Seraphim (5e Class)

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seraphims[edit]

Seraphim is the highest tier an angel can reach below the supreme god only, Seraphims rigidly follow God and do everything to please it, their vast divine power emanate from them in a insanely bright aura of divine flame. Some Seraphims are so insanely bright and hot that they need to hold back their brilliance to refrain from instantly killing everything when they visit the lower planes. This brilliance serves as a protective barrier against magic, a sign of their might and a highly destructive power. Seraphims occasionally descend to the Mortal Realm to do God's missions. When in the Mortal Realm, Seraphims take on the form of mortal themselves. Most Seraphs despise conflict and only do battle under the most dire of circumstances, this is due to the overwhelming damage their brilliance can cause. Seraphs mainly try to reach a goal by peaceful means, they tend to do this with either words or by manipulating a mortal to fight for them and then supporting the mortal. Most heroes were mortals manipulated by a Seraph, in most stories a hero's almost godlike abilities were most likely due to a Seraphim. When a Seraphim truly does battle, you know the opposing party must of done the most despicable of things and have power bordering on godhood. In battle, the Seraph no longer bothers to hold back their brilliance or power, those who look directly at their brilliance instantly go blind. Their flames also roar as the temperatures around them skyrocket. Seraphs wield blades forged by God himself and are able to channel their energy into their blades to strike their enemies the a holy inferno. Seraphins, being close to god, are also greatly adept at magic. The most powerful of Seraphs are so adept at casting magic to the point where they can cast 9th-level spells as cantrips. Due to their immeasurable power, Demons and Mortals fear and never dare to directly challenge them.

Creating a seraphin[edit]

you have been created as a seraphin or was a mortal that got promoted as one after death, who is your god, how is your relationhship with your god, what makes your god promote or create you as a seraphin, as a seraphin what is your main activity on your god court, why did you leave your home plane to walk among the mortals, how is your character personality, is it a superb angel or a humble one ?

Quick Build

You can make a seraphim quickly by following these suggestions. First, constitution should be your highest ability score, followed by dextery and wisdom. Second, choose the acolyte background or any other religious or divine backgound.

Class Features

As a seraphim you gain the following class features.

Hit Points

Hit Dice: 1d10 per seraphim level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per seraphim level after 1st

Proficiencies

Armor: all armor and shields
Weapons: simple and martial weapons
Tools: two of your choice
Saving Throws: wisdom, dextery
Skills: choose three of your choice

Equipment

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

  • (a) two non magical Weapon of your choice or (b) one non magical armor of your choice
  • (a) Explorer's pack or (b) Dungeoneer's Pack
  • (a) If you are using starting wealth, you have 5d10 x 5 gp in funds. or (b) one tool you have proficiency

Table: The seraphim

Level Proficiency
Bonus
Features
1st +2 divine body, fighting style
2nd +2 purge, divine brilliance
3rd +2 energy construct, CELESTIAL WAY
4th +2 Ability Score Improvement, divine magic
5th +3 angel's will
6th +3 thrones
7th +3 seraphin wings
8th +3 Ability Score Improvement, desire domain
9th +4 angelical talent
10th +4 multipresence
11th +4 angelical beauty
12th +4 Ability Score Improvement, guardian angel
13th +5 miracle
14th +5 imaculated servant
15th +5 spark of god
16th +5 Ability Score Improvement, sacrifice
17th +6 perfect one
18th +6 the all known
19th +6 Ability Score Improvement, the one above all
20th +6 paradise lost

Divine Body[edit]

At 1st level you were created or promoted to a seraphin, the first thing your god have given to you is your new divine body, its possibilities are vast and you must discover them, you gain two pairs of wings, an extra pair grow at every level you got on this class, you can choose their appearance, hide them or just remove them by transforming your body, your flying speed is double your movement speed and you can fly at will . You gain an extra pairs of arms to every level of your character, you can choose their appearance, hide them or just remove them by transforming your body, each new pair of arms can attack hold an item, use items and do anything else your principal arms can, they all act at once when you act, just like a multi attack.

