Angel, Powers (Virtutes or Potestates)
“Powers: Celestial enforcers who descend not to save your world—but to decide if it’s worth saving at all.”
Celestial Enforcer of Justice and Balance
Appearance.
A Power is a luminous, armored figure wreathed in geometric halos of radiant light. Their silver-gold plates shimmer with embedded runes of cosmic law, and their six wings shift between blazing energy and solid light. Eyes like molten platinum survey all with unyielding clarity, and a quiet hum—neither musical nor mechanical—follows them like a whisper of the planes.
Behaviour.
Powers are solemn, precise, and nearly incorruptible. They act with calculated mercy and resolute force, rarely displaying emotion but never lacking compassion. They speak seldom and only with purpose, issuing commands like edicts and judgments like cosmic truth. Even in stillness, they project an aura of disciplined righteousness.
Habitat.
Powers reside in the lawful good regions of the Outer Planes—particularly in vast spires of light within Mount Celestia or among the crystalline harmonics of Arcadia. These structures serve as courts, repositories of judgment, or strategic outposts for planar defense. On rare occasions, Powers manifest on the Material Plane during times of great moral upheaval or celestial imbalance.
Modus Operandi.
When dispatched, a Power arrives alone or with an escort of lesser celestials. They first observe, assess, and determine if the situation warrants intervention. They act surgically—isolating evil, disarming corruption, and offering redemption when possible. In battle, their movements are disciplined and elegant, using radiant strikes and spellcraft to disable, not destroy, unless necessary.
Motivation.
Powers serve the higher order of benevolent cosmic law. Their mission is not dominance, but equilibrium: to ensure the righteous are protected, evil is checked, and the scales of the multiverse remain balanced. They do not seek worship, gratitude, or power—only that the law of light endures through justice, harmony, and mercy when earned.
Powers 5e
Powers 3.5
Power
Medium Celestial, Lawful Good
Challenge 13 (10,000 XP) Proficiency Bonus +5
Armor Class 20 (Radiant Plate)
Hit Points 225 (30d8 + 90)
Speed 40 ft., fly 90 ft. (hover)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
22 (+6) | 17 (+3) | 20 (+5) | 18 (+4) | 21 (+5) | 18 (+4) |
Saving Throws Wis +10, Cha +9, Con +10
Skills Insight +10, Perception +10, Religion +9
Damage Resistances radiant, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison, psychic
Condition Immunities charmed, frightened, paralyzed, poisoned
Senses truesight 120 ft., passive Perception 20
Languages all, telepathy 120 ft.
Alignment Lawful Good
Innate Spellcasting.
The Power’s innate spellcasting ability is Wisdom (spell save DC 18). It can innately cast the following spells, requiring no material components:
- At will: detect evil and good, see invisibility, zone of truth
- 3/day each: banishment, wall of force, dispel magic
- 1/day each: plane shift, mass suggestion, geas
Radiant Judgment (Recharge 5–6)
The Power unleashes a torrent of celestial radiance in a 60-foot line that is 10 feet wide. Each creature in the line must make a DC 18 Dexterity saving throw, taking 45 (10d8) radiant damage on a failed save, or half as much on a success. Creatures of evil alignment have disadvantage on this saving throw.
Orderly Aegis (1/Day)
The Power conjures a radiant sigil that hovers within a 30-foot radius for 1 minute (concentration). While within the area, allies gain:
- Advantage on saving throws against spells
- +2 AC against chaotic creatures
- Resistance to psychic damage
The Power may teleport to any spot within the aegis as a bonus action.
Actions
Multiattack.
The Power makes two Radiant Glaive attacks.
Radiant Glaive. Melee Weapon Attack: +11 to hit, reach 10 ft., one target.
Hit: 21 (2d10 + 6) radiant damage.
- If the target is a fiend, aberration, or undead, it takes an additional 9 (2d8) radiant damage.
