Angels

by CanceRevolution

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Angels

In the vast expanse of the cosmos, Angels stand as the epitome of celestial virtue and guardianship. With features reminiscent of mortals but enveloped in an aura of radiant light, these ethereal beings are the quintessence of purity, righteousness, and unwavering loyalty. Often depicted with resplendent wings - whether feathered like a bird or ethereal like shimmering light - angels glide through realms, acting as the emissaries of deities and cosmic forces, guarding the gates of the heavens, and ensuring that order is maintained among the stars and celestial bodies.

Endowed with power that transcends mortal understanding, Angels have been known to descend to the material realms in times of great need, often serving as protectors of the innocent and bearers of divine justice. Their presence alone can repel the darkest of entities, their melodious voices capable of healing wounds and dispelling shadows. It is said that to witness an Angel is to know, even if but for a moment, the essence of pure, divine love. Their weapons, if they choose to wield them, are extensions of their divine will - gleaming swords that cut through darkness, or staffs that radiate the pure energy of the stars.

However, it is a grave mistake to assume that all Angels are benevolent saviors. As with all beings, there is a spectrum of intent and duty. Some, swayed by cosmic events or personal experiences, may become detached or even vengeful. Still, the majority remain true to their celestial purpose: to guard, guide, and whenever necessary, intervene in the great dance of existence, ensuring the delicate balance between good and evil is maintained.

Tier 4



Guardian Angel

Medium, Celestial

Tier 4, Challenge Point 9, XP: 36

Special Loot: Blessed Weapon (Rare Weapon)

Attributes

AC 18 AP 1
HP 62 Posture 35
  • Damage Immunities: Light
  • Passive Insight/ Perception 18
  • Senses True Vision
  • Language Celestial Speech

Movement

Base/ Fly 45 Climb/ Swim 25 Dash 50

Stats + Skills

STR +8 DEX +8 INT +3 WIS +8 CHA +8
  • LU +4: Luck Points: 4; Critical Fail: 1

Villain Action

  • Bright Presence When you roll for Initiative, all creatures within 60 feet must succeed on a Reflex Save (DC 16), or become completely Blinded of you for 1 turn.

Abilities

  • Beyond Time: You are unaffected by the effects of chronomancy spells.
  • Evil Slayer Once per round, when you deal damage to a Fiend or Undead creature, that creature takes extra 1d12 light damage.
  • Guardian You ignore Disengage when making any Attacks of Opportunities.
  • Curse Immunity You are immune against being cursed

Actions (2)

  • Holy Great Spear: Hit+8, Dmg1d12 thrust + 6 light

  • Aquatic: Being Underwater does not impose disadvantage on the Attacks.

  • Long Reach: The reach of this weapon is 10 feet.

  • Great Weapon: If you roll a 1, 2 or 3 on the d12 of this damage roll, you can add a second 1d12 to the damage roll. You do not get to add a third 1d12.

  • TwoHanded: Needs two hands to be wielded.

  • Favorite Weapon: If a creature within reach moves without Disengaging, you can use this weapon to make an Attack of Opportunity against it.

  • Holy Longbow Hit +8, Dmg (1d8 + 2) thrust + 6 light

  • Ranged Weapon (120/300)

  • TwoHanded: Needs two hands to be wielded.



Angelic Helper

Small, Celestial

Tier 4, Challenge Point 4, XP: 16

Attributes

AC 18 AP 0
HP 15 Posture 16
  • Damage Immunities: Light
  • Passive Insight/ Perception 18
  • Senses True Vision
  • Language Celestial Speech

Movement

Base/ Fly 45 Climb/ Swim 10 Dash 20

Stats + Skills

STR -1 DEX +8 INT +2 WIS +8 CHA +8
  • LU +4: Luck Points: 4; Critical Fail: 1

Abilities

  • Beyond Time: You are unaffected by the effects of chronomancy spells.
  • Curse Immunity You are immune against being cursed

Actions (2)

  • Healing Touch As an Action, you can heal 10 HP. You can only use this ability 4 times per Long rest.
  • Great Help (Concentration) Choose 1 creature within 20 feet of you. That creature gains advantage on all Attacks and Saves it makes. This Concentration lasts until the start of your next turn.
  • War Inspiration Choose 2 friendly creatures within 30 feet of you, except yourself. Those creatures gain 2d8 Posture.

