Creature Cohorts: The Angel

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Creature Cohorts: The Angel Creature Cohorts: The Angel Creature Cohorts: The Angel Creature Cohorts: The Angel Creature Cohorts: The Angel

Transcript of Creature Cohorts: The Angel

Page 1: Creature Cohorts: The Angel

Creature Cohorts: The AngelCreature Cohorts: The AngelCreature Cohorts: The AngelCreature Cohorts: The AngelCreature Cohorts: The Angel

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Angel Cohorts

A

girl adorned in a heavy cloak turned fromthe marketplace and sighed. Leaving thepeople and their many eyes behind her, shewalked towards the white-marble arch thatled to the temple district.

"You think the nuns carry good coin onthem? Always wondered, that." Three

knaves walked out from behind the archway and blockedthe girl's path. They stood in a half-circle, almostsurrounding her.

If the girl was bothered by this, she did not show it.Instead, she muttered and bowed her head slightly. One ofthe rogues, a spindly fellow with mottled hair, leaned inclose to her. "She's praying-- like any god's going to comesave her. We aren't going to hurt you... just looking for afew coin is all."

"Oh," the girl said, undeterred, "I'm not praying for me."The bandits looked at each other a moment, then

laughed heartily. When the girl's wings unfolded beforethem, they nearly choked.

"You... you're not a nun then." The tallest banditsuddenly looked small. He sank into the shadow of theyoung woman's wings.

"Not at all," she said, "I'm the one who protects them.Now... you'll be the ones paying me. And my price cannotbe paid in gold."

art by Soft-hcover art by Demizu Posuka

What is a Cohort? (*2.0)A creature cohort is a monster straight from the pages ofDungeons and Dragons Fifth Edition that has beenredesigned for use as its own race and associated class. Acohort race and class (like the Angel race and AngelicProtector class) are typically designed to be takentogether.

A cohort can be used for multiple purposes: as a sidekick(friendly NPC), a recurring villain/rival, or as a playercharacter. You create a cohort much like making acharacter, following the same rules in the Player'sHandbook.

However, cohorts are designed to be built differentlydepending on how they are used. If a cohort is being usedas an NPC sidekick, then the cohort does not get abackground at 1st level, nor do they choose a subclass asthey advance in their class. Cohorts as sidekicks insteadrely on the base class alone for their abilities- which leadsto a more streamlined, simpler experience (at a powerlevel a little lower than that of a full-fledged playercharacter).

(Note that, at the time of this writing, there are multipleexisting cohorts--namely Metallic Dragons, the MindFlayer, and the Lich--that are not yet balanced around'subclasses for characters only'. Updated versions of thesecohorts are planned for the near future)

Angel Racial FeaturesThe celestials known as angels are sometimes called "livingshards of the divine," and for good reason. Each angel isan aspect of some diety, and as such are said to havelimitless potential. Angels swoop down upon featheredwings, their enemies quaking before their glory. Ability Score Increase. Your Charisma score increasesby 2, and one other ability score of your choice increasesby 1. Age. Angels are made, not born, and are typically in adultform upon creation. Angels do become stronger over time(gaining skills alongside their experiences), but they areageless, immortal beings who do not grow old. An angelcan live for millennia if their god wills it. Alignment. Angels are seen as paragons of both"goodness" and "law", having an unwavering faith in theirgod and in their own ability to enforce their diety's will.However, even an angel can make an error in judgment (asrare as that might be), and there have been cases wherean angel is tricked by evil, or goes too far in dispatchingtheir foes.

When an angel falls from grace, they may be able toredeem themselves if they actively work towards doing so.Some angels, though, become so disillusioned in exile thatthey wander the world without purpose. Fallen or exiledangels can exist anywhere on the spectrum of good to evil,though angels are rarely without their self-confidence inany case.

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Size. An angel is typically Medium-sized by default. Thereare examples of small-sized, child-like angels known asCherubs, however.

