# Transformations



# Seraph

Becoming a Seraph  
To be chosen by an Arch Seraph is to become a  
vessel for the principles they uphold. This is a  
charge not to be taken lightly, and those who  
display righteousness with the intention of  
becoming a Seraph are usually overlooked for this  
reason. When becoming a Seraph, consider why  
your character was chosen. Do you display hidden  
merit? Are you devoted to a cause they will value?  
Transformation Features  
A Seraph has the following  
transformation features:  
Prerequisites  
Ability Scores: Wisdom 13  
Roleplay: You must have been exalted by an Arch  
Seraph, divine cosmic energies, or have some  
other plausible reason to have become a Seraph.  
Discuss with your GM how you can achieve  
this in-game.  
Some of your abilities require your target to make  
a saving throw to resist their effects. The saving  
throw DC is calculated as follows:  
Transformation Save DC = 8 + your proficiency  
bonus + your Wisdom modifier  
Level Milestones  
The following are examples of possible level  
milestones for the Seraph:  
•  
 Defeating a powerful force of darkness.  
•  
 Create a hallowed landmark for pilgrims.  
•  
 Establish a parish of worshipers who uphold  
your virtue.  
•  
 Establish a portal between the Material Plane  
and the Empyrium.  
•  
 Redeem a soul that was considered beyond  
redemption.  
Transformation Level 1  
Starting at 1st level, you gain the following  
Transformation Boons and this level’s  
Transformation Flaw.  
Transformation Boon: Celestial form  
Your Wisdom score increases by 2 and your  
Constitution score increases by 1. An ability score  
cannot be increased beyond 16 this way.  
The Bürach Empire  
 Seraph  
You become a Celestial in addition to any other  
creature types you are. Spells and abilities  
that affect Celestials of a specific CR have no  
effect on you.  
Transformation Boon: Angelic Wings  
You have manifested feathered wings. You have  
a flying speed equal to your normal speed. You  
cannot wear armour or clothing that has not been  
modified to accommodate your wings.  
Transformation Flaw: Planar Binding  
Your body and soul are bound to a divine plane of  
existence. You have disadvantage on death saving  
throws as the plane attempts to pull you back  
to it. If you would be killed, your soul has been  
taken back to a plane of existence of the GM’s  
choice. This plane is your new home, and you  
become an NPC under the GM’s control.  
If you are on the divine plane responsible for your  
transformation, this flaw has no effect.  
Transformation Level 2  
Starting at 2nd level, you can pick one of the  
following Transformation Boons. You also gain  
this level’s Transformation Flaw.

Transformation Boon  
Divine Protection  
When you or an allied creature you can see within 30 feet  
is targeted by an attack, you can use your reaction to shield  
them with holy light. The target gains a +4 bonus to AC  
against the attack. You may use this feature a number of  
times equal to your Wisdom modifier (minimum of 1). You  
regain all uses of this feature when you finish a long rest.

Transformation Boon:

Divine Retribution  
When you or an allied creature you can see  
within 30 feet takes the attack action, you can  
use your reaction to imbue them with holy zeal.  
Immediately after the target completes the attack  
action, they can make an additional attack as a  
bonus action. On a hit, the hit target takes an  
additional 1d8 radiant damage. You may use this  
feature a number of times equal to your Wisdom  
modifier (minimum of 1). You regain all uses of  
this feature when you finish a long rest.  
Transformation Boon: Divine Clemency  
When you or a creature you can see within 60 feet  
takes damage, you can use your reaction to cast a  
spell of 1st level or higher. This spell must target  
the damaged creature and restore hit points to it.  
You may use this feature a number of times equal  
to your Wisdom modifier (minimum of 1). You  
regain all uses of this feature when you finish a  
long rest.  
  
Transformations  
 The Realms of Etharis  
Transformation Boon: Divine Expedition  
At the beginning of another creature’s turn, you  
can use your reaction to move yourself up to your  
speed or allow an ally that you can see, within 60  
feet, to move up to their speed. Movement made  
this way does not cause attacks of opportunity.  
You may use this feature a number of times equal  
to your Wisdom modifier (minimum of 1). You  
regain all uses of this feature when you finish a  
long rest.  
Transformation Flaw:  
Divine Appearance  
Your appearance has radically transformed. Your  
body radiates a divine glow, while your wings are  
prominent and powerful appendages. You can  
contain this form and present the appearance of  
the humanoid you once were, but this is taxing  
and requires concentration. Moments of stress are  
likely to reveal your true nature. In the following  
situations, your true form is revealed:  
•  
 Concentrating on a spell.  
•  
 Gaining the unconscious condition.  
•  
 Entering desecrated ground.  
•  
 Choosing to reveal yourself.  
In events of extreme emotional or physical stress,  
a GM may call for a Constitution saving throw  
with a DC of their choosing to see if you maintain  
your humanoid form.  
Evil humanoid creatures that witness or hear  
about your true form become instantly hostile to  
you and are compelled by malice to destroy you,  
unless the GM decides otherwise.  
If the creature is scared of you or decides that  
you are too powerful to fight, it will attempt to  
harm you in another way, but will not give up on  
destroying you.  
Transformation Level 3  
Starting at 3rd level, you can pick one of the  
following Transformation Boons, or pick a  
boon from a lower level that you meet the  
prerequisites for. You also gain this level’s  
Transformation Flaw.

