4.7 KiB
| source |
|---|
| Corpus Angelus |
You made a pact with an archangel, one of the highest-ranking members of heaven. Archangels can be peaceful entities that aim to heal others’ wounds, or they may be burning with wrath and a need for heavenly justice. You serve as the archangel’s hand, watching over the world, observing mortals, and reporting and even punishing the sinful. In return, the archangel provides you with special gifts. You may have acquired this pact as a member of a temple dedicated to the forces of good, or after you were saved from a dire situation by the archangel who saw a potential in you for greatness.
| Archangel Progression | |
|---|---|
| Warlock Level | Features |
| 3rd | Archangel Pact Spells, Aid of Angels, Carrier of an Angelic Spirit |
| 7th | Channeling Angelic Powers |
| 11th | Angelic Protection |
| 15th | Angelic Intervention |
Archangel Pact Spells
3rd-Level Archangel Feature
You gain pact spells at the warlock levels listed in the Archangel Pact Spells table. See the Warlock Subclass class feature for how these spells work
| Archangel Pact Spells | |
|---|---|
| Warlock Level | Spells |
| 3rd | bless, cure wounds |
| 5th | Aid, spiritual weapon |
| 9th | beacon of hope, revivify |
| 13th | banishment, guardian of faith |
| 17th | greater restoration, mass cure wounds |
Aid of Angels
3rd-Level Archangel Feature
You gain the ability to magically summon a celestial that can destroy your enemies and heal your allies. As a bonus action, you summon a Medium celestial at an unoccupied space you can see within 60 feet of you. The summoned celestial remains for 1 minute or until you use this feature to summon another one.
When you summon the celestial, it can make a melee spell attack against a creature within 5 feet of it using your statistics or heal a creature within 5 feet of it. If it attacks, the target takes 1d6 fire or radiant damage (one of your choice) on a hit. If it heals, the target regains 1d6 hit points. When you reach 11th level, the damage and the amount of hit points regained increases to 2d6.
As a bonus action on your turn, you can command the celestial to move up to 30 feet and make it attack or heal again. You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Carrier of an Angelic Spirit
3rd-Level Archangel Feature
You become an accepted member of the angelic courts of heaven. You learn Celestial and can telepathically communicate with celestials within 60 feet of you.
Channeling Angelic Powers
7th-Level Archangel Feature
You can channel angelic powers. When you deal damage with a spell, you can use your reaction to change the damage type to radiant. If the celestial you summoned with the Aid of Angels feature is within 30 feet of one of the targets of the spell when you use this feature, the effect deals an extra 1d6 fire or radiant damage (one of your choice).
Angelic Protection
11th-Level Archangel Feature
Angelic powers watch over you themselves. Under their watchful eye, you gain resistance to radiant damage.
Additionally, you can use a bonus action to gain resistance to necrotic damage for 1 minute. Once you use this feature, you must finish a short or long rest to use it again.
Angelic Intervention
15th-Level Archangel Feature
You gain the ability to call angelic forces to your aid. As an action, you choose a point within 60 feet of you. A troop of angelic figures rushes forth in a direction you choose starting at that point, harming the enemies in a 30-foot cone, and healing the allies within the area.
Enemies in the cone must make a Dexterity saving throw. On a failed save, a creature takes 4d10 fire or radiant damage (one of your choice) and is blinded until the end of its next turn. On a successful save, the damage is halved and the creature is not blinded. Allies within the cone regain 2d10 hit points.
Once you use this feature, you must finish a short or long rest to use it again.