With your DM's permission, you can instead play aCherub, which is statistically identical to a normal angelexcept for their Small size. If you follow this path, youbecome Medium-sized (instead of Large) at 7th level. Atthat point, you would resemble an adolescent (or youremain a child, but your wingspan becomes large enoughfor you to be considered Medium-sized).Speed. Your base movement speed is 30 feet.Darkvision. An angel's eyes are well adapted to seeing indim and dark conditions. You can see in dim light within 60feet of you as if it were bright light, and in darkness as if itwere dim light. You can't discern color in darkness, onlyshades of gray.Godly Nature. You count as a celestial for the purposesof spells and effects.Soul-Piercing Eyes. You are proficient in the Insight skill.Immortal. You do not age. In addition, you do not requirefood, drink, air or sleep. However, whenever you take along rest you must spend at least four hours in amotionless, trance-like state. In this state, you appearasleep, but you are not unconscious, and you can see andhear as normal.Inner Radiance. You have resistance to radiant damage. Shard of the Divine. Divine power constantly flowsthrough you, and you can focus your power furtherthrough your armaments. You may treat any weapon orshield in your hands as though it were a holy symbol forthe purposes of casting spells and using class abilities. Thisability only functions if the weapon or shield is equipped.

In addition, you learn one cleric cantrip of your choice.Whenever you increase your level in any class, you mayreplace this cantrip with another cleric cantrip. You useCharisma as the spellcasting ability for any cantrip learnedin this way. Telepathy. You are able to telepathically speak to anycreature within 60 feet. You don't need to share alanguage to understand each other, but the creature mustbe able to understand at least one language.Languages. You can speak, read and write Common andCelestial.

New Class: The AngelicProtector

Class FeaturesAs an angelic protector, you gain the following classfeatures.

Hit PointsHit Dice: 1d10 per angelic protector levelHit Points at 1st Level: 10 + your Constitution modifierHit Points at Higher Levels: 1d10 (or 6) plus your

Constitution modifier per angelic protector level after1st.

ProficienciesArmor: Light armor, medium armor, shieldsWeapons: Simple weapons, martial weaponsTools: none

Saving Throws: Constitution, CharismaSkills: choose two from Athletics, Insight, Intimidation,

Perception, Persuasion, and Religion

EquipmentYou start with the following equipment, in addition to anyequipment granted by your background:

(a) a martial weapon and a shield or (b) two martialweapons(a) a priest’s pack or (b) an explorer’s packScale mail and a holy symbol

The Angelic Protector

LevelProficiency

Bonus Features

1st +2 Cherub Wings, Natural Armor,Radiant Form

2nd +2 Fighting Style, Healing Touch

3rd +2 Angelic Host, Divine Awareness,Innate Spellcasting

4th +2 Ability Score Improvement5th +3 Extra Attack6th +3 Angelic Weapons7th +3 Change Shape, Size Increase (Large)8th +3 Ability Score Improvement9th +4 Improved Innate Spellcasting

10th +4 Living Panacea11th +4 Greater Angelic Weapons12th +4 Ability Score Improvement13th +5 Improved Natural Armor14th +5 Supreme Healing Touch15th +5 Magic Resistance16th +5 Ability Score Improvement17th +6 Greater Innate Spellcasting18th +6 Walking Zone of Truth19th +6 Ability Score Improvement20th +6 Divine Revelation

Cherub WingsYour wings allow for brief flight-- eventually, you will learnto master their use. You gain a fly speed of 30 feet. Yourwings work only in short bursts; you fall if you end yourturn in the air and nothing else is holding you aloft.

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You fly at only half the normal speed if you carry weightthat exceeds two-thirds of your maximum carryingcapacity or if you wear heavy armor. You cannot fly at all ifyou carry weight that exceeds your carrying capacity.

Note that your wings can fold behind you, and can evenbe hidden in the right circumstances, such as whenwearing heavy robes or a cloak. You cannot fly with yourwings tucked away in this fashion, however. If you fall withyour wings concealed by clothing alone, you may use yourreaction to force your wings open.

Natural ArmorWhen you are not wearing any armor, your Armor Classequals 13 + your Constitution modifier. You can use ashield and still gain this benefit.

Radiant FormYou recover from wounds exceptionally fast, drawing uponyour inner strength to keep you standing. Whenever youtake damage from an attack or spell, if you are stillconscious, you may use a reaction to spend one Hit Die toheal yourself. Roll the die, add your Constitution modifier,and regain a number of hit points equal to the total(minimum of 1). The healing occurs just after the damageis dealt.

Fighting StyleAt 2nd level, you adopt a style of fighting as your specialty.Choose one of the following options. You can't take aFighting Style option more than once, even if you later getto choose again.

DefenseWhile you are wearing armor, you gain a +1 bonus to AC.

DuelingWhen you are wielding a melee weapon in one hand andno other weapons, you gain a +2 bonus to damage rollswith that weapon.

