The Archangel

Your Patron is an arch-seraph or arch-cherub, one of the most powerful angels to exist in Heaven or on Earth. It serves a Good-aligned deity and expects you to at least pay lip service to the idea of following that god and carrying out its will.

Warlocks under the tutelage of Archangels may be otherwise good people, merely undercut by an insatiable lust for power. They may be formerly evil creatures who have renounced darkness but cannot give up the call of magic. Whatever the reason, radiant power is yours to command... or, perhaps, be commanded by.

Well-known Archangels include Hasmed, the Angel of Annihilation; Raziel, the Angel of Mysteries; Simikiel, the Angel of Vengeance; and Gevurah, the Angel of Strength.

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 Command, Guiding Bolt
2nd Zone of Truth, Enhance Ability
3rd Tongues, Spirit Guardians
4th Guardian of Faith, Death Ward
5th Flame Strike, Commune (With Patron only)

Holy Purpose

At 1st level, your Patron allows a measure of its power to rest within you. Your actions will be under strict scrutiny, and should you blatantly contradict the will of your Patron's deity, your powers will be stripped from you until you atone or find a new Patron.

Guidance, Light, Resistance, and Spare the Dying are added to the Warlock spell list for you. In addition, any Necrotic damage you would deal becomes Force damage. At 10th level, it becomes Radiant damage instead, and if you know or learn the Eldritch Blast cantrip, its damage also becomes Radiant damage.

Divine Inspiration

Starting at 6th level, you can spend 1 minute entreating your patron for inspiration. You gain a Divine Inspiration die, a d6. This die behaves identically to the die from the Bard's Bardic Inspiration class feature, but stacks with it and lasts until you take a short rest.

With a bonus action, you may share this inspiration with an ally within 30 feet who can hear you. Your ally gains an inspiration die equal to yours.

You can use this feature once per long rest. Starting at 9th level, you can use it once per short rest. Starting at 14th level, you can use it once an hour, and the time to entreat your patron is shortened to a bonus action.

Your Divine Inspiration die becomes a d8 at 9th level and a a d10 at 14th level.


Angelus Vult

Starting at 10th level, your Patron brings you under their protection. You can cast Detect Evil and Good at will and Dispel Evil and Good once per day. In addition, once per short rest, you can use an action to beseech your Patron for succor, gaining the effects of the Protection from Evil and Good spell for 10 minutes.

Radiant Aspect

Starting at 14th level, your Patron blesses you with the appearance and aspect of its deity's appointed agent. You sprout wings of brilliant white plumage that grant you flight speed equal to your run speed.

In addition, your visage becomes inhumanly fair, and a halo of bright polished metal hangs above your head. As an action, you may focus on a Fiend or Undead creature that can see your face or your halo. It must make a Wisdom saving throw, using your spell DC. If it fails, it is turned for 1 minute or until it takes damage, identical to the Paladin's Turn the Unholy class feature. You can Turn Unholy once per short rest.

You may suppress any and all of these otherworldly features as a bonus action, causing them to vanish instantly. However, you cannot use any of their benefits until you use another bonus action to bring them forth again.

Radiant Familiars

Archangel Warlocks who choose the Path of the Chain can adopt a Lantern Archon or a Coure as their familiar. Statistics for these creatures can be found on the next page.


Lantern Archon

Tiny celestial (archon), lawful good


  • Armor Class 10
  • Hit Points 5 (2d4)
  • Speed Fly 60ft.

STR DEX CON INT WIS CHA
6 (-2) 10 (+0) 11 (+0) 12 (+1) 16 (+3) 14 (+2)

  • Skills Insight +5, Perception +4, Persuasion +4
  • Damage Resistances - Cold, Necrotic; Bludgeoning, Piercing, and Slashing from non-magical weapons.
  • Damage Immunities - Radiant
  • Condition Immunities - Petrification, Poison
  • Senses - Darkvision 120ft., passive Perception 15
  • Languages - Celestial, understands Common but can't speak it

Lantern. - The lantern archon's body acts as the spell Continual Flame at all times. Only their destruction can extinguish their glow, though they can dim themselves.

Planar Circle. - The Lantern Archon is always under the effects of Protection from Evil and Good.

Limited Telepathy. - The lantern archon can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of it that can understand a language.

Actions

Sacred Flame - evocation cantrip, range 60ft., 1 creature. Cast: Flame-like radiance descends on a creature that you can see within range. The target must succeed on a DC 13 Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.

Dancing Lights - evocation cantrip, range 60ft., 1 creature. Cast: The lantern archon creates up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. Whichever form is chosen, each light sheds dim light in a 10-foot radius. As a bonus action on it's turn, it can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.



Coure

Tiny celestial (eladrin, shapechanger), chaotic good


  • Armor Class 14
  • Hit Points 9(3d4)
  • Speed 20ft., Fly 60ft.

STR DEX CON INT WIS CHA
6 (-2) 18 (+4) 10 (+0) 12 (+1) 10 (+0) 16 (+3)

  • Skills - Deception +5, Persuasion +5, Sleight of Hand +6, Stealth +6
  • Damage Resistances - Acid, Cold; Bludgeoning, Piercing, and Slashing from non-magical weapons.
  • Damage Immunities - Radiant
  • Condition Immunities - Petrification, Poison
  • Senses - passive Perception 12
  • Languages - Common, Celestial

Shapechanger - The coure can use its action to assume the form of an incorporeal ball of light. While in this form, the coure is immune to damage from all non-magical sources and creates a light source of up to 30ft. It cannot attack in this form.

Planar Circle - The Coure is always under the effects of Protection from Evil and Good.

Actions

Sleeping Dagger - Melee Weapon Attack: +6 to hit, reach 5ft., 1 creature. Hit 7 (1d4+4) slashing damage. The target must succeed on a DC 10 Constitution saving throw or fall unconscious for 1 minute, or until it takes damage or another creatures uses an action to wake it.

Invisibility - The coure magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the coure wears or carries is invisible with it.