If someone tries to read, manipulate, control or anything related to your mind without your consent, it takes psychic damage equal to your character maximum hit points and the conection is denied, your soul is divine and too powerful, all interactions related to your soul are denied even with your consent, the one who tries to interfere with your soul takes psychic damage double your maximum hit points


You don't need air, food, drink or sleep and have immunity to all diseases, in adition your AC is now equal 13 + your dextery modifier + your constitution modifier + your Strength modifier. You can also transform yourself in any other form you want but you keep your own attributes and capabilites like movement, attacks, language and everything else. Everything that tries to change your body form or capablitys in any manner without your consent is denied and nothing happens to you.

You gain resistence to any elemental and physic damage of a non magical origin or a magic origin of level equal or lower than half your character level, it includes spells, magical objects and anything else. you don't age anymore and can take the benefits of a long rest taking a short rest

Fighting Style[edit]

At 1st level you take a unique fighting style as your favorite. Choose one of the following options. you can change your fighting style during a long rest, but you can never have two or more styles activated at same time

tactical

you gain advantage on ranged attack rolls, are able to add one of your status modifiers you want to hit and damage when doing a ranged attack and add your proficiency bonus to every ranged atack and damage you do.

tank

While you are wearing armor, you gain in addition to your armor AC, a +1 bonus to AC for every part of the armor you are wearing, helmet, gauntlets, chest, greaves and boots. you can also get a +1 AC bonus to every other equipment that can increase your AC too.

duelist

on your turn you can reroll your dice rolls times equivalent to your proficiency bonus. and as a bonus action you can attempt to disarm or take any item form your oponent that must succeed on a dextery saving throw against your DC.

executioner

while using a two handed weapon or any other weapon with two hands, you are able to add your level to hit and damage rolls, your critical hits decrease in a value equal to your character level, if you got a critical hit your damage is automaticaly considered a max critical damage too.

guardian

When a creature you can see attacks a target other than you that is within 5 feet from you, you are able to take the attack instead. if it hits, the damage is reduced by half and dealt to you. you can use a weapon and a spell on each hand and you still gaining this benefit

dual wielding

When you are fighting with magic or two-weapons, this fighting style allows you to choose and use two of your status modifier to hit and damage of all your attacks instead of the pattern status modifier you would use for that roll, you can cast a spell with each of your hands at once. if you use a weapon in one of your hands and a spell in your other hand and you still receiving this benefits

sprightly

as a reaction you are able to turn in a ethereal and intangible form, you move in a distance equal to your movement to avoid any kind of attack including attacks with automatic hit characteristic, this movement is so fast that eyes see it as a teleport. You can't be target of oportunity attacks while using this fighting style, and as a bonus action you can increase your speed by multiplying it by 2 and your enemy must succeed a dextery saving throw against your DC to perform a reaction against your attacks.

be afraid

as seraphin you are incomprehensible and fearsome by any living creature that is not a complete god and considered an ally by you, in combat or not everything that has you as target must be rolled with disavantage, in addition when out of combat if somone dare to admire you without your permission it enters in a paralyzed and frightened state until you say (be not afraid), imunity to paralyzed and frightened conditions are ignored. you can let everyone look at you without giving clear permission and nothing happens, but if you choose someone to be paralyzed it can only move with your verbal authorizarion or when it suffesr an attack that deals more than 10 points of damage

havoc

your atacks cause damage waves when you hit your target, everyone you choose in a radius of 20 feet from the target you have hit, take the same amount of damage you dealt to your principal target, you can choose an magical, elemental or phisical damage to consider as the damage type of your damage waves

sleepy

you can't cause damage to your enemy hit points anymore, instead of it, your damage make your targets feel sleepy, to every damage point you dealt your target take a negative bonus of -1 in every dice roll it makes, when the target take damage equal to his maximum life it just fall in a deep sleep and can't be aweakened by any manner during a long rest duration, when it finish this long rest all his negative conditions caused by you are removed

purge[edit]

Beginning at 2th level, you can attack twice, instead of once, whenever you take the Attack action.

The number of attacks increases in one when you reach 4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th and 20th level in this class.

divine brilliance[edit]

at 2th level you can freely control your divine brilliance, the represntation of the vast power you have, the mark of your god and a mark of fear to your enemyes. all resistences and immunities are useless against your brilliance and are completely ignored, your brilliance when active it cancels any necrotic or corruption related influence arround, even yours.

