Angel Paragon, Variant (5e Class)
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Angel Paragon[edit]
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 or Strength and Constitution. Second, choose the divine servant or far traveler background.
As a Angel Paragon you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Angel Paragon level
Hit Points per Level: 1d8 (or 5) + Constitution modifier per Angel Paragon level
- Proficiencies
Armor: Light armor, medium armor
Weapons: 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
Level | Proficiency Bonus |
Features | —Spell Slots per Spell Level— | ||||
---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | |||
1st | Innate Spellcasting, True Form | — | — | — | — | — | |
2nd | Angelic Weapons | 2 | — | — | — | — | |
3rd | Glowing Radiance | 3 | — | — | — | — | |
4th | — | 3 | — | — | — | — | |
5th | — | 4 | 2 | — | — | — | |
6th | Improved Healing Touch | 4 | 2 | — | — | — | |
7th | Telepathy | 4 | 3 | — | — | — | |
8th | — | 4 | 3 | — | — | — | |
9th | Voice of Authority | 4 | 3 | 2 | — | — | |
10th | Angelic Sphere | 4 | 3 | 2 | — | — |
Innate Spellcasting[edit]
As an Angel, you can cast spells innately. When you cast spells innately you only need to use its verbal components. The Angel Paragon table shows how many spell slots you have to cast your Angel Paragon spells. To cast one of your Angel Paragon spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of Angel Paragon spells that are available for you to cast, choosing from the Angel Paragon spell list. When you do so, choose a number of Angel Paragon spells equal to your Charisma modifier + half your Angel Paragon level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level Angel Paragon, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
Spellcasting Ability[edit]
Charisma is your spellcasting ability for your Angel Paragon spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for an Angel Paragon spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Angelic Sphere[edit]
Beginning at 1st level, choose the First, Second or Third sphere. You gain features at 1st and 6th level. Angelic Spheres
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 gain resistance to bludgeoning, piercing, and slashing damage 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 gain any levels of exhaustion.
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 use this feature a number of times equal to your proficiency bonus and you regain all expended uses when you finish a long rest.
Tongues[edit]
From 3rd level onwards you can cast Tongues without any material components.
You use this feature a number of times equal to your proficiency bonus and you regain all expended uses when you finish a long rest.
Ability Score Improvement[edit]
When you reach 4th level, and again at 8th, 12th 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.
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 Charisima 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 60 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 those skills.
Additionally, you have advantage on any Charisma based check to interact with non-evil-aligned creatures.
Angelic Spheres[edit]
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. At 17th Level, the range increases to 200 feet. 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 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. At 17th level, the range increases by 20 feet, the both damage rolls increase by 3d6 (6d6 and 6d6) and creatures that fail the save become blinded for one round.
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. At 17th level, you can spend one Divinity Point to cast Zone of Truth or Detect Thoughts at will.
- Martial Proficiency
You gain proficiency with martial weapons. At 17th level, you can add your Charisma modifier to attack and damage rolls made with any weapon.
Extra Attack[edit]
At 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.
Third Sphere[edit]
Angels of the third sphere guide and protect mortals, acting as messengers. This sphere includes devas.
- Polymorph
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. At 17th level, the CR is increased to 12, and the duration is increased to 24 hours.
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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