Virtue Angel – The Radiant Executors of Divine Will
This Divine Enforcer of Miracles and Motion—Discover the Untold Power of a Virtue Angel!
A Virtue Angel manifests as a being of blinding radiance, their form woven from silken light and refracted starlight. Towering and genderless, their six semi-translucent wings pulse with cosmic energy, each feather etched with sacred geometric patterns that shift like constellations. Their eyes burn like twin suns—piercing and serene—while a luminous halo arcs vertically behind their head like a solar eclipse mid-flare. They often appear surrounded by floating orbs representing the elements they command—fire, wind, water, and stone—or riding a great wheel of light.
Behaviour:
Detached yet deeply purposeful, Virtue Angels are silent executors of divine law. They rarely speak, communicating through waves of intent or symbols carved into reality itself. Despite their aloofness, they emit an overwhelming aura of peace, inspiring awe and reverence. When observed (if one is ever so fortunate—or unfortunate), they move with precision, never rushing or hesitating, as if every action is part of a cosmic dance choreographed by God Himself.
Habitat:
Residing in the Second Heaven, the realm of celestial balance and energy flow, Virtue Angels exist in crystalline spheres suspended in infinite twilight. Their domain is not easily accessed by mortals or even lower orders of angels; it vibrates at a frequency that sustains the laws of physics and nature across the cosmos. Here, divine blueprints of stars and souls are etched into living light, guarded and tuned by the Virtues.
Modus Operandi:
Virtue Angels serve as the universe’s regulators. They channel divine power into natural law, ensuring that miracles occur without breaking the foundational harmony of creation. When performing miracles—healing, deliverance, divine intervention—they do so not through spectacle, but by aligning spiritual and physical laws to converge in impossible yet seamless outcomes. They may empower saints, bless warriors with valor, or gently alter the course of a storm to save lives—all without revealing their hand.
Motivation:
Driven by unwavering loyalty to divine order and an intrinsic desire to maintain the equilibrium of all creation, Virtue Angels act not out of emotion but out of purpose. They are the arteries through which God’s sustaining force flows into the universe. Their greatest aim is the preservation of divine harmony, ensuring that even the smallest miracle supports the eternal structure of grace and law.
Virtue Angel 5e
Virtue Angel 3.5
Virtue Angel
Medium Celestial, Lawful Good
Armor Class 21 (Radiant Aegis)
Hit Points 285 (30d8 + 120)
Speed 40 ft., fly 90 ft. (hover)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
22 (+6) | 18 (+4) | 18 (+4) | 20 (+5) | 24 (+7) | 26 (+8) |
Saving Throws Wis +13, Cha +14, Con +10
Skills Insight +13, Religion +11, Perception +13
Damage Resistances Radiant; Bludgeoning, Piercing, Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison
Condition Immunities Charmed, Frightened, Poisoned, Paralyzed
Senses Truesight 120 ft., Passive Perception 23
Languages All, Telepathy 120 ft.
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Innate Miraculous Nature
- Celestial Radiance. A 30-foot aura of radiant light surrounds the Virtue Angel. Allies within the aura gain advantage on saving throws against spells and heal +10 HP from any healing effect.
- Miracle Reserve (3/day). As a bonus action, the Virtue Angel may perform a miracle (see Miraculous Actions).
- Spellcasting. The Virtue Angel is a 17th-level spellcaster (Charisma-based, spell save DC 22, +14 to hit).
Cantrips (at will): light, sacred flame, thaumaturgy, guidance
1st (4): shield of faith, cure wounds, bless
2nd (3): lesser restoration, hold person
3rd (3): beacon of hope, spirit guardians
4th (3): divination, death ward
5th (2): flame strike, greater restoration
6th (1): blade barrier
7th (1): plane shift
Actions
Multiattack. The Virtue Angel makes two Radiant Lance attacks and may use Judgment Pulse if available.
Radiant Lance. Melee Weapon Attack: +12 to hit, reach 10 ft., one target.
Hit: 24 (4d8 + 6) radiant damage. Evil-aligned targets must succeed on a DC 20 Constitution save or be blinded until the end of their next turn.
Judgment Pulse (Recharge 5–6). Emits a divine burst in a 20-foot radius.
Enemies must make a DC 20 Dexterity save or take 45 (10d8) radiant damage and be pushed 20 feet. Allies are instead healed for 20 HP and have one condition removed.