Transformation Boon  
Holy Bulwark  
You may use your action to steel yourself against the  
tactics of your most hated adversaries, gaining one of the  
following benefits:  
Stand Against the Infernal. You gain resistance  
to fire damage.  
Cleanse the Undead. You gain resistance to  
necrotic damage.  
Ignore Fey Trickery. You are immune to the  
charmed and frightened conditions.  
This effect lasts until you use this feature again.  
Transformation Boon: Radiant Strike  
Whenever you hit a target with a melee attack,  
you deal an additional 1d6 radiant damage to the  
target. This damage increases to 2d6 if the target  
is a Fiend, Fey, or Undead.  
Transformation Boon:  
Cleanse Affliction  
When you cast a spell that restores hit points to  
an ally, you can also remove one condition being  
inflicted on them by a spell or ability.  
Transformation Boon:  
Bow of Celestial Judgement  
You can use a bonus action to summon a powerful  
bow made of divine light. The bow is the same  
as a longbow, except attacks made with it deal  
radiant damage and have the following features:  
•  
The bow does not use ammunition. Instead,  
when the wielder draws the bowstring, an  
ethereal arrow of radiant light forms.  
•  
Attacks with the bow deal an additional 1d8  
radiant damage. Against fiends, fey and  
undead, the bow deals an additional 2d8  
radiant damage instead.  
•  
The bow’s radiant form emits bright light  
in a 5-foot radius and dim light for an  
additional 5 feet.  
You can unsummon the bow at any time with  
the use of an action. If you unwield the bow, it  
immediately unsummons.  
Transformation Flaw:  
Beacon to Darkness  
You have become a Seraph of noted virtue and  
divinity. This has made you a target for all that is  
dark in the world. Whenever you or an ally within  
30 feet commits an act of greater evil, such as  
murdering a helpless innocent, a small amount  
of darkness attaches itself to you, and you gain 1  
corruption point (to a maximum of 5). Whether  
the act constitutes greater evil is determined  
by the GM. Whenever you make an attack roll  
against an evil creature, or make a saving throw  
against a spell or ability from an evil creature,  
subtract the number of corruption points you have  
from the roll. Whenever you complete a short or  
long rest, and have prayed for at least 1 hour, you  
can reduce the number of corruption points you  
have by 1.  
Transformation Level 4  
Starting at 4th level, you can pick one of the  
following Transformation Boons, or pick a  
boon from a lower level that you meet the  
prerequisites for. You also gain this level’s  
Transformation Flaw.  
The Bürach Empire  
 Seraph  
Transformation Boon:  
Aura of Holy Purge  
You emit an aura of righteous fervour. This aura  
radiates up to 20 feet from you while you are  
conscious. When you or an ally within range of  
your aura hits a hostile creature, they can choose  
for that hit to be a critical hit instead. Once a  
creature has benefited from this feature, they  
cannot benefit from it again until they have  
completed a long rest.  
Transformation Boon:  
Aura of Merciful Blessing  
You emit an aura of invigoration and fortitude.  
This aura radiates up to 20 feet from you while  
you are conscious. When you or an ally within  
range of your aura is reduced to 0 hit points,  
they are reduced to 1 hit point instead. Once a  
creature has benefited from this feature, they  
cannot benefit again until they have completed a  
long rest.

Transformation Boon  
Aura of Celestial Resilience  
You emit an aura of stalwart conviction. This aura radiates  
up to 20 feet from you while you are conscious. When you  
or an ally within range of your aura fails a saving throw,  
they can choose to succeed it instead. Once a creature has  
benefited from this feature, they cannot benefit from it  
again until they have completed a long rest.  
Transformation Boon:  
Aura of Empyreal Valor  
You emit an aura of swiftness and bravery. This  
aura radiates up to 20 feet from you while you  
are conscious. When you or an ally within range  
of your aura makes a Dexterity ability check to  
determine initiative, they can add +5 to the result.  
In addition, on that creature’s turn they gain  
advantage on attack rolls against any creature  
that hasn’t taken a turn in the combat yet. Once  
a creature has benefited from this feature, they  
cannot benefit again until they have completed a  
long rest.  
Transformation Flaw:  
Pull of the Empyrean  
Your new native plane attempts to draw you to  
it, laying claim to your form. Whenever you roll  
a natural 1 for a saving throw against a magical  
spell or ability, you take 1d6 force damage per 2  
class levels in addition to any other damage or  
effects you would suffer, as your native plane  
attempts to unbind you from the material plane.  
For example, a 6th level Fighter would take 3d6  
force damage. This damage ignores resistances  
and immunities