Archangel
Archangels are the next level of the divine hierarchy of celestials who directly interact with mortals on behalf of the gods. An archangel's primary directive is to act as messengers or heralds to proclaim the wills of the gods to mortals. In addition to this role, archangels also serve a superiors for their angelic counterparts. Although archangels interact with mortals just like angels, they rarely provide direct guidance or protection to individuals. Instead, their goal is to tend to a community, religion, or even nation as a whole, providing divine guidance and instruction. Archangels also have the responsibility to keeping tabs on lesser angels by rewarding or punishing the work of the subordinates.
Archangel Goals
Just like their lesser kin, archangels typically remain under disguise while dealing with mortals on the Material Plane. Due to the broad scope of their duties, archangels can often be found in the upper levels of humanoid society, serving as advisors, religious leaders, or even directly ruling entire nations themselves. However, when an archangel reveals its true form, their can be easily distinguished from other angels due to their
Archangel Tactics
Under most circumstances, archangels will rarely reveal their true form unless the situation truly calls for the full power. In fact, many who draw the ire of an archangel rarely witness its true form as they simply rely on the divine magics to destroy their enemies, often causing them to be confused as divine priest or paladins. Additionally, since many angels possess stations of high power and authority within many societies, they typically have a small force of underlings at their command.
Radiant Harbingers
When the archangel is forced to reveal its full form, it will begin to unleash the full force of its divinity causing all who stand in their wake to quiver in both awe and fear. When an archangel reaches this point, this typically spells doom for their enemies as the archangel's goal is divine annihilation rather than simply subduing their enemies.
Battlefield Tactics
If possible, the archangel will solely rely on its airborne mobility raining down arrows that glow with a divine radiance, Typically, the archangel will only enter into melee combat if is able to incapacitate or severely wounded several creatures at a time. Once sufficiently weakened in such a manner, the archangel is able to swoop in using the smiting blades to annihilate multiple opponents at a time. If their melee opponents proves to be too strong, the angel will simple flash their divine wings to temporary blind their opponents allowing for a quick escape.
Archangel
Medium Celestial, varies
- Armor Class 18(Plate Armor)
- Hit Points 126 (18d8+54)
- Speed 40ft., fly 120ft.
STR DEX CON INT WIS CHA 18 (+4) 18 (+4) 17 (+3) 15 (+2) 19 (+4) 22 (+6)
- Saving Throws Wis +9, Cha +11
- Skills Intimidation +11, Insight +9, Perception +9, Persuasion +11
- Condition Immunities Charmed, Frightened
- Damage Resistances Radiant, Necrotic, Bludgeoning, Piercing, and Slashing from non-magical attacks
- Senses darkvision 120ft., truesight 120ft., passive Perception 19
- Languages all
- Proficiency Bonus +5
- Challenge 14 (11500 xp)
Divine Awareness The Archangel knows if it hears a lie.
Divine Authority Any creature hostile to the Archangel that starts its turn within 20 feet of the Archangel must make a DC 19 Wisdom saving throw, unless the Archangel is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the Archangel's Divine Authority for the next 24 hours.
Divine Radiance Whenever the Archangel magically produces light, this light is considered to be sunlight.
Flyby The Archangel doesn't provoke an opportunity attack when it flies outside an enemies reach
Magical Attacks The Archangel's attacks count as magical for the purpose of overcoming resistance
Magic Resistance The Archangel has advantage on saving throws against spells and other magical effects.
Resurrection (1/day) If the Archangel is reduced to 0 hitpoints, it can fully regain half its hitpoint maximum. Upon using this feature, all creatures within 30ft. of the Archangel that can see it must succeed a DC 19 Constitution saving throw. On a failed saving throw, that creature is blinded until the end of its next turn.
Innate Spellcasting
The Archangel's spellcasting ability is Charisma (spell save DC 19). The Archangel can innately cast the following spells, only requiring verbal components
- At Will Command, Detect Good and Evil, Disguide Self, Protection from Evil and Good, Sanctuary
- 3/day each Commune, Dawn, Daylight, Dispel Evil and Good
- 2/day each Dawn, Flame Strike, Holy Weapon
- 1/day each Hallow, Wall of Light
Actions
Multiattack. The Archangel makes two weapons attacks.
Celestial Greatsword Melee Weapon Attack: +9 to hit, 5ft., one target. Hit 11 (2d6+4) slashing damage + 18(4d8) radiant damage. On a hit, the next attack before the end of the Archangel's next turn against that target deals an additional 9(2d8) radiant damage.
Celestial Bow. Ranged Weapon Attack: +9 to hit, 150/600ft., one target. Hit 8 (1d8+4) piercing damage + 18(4d8) radiant damage. On a hit, the next attack against the target before the end of the Archangel's next turn has advantage.
Healing Light(3/day) The Archangel can unleash a surge of divine radiance to bolster itself and its allies. As an action, the angel and a number of creatures of its choice within 30ft. of it regain 45 (10d8) hitpoints and is freed from any curse, disease, poison, blindness, or deafened.
Archangel's Command.(Recharge 5-6) The Archangel can issue a divine command demanding the obedience of all creatures within a 30ft. radius centered on the Archangel. Each creature in that area must succeed a DC 19 Charisma saving throw or become charmed by the Archangel for 1 minute. While charmed in this way, the creature is incapacitated and has a speed of 0.
Bonus Actions
Illumination. The Archangel can use its bonus action to magically shed bright light in a 30ft. radius and dim light for an additional 30ft. The Archangel can dismiss this light with no action required.
Radiant Wings. The Archangel can use its bonus action to flash their radiant wings. All creatures within 10ft. of the Archangel must succeed a DC 19 Constitution saving throw or become blinded until the end of its next turn. Upon using this feature, the Archangel can fly up to half its movement speed.
Reaction
Divine Rebuke When the archangel is damaged by a creature it can see within 60ft. of it, it can force that creature to make a DC 19 Constitution saving throw. On a failed saving throw, the target takes 23(5d8) radiant damage and is blinded until the end of its next turn.