Angelic Demise. Angels of Dominion are fragments of a deity's will, and do not truly have souls of their own. When one dies, its spark of life returns to its deity's domain, leaving behind only equipment the angel was wearing or carrying.

Divine Messengers. When a devout worshiper of a particular god does something to delight that god, such as exemplary service to a domain in the god’s name, an Angel of Dominion might be dispatched to reward the worshiper. An appropriate reward might include a powerful spell, a magic item, or even the service of the angel for 10 days.

Domain Manifestations. Each type of Angel of Dominion is a direct incarnation of a divine portfolio, not tied to any particular deity; for example, if the gods of war Heironeous and Hextor go to battle, Angels of War might serve on both sides of the conflict.

Angels of Dominion are the soldiers of the gods, serving in vast armies and following the commands of exalted priests or more powerful angels. Though courageous and fierce, they are the weakest and the most numerous of angels called to serve a given deity. Archangels lead regiments of angels, from a handful to hundreds.

The Angels of Dominion and Elemental Legionnaires presented here are designed to be simple to run and serve two purposes: as allies and cohorts of player characters at lower tiers, and as minions to engage en masse at higher levels. In contrast, Archangels and Legion Elementalists lead their lesser kin and challenge powerful heroes by defending or invading other planes, fighting in the service of dragons, or summoned by priests and sorcerers.

F ' ourth Edition World Axis cosmology introduced the Dawn War: an epic struggle at the dawn of time between the gods and the primordials over the fate of the world. While traditional celestials and elementals participated in this way, the rank-and-file soldiers were a new kind of creature not seen in earlier editions of D&D.

Arcane Abjuration (2/Day). One celestial, elemental, fey, or fiend of the angel's choice that is within 30 feet of it and can see or hear the angel must succeed on a DC 17 Wisdom saving throw, or be turned for 1 minute or until it takes any damage. A turned creature that is able to move must take the Dash action and move away from the angel by the safest available route on each of its turns, or try to escape from an effect that prevents it from moving, or use the Dodge action if there is nowhere to move. A creature with a CR of 1 or lower is instead banished for 1 minute (as the banishment spell, no concentration required) if it isn't on its home plane.

The Arcana domain is published in the Sword Coast Adventurer's Guide, and the Death domain is in the Dungeon Master's Guide. The Unearthed Arcana web articles include additional domains in a future supplement to this document.

Touch of Death (2/Day). Once per round, when the angel hits a creature with a melee attack, the angel can use this ability to deal an extra 25 necrotic damage to the target.

Some deities have fallen so far from grace that their angels have been transformed into fiends. These include Asmodeus and Tiamat served by devils, and Lolth and Tharizdun attended by demons. Consider using the Cambion (Monster Manual pg 36) to represent fallen angels for these deities.

Preserve Life (2/day). The angel restores 50 hit points, divided among any number of creatures within 30 feet of it, restoring each creature to no more than half of its hit point maximum. This has no effect on undead or constructs.

The Monster Manual and Volo's Guide to Monsters have plenty of options for arcane NPCs but not many divine options. You can use any angel's statistics for a powerful cleric by granting them the spell list of an archangel, and assuming they have access to any other cleric spell of 5th level or below with 24 hours notice.

Radiance of the Dawn (2/Day). Any magical darkness within 30 feet of the angel is dispelled. Additionally, each hostile creature within 30 feet of the angel must make a DC 17 Constitution saving throw, taking 21 (2d10 + 10) radiant damage on a failed saving throw, or half as much damage on a successful one. A creature that has total cover from the angel is not affected.

Charm Animals and Plants (2/Day). Each beast or plant creature within 30 feet of the angel that can see it must succeed on a DC 17 Wisdom saving throw or be charmed by the angel for 1 minute or until it takes damage. Charmed creatures are friendly to the angel and other creatures of the angel's choice.

Angels of Dominion can be created from other divine domains, either published or homebrew, by choosing an angel of a domain with the same proficiencies (heavy armor, martial weapons, and either divine strike or potent spellcasting) and adjusting skills and damage types as appropriate. For an archangel, also replace the spell list and Channel Divinity with those of the new domain.

Sneak Attack (1/Turn). The angel deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the angel that isn't incapacitated and the angel doesn't have disadvantage on the attack roll.

Sneak Attack (1/Turn). The angel deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the angel that isn't incapacitated and the angel doesn't have disadvantage on the attack roll.

War God's Blessing (2/Day). When a creature within 30 feet of the angel makes an attack roll, the angel can use its reaction to grant that creature a +10 bonus to the roll. The angel can make this choice after the roll is made, but before the DM says whether the attack hits or misses.

Fifth Edition is returning to the Great Wheel cosmology and, presumably, will also restore the title of Archon to Lawful Good celestials. Therefore Fourth Edition's archons are presented here renamed to Elemental Legionnaires.

