The Last Angel TLA (5e Class)

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The last angel[edit]

Hooves stampeded in the muddied earth, pulling up the terrain in clods and blowing them away in a fell swoop. Hell-bound souls filled the thundering skies as a hooded figure swept by, freeing the heads of goblins from their bodies as his allies feel necrotic forces rejuvenate them. He has but a pale visage under the dark hood and he relishes none of it, yet bows to his duty to enact death.

With a mighty holler to the heavens, an orc on his steed cries out as his mount rears its head. Blood boils with the cry and the violence and urge to kill fills their eyes. His companions charge from behind with bloodlusted fury to rush at the wave of enemies, gnashing their teeth, ignorant of glory, fame and death.

As the frail bodies of the kobolds reach out for food, it withers away before their eyes. The black horse and its rider walk with an almost arrogant air through the streets. A mother begs piteously, holding her limp child's body. The horseman merely scoffs at her weakness as she collapses from the same hunger that had overtaken her young one.

The elves shuddered in their beds, many nearing death as the pestilence glazed their eyes and halted their breath in painful slowness. The horseman steps through their town, demanding surrender in exchange for their lives.

The last angel Harbingers[edit]

As humans grew stronger, they killed angels, gods, and demons.

You are the last of them, honor them and end the demons that still exist

Creating an The last angel[edit]

Quick Build

You can make The Last Angel quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose Arcane Augmented background. Third, choose Animal Handling, Arcana and Insight for your skills.

Class Features

As a The Last Angel you gain the following class features.

Hit Points

Hit Dice: 1d12 per The Last Angel level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per The Last Angel level after 1st

Proficiencies

Armor: Heavy Armor
Weapons: Simple Weapons, Martial Weapons
Tools: Vehicles (land)
Saving Throws: Wisdom, Constitution
Skills: Choose three from Animal Handling, Arcana, Athletics, Insight, Intimidation, Nature, or Religion.

Equipment

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

Table: The The Last Angel

Level Proficiency
Bonus
Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Angelic wings
2nd +2 Arcane bond 2
3rd +2 Angel's Path 3
4th +2 Ability Score Improvement 3
5th +3 Angelic Speed 4 2
6th +3 Radiant pulse 4 2
7th +3 Enhanced wings 4 3
8th +3 Ability Score Improvement 4 3
9th +4 Bright Curse 4 3 2
10th +4 Incomplete Angelic Form 4 3 2
11th +4 Angelic Resuscitation 4 3 3
12th +4 Ability Score Improvement 4 3 3
13th +5 Affinity with light 4 3 3 1
14th +5 Divine armor 4 3 3 1
15th +5 Improved Arcane Bind 4 3 3 2
16th +5 Ability Score Improvement 4 3 3 2
17th +6 Fast as Light 4 3 3 3 1
18th +6 Equus 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 Full Angelic Form feature 4 3 3 3 2

TLA Bônus[edit]

As the last living angel, knows all arcane scriptures and gains an arcane reading advantage by doubling your proficiency bonus.

Angelic wings[edit]

At 1st level, you can use an action to summon your wings which give you 20 movement in flying and +5 movement on the ground.

The wing will disappear after 5 turns. At level 7 Wing will last 10 turns and can be used as a reaction to defend against an attack.

Arcane bond[edit]

At 2nd level, you can attach a weapon to yourself, making it impossible for anyone to support its weight.

It will return to your hand if you use a bonus action to pull it.

Angel's Path[edit]

At 3rd level, you must choose between

Demon Hunter will give you triple dice if the enemy is a Demon

double slaughter Will be able to kill and suck half of your opponent's max health for himself

Human Killer will give you triple dice if the enemy is a Human

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th 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.

Angelic Speed[edit]

At 5th level, you gain an extra attack on your turn.

When the wing is activated you will double your number of actions

Radiant pulse[edit]

At 6th level, Using an action You release a wave of radiant light for 9M everyone in the area must roll a Constitution saving throw, failing to take 6d6 Radiant and blindness to passing takes half that.

This wave can only be used 3 times before a long rest. At level 11 this limit is increased to 5 times

Enhanced wings[edit]

At 7th level, while you have the wing activated, you can attack with them as a bonus action dealing 2d10 radiant, or double that if the creature is undead or demonic.

Bright Curse[edit]

At 9th level, when you hit a creature with a melee weapon attack, you can spend a spell slot to deal radiant damage to the target in addition to weapon damage. The extra damage is 2d8 for a 1st-level spell slot, plus 2d8 for each spell level greater than 1st, up to a maximum of 10d8.

Incomplete Angelic Form[edit]

At 10th level, you can enter angelic form for 1d12 turns.

In this form you will have improved vision by 32 meters, have advantage on Wisdom and Intelligence checks and can quadruple the weapon's damage when it is critical, in addition to the wing that will be active during this time.

Angelic Resuscitation[edit]

At 11th level, you can roll medicine and if you pass everyone around you in death save they will rise with 1d10 HP.

You can only do this a number of times equal to your Wisdom modifier, after which only after a long rest.

When you die Your Angelic Rest will leave your body and you will have until the start of your next turn to enter a new body that is at least 100 meters away. You can only use this once a year.

Affinity with light[edit]

At 13th level, you are so used to light that radiant damage heals you for half damage, plus a very bright environment will give you an advantage in stealth.

Divine armor[edit]

At 14th level, as an action, you summon divine armor that increases your Wisdom modifier in the armor class and gives you advantage on Wisdom and Charisma saving throws.

Improved Arcane Bind[edit]

At 15th level, while using your linked weapon it will add the proficiency bonus to any damage roll. Now it is impossible to touch your weapon, whoever tries to take it will be automatically bewitched by the Enchant person spell and will only leave when 1 hour has passed or is threatened with death or has the command to commit suicide

Fast as Light[edit]

At 17th level, you become as fast as light in environments with magical lighting.

when in a magically lit environment your movement speed will increase 5 + 4 times your Wisdom modifier, and attacks on companions become reactions for you

Angelic Banishment[edit]

At 18th level, you can banish the person from the plane of existence for 1d6 rounds after landing a critical hit on the target.

while the target is banished, the banished user cannot take actions or become unconscious.

Full Angelic Form[edit]

At 20th level, In addition to all incomplete form bonuses, All dice that roll 15 or more will be critical, Radiant damage heals you twice as much damage, it is impossible to intimidate you, Radiant attacks caused by you give 10 more dice AND any undead or demon will be intimidated by your presence


Multiclassing[edit]

Prerequisites. Only have 20 Wisdom and 17 or more Charisma

Proficiencies. any weapons

5.00
(2 votes)

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