Reaction

  • Evasion When an Attack would hit you, you can use your Reaction to gain a +4 bonus to your AC, potentially making that Attack miss instead.


Angelic Diplomat

Medium, Celestial

Tier 4, Challenge Point 4, XP: 16

Attributes

AC 18 AP 0
HP 15 Posture 16
  • Damage Immunities: Light
  • Passive Insight/ Perception 18
  • Senses True Vision
  • Language All Languages

Movement

Base/ Fly 45 Climb/ Swim 10 Dash 20

Stats + Skills

STR -1 DEX +8 INT +2 WIS +8 CHA +10
  • LU +4: Luck Points: 4; Critical Fail: 1

Abilities

  • Beyond Time: You are unaffected by the effects of chronomancy spells.
  • Curse Immunity You are immune against being cursed
  • Enchantment Aura: At the start of your turn, any creature of your choice within 60 feet of you must succeed on an Insight Save (DC 18), or become Enchanted by you for 1 turn.

Actions (1)

  • Sing (Concentration) All creatures within 120 feet of you must make an Insight Save (DC 18). On a fail, that creature becomes Enchanted by you, until your Concentration ends, until it takes any damage, or until someone uses its Action to shake the target. On a success, the target becomes immune to this ability for the next 24 hours. While Enchanted by you, the target follows your voice, even if it would harm itself.


War Angel

Medium, Celestial

Tier 4, Challenge Point 18, XP: 72

Special Loot: 2 Blessed Weapons (Rare Weapon)

Attributes

AC 18 AP 3
HP 152 Posture 80
  • Damage Immunities: Light
  • Passive Insight/ Perception 18
  • Senses True Vision
  • Language Celestial Speech

Movement

Base/ Fly 45 Climb/ Swim 25 Dash 50

Stats + Skills

STR +8 DEX +8 INT +4 WIS +8 CHA +8
  • LU +4: Luck Points: 4; Critical Fail: 1

Villain Action

  • Bright Presence When you roll for Initiative, all creatures within 60 feet must succeed on a Reflex Save (DC 16), or become completely Blinded of you for 1 turn.

Abilities

  • Beyond Time: You are unaffected by the effects of chronomancy spells.
  • Evil Slayer Once per round, when you deal damage to a Fiend or Undead creature, that creature takes extra 1d12 light damage.
  • Forced Attack (4) Once per round, you can make 1 Attack as a Free Action. You can only use this ability 4 times per Short or Long rest.
  • Curse Immunity You are immune against being cursed

Actions (2)

  • Holy Lance: Hit+8, Dmg 2d6 thrust + 6 light

  • Heavy: You can gain advantage with this Attack, but all Attacks against you also gain advantage until the start of your next turn after this Attack.

  • Wide Reach: Your reach is 15 feet, but you cannot Attack any creature within 10 feet of you.

  • Mount Weapon: Needs two hands to be wielded, unless you are mounted.

  • Favorite Weapon: If you Dash and move at least 20 feet, you can add 1d6 to the next damage roll you make with this weapon this turn, ignoring all AP.

  • Holy Sword: Hit +8, Dmg 1d10 slash/thrust + 6 light

  • Versatile: If you Attack with both hands, the damage roll of this weapon becomes 1d12.

  • Favorite Weapon: If you miss an Attack with this weapon, you can reroll that result. You must use the second result and you cannot reroll it again.

  • Holy Longbow Hit +8, Dmg (1d8 + 2) thrust + 6 light

  • Ranged Weapon (120/300)

  • TwoHanded: Needs two hands to be wielded.

Bonus Action

  • Forced Posture You can gain 10 Posture.

Reaction

  • Reactive Attack When a creature within 5 feet of you Attacks without Disengaging first, you can use your Reaction to make 1 Attack of Opportunity against that creature.