Great Weapon FightingWhen you roll a 1 or 2 on a damage die for an attack youmake with a melee weapon that you are wielding with twohands, you can reroll the die and must use the new roll.The weapon must have the two-handed or versatileproperty for you to gain this benefit.

ProtectionWhen a creature you can see attacks a target other thanyou that is within 5 feet of you, you can use your reactionto impose disadvantage on the attack roll. You must bewielding a shield.

art by Hongqi Zhang

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Healing TouchStarting at 2nd level, your divine nature mends thewounds of those you touch. As an action, you touch onetarget (which may be yourself). The target magicallyregains a number of hit points equal to 1d8 + yourCharisma modifier.

You may use this ability a number of times equal to yourproficiency bonus, and you regain all expended uses uponcompletion of a long rest.

This ability's healing dice increases by 1d8 when youreach 5th level (2d8), 10th level (3d8) and 15th level (4d8).

Angelic HostIf your cohort is being created as a player character (or if itis meant to have an equivalent power level) then at 3rdlevel, you choose your subclass-- your angelic host. Angelichosts are detailed at the end of this class description.

Divine InsightIt is said that one's eyes are a window into the soul. Foryou, this may be literally true, as you have a preternaturalsense to read others' intentions. Starting at 3rd level, yougain proficiency in the Insight skill. If you are alreadyproficient in Insight, you may instead choose another skillfrom the angel class proficiencies list. In addition, yourproficiency bonus is doubled for any Insight ability checkthat you make.

Innate SpellcastingAt 3rd level, you learn the detect evil and good spell. Youmay cast this spell a number of times equal to yourproficiency bonus. You also learn the invisibility spell, andmay cast this spell once, though you may only targetyourself when casting the spell in this way.

You do not require any components when casting eitherof the above spells using this ability, nor do you use anyspell slots. You regain all uses of these spells uponcompletion of a long rest.

In addition, you use your Charisma modifier whenever aspell granted to you by the angelic protector class refers toyour spellcasting ability. In addition, you use yourCharisma modifier when setting the saving throw DC foran angelic protector spell you cast and when making anattack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Charisma modifier

Spell attack modifier = your proficiency bonus +

your Charisma modifier

Ability Score ImprovementWhen you reach 4th level, and again at 8th, 12th, 16th, and19th level, you can increase one ability score of yourchoice by 2, or you can increase two ability scores of yourchoice by 1. As normal, you can't increase an ability scoreabove 20 using this feature.

Extra AttackAt 5th level, you may attack twice, rather than once, whenusing the Attack action.

Angelic WeaponsAs an extension of the gods, your divine power can beused to harm as well as heal. Starting at 6th level, anyweapon attacks you make are considered magical. Onceon each of your turns when you hit a creature with aweapon attack, you can cause the attack to deal an extra1d8 damage to the target. If you hit with a two-handedweapon (including a versatile weapon wielded in twohands) you instead deal an extra 2d8 damage in this way.The extra damage is necrotic or radiant; you choose thetype of damage when you gain this feature.

At your DM's discretion, the damage type of this abilitymay change if you become a fallen angel (or if you arefallen or exiled but later redeem yourself).

art by Algenpfleger

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art by Sam Keiser

Change ShapeYou gain the change shape ability of a deva. Starting at 7thlevel, as an action during your turn, you magicallypolymorph into a humanoid or beast that has a challengerating equal to or less than your angelic protector leveldivided by 3, rounded down, or back into your true form.You revert to your true form if you die. Any equipment youare wearing or carrying is absorbed or borne by the newform (your choice).

In a new form, you retain your alignment, current andmaximum hit points, Hit Dice, ability to speak,proficiencies, and Intelligence, Wisdom, and Charismascores, as well as this action. Your statistics andcapabilities are otherwise replaced by those of the newform, except any class features or legendary actions ofthat form. You also do not gain the spellcasting feature forany form you take.

You may remain in a humanoid or beast form until youuse this ability again.

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Size Increase (Large)At 7th level, you have grown to the point that you are nowconsidered a large-sized creature. You now take up a 10-by-10 foot space. You can fit through spaces as though youwere a Medium-sized creature without squeezing, but youcan only fly at half speed through such narrow spaces.Your flying speed becomes 60 feet. You no longer fall tothe ground at the end of your turn while flying, and can infact remain flying for hours at a time.

Improved Innate SpellcastingAt 9th level, you learn the flame strike and raise deadspells. You may cast each of these spells once without anycomponents, and without using a spell slot.