Miraculous Actions (3/day)
Elemental Reversal. Choose one:
- Flames become rain (extinguish nonmagical fire in 60 ft., cure 2 levels of exhaustion in allies).
- Stone becomes air (remove suffocation hazards or difficult terrain).
- Wind becomes wings (grant allies 60-ft flight for 1 hour).
Healing Benediction. All allies within 60 ft. regain 50 HP and are freed from one curse or magical effect.
Divine Resurgence. One creature that died within the last minute is returned to life at full hit points if willing and not bound.
Tactical Behavior
- Opener: Casts beacon of hope + spirit guardians; flies high to protect allies.
- Sustain: Uses Radiant Lance to target threats; saves miracles for turning points.
- Revival: Uses Divine Resurgence when a key ally dies.
- Fallback: Escapes with plane shift if overwhelmed, preserving divine balance.

Through the intense light, you can make out soft blonde hair and skin alabaster white on this statuesque woman. Golden armor complements two eyes that seem to be miniature suns.
Originally Posted by Kain Darkwind of the Dicefreaks forums.
On this Thread
Virtue | |
Large outsider (Angel, Good) | |
Hit Dice | 18d8 + 126 (207 hp) |
Initiative | +8 |
Speed | 40 ft., Fly 90 ft. (good) |
Armor Class | 40 (+8 armor, +8 Dexterity, +15 natural, -1 size), touch 16, flat-footed 30 |
Base Attack/Grapple | +18/+33 |
Attack | Slam +29 melee (2d6 + 11) or longbow +29 ranged (2d6 + 14 /x3) |
Full Attack | 2 slams +26 melee (2d6 + 11) and 2 wings +21 melee (1d8 + 5) or longbow +29/+24/+19 ranged (2d6 + 14 /x3) |
Space/Reach | 10 ft./10 ft. |
Special Attacks | Blinding gaze, spell-like abilities, spells, supreme sanctuary, turn undead |
Special Qualities | Damage reduction 15/greater magic and evil, Darkvision, fast healing 10, Low-Light Vision, immunity to acid, electricity, mind affecting effects and petrification, resistance to fire 10 and sonic 10, Spell Resistance 33 |
Saves | Fort +18, Ref +19, Will +19 |
Abilities | Strength 32, Dexterity 27, Constitution 25, Intelligence 22, Wisdom 26, Charisma 24 |
Skills | Concentration +28, Diplomacy +32, Intimidate +28, Knowledge (Arcana) +16, Knowledge (Geography) +17, Knowledge (history) +27, Knowledge (nature) +17, Knowledge (nobility) +16, Knowledge (the planes) +27, Knowledge (religion) +27, Listen +29, Perform (wind instruments) +28, Sense Motive +29, Spellcraft +29, Spot +29, Truespeak +27 |
Feats | Divine Metamagic, Empower Spell, Holy Tongue*, Maximize Spell, Power Attack, Quicken Spell, Sanctify Spell, Widen Spell |
Environment | Upper Planes |
Organization | Solitary, pair or with escort (3-12 dominions) |
Challenge Rating | 19 |
Treasure | Celestial armor, +3 mighty composite longbow (+11) |
Alignment | Always good (any) |
Advancement | 19-21 HD (Large) |
Blinding Gaze (Su): Fortitude DC 26 negates permanent blindness and 1 round daze. This is a gaze attack.
Spell-Like Abilities: Always active –detect evil, tongues, true seeing;
- at will— bless, control weather, cure critical wounds, daylight, greater dispel magic, greater teleport, holy aura, holy smite (DC 21), holy word (DC 24), invisibility, Panacea, planeshift, polymorph, telekinesis, wall of force;
- 3/day- commune, disintegrate (DC 23), earthquake, heal, meteor swarm (DC 26), regeneration, resurrection, temporal stasis, true strike, whirlwind;
- 1/day –gate, hallow, miracle (DC 26).
Caster level 18th
Spells (Ex): Virtues spontaneously cast spells from the cleric list with access to three domains.
Spells per day: 16/8/8/8/8/6/6/5/5/3 (Caster level 18th, DC 18+spell level)
Supreme Sanctuary (Su): No creature within 70 ft. of a virtue can attack another creature unless they succeed on a Will save (DC 26). A creature attacked by another creature gains a +4 bonus on their save to attack that specific creature. A creature attacked by the virtue becomes immune to the effect for 24 hours.
Turn undead: A virtue turns undead as an 18th level cleric. It gains a +2 synergy bonus on turning checks. undead with 12HD or less are destroyed if they would be turned.