Elemental Demise. When an Elemental Legionnaire dies, all that remains is its armor, and sometimes its weapons. Some Legionnaires, such as Ice Legionnaires, wield weapons that melt away when the elemental dies.

Legionnaires come from the Elemental Chaos and speak the Primordial language, of which the languages of the elemental planes (Auran, Aquan, Ignan, and Terran) are dialects. They can be summoned and bound by mortals just as other elementals, but are more likely to bargain for their service if it doesn't obviously further their goal of returning the world to a primeval state of chaos.

Soldiers for Hire. Most Legionnaires adrift on the planes do not have a powerful master to serve, and roam in small mercenary bands for any destructive purpose. It is not unheard of for groups of Legionnaires sworn to different masters to come into conflict with each other--for example, Fire Legionnaires defending a red dragon's stronghold from Earth Legionnaires allied with hill giants.

Varied Forms. Air, Earth, Fire, and Water Legionnaires are commonplace, but one doesn’t have to travel far in the Elemental Chaos to find quasielemental or paraelemental Legionnaires formed of crystal, slime, and smoke. Legionnaires of different elements freely associate with one another to achieve their common goal of returning the world to the rule and whim of the primordials, but bereft of strong leadership they are prone to infighting. A typical legion in service to a primordial prince or demon lord is a jumble of many different kinds of Legionnaires, just as the Elemental Chaos is a jumble of many different elements and energy types.

Primordial Heritage. Legionnaires trace back to an ancient time when the world had hardly been formed, when primordial beings battled the gods for control of creation. In this cataclysmic conflict, the deities marshaled armies of angels and cadres of exarchs, and though the primordials could call forth titanic beasts and giants, they could not muster a true military to face their enemies until they found the means by which elemental creatures could be reshaped and hammered into soldiers. The warriors formed through this process were the first Legionnaires.

Elemental Legionnaires are native to the Elemental Chaos, but they have more in common with the constructs known as Helmed Horrors than with their bestial bretheren. If elementals are the animals of the inner planes, the Legionnaires are the common people. Vaguely humanoid in form, they serve powerful primordial entities as well as various elemental lords and princelings.

Defeating a group of Legionnaires may yield a magic item such as a Fire Legionnaire's flame tongue or a Legion Cryomancer's staff of frost. You can use these items as templates for treasure dropped by other elementals, such as a hammer that deals an extra 2d6 thunder damage on a hit, or a staff that can cast tidal wave and wall of water.

Create Whirlwind. The aeromancer creates a 15-foot cube of swirling wind centered on itself. Each creature in that area other than the aeromancer must make a DC 17 Constitution saving throw, taking 11 (2d10) bludgeoning damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube.

Whirlwind Escape. The legionnaire teleports up to 30 feet to an unoccupied space that it can see, and ends any grappled, restrained, or paralyzed conditions on it.

Earth Tremor. Each creature other than the geomancer on the ground in a 10-foot radius must make a DC 17 Dexterity saving throw, or take 4 (1d6) bludgeoning damage and be knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared.

Merge With Stone. The geomancer can move across difficult terrain made of earth or stone without spending extra movement. It can move through solid earth or stone as if it was air and without destabilizing it, but takes 10 force damage each turn it ends its movement there.

Burrow. The legionnaire can move across difficult terrain made of earth or stone without spending extra movement. It can burrow through soft earth or sand at full speed, or through solid stone at half speed, choosing whether or not to leave a tunnel behind it.

Freeze. Each creature in a 15-foot cone must make a DC 17 Constitution saving throw, taking 11 (3d6) cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of the cryomancer's next turn.

Staff of Frost. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) cold damage, and the target has disadvantage on its next attack roll before the start of the cryomancer's next turn.

Aura of Ice. The ground in a 10-foot radius around the cryomancer is icy and difficult terrain. Water in this radius freezes solid enough for Large or smaller creatures to walk on. The radius moves with the cryomancer.

Storm Step. Each creature within 5 feet of the electromancer must make a DC 17 Dexterity saving throw, taking 7 (2d6) lightning damage on a failed save, or half as much damage on a successful one. The electromancer then teleports up to 30 feet to an unoccupied space it can see.

Staff of Thunder and Lightning. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) lightning damage, and the target can't take reactions until the start of its next turn.

Dehydrate. Each creature in a 15 foot cone must make a DC 17 Constitution saving throw, taking 18 (4d8) necrotic damage on a failed saving throw or half as much damage on a successful one. Constructs and undead aren’t affected, and plants and water elementals make this saving throw with disadvantage.

Staff of Waves. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage, and the target cannot breathe, speak, or cast spells with verbal components until the end of its next turn.

Further Reading

Wizards R&D's Jennifer Clarke Wilkes and Dave Noonan discuss how 4th Edition angels and archons are different from any ever seen before--in both appearance and backstory:

Celestial Angels

When was the last time your party took on an angel? For most players, the answer is probably “never”. Even the least of them, the astral deva, is a very powerful opponent—and, of course, there’s that sticky problem of their being good-with-a-capital-G creatures. D&D characters are supposed to be heroes, and heroes don’t fight the good guys, right?