You recover any expended use of these spells uponcompletion of a long rest.

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Living PanaceaYou learn to tap into your celestial wellspring, granting youand your allies protection from attacks for a time. At 10thlevel, you can use this ability as a bonus action during yourturn. You may choose any number of creatures within 30feet. At the beginning of each of your turns, you and thechosen creatures each gain a number of temporary hitpoints equal to your Charisma modifier (minimum of 1).

In addition, whenever a chosen creature takes damagewhile they have temporary hit points, you may use areaction to halve the damage taken by the creature. Thenyou take damage equal to the amount of damage taken bythe target (after halving the damage). You may then useyour Radiant Form ability as part of this reaction. Thehealing of your Radiant Form ability takes placeimmediately after you take the damage.

This ability lasts for 1 minute.You may use this ability twice, and recover any

expended use upon completion of a long rest.

Greater Angelic WeaponsStarting at 11th level, any weapon attacks you make have a+1 magical bonus to attack and damage rolls, unless theweapon you wield offers a larger bonus. In addition, younow add the bonus damage from your Angelic Weaponsability every time you hit with an attack.

Improved Natural ArmorAt 13th level, your natural armor is now equal to 15 + yourConstitution modifier. You may use a shield and still gainthis benefit.

Supreme Healing TouchYour ability to heal goes beyond mending wounds-- thedivine presence within you can purge ailments as well.Starting at 14th level, using your healing touch ability on atarget also frees them from any curse, disease, poison,blindness or deafness. If the target suffers from more thanone ailment, then you remove a number of thesedebilitations up to your Charisma modifier (minimum of 1)each time you use your healing touch on them.

For the purposes of cursed magic items, this effect isidentical to a remove curse spell cast on the creature andany cursed magic items affecting their person.

Magic ResistanceAt 15th level, you have advantage on saving throws againstspells and other magical effects.

Greater Innate SpellcastingAt 17th level, you learn the blade barrier, control weatherand insect plague spells. You may cast each of these spellsonce without any components, and without using a spellslot.

You recover any expended use of these spells uponcompletion of a long rest.

art by Billy ChristianCopyright Wizards of the Coast

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Walking Zone of TruthYour ability to detect the motives of others (and theuntruths lying behind their eyes) has become unparalleled.Starting at 18th level, as an action, you can force a creaturewithin 30 feet of you to make a Charisma saving throwagainst your spellcasting save DC. On a failed save, thecreature can't speak a deliberate lie whenever you arewithin line of sight. You know whether or not the creaturesucceeded or failed on their saving throw.

The creature is aware of this effect and can thus avoidanswering questions to which it would normally respondwith a lie. Such a creature can be evasive in its answers aslong as it remains within the boundaries of the truth.

This ability lasts 10 minutes. You can use this feature anumber of times equal to your Charisma modifier (aminimum of once). You regain any expended uses whenyou finish a long rest.

Divine RevelationOver the course of time, you distinguish yourself evenamongst the ranks of your immortal kind. Unlike otherangels, you can share a small fraction of your divine powerwith those around you-- including your mortal allies.

At 20th level, your Living Panacea ability now grantstemporary hit points to each target equal to twice yourCharisma modifier (instead of a number of points equal toyour Charisma modifier). Whenever you use LivingPanacea to share the damage taken by an ally, you gainresistance to any damage you take (unless you are alreadyimmune to the type of damage taken).

In addition, you gain truesight with a range of 60 feet.

art by G-host Lee

Angelic HostAt 3rd level, a select few angels begin to rise beyond therest, and in doing so, they gain abilities unique to the godthey serve. As of now there is one Angelic Host available:the Domain Avatar (more are planned).

Domain AvatarFor celestials, there is no greater privilege than to carry thestrength of the gods that created them. Angels literallyexist to serve, and by harnessing a god's domain they canfulfill their grand design in ways otherwise impossible.While all angels carry fragments of divine power, domainavatars are seen as living embodiments of their god'smight.

Aspect of The GodsAt 3rd level, you choose a cleric domain to make your own.You gain all of the abilities and granted spells of thatdomain as though you were a cleric two levels lower (at3rd level, for example, you gain the cleric's first leveldomain spells and domain abilities).

As you gain levels in the angelic protector class, you alsogain the higher level abilities and spells of your chosendomain, again as a cleric of two levels lower (gaining acleric's 2nd level domain abilities at fourth level, and soon).