- If the target is evil-aligned, it must succeed on a DC 16 Constitution saving throw or be blinded until the end of its next turn.
Reactions
Shield of Verdict.
When a creature within 30 feet is hit by an attack, the Power can flash a shield of law. The target gains a +4 bonus to AC, possibly causing the attack to miss.
Legendary Resistance (3/Day)
If the Power fails a saving throw, it can choose to succeed instead.
Tactics
A Power does not strike first unless innocent life or planar balance is imminently threatened. In battle, it leads with Orderly Aegis to establish a safe zone, then uses banishment to isolate fiends or extraplanar threats. It follows with Radiant Judgment against tightly packed enemies, using wall of force to split the battlefield or protect vulnerable allies.
Against powerful spellcasters, it relies on Celestial Calculus (a reflavored Counterspell effect or an innate spell lock aura, if desired), ensuring casters cannot escape easily. It prefers to redeem, not destroy—reserving lethal force for those who persist in evil after warning and restraint.

A golden skinned humanoid leans on his staff. His beard and hair are a darker hue than his skin and his eyes are blue. A pair of wings emerges from the back of his mithril armor. He looks speculatively at you before speaking.
The Angel Powers are the bearers of conscience and the keepers of history. They are also the warrior angels created to be completely loyal. Some believe that no Angel Power has ever fallen from grace, but another theory states that Asmodeus was the Chief of the Powers before he Fell. Their duty is to oversee the distribution of power among humankind, hence their name.
Originally Posted by Kain Darkwind of the Dicefreaks forums.
Angel Power | |
Medium outsider (Angel, Good) | |
Hit Dice | 9d8 + 36 (76 hp) |
Initiative | +5 |
Speed | 30 ft., Fly 60 ft. (good) |
Armor Class | 27 (+5 armor, +5 Dexterity, +7 natural), touch 15, flat-footed 22 |
Base Attack/Grapple | +9/+13 |
Attack | Staff +14 melee (1d6 + 7) |
Full Attack | Staff +12/+12/+7 melee (1d6 + 7) and 2 wings +8 melee (1d4 + 2) |
Space/Reach | 5 ft./5 ft. |
Special Attacks | Spell-like abilities, spells |
Special Qualities | Damage reduction 10/magic and evil, Darkvision, fast healing 5, Low-Light Vision, immunity to acid, fire, mind affecting effects and petrification, resistance to cold 10 and electricity 10, Spell Resistance 23 |
Saves | Fort +10, Ref +11, Will +9 |
Abilities | Strength 18, Dexterity 20, Constitution 18, Intelligence 18, Wisdom 16, Charisma 17 |
Skills | Concentration +16, Decipher Script +16, Diplomacy +19, Knowledge (Arcana) +16, Knowledge (history) +16, Knowledge (nobility) +16, Knowledge (religion) +16, Listen +15, Perform (stringed instruments) +15, Sense Motive +15, Spellcraft +18, Spot +15 |
Feats | Combat Reflexes, Extend spell, Flyby Attack, Two weapon fighting |
Environment | Upper Planes |
Organization | Solitary or pair |
Challenge Rating | 9 |
Treasure | +1 quarterstaff and mithril breastplate |
Alignment | Always good (any) |
Advancement | 10-12 HD (Medium) |
Spell-Like Abilities:
- Always active –detect evil, tongues, true seeing;
- at will— command (DC 14), cure moderate wounds, detect thoughts (DC 15), dispel magic, greater teleport, invisibility, light, protection from evil, sanctuary (DC 14);
- 3/day—comprehend languages, hold monster (DC 18), remove curse, remove disease, true strike;
- 1/day – legend lore.
Caster level 9th
Spells: Powers cast spells as diviners with the prohibited school of necromancy. The spellbooks of the powers contain all non-necromancy spells of 5th level and below. Powers do not suffer arcane spell failure.
Spells per day: 9/6/6/5/4/2 (Caster level 9th, DC 14 + spell level)