Seraphim (5e Class)
From D&D Wiki
Seraphim[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.
Divine Emissaries[edit]
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.
Celestial Warriors[edit]
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.
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 seraphim or was a mortal that got promoted as one after death, who is your god, how is your relationship 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, Charisma should be your highest ability score, followed by Constitution. Second, choose the Acolyte background.
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: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a martial weapon and a shield or (b) two martial weapons
- (a) five javelins or (b) any simple melee weapon
- (a) a priest's pack or (b) an explorer's pack
- Chain mail and a holy symbol
Level | Proficiency Bonus |
Features | Bright Light Aura |
---|---|---|---|
1st | +2 | Divine Body (Celestial Body), Energy Constructs | - |
2nd | +2 | Fighting Style, Divine Brilliance | 10-foot radius |
3rd | +2 | Celestial Way, Divine Magic | 10-foot radius |
4th | +2 | Ability Score Improvement | 10-foot radius |
5th | +3 | Purge, Angel's Will | 15-foot radius |
6th | +3 | Divine Body (Celestial Mind) | 15-foot radius |
7th | +3 | Angelical Beauty, Immaculate Servant | 15-foot radius |
8th | +3 | Ability Score Improvement | 15-foot radius |
9th | +4 | Way Feature | 20-foot radius |
10th | +4 | Divine Body (Ascended Body), Angelical Talent | 20-foot radius |
11th | +4 | All Knowing, Perfect One | 20-foot radius |
12th | +4 | Ability Score Improvement | 20-foot radius |
13th | +5 | Way Feature, Thrones | 25-foot radius |
14th | +5 | Divine Body (Angelic Wings) | 25-foot radius |
15th | +5 | Sacrifice, Spark of God | 25-foot radius |
16th | +5 | Ability Score Improvement | 25-foot radius |
17th | +6 | Seraphim Wings | 30-foot radius |
18th | +6 | Way Feature | 30-foot radius |
19th | +6 | Ability Score Improvement, Divine Domain | 30-foot radius |
20th | +6 | Miracle | 60-foot radius |
Divine Body[edit]
At 1st-level, you have been created or promoted to seraphin, and thus you now bear a divine body, that grows stronger as you become more powerful.
You gain the Divine Body benefit below, and you gain an additional benefit when you reach 6th level, 10th level, 14th level and 18th level in this class.
- Celestial Body
Your AC equals 10 + your Constitution modifier + your Charisma modifier, and you also gain proficiency in Constitution saving throws and all Constitution checks.
Finally, you no longer Age nor you are required to sleep in order to gain the benefits of a long rest, although you still need to rest for that amount of time, doing nothing but light activity.
- Celestial Mind (6th Level)
You become immune to the charmed condition and to effects that attempt to read your mind. In addition, any attempt to charm or read your mind forces the creature attempting it to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or take psychic damage equal to your Seraphim level.
- Ascended Body (10th level)
You don't need air, food, drink or sleep and have immunity to all diseases. In addition, you become immune to radiant damage.
- Angelic Wings (14th Level)
You gain a pair of wings, that grant you a flying speed equal to your movement speed. You can conceal these wings as a Bonus Action, requiring you to use another Bonus Action to conjure them again.
Energy Constructs[edit]
Also at 1st level, you can manipulate your Divine Light to create constructs of light. Doing so requires an Action. The constructs you can create are detailed below:
- Weapon of Light
You can create any weapon you are proficient with on your empty had. Ranged weapons produce their own ammunition after each attack, and weapons that leave your grasp disappear after hitting or missing a target.
A weapon of light uses your Charisma modifier for attacks and damage rolls, and cause radiant damage, instead of the regular damage for that weapon.
- Armor of Light
You can spend 1 minute concentrating to don an armor made of light. This armor can have the appearance you want, but its AC bonus is 14 + your proficiency bonus.
- Structure of Light
You can spend 1 hour conjuring a structure made of light. The structure has the maximum size of Large. Upon being reduced to 0 hit points, that structure disappears.
Fighting Style[edit]
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
- Dual Wielding
You can engage in two-weapon fighting with weapons that lack the light property, and can draw or stow two one handed weapons with the same Use an Object action.
In addition, when you make an opportunity attack while engaged in two weapon fighting, you attack with both weapons.
- Duelist
When you miss an attack with a one handed melee weapon, you can use a reaction to add your proficiency bonus to the attack, potentially turning that miss into a hit.
- Executioner
When you hit a creature with a weapon attack in which the maximum damage would reduce that creature to 0 hit points, you cause maximum damage.
- Guardian
When a creature within 5 feet is hit by an attack, you can use a reaction to trade positions with that creature, taking the damage instead.
- Havoc
Your attacks cause waves of force. All your melee weapons are considered to have the reach property when wielded by you.
- Menacing
As a bonus action, you can force a humanoid creature you can see within 30 feet to make a Wisdom saving throw against your Angelic save DC. On a failure, the target is frightened until the end of your next turn.
You can't use this bonus action again until you finish a short or a long rest.