You can release and cease your briliance whenever you want without any cost, when you do so everyone that look directly at you must do a constitution saving throw against your DC, in a failure they are severely blinded and this condition can't be cured by any way unless wish, true resurrection or replacing its eyes, in a sucess they are blind for 1 minute, any attack made in a radius of 10 feet from you must be rolled with disvantage, if your hit points are below half this range rise to 30 feet

once every long rest when enemys that look at you or feel your presence by any manner, it must do a wisdom saving throw against your DC, in a failure they are paralyzed by fear and must succeed two consecutive wisdom saving throws against your DC to be free of this condition, you have advantage on intimidation rolls and you are immune to frightened and paralyzed condition

as an action your brilliance can turn in to waves of destroying power, until you deactivate it, once per turn everyone in a radius of 60 feet from you take damage equal to your character maximum hit points multiplied by your character level, if your hit points are below half this range and damage are doubled. you deal this damage three times at once, the first damage is radiant damage, the second damage is fire damage and the third damage is one of your choice. you can spend your current hit points to increase all the three damages you deal in 1 damage point for each hit point you spend.

as an reaction you if you can see the caster, you can spend one of your spell slots to cancel any spell of a level you can cast, or take only half the damage, effect and duration from the spell, spells that its effect last less than one round takes no effect on you. as a bonus action you can double the duration of the spells you cast

energy construct[edit]

at 3th level you are now able to manipulete the divine energy you have to create anything you want that is smaller than 30 feet radius, you can have a number of active constructs equals to your level and your constructs last until you die or dimiss them. you can also choose the appearance of your constructs

energy construct
weapon

you are able to create weapons made of energy, the weapons have the same damage and non magic and magic properties as the original, your damage with this weapon are considered magical damage from an type you wish. you can add your dextery modifier and your strenght modifier to hit and damage of that weapon. every odd level your character have, you can add extra dice(S) of damage equal to the damage dice(s) the weapon you are using now would deal, weapons that depend on ammo or projectile weapons are considered with infinite charges. this items can't be stealed or taken away without your consent . magical properties are not replicated on this ability

energy construct
armor

you are able to create armors made of energy, the armors have the same AC and non magic properties as the original, when you are using it every damage you take is divided by your AC before hit you, the armor made of energy give no disvantage and can be hyde as a bonus action. this items can't be stealed or taken away without your consent . magical properties are not replicated on this ability

energy construct
strutures

you are able to create structures, the structures you create have 100 hit points and disapear lefting nothing behind when drop to 0 hit points

divine magic[edit]

at 4th level you are you are the prime creation of a great god, the magic flows by you abling you to cast any spell you want from all spell lists, wizard spell list, clerig spell list, warlock spell list, sorcer spell list, druid spell list, bard spell list, hunter spell list, paladin spell list, etc. you know all existent spells but you must prepare them during a short or long rest, you have a number of slots equal to your character level and the level of all your spell slots are considered equal to half your character level or below if you choose to, you can cast the spells without an arcane focus or any component.

Spellcasting ability
you are able to choose any one of your status modifier to consider as your spellcasting ability, you must add this ability modifier to your DC too

angel's will[edit]

when you reach 5th level as an seraphin your will is stronger than others, your mind are unstoppable at the point it reflects heavily on your body capacityes, at 5th level and again at 10th, 15th and 20th level you gain one extra action that you can use for whatever you want, bonus action, atack action, movement action, reaction and etc. Instead of use it as an action you can spend the extra action to regain one of your spell slots, at the end of the round your extra actions are reseted to their max number but these will never accumulate. also this feature grants you a bonus equal to your level to every hit, damage, saving throws, tests and your DC

