Archangel
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.
Expanded Spell List
The archangel lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Archangel Expanded Spells
Spell Level | Spells |
---|---|
1st | Bless, Cure wounds |
2nd | Angelic executioner, Spiritual weapon |
3rd | Beacon of hope, Revivify |
4th | Dictate morality, Radiant storm |
5th | Burden of sins, Well of blessing |
Aid of Angels
Starting at 1st level, 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.
Channeling Angelic Powers
Starting at 6th level, you can channel angelic powers. When you deal damage with a spell or another magical effect, 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 magical effect when you use this feature, the effect deals an extra 1d6 fire or radiant damage (one of your choice).
Angelic Protection
At 10th level, 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
Starting at 14th level, you gain the ability to call angelic forces to your aid. As an action, you choose a point within 30 feet of you. A troop of angelic figures rushes forth in a direction you choose starting at that point, harming the enemies in a 15-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.
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