- Pacifist
When you hit a creature with an attack, instead of causing damage, you can roll 3d10. If the result is superior to that creature's current amount of hit points, that creature falls incapacitated, sleeping.
The same creature can't be targeted by this feature again for 24 hours.
- Sprightly
You can use a bonus action to move 5 feet without provoking opportunity attacks. When you take this bonus action, you can move through the space occupied by other creatures (friendly and hostile) without reducing your speed, until the end of your turn.
- Tactical
When you have Advantage on an attack roll, you can roll one additional d20, choosing the highest between the three.
- Tank
You gain a bonus of +1 on your unarmored defense.
Divine Brilliance[edit]
Starting at 2nd level, you can use a Bonus Action to conjure an aura of brilliance that surrounds you, covering an area of 10-foot radius around you with bright light, and an equal area of dim light after. The area of the aura increases as you gain levels, as shown on the Aura Radius column. When you invoke this aura, three pairs of spectral wings sprout from your back and a halo of light is formed around your head.
Any magical darkness present in the area of your Divine Brilliance casted by a creature with a spellcasting level below your Seraphin level is dispelled.
In addition, you have a number of Light Points equal to your half your level (rounded up). You recover any light points spent upon finishing a long rest. You can spend the light points to activate the features below:
- Blinding Light
When a creature enter the area of your aura bright light, you can spend 1 divine point as a reaction to force that creature to make a Dexterity saving throw, or be blinded until the end of your next turn.
- Frightening Light
As an Action, you can spend 1 divine point to force a creature you gaze within the aura to make a Wisdom saving throw. On a failed save that creature is frightened by you, and have its movement speed reduced to 0 while frightened.
- Destructive Light
As an Action, you cause all creatures of your choice in the area to take radiant damage 2d8 per divine point spent
- Cleansing Light
You can use your light to end evil affecting an area. As an Action, you can remove all harmful conditions and curses from one creature per divine point spent.
Celestial Way[edit]
At 3th level, you choose a Celestial Way. Choose between Massacre and Aegis, both detailed at the end of the class description.
Your choice grants you features at 3rd level, and again at 9th, 13th, 18th levels.
Divine Magic[edit]
At 3rd level, you have been awarded with the ability to conjure the power of heavens by casting divine magic.
- Spells Known
You learn two spells from either the paladin or the cleric's list. You gain additional two spells each odd level you gain in this class. Whenever you gain a new spell, you can change a spell you know for a new one.
The maximum level of the chosen spell equals your Divine Slot level.
- Divine Slots
You have a number of divine slots equal to your proficiency bonus. The level of your divine slot is 1st-level. The level of your divine slots increase to 2nd-level spells at 7th level, 3rd-level spells at 13th level and 4th-level spells at 19th level.
You recover your Divine Slots when you finish a long rest.
- Spellcasting Ability
You use your Charisma modifier as your spellcasting ability for your Divine Spells.
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.
Purge[edit]
Beginning at 5th level, you can attempt to Purge a creature, unleashing against them a torrent of attacks. When you hit a creature with an attack, you can make a number of additional attacks against that creature up to half your proficiency bonus (rounded down).
The Purge ends earlier if you miss an attack or take damage.
Angel's Will[edit]
Also at 5th level, when you use an Action to summon a weapon of light or to use a Divine Light action, you can use your Purge feature with a Bonus Action.
Angelical Beauty[edit]
At 7th level, you add your proficiency bonus to all your Charisma checks on ability checks that don't already add your proficiency.
In addition, as an Action, you can force a humanoid to make a Wisdom saving throw against your Angelic save DC. On a failed save, the humanoid is charmed by you for 1 hour, until you take a harmful action against that creature or until you use this feature again.
A creature who succeeds on this save is immune to be affected by it again for the next 24 hours.
Immaculate Servant[edit]
At 7th level, you have pleased your god enough to gain special attention and protection from him.
When you drop to 0 hit points, you can spend 1 Divine Slot to be reduced to 1 hit point instead. You can't use this feature again until you finish a long rest.
Angelical Talent[edit]
At 10th level, the divine essence of your god have given you prowess in almost everything. Whenever you make an ability check, attack roll or saving throw, you can spend 1 Divine Slot to give yourself Advantage on that roll.
When you do so, you are considered proficient on that attack, check or save (if you aren't already) for the next hour. If used for a skill check, you add twice your proficiency bonus for 1 hour, if you are already proficient.
Once you use this feature, you can't do it again until you finish a short or a long rest.
All Knowing[edit]
At 11th level, you have extended your conscience and soul to explore the universe, reaching parts most could never imagine. Whenever you make a Intelligence check, or make a check with a tool and roll 9 or lower, you can choose a 10 instead.
In addition, you can communicate telepathically with any creature you can see within 60 feet. You can communicate with any creature that has a language.
Perfect One[edit]
Also at 11th level, you can spend one Divine Slot to give yourself +10 on any roll you make.