Thrones[edit]

at 6th level your power and authority have grown at the point you have another celestials under your command, the thrones are divine beings below seraphins responsable to perform miracles and watch over lower class angels, they looks like flaming gold rings with hundred of eyes and lots of wings. at this level you are able to summon your thones to help in your mission, you can summon thrones equal to your character level multiplied by the spell casting ability modifier you have choosen on the divine magic feature, each throne absorb conditions, spell or anything that would affect you and you consider it a negative effect(Unless it's death) then it takes no effect on you or the thrones, each throne gives +1 bonus to your AC, they share the damage taken among themselves and work as temporary hit points for you and their hit points ar considered as real hit points, the thrones have hit points equal to your character maximum hit points. they still active until dimissed or every of them drop to 0 hit points. you can't summon more thrones until all the summoned ones have been dimissed or drop to 0 hit points, on your turn each throne can cast a light ray that reach at 120 feet, each light ray deal 1d4 damage of your choice, you can roll their hits and choose two of your status modifiers and your proficiency bonus to hit or choose the automatic hit characteristic, if you choose the automatic hit you deal only half the damage.

seraphin wings[edit]

at 7th level on your wings you gain on the divine body feature have appeard hundreds of glowing eyes that represent your power and contemple everything arround, they looks fearsome or wonderful depending on who looks, but you can choose to hide them, your seraphin wings double your flying speed and quadruple it when you fly.

In addition to improve your protection , the wings permanently increase your AC by +10, your wings have their own consciences derivated of yours, they are loyal and devoted only to you. you and your wings have imunity to everything that would affect your minds. you gain +10 to all vision, Perception related dice rolls, you see and know everything that happens in a radius of 30 feet arround you and nothing can hide from you or surprise you in that range, your vision can't be blinded or obstructed by any manner. finally you have +10 bonus and advantage in every roll related to dextery, strenght or constitution. you have to choose one of the following features, you can change from one to another during a long rest

wings mind

your wings can keep concentration magics you have casted, you can keep a number of concentration spells equal to your character level.

wings protection

you can choose to consider any saving throw value as your DC value intead of roll it.

desire domain[edit]

at 8th level your divine power has grown enough to allow you make your own piece of paradise in a small separated dimension. as an action however you want, you can enter and leave that dimension whenever you want, on that dimension you are immortal and invincible nobody can enter or leave it without your permission, you can control everything at your will and you can use your desire domain to take long rests in just one hour, short rest can be taken in one minute. in addition once per short or long rest when your reach 0 hit points you are instantly transported to your desire domain and restored to half your hit points, you can store items equal to your level multiplied by your spell casting ability modifier you have choosen on the divine magic feature. your dimension have one mile radius of internal space, you are free to create, destroy, modify or do whatever you want inside of it but you can't bring your creations outside of your dimension. when inside of this domain you still can exert your presence outside, you can see the outside domain while in it and people outside can't see or feel your presence by non magical ways. Also you can travel by long distances inside your desire domain and come out of it in the location you want even through different planes of existence

angelical talent[edit]

at 9th level your divine essence or your god have given you a strong talent in everything. times equal your level in this class the angelical talent allows you to add 1d20 positive or negative to any of your own dice rolls, it regain all its uses after you finish a short or long rest. at every odd level your character have, you can three of any feat you want ignoring its prerequisites and one proficiency of your choice

multipresence[edit]

At 10th level, in name to help your god to watch the world or just to be in multiple locations at same time, you have developed the capability of multiply yourself times equal your level multiplied. The clones of yourself are considered separated creatures that can't be distinguished from you, they have their minds conected to yours, their status, thinks, feelings, items, hit poins and everything else is equal to yours, you can mentally control them and they can cast magics of self range on each other if in contact. your clones still active until you dimiss them or they drop to 0 hit points, in adition if you die while your clones are active your principal mind instantly change to one of your clones and you are completely restored on the process. They have their own actions.

angelical beauty[edit]

At 11th level your body have changed to something that fits better you, you now have inimaginable beauty, you are the most perfect and charming being that exist in the past, in the present and in the future in the entire multiverse, you have +10 bonus and advantage in every dice roll related to Charisma , wisdom or intelligence, you are so perfect and beautiful that people have difficult to focus or do any other thing besides admire you. in combat, as a free action you can choose to be the primary or the last target of your oponents, if you choose to be the primary target every enemy that can see or feel your presence can't attack anyone other than you, if you choose to be the last target all enemys cant't do anything directly related to you unless you are the only target avaliable, everytime you atack an enemy it must succeed on a wisdom saving throw against your DC or else it does nothing, the same condition apply if you are the only target avaliable and your enemy is going to atack you, it must succeed on a wisdom saving throw against your CD to perform the atack

