Order of the Seraph (5e Subclass)

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Order of the Seraph[edit]

Blood Hunter Subclass

The Seraphs, the most ancients of the realm's protectors, have been combating the darkness since time immemorial. Every church, every cathedral, has called on the protection and guidance of the Seraphs at least once before. However, this time you are the light that shines in their darkest moments. Blood Hunters fight their battles by becoming one with the dark forces, knowing their opponents by becoming part of them, but this order thrives in the contrast. The Order of the Seraphs started as a special branch of Paladins, ones who believed a balance of the light and dark was necessary to becoming the ultimate guardians. No matter how brightly the light may shine, there will always be shadows cast by it, so the shadows may as well be utilized instead of feared. That is most difficult aspect of this order for others to understand. While it otherwise may appear that members of this order are fighting to completely eliminate the darkness of the world, they understand that this is an impossible task. So, in the wake of tragedy, Seraph hunters are the lights in tunnel, the guiding stars at witching hour, saviors.

Rite of the Righteous

When you join this order at 3rd level, you learn the Rite of the Righteous as part of your Crimson Rite feature. When you activate the Rite of the Righteous, the extra damage dealt by your rite is radiant damage. Additionally, while that rite is active on your weapon, you gain the following benefits:

  • You have advantage on Insight checks.
  • You have resistance to radiant damage.
  • When you hit an undead creature with a weapon for which the Rite of the Dawn is active, you roll an additional Hemocraft die when determining the extra damage from the rite.
Divine Sense

Beginning at 3rd level, the presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60ft of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.

Curse Drain

At 7th level, your blood curses steal the vitality from your enemies and empower your allies. Whenever you successfully target a creature with one of your blood curses, you can choose one creature within 30ft (including yourself) to regain Hit Points equal to your Hemocraft modifier.

Brand of Rejuvenation

Starting at 11th level, your Brand of Castigation siphons your enemies essence to revitalize others. Whenever you hit a branded creature with a weapon for which you have an active crimson rite, you can choose one creature (including yourself) within 30ft to regain Hit Points equal to a roll of your Hemocraft die.

Blood Curse of the Martyr

At 15th level, you call upon a dangerous maledict that allows you to sacrifice your own well-being to save your allies. You gain the Blood Curse of the Martyr for your Blood Maledict feature. This doesn’t count against your number of blood curses known. Additionally, your Curse Drain now restores Hit Points equal to twice your Hemocraft modifier when you empower a Maledict.

Blood Curse of the Martyr. As an action, you tear yourself open with your weapon and imbue the pooling blood with celestial healing energy. When you do this, you take necrotic damage equal to your Blood Hunter level + your Hemocraft modifier (this damage cannot be reduced in any way). You then choose a number of creatures equal to your proficiency bonus, other than yourself, within 30ft to regain Hit Points equal to the damage you took.

Amplify. The chosen creatures have their weapon attacks deal additional damage equal to your Hemocraft die until the start of your next turn. The damage type is the same as your active Crimson Rite. If you do not have a Crimson Rite active, you may choose from your known Rites.

Brilliant Ascension

Upon reaching 18th level, you can temporarily rise above the limits of mortality, and ascend to the ranks of the seraphs. While your Rite of the Righteous is active, you gain the following benefits:

  • You gain a flying speed equal to your walking speed.
  • You gain truesight out to 120ft.
  • Your Brand of Rejuvenation heals for two rolls of your Hemocraft die.
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