar incursions from entities that manage to bypass these angelic guardians.

Extraplanar Crusaders

Since potentates generally serve as the foot soldiers for the gods, they are often found on other planes such as the Nine Hells or the Abyss battling fiendish hordes. Because these angels spend the majority of their time fighting these extraplanar threats, they rarely interact with mortals on the Material Plane, unless the realm is under immense threat. In cases where extraplanar threats manage to slip into the Material Plane, potentates often task various holy orders and divine champions to fight this threat on their behalf. Due to their duty to maintain vigil against threats from the beyond, potentates only will aid these individuals in the direst of circumstances.

Fallen Potentates

Unfortunately, their eternal duty also leaves potentates vulnerable to unexpected side effects. Due to their continual campaigns to hostile realms, many potentates have fallen victim to corruption or insanity, becoming fallen angels. Some travel down this path due to believing their cause to protect mortals is fruitless, while others were drawn to powerful entities from these planes.

Potentate Tactics

Of all angels, potentates are well known for their martial skill and discipline. They wield special armor and weapons made out of hallowed metal from the Upper Planes that gives them a significant advantage over their enemies from the Lower Planes. In fact, their weapons are believed been the precursors to many legendary weapons gifted to mankind.

Battle Tactics

When a potentate enters into battle, its first priority is summon weapons and shields made out of divine magic to amplify their prowess in battle. In combat, potentates typically prioritize otherworldly creatures such as Fiends and Undead as opposed to mortals. If they are facing off against mortal opponents as well, they will resort to use their Hallowed Turning to break the will of foes long enough for the angel to gain a tactical advantage by taking flight and raining down a barrage of hallowed arrows.

Stalwart Avengers

In combat, a potentate will rarely ever retreat from a battle, especially in the face of an extraplanar threat. Despite their stalwart nature, they are clever combatants and are not afraid to temporarily retreat long enough to gain a better vantage point against their enemies. If their death seems inevitable, the potentate will attempt to take out as many creatures as possible and will use the last reserves of its divine magics to vanquish their enemies.



Potentate

Medium Celestial, varies


  • Armor Class 18(Plate Armor)
  • Hit Points 102 (12d8+48)
  • Speed 30ft., fly 90ft.

STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 18 (+4) 17 (+3) 20 (+5) 20 (+5)

  • Saving Throws Wis +9, Cha +9
  • Skills Athletics +8, Acrovatics +8, Intimidation +9, Perception +9,
  • Damage Resistances Radiant, Necrotic, Bludgeoning, Piercing, and Slashing from non-magical attacks
  • Senses darkvision 120ft., truesight 120ft., passive Perception 17
  • Languages all
  • Proficiency Bonus +4
  • Challenge 11 (7200 xp)

Divine Awareness The Potentate knows if it hears a lie.

Divine Protection Fiends and undead have disadvantage on attack rolls against the Potentate as long as the Potentate is not incapacitated.

Divine Radiance Whenever the Potentate magically produces light, this light is considered to be sunlight.

Flyby The Potentate doesn't provoke an opportunity attack when it flies outside an enemies reach

Magical Attacks The Potentate's attacks count as magical for the purpose of overcoming resistance

Magic Resistance The Potentate has advantage on saving throws against spells and other magical effects.

Resurrection (1/day) If the Potentate is reduced to 0 hitpoints, it can fully regain half its hitpoint maximum. Upon using this feature, all creatures within 30ft. of the Potentate that can see it must succeed a DC 17 Constitution saving throw. On a failed saving throw, that creature is blinded until the end of its next turn.

Vanquish When the Potentate takes the Attack action against a creature that is a Fiend or Undead, the Potentate can make one additional weapon attack as part of its Attack action. If the Potentate reduces a Fiend or Undead to 0 hitpoints, that creature is killed and turned to ash.

Innate Spellcasting

The Potentate's spellcasting ability is Charisma (spell save DC 17). The Potentate can innately cast the following spells, only requiring verbal components

  • At Will Light, Detect Good and Evil, Protection from Evil and Good, Shield of Faith, Spiritual Weapon
  • 3/day each Blinding Smite, Daylight, Protection from Good and Evil
  • 2/day each Flame Strike, Holy Weapon, Dispel Evil and Good
  • 1/day each Dawn, Wall of Light

Actions

Multiattack. The Potentate makes two weapon attacks.

Hallowed Claymore. Melee Weapon Attack: +8 to hit, 5ft., one target. Hit 11 (2d6+4) slashing damage + 9(2d8) radiant damage. If the target is a Fiend or Undead, it takes an additional 9(2d8) necrotic damage.

Hallowed Bow. Ranged Weapon Attack: +8 to hit, 150/600ft., one target. Hit 8 (1d8+4) piercing damage + 9(2d8) radiant damage. If the target is a Fiend or Undead, it takes an additional 9(2d8) necrotic damage.

Healing Light (3/day) The Potentate can unleash a surge of divine radiance to bolster itself and its allies. As an action, the Potentate and a number of creatures of its choice within 30ft. of it regains 36 (8d8) hitpoints and is freed from any curse, disease, poison, blindness, or being deafened.

Hallowed Turning. (Recharge 5-6) The Potentate can unleash a surge of divine invoking mortal terror within the heart of all creatures within range. As an action, the Potentate can force all creatures of its choice within 30ft. of it to make a DC 17 Charisma saving throw. On a failed saving throw, the target takes 36(8d8) radiant damage is considered to be turned for 1 minute. On a successful saving throw, creatures take half damage and are not turned. Fiends and Undead have disadvantage on saving throws against this effect.

A turned creature must spend its turns trying to move as far away from the Potentate as it can, and it can't willingly move to a space within 30 feet of the Potentate. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

If this effect reduces a creature to 0 hitpoints, it is immediately killed and turned to ash.

Bonus Actions

Illumination. The Potentate can use its bonus action to magically shed bright light in a 30ft. radius and dim light for an additional 30ft. The Potentate can dismiss this light with no action required.

Radiant Wings. The Potentate can use its bonus action to flash their radiant wings. All creatures within 10ft. of the Potentate must succeed a DC 17 Constitution saving throw or become blinded until the end of its next turn. Upon using this feature, the Potentate can fly up to half its movement speed.

 

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