guardian angel[edit]

at 12th level you have power enough to share with someone you consider worthy of your apreciation. if your protected one are located somewhere in a radius of 120 feet from you or any representation of your presence, you can add his atribute modifiers to all your rolls, you and your peotected one can speak telepathically with each other no matter how distant you are, while under your protection nothing can interfear on your protected one soul without his consent. and your protected one will receive only one of the following benefits, the benefits can be changed during long rests

defense bonus

+5 AC bonus, every resistence you have your protected one will have too, your protected one take only half damage from everything, the another half is cuted in half and dealt to you

damage bonus

+10 to every hit and damage rolls, times per day equal your spellcasting ability you have choosen on the divine magic feat, your protected one can choose to take maximum number on atack rolls and damage rolls

utility bonus

your protected one can use any spell you know and are able to cast in your level, it can choose a number of spells equal to his level and will use your status modifier you have choose on the divine magic feat as its spellcasting ability, besides that all your actions related to heal and buff your protected one take double effect

class bonus

you can posses your protected one body, while you are possessing it, your protected one can choose five of your class features and use it like his own features or add your stats modifier and proficiences to its own, and use it on all his rolls. you can posses and teke control or come out of his body whenever you want no matter what happens. during a possession you don't have to always take control you can let your protected one act by its own. as a bonus action you can teleport your protected one to you or teleport yoursefl to your protected one in any circunstances

miracle[edit]

at 13th level you hava power to perform proper miracles like bring someone back to life, resotore members, cure disaes, multiply things, give knowledge and anything else you can think. your miracles have no limits but you can use it only once per day with your god authorization

Imaculated servant[edit]

in 14th level you have followed and pleased your god so mutch that you are it's favorite angel, the most pure being it knows, the most precious thing it owns. when you drop to 0 hit points you can do three charisma saving throws against a DC 20, you just need to succeed in one, if you do so your god will restore you to your maximum power again, you can use this feature once after finishing each short or long rest.

spark of god[edit]

at 15th level you reach a critical point in your life, you have developed a spark of god, it means you are becoming a god too, just a few seraphins ascend and become true gods. your spark of god unlok certain powers on you depending on your alignment, you can use your powers at will but you can choose only one of these no matter what happens

good

being a good existence you emit a refreshing aura, in a range of 80 feet, once per turn you automaticaly heal everyone you want in hit points equal to your level multiplyed by the spell casting ability you choose on the divine magic feature, you can cure diseases and, restore lost limbs and body parts and anything else related to cure, you can perform miracles without asking anything to your god since its for a good reason and you know it won't be used to hurt anyone. also everyone you help after get this feature, gives you one love point the point is a permanent bonus that can be added in positive or negative ways to every dice roll you or anyone you want in a radius of 80 feet do

lawful

being a lawful existence you judge the actions of others without care who is it, you are the one who decide the curse of everything that happens arround you, you can add a positive or negative bonus to every roll in a radius of 80 feet, the bonus is equal to your level multiplied by the attribute of your spell casting ability you have choose on the divine magic feature, also, you and only you can manipulate the chains and the sword of law to imprisone and punish anyone that have comited any crime against anything, use the chains to imprison everything you want, it must succeed on a wisdom saving throw against double your DC or will have everything including race and class features you want restricted until you decide to release it, and the sword to punish the criminals and reward the righteous by removing, giving or transforming anything you think that is apropriated

neutral

being a neutral existence allows you to create and destroy anything but not by your wish, you can use your powers at will since this won't affect you or anyone you know or have an impression, in a radius of 80 feet you are able to create, transform and destroy everything at your will

chaotic

being a chaotic existence you have everything and nothing at same time, the chaos is powerful but incontrolable even for others but not you. The chaos' powers allows you to do anything you want at your will but is your will the same as the chaos will ? in a radius of 80 feet you can try to do create, destroy or transform anything in any another thing, to decide if it succeeds you must roll 1d100 if you roll 3-33 it fails if you rolled 34-100 it succeeds , your desire is the final result. the consequence to try to manipulate the chaos by any way is a mistery but is a experience that you will regret for the rest of your life, you take 1d100 damage and it takes your maximum damage.