Thrones[edit]
At 13th level, your power and authority have grown to the point of allowing you to conjure Thrones, angelic beings below seraphins in the celestial hierarchy. They looks like flaming gold rings with hundred of eyes and lots of wings.
You can spend two Divine Slots to conjure celestial as per Summon Celestial spell. The spell doesn't require concentration when you use this feature to cast it.
Sacrifice[edit]
At 15th level, you can prove your dedication to your god by performing a sacrifice in exchange for its grace. Your sacrifice can have two natures: either Offerings or Blood.
Offerings are anything that has a value in golden pieces. You must sacrifice 50 gp for each point of bonus on your sacrifice roll.
Blood is lost of hit points. Hit points lost during a sacrifice can't be recovered until you finish a long rest. Each 10 hit points award you 1 point of bonus on your sacrifice roll.
The ritual must take 1 hour, and the details of the ceremony are chosen by you. Roll a d100 and add the bonuses from your sacrifices to the roll, and check how much your deity was pleased. A roll of 33 or below is a failure to reach your god.
- Very Pleased (66-100)
You gain resistance to all damage types for 1 hour.
- Pleased (34-65)
You gain temporary hit points equal to half your maximum hit points.
Spark of God[edit]
At 15th level, you've granted a spark of your god's divine nature, unlocking certain powers depending on the nature of your god. Choose one of the nature of your god below.
- Merciful
You emit a restorative aura. Any friendly creature of your choice that start its turn within your bright light aura, regains hit points equal to half your Seraphin level if they are below half their maximum hit points.
- Vengeful
Your deity is wrathful and vengeful, but just. Whenever a hostile creature causes damage to a creature of your choice within your bright light aura, you can use a reaction to force that creature to make a Constitution saving throw against your Angelic save DC. On a failure, that creature take half that damage back.
- Temperate
Your deity is stoic and seeks to preserve balance. Whenever a creature within your bright light aura have Advantage or Disadvantage on a roll, you can negate that Advantage or Disadvantage using a reaction.
In addition, creatures can never make attacks with Advantage against you.
- Inescrutable
Your god is indescifrable and mysterious, and his blessings seems chaotic. As an Action, you can attempt to invoke its power...(random table, needs development).
- Wrathful
Your god is frightening and demands submission or destruction. Any creature who start its turn within your bright light aura or enter there for the first time must succeed on a Wisdom saving throw, or is frightened of you until the end of your turn. On a success, the creature is immune to this effect for the next 24 hours.
A creature frightened of you that start its turn within that aura takes psychic damage equal to your Charisma modifier.
Seraphim Wings[edit]
At 17th level, your wings now are covered in glowing and fearsome eyes. You can choose to conceal or reveal them at will, without taking an action.
While the eyes are revealed, you can't be surprised and opportunity attacks against you can't have advantage. In addition, creatures have disadvantage on contested Charisma (Intimidation) and Persuasion checks, and on saving throws against being frightened by you.
Divine Domain[edit]
At 19th level, you gain a divine domain, a piece of heaven for yourself. You can spend two Divine Slots to cast Demiplane.
You can spend 1 additional slot to cause the area of your Demiplane is considered to be under the effects of Halow for the duration you remain in the Demiplane.
Miracle[edit]
At 20th level, you can perform miracles. You can cast any spell from the Cleric's spell list, without spending material components or spell slots.
Once you do so, you can't do it again for the next 7 days.
Celestial Way[edit]
Massacre[edit]
Seraphins that choose the way of Massacre have the power to bring divine wrath upon the enemies of their god. They have unique abilities with the main focus of causing the most amount of damage possible in the most efficient manner.
- Vengeful Rebuke
At 3rd level, as a reaction when you are hit by an attack, you can spend a use of your Divine Magic to rebuke that attack. You cause damage equal to 2d10 radiant damage, plus 1d10 per level of your Divine Slot.
- Godly Sword
At 9th level, when you conjure your weapon of light, you conjure weapon granted by your god itself. You can extend the light of your attacks with this sword up to a range equal to your Divine Light aura of bright light.
In addition, when you score a critical hit with this weapon, your target starts to bleed. While beeding, your target loses 1d4 hit points at the start of each turn, or until it succeeds on a Wisdom (Medicine) check against your Angelic save DC. Magical healing can cure the bleeding, if casted by a spellcaster with more hit dice than your Seraphin level.
Multiple criticals can stack bleeding effects. Finally, a critical hit against a bleeding creature force the target to make a Constitution saving throw, or roll 1d6, losing a limb depending on a number rolled: 1-3 (arm), 4-5 (leg or wing), 6 (head). Limbless creatures are unaffected.
- War Cry
At 13th level, using an Action, you can let out a loud war scream. All hostile creatures in the area must succeed on a Wisdom saving throw, or they lose their Actions on their next turn.
Once you use this feature, you can't do it again until you finish a short or a long rest.
- Sinner's Bane
At 18th level, as an Action, you can create a circle that disable magic from hostile creatures. This works as an antimagic field, only targeting hostile creatures, not requiring concentration and lasting for 1