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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