evil

being a evil existence you emit a prejudice aura, being evil is more than just act evil toward others it englobe the act of provoke on them hate, nightmares and fear by just hearing your name, in a range of 80 feet you can cause fear in everyone at your level or below, this condition never stops and for each creature you got in fear, you receive a hate point, this point is a permanent bonus that can be added in positive or negative ways to every dice roll you or anyone you want in a radius of 80 feet do, also you emanate a injury aura that can cause real damage equal to your level once per turn to everyone you want in a radius of 80 feet from you

sacrifice[edit]

when you reach the 16th level exercing or not your influence you got by your spark of god, you start to get followers, people who adore and devote their existences to you, your followers made sacrifices to you and it can be anything that you like, offered in front of a candle of a color you like, the sacrifide disapear and apper in your desire domain, the sacrifice energy comes to you giving three different effects depending on how much the sacrifice has pleased you, to decide what kind of sacrifice you have received roll 1d100 the result will be on its respective section.

very pleased
66 to 100

the sacrifice that most please you, it restore your powers completely and give you imortality for one hour

medium pleased
34 to 66

this sacrifice please you but not so mutch, by receiving one of these you just got resistency to every damage and receive temporary hit points equal to your character maximum hit points, to all other effects the temporary hit points are considered as true hit points

disgusting
33 or below

this sacrifice disgust you, you can't belive someone would be capable to offer sutch a thing to you, by receiving one of these sacrifices you lost half of your current hit points and it can't be restored for 24 hours

perfect one[edit]

at 17th level you are a perfect creature you got +10, advantage rolls and doubled proficiency to everything related to constitution, dextery and strength, your speed is quadrupled and once per day you can restore your character to its best form without take a rest

the all known[edit]

at the 18th level you have extended your conscience and presence to explore the universe and you has reached parts that you could never imagine in your most insane or magnific dreams, extending your conscience to be omniscient you now know everything there is to know in the universe from past, present and future, you have +10, advantage rolls and double proficiency on everything related to wisdom, charism and intelligence. you can replicate on yourself or on something the magic properties from every item or spell known in the universe, you can have on you or other living creatures active properties equal to your level multiplied by the spellcasting ability you have choose on the divine magic feature, there is no limit for how mutch effects you can put on items and all the properties stay active until you dimiss or change them.

you got proficiency in everything,you speak all languages and telepathically, you can communicate with anything even the unconscious ones. you can double te number of spell slots you have and can cast all the spells you have prepared as if they were cantrips

the one above all[edit]

at level 19th you are the most powerful angel beyound god, you are admired by all other celestials and you can command them, you can summon any celestial that is not a god you wish to help you, the max number of celestials you can summon is double your level multiplied by the spellcasting ability you have choose on the divine magic feature. at will you are able to cancel and deny any spell or magic you know in a radius of one mile, your hit points are doubled and for every single damage point you got, you receive +1 bonus on all your dice rolls until you finish a long rest, the same apply to your enemyes, every damage point you deal in someone it takes -1 disavantage on every dice roll until you finish a long rest

paradise lost[edit]

at 20th level you are not an servant anymore, you can't be, if you haven't rebel yet then your god feel threatened by you, something happened but you are not in that god court anymore, it doesn't mean you two have a bad relationship now, some are able to keep good relations with their previos gods, by the way you are now a different being, you are now a new god and got powers above life and death, creation and destruction, your have your own domain, an aspect that you represent, you got your own unlimited dimension to live in, your own followers, your own angels and seraphins, at this point you can choose to abandon your character and create a new one, if you choose to be a seraphin from your previous character you can have one of his level 19 features.

being a god

to all effects your character is considered level 100, your hit poins are multiplied by 100, all your attributes are doubled and you can use all your class features without any number that limt it, you also have resistence to all damage types and imunity to all conditions. your proficiency bonus is multiplyed by 10 and you can add it in positive or negative ways to every dice roll you want.

your desire domain have no limits anymore, infinite space, you can bring things you have created in it to outside domains, you can extend it to manipulate the reality and abduce consensualy or not any existece with it, also you can use it to travel from a point to another like a teleport, if for any reason you die or choose to, you appear on your desire domain completely restored, and are able to come out of it anywhere you want in space and time.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