Angel Commander

Medium, Celestial

Tier 4, Challenge Point 18, XP: 72

Special Loot: 1 Blessed Weapons (Rare Weapon)

Attributes

AC 18 AP 2
HP 152 Posture 80
  • Damage Immunities: Light
  • Passive Insight/ Perception 18
  • Senses True Vision
  • Language Celestial Speech

Movement

Base/ Fly 45 Climb/ Swim 25 Dash 50

Stats + Skills

STR +8 DEX +8 INT +4 WIS +8 CHA +8
  • LU +4: Luck Points: 4; Critical Fail: 1

Villain Action

  • Call Helpers When you roll for Initiative, you can call 2 Angelic Helpers to aid you in battle.

  • Bright Presence When you roll for Initiative, all creatures within 60 feet must succeed on a Reflex Save (DC 16), or become completely Blinded of you for 1 turn.

  • Pride Action Once per round, you can use 1 Action anytime that you want.

Abilities

  • Beyond Time: You are unaffected by the effects of chronomancy spells.
  • Evil Slayer Once per round, when you deal damage to a Fiend or Undead creature, that creature takes extra 1d12 light damage.
  • Command Once per round, you can use a Free Action to make a Celestial within 30 feet to take an Action on your turn.
  • Curse Immunity You are immune against being cursed
  • Inspiring Presence All friendly creatures within 60 feet of you are immune against being Confused, Enchanted, and Scared.

Actions (2)

  • Holy Longbow Hit +8, Dmg (1d8 + 2) thrust + 6 light

  • Ranged Weapon (120/300)

  • TwoHanded: Needs two hands to be wielded.

  • Halberd: Hit +8, Dmg 2d6 slash/strike/thrust + 6 light

  • Long Reach: The reach of this weapon is 10 feet.

  • TwoHanded: Needs two hands to be wielded.

Bonus Action

  • Halberd: Hit +8, Dmg 1d6 slash/strike/thrust+ 6 light
  • Follow-up: You can only use this Attack after you Attack with the Halberd.
  • Long Reach: The reach of this weapon is 10 feet.


Elite Guardian Angel

Medium, Celestial

Tier 4, Challenge Point 18, XP: 72

Special Loot: Blessed Weapon (Rare Weapon)

Attributes

AC 18 AP 1
HP 62 Posture 35
  • Damage Immunities: Light
  • Passive Insight/ Perception 18
  • Senses True Vision
  • Language Celestial Speech

Movement

Base/ Fly 45 Climb/ Swim 25 Dash 50

Stats + Skills

STR +8 DEX +8 INT +3 WIS +8 CHA +8
  • LU +4: Luck Points: 4; Critical Fail: 1

Villain Action

  • Bright Presence When you roll for Initiative, all creatures within 60 feet must succeed on a Reflex Save (DC 16), or become completely Blinded of you for 1 turn.

Abilities

  • Beyond Time: You are unaffected by the effects of chronomancy spells.
  • Elite Posture At the start of your turn, if you have 0 Posture left, you can regain all your Posture.
  • Evil Slayer Once per round, when you deal damage to a Fiend or Undead creature, that creature takes extra 1d12 light damage.
  • Guardian You ignore Disengage when making any Attacks of Opportunities.
  • Curse Immunity You are immune against being cursed

Actions (2)

  • Holy Great Spear: Hit+8, Dmg1d12 thrust + 6 light

  • Aquatic: Being Underwater does not impose disadvantage on the Attacks.

  • Long Reach: The reach of this weapon is 10 feet.

  • Great Weapon: If you roll a 1, 2 or 3 on the d12 of this damage roll, you can add a second 1d12 to the damage roll. You do not get to add a third 1d12.

  • TwoHanded: Needs two hands to be wielded.

  • Favorite Weapon: If a creature within reach moves without Disengaging, you can use this weapon to make an Attack of Opportunity against it.

  • Holy Longbow Hit +8, Dmg 1d8 + 2 thrust + 6 light

  • Ranged Weapon (120/300)

  • TwoHanded: Needs two hands to be wielded.