Not only angels, but a variety of other good divine servants populated the Great Wheel of earlier editions. An urge toward symmetry produced an Outer Plane for every shade of alignment, and that meant planar denizens of matching alignment. Thus, archons were lawful good, guardinals were neutral good, and eladrins were chaotic good. (In fact, until the 3.5 version of the Monster Manual, the word “angel” did not appear in the game.)

Meanwhile, evil gods were served by... nobody. Sure, there were demons and devils, but they had their own agendas and paid little attention to what the gods were up to—whether good or evil. This left the evil gods with assorted minions and cultists, unless they made alliances with fiends. What would stand against adventurers who dared Hextor or Vecna on his home turf? Evil creatures might live in Pandemonium, but they had nothing to do with Erythnul. In a strange way, this arrangement meant that a demon lord such as Orcus or an archdevil such as Asmodeus could muster an army of servants and actually present a greater challenge to high-level characters than gods. Something was wrong with that picture.

Reconcepting some of the iconic monsters of the D&D game went hand in glove with our intent to revamp the setting, in addition to the game mechanics, so as to maximize playability and fun. One of the goals of monster development for the new edition was to better distinguish monster groups. All those shades of niceness didn’t do much to clearly identify the various servants of good, nor did those creatures embody specific principles in the way that different sorts of fiends often did. We decided that every god needed to have servants, and making angels those servants seemed the logical step. (Demons and devils might still work with evil gods, but they do not serve them.)

Removing alignment restrictions from angels also meant that they could embody new ideas. The word “angel” means “messenger”—why couldn’t one bring a message of war, or pain, or vengeance, as well as those of hope or protection? (And, of course, snuggles.) A god of generally good alignment might still have need of an angel to bring death to enemies; an evil god could require an envoy to inspire loyalty and bravery. Now an angel can lead any deity’s armies, whether of lesser angels, immortal creatures or powerful mortal champions, and can project its divine will into other realms. The weaker angels are heroic-tier monsters, suitable as temple guardians and mortal commanders. The more powerful are effective challenges at the paragon and epic tiers, standing by the side of their deities. (Along the way, some things that were once angel-like changed their natures, most notably the eladrin, who now are the lords of the Feywild.)

The change in angels’ nature paved the way to a change in appearance as well. Angels became less humanoid in appearance, more like impartial embodiments of immortal power. They are faceless, sometimes metallic or stonelike in form, trailing into Astral essence. No halos here—these are beings created by the gods for a purpose, rather than anthropomorphic images of comfort and purity. They are uncaring and relentless, and their new look reinforces that aspect.

Most deities have angel servants. Although their appearances can vary, all angels are vaguely humanoid in form, with masculine or feminine features and lower bodies that trail off into flowing energy.

Angels exist as expressions of the Astral Sea, sentient energy in humanoid form. They most often serve the gods, so some believe that the gods created them. In reality, angels are powerful astral beings who appeared during the first moments of the creation of the Astral Sea. Different types of angels have different callings; they are literally manifestations of celestial vocations. Perhaps it was the needs of the gods that caused the astral stuff to spew them forth, but it was not a conscious act of creation. During the great war between the gods and the primordials, angels offered themselves as warriors to the gods that best encompassed their callings, and today they continue to act as mercenary forces for anyone willing to meet their price—be it wealth, or power, or a cause worthy of their attention.

Angels are more involved in the world and other planes than deities and exarchs. They act both openly and secretly, often acting as emissaries, generals, and even assassins.

Elemental Archons

We designed archons to serve a parallel function to the angels: smart, organized extraplanar monsters that work for the movers and shakers beyond the world. In the case of the archons, they work for the primordials. Their backstory describes them as an important step at the dawn of time in the arms race between the deities and the primordials. When the primordials saw armies of angels, they developed an army of their own: elementals-turned-soldiers called archons, each invested with the power of a specific element.

The battle between the primordials and the deities is over—at least for the time being. But the archons remain in the service of great powers that reside within the Elemental Chaos: Efreeti pashas, primordial nagas, salamander lords, and not a few demon princes. They’re also used as guardians at larger githzerai monasteries. Most remain amid the Elemental Chaos, but over the centuries many have found their way to the world, where they roam free or are bound to primordial cults, powerful spellcasters, liches, and other individuals and groups that typically bind elementals to service.

Archons are useful because of their single-mindedness. They’re intelligent, but they have no culture or society of their own. They’re intentionally disconnected from their roots so that every big bad evil guy can have archons in his employ—probably acquired in some dark ritual or bargain with the sinister forces from the Abyss or wider Elemental Chaos. Likewise, every soon-to-be-disturbed tomb or secret fortress can have archon guardians; they don’t age and they don’t mind waiting centuries for interlopers (read: the PCs) to come along.