CELESTIAL WAY[edit]

At 3th level, you chose a celestial way. Choose between massacre and aegis, both detailed at the end of the class description. Your choice grants you features at 3th and again at 8th, 13th, 18th level. during a long rest you can change from one to another but you can never use both ways at same time

massacre[edit]

massacre is a subclass of seraphins build to bring the divine wrath over people, their unique abilitys have a principal focus on damage and the most efficient ways kill anything necessary, starting in this way you can completely ignore any resistence and imunity, if your target have no resistence or imunity to the damage you dealt, it is considered as vulnetability and you dealt double the damage

counter attack

at 3rd level, at the end of your oponent turn after it rolls all the damage it can in his turn, you can use your reaction to do the max number damage of 5 1d20 rolls added up, the damage you deal will be used to reduce the enemy damage and you take the reduced damage, and if your damage get higher than your enemy damage it takes the difference damage from your counter attack.

angel sword

at 8th level, at your will you can use your angel sword given to you by your god, it is an etheral sword made of divine energy its size is adaptable at your will and you can extend its lenght at 30 feet maximum, the sword deal 1d10 damage of your choice and one bleeding condition to all targets of your choice in range, the bleeding condition deal 1d4 damage per round thal last until the affected one die or restore all his hit points, you can cut off one member and apply 10 bleeding conditions equivalent of 10d4, the bleeding for lost members will not stop until the target dies or have all his hit points restored, the multilated member will not be restored unless a spell with this capacity get used. to decide witch member have been cuted off you must roll 1d6, 1 is the head, 2 is the right arm, 3 is the left arm, 4 is the right leg, 5 is the left leg and 6 is the body.

war cry

at 13th level, once per turn you can let out a loud war scream, everyone you want in a radius of 60 feet from you must succeed on a wisdom saving throw against your DC or will do nothing on their turn until succeed on the test

circle of casters bane

at 18th level, as an action you create in a radius of 60 feet from the center, a circle that disable all magic except from you or someone you want, you can remove, deny and cancel all new or already present magic effects, spells and anything else related to magic that got in this range, the circle of castes' bane can be created in any location you can see and you can move it to any another location you can see as a bonus action, it last until get dimissed by you and even a wish spell can't afect this ability and what is inside of the circle

aegis[edit]

aegis is a subclass of seraphin build to protect the innocent and help the warriors that fight for god's will, their main function is to cure and assist others, their unique abilitys focus on control and healing during combat, starting in this way you can divide any damage by your level and take only one part, the rest of the damage will be dealt to anyone engaged in combat with you or the one who dealt the damage

not on my watch

at 3th level, as a bonus action you are able to do anything related to healing and buff out of your turn and in range of your vision, it include cast spells, use items, interact, etc. everything related to cure and buff have maximum effect and it is doubled

angel shield

at 8th level, as an reaction you can create a large opaque shield of light in front of you or anyone you can see to block any attack, this shield have multiple layers and each layer has hit points equal to your character maximum hit points multiplied by the satatus modifier of your spellcasting ability you have choose on the divine magic feature, it last until the end of one turn. if the shiled hit points get reduced to 0 by a damage higher than its hit points the one behind the shield take the damage diference

acelerade disacelerate

at 13th level, as an action, in a radius of 60 feet from you, you can accelerate or disacelerate everyone you wnat, if used the acceleration everyone you have choose can double all its actions during one minute, if used the disacelerate everyone you have choose can perform only one of its action per turn during one minute.

forgiveness

at 18th level, as an action you can create a circle of forgivness to help people you want and deliver from the sufferings imposed by life, in a radius of 60 feet from you, you are able to deny all negative or nocive effects over everyone on range, also, you divide all damages dealt in a radius of 60 feet by your level multiplied by the spell castig ability you have choose on divine magic feature. your forgiveness last until you chose to deactive it

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the seraphin class, you must meet these prerequisites: be devoted to one god, be able to cast magic of level one or above, do not be a warlock, have a soul and at least 10 in every stats

Proficiencies. When you multiclass into the seraphin class, you gain the following proficiencies: two of your choice and all the proficiences granted by this class

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