Whenever you learn new domain spells, you also gaintwo spell slots of the same spell level. The spell slots yougain in this way can only be used for casting your domainspells or any other spells of the same spell level gained bythe angelic protector class. You do not require any non-costly components for any spells you cast with these spellslots.

Channel OneselfAt 4th level, you gain the Channel Divinity feature asthough you were a cleric or paladin. Each Channel Divinityoption provided by your angelic host explains how to useit. When you use your Channel Divinity, you choose whichoption to use. You must then finish a short or long rest touse your Channel Divinity again.

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Some Channel Divinity effects require saving throws. Whenyou use such an effect from this class, the DC equals yourangelic protector spellcasting save DC.

You gain the following two Channel Divinity options.Innermost Warmth. As a bonus action, you emit

bright light in a 10-foot radius, and dim light in a 10 footradius beyond that. Magical darkness created by spellsthird level and lower is suppressed in this radius. Inaddition, while this ability is active, you and any allieswithin this light are immune to the extra damage causedby critical hits. This ability lasts 10 minutes.

Domain Manifestation. You may use a ChannelDivinity ability granted to you by your domain.

At 8th level, you can use your Channel Divinity twicebetween rests.

Angelic CommanderStarting at 9th level, when you use your healing touchability and target another creature, roll the healing dicenormally. You magically regain a number of hit pointsequal to half of the hit points recovered by the target.

In addition, you may choose to use your healing touchability as a bonus action, but may only target yourselfwhen doing so.

Searing RadianceYou draw upon your inner light, creating a pulse that healsallies yet burns away the unworthy. Starting at 13th level,as an action during your turn, you blast a 20 foot radiussphere centered on yourself with radiant energy. Allies inthis radius that you can see (including yourself) magicallyheal 6d4 hit points. Enemies that you can see within thisradius must make a Constitution saving throw, taking 6d6radiant damage on a failed save, or half damage on asuccessful save.

You may use this ability twice, and recover anyexpended use upon completion of a long rest.

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art by Cmy Cai

Fill With LightA tiny channel of the clearest water will cross infront of you, bisecting the path with its holy light asit trails down from the mountainside.

Have your fill of the divine waters, then leave anitem of sentimental value before turning back. Abattle-worn blade, or a ring passed down bygenerations are both suitable. Then do not returnto this place-- your quest will have been satisfied.

Under no circumstance are you to follow thecreek to its source-- for beyond the highest ridgelies a lakebed. There sits the Goddess of Winter'sMelt-- and beside her radiance stand her heavenlyhost. It is a realm for immortal beings-- meaningany fool who ignores this advice will earn the gaze--and the wrath--of many feathered wings.

-Sir-Father Grizhenholt

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Angel Cohorts- Miscellany

Challenge Rating for AngelsThe following challenge ratings are based on the MonsterStatistics by Challenge Rating table on page 274 of theDungeon Master's Guide. Note that the below numberswere calculated without accounting for equipped magicitems.

As a point of reference: The average level 20 playercharacter may have a CR around 12-14 depending on thecharacter's build and magic items, and can become higherstill when using an optimized build and powerful items.

Cohort Level Recommended CR1 1/22 1/23 14 25 36 37 38 49 5

10 511 612 613 714 715 716 817 918 1019 1120 11

Roleplaying as an AngelAngels have a reputation for instilling order and justice inthe multiverse. As beings created for this purpose, angelsare known for their sound judgment as well as theirunwavering faith in the gods that empower them. Whenroleplaying as an angel, it is best to remember that wheremortals may be corrupted by evil or destitution, angels areexpected to be above such things.

Some angels think of mortals as weak or lesser beings,like children that must be led by a responsible shepherd.Other angels define mortals not by their vices, however,but by their drive and potential. An angel's opinion ofmortals likely shapes their behaviour, too. Consider thatnot every angel is a stern teacher. Some angels prefer towin over their humanoid allies through charm andkindness instead.

Regardless of how they behave around mortals, angelsare almost always straightforward in stating their motives,and for angels in good standing at least... it is highlyunusual for subtlety or deception to be a part of theirdealings. Fallen angels are the obvious exception.

While angels are known as a force of "good", one couldmake the argument that it is law, not goodness, that bindsall angels. Note that fallen angels often retain their rigidview of the multiverse, even as they fall to corruption ordownright hatred. Evil and exiled angels, however,redefine what they consider their "allies" and "enemies",and it is not unusual for a fallen angel to continue theirquest for justice... but with a different set of foes in mind.Instead of pursuing evil, a fallen angel may instead think ofexcess, ignorance, or mortality itself to be a sin worthpurging.

Keep in mind that, in all but the most egregiousexamples, angels rarely acknowledge when they arewrong. This makes fallen angels remarkably difficult todeter from their twisted purpose.

One Rises, Another FallsWhat causes an angel to fall, and how can they redeemthemselves if they choose to do so? The answer to thesequestions can be hard to come by. Every god represents aunique portfolio of divine areas-- such as storms, death,light, life, and so on. Each of these gods may have angelswith unique traits, values, and a different line that theyshould not cross.

The god of storms and seas might disagree with the godof war on many things-- but both dieties might agree thatsometimes sacrifices must be made so that society maylive. The god of life and fertility, however, may think thatany death is a tragedy to be avoided. The god of death,though, sees the end of life as inevitable, and running fromdeath would be a fool's errand at best.

When an angel deviates from it's god's philosophy, thatdoes not necessarily mean that the angel falls to evil. Itmay be that an angel strays too far from the path to beconsidered "pure" and may be exiled for that alone. Assuch, it is important to remember that there are exiledangels that are still good, but act in a way atypical forfollowers of a given god. An angel of the god of life maybegin to see some lives as more valuable than others. Anangel of destruction may go far out of their way to avoiddeath "before its time", namely in youths or innocentpeoples.

No matter how they fall or stray from the path, though,redeeming oneself in a god's eyes almost always meansrecommitting to their philosophy. When an angel spendsenough time around other ideas or ways of life (like livingamongst mortals), sometimes returning to that pathbecomes less attractive than one would think...redemption may come at its own price.

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art by Dan Robinett

Angels as PCsStarting with the release of angel cohorts, the process ofconverting from sidekick to player character has beensimplified. This section is (arguably) no longer necessary,but for those who are long time fans of the cohort series,this section will remain in order to avoid confusion. To putit simply, here are the differences between a cohortsidekick and cohort player character (or rival of similarstrength):

Cohorts that are built as sidekicks do not get acharacter background. Only cohorts used as playercharacters choose a background normally.Cohort sidekicks typically do not choose a subclass(starting with the angel cohort). Only player charactersor other cohorts of a similar power level get thebenefits or abilities of a subclass.If you wish to use a cohort as a player character, it maybe best to discuss your options for blending in withyour DM. Most cohorts have at least one option to hidetheir monstrous nature, and even angels can attempt tohide their wings until they become large-sized. In acampaign where angels would not be allowed in theopen, using the Change Shape ability at 7th level maybe the best option long-term. Otherwise, one can passas a goliath or half-giant in order to conceal their truenature while towering over others.

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CreditsCover Art by Demizu Posuka(www.instagram.com/demizuposuka/?hl=en)Page 2 Art by Soft-h(https://www.deviantart.com/soft-h/gallery)Page 4 Art by Hongqi Zhang(https://www.artstation.com/hongqizh1437)Page 5 Art by Algenpfleger(https://www.deviantart.com/algenpfleger)Page 6 Art by Sam Keiser(https://www.artstation.com/samkeiser)Page 7 Art by Billy Christian(https://www.artstation.com/billcreative)Page 8 Art by G-host Lee(https://www.artstation.com/g-host-lee)Page 9 Art by Cmy Cai(https://www.artstation.com/cmy)Page 11 Art by Dan Robinett(https://www.artstation.com/danrobinett)Back Cover Art by Yutthaphong Kaewsuk(https://www.artstation.com/kamiyama)Watercolor stains by Jared Ondricek(https://watercolors.giantsoup.com/xgte/xgtebottom-left/index.html)

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May YourMay YourMay YourMay YourMay YourSidekickSidekickSidekickSidekickSidekick

Never FallNever FallNever FallNever FallNever FallCreature Cohorts were created by me,Mister_Thr33, and were inspired by Tasha'sCauldron of Everything as well as the 3rdEdition supplement Savage Species

'Creature Cohorts' is unofficial Fan Contentpermitted under the Fan Content Policy. Notapproved/endorsed by Wizards. Portions of thematerials used are property of Wizards of theCoast. ©Wizards of the Coast LLC.

Special thanks to the r/unearthedarcana andr/dndhomebrew subreddits for their input andinspiration

No mortals strayed from the light during thecreation of this document

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