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The Returned

You died and returned to life with the aid of an angel. At the moment of your death, an angel saw you dying and decided to visit your spirit before it left your body for all eternity. Perhaps it was because you led a life full of good deeds and you had yet a part to play in the grand scheme of things. Maybe you had great potential that you are not aware of, or you lived a life of sin, and haven’t a clue what meritted you for this second chance. Whatever the reason may be, you now have a second chance at life, along with some conditions and instructions you must obey. When you accepted them, the angel fused itself with your body and spirit, granting you angelic features and a new existence. You are now a host carrying your angelic savior within.

Conditions of the Angel

When you choose this archetype at 1st level, talk to your GM about the specific terms and conditions that your savior asked you to obey.

Being an angel, your savior demands that you act in favor of the good and to refrain from committing evil acts. Their demands are usually along the lines of “Do not lie! Do not harm the innocent! Prevent evil from committing evil acts!”, although the specifics of the conditions can change from angel to angel. For example, a warrior angel can have more battle oriented demands such as “Kill each evildoer you meet!”.

When you do not act according to the predetermined conditions and you cannot persuade your savior that you had good reasons for doing so, or when you adhere to the terms and conditions but otherwise commit vile atrocities, your savior may choose to leave you. In this case, you lose all your archetype features and die. But who knows? Another, most probably evil, force may make you an entirely different offer…

Expanded Spell List

Your savior 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.

Returned Expanded Spells

Spell LevelSpells
1stFinal words, Heretic's mark
2ndFind steed, Zone of truth
3rdMass healing word, Spirit guardians
4thDeath ward, Guardians of faith
5thMass cure wounds, Planar binding

Boons of the Savior

At 1st level, you gain the ability to use some of the power of your savior angel. Choose one of the following options of your choice.

The Angelic Armor. As a bonus action, you conjure an armor that shines with celestial light for 1 minute. The armor sheds bright light in a 20-foot radius and dim light for an additional 20 feet. It also grants you resistance to one damage type of your choice for the duration.

Also, for the duration, when you are hit with a spell or weapon attack that you were aware of, you can reduce the damage by 1d4 as a reaction.

The Angelic Necklace. As a bonus action, you conjure a bright, shining, golden necklace that remains for 1 minute. The necklace sheds bright light in a 10-foot radius and dim light for an additional 10 feet. For the duration, two damage dealing spells of your choice (from your warlock spell list) deal an extra 1d8 radiant damage. If a chosen spell affects more than one target, each creature takes the additional damage, and if it creates several beams or rays, each of them deals the additional damage.

The Angelic Weapon. As a bonus action, you conjure a celestial weapon of light with a form of your choice, or you infuse a weapon of your choice with celestial energy, both for 1 minute. The form of the conjured weapon can vary each time. The conjured weapon deals 1d10 radiant damage regardless of shape, and the infused weapon deals an extra 1d6 radiant damage for the duration. You can use your Charisma modifier instead of your Strength or Dexterity modifier for the attack and damage rolls you make using these weapons.

Once you use this feature a number of times equal to your Charisma modifier (minimum of once), you must finish a long rest to use it again.

Celestial Travel

Starting at 6th level, you can magically teleport to a place chosen by your savior angel, called the Sanctuary. Your sanctuary can be a heavenly room, a peaceful mountaintop, or another place in which you cannot be harmed.

You can use your action to teleport to your sanctuary. When you do so, you regain 2d8 hit points and have time to do 1 thing that takes 1 action or less. After you perform the act or choose to go back, you return to the last space you were in before you teleported. Time does not pass when you visit the Sanctuary using this feature.

Once you use this feature, you must finish a short or long rest to use it again.

Becoming an Angel

At 10th level, the presence of your savior angel makes you more angelic as well. You do not require air, food, drink, or sleep. In addition, you grow angelic wings that grant you a flying speed of 30 feet.

Angelic Host

Starting at 14th level, when you use the Celestial Travel feature, you can choose to bring with you a number of allies equal to your Charisma modifier (minimum of one ally) that you can see within 60 feet of you.

In addition, the option you chose for your Boons of the Savior feature is empowered as given below.

The Angelic Armor. You gain immunity instead of resistance to the chosen damage type, and the reduction of damage increases to 1d8.

The Angelic Necklace. The extra damage increases to 2d8.

The Angelic Weapon. The damage dealt by the conjured weapon increases to 2d10, and the extra damage dealt by the infused weapon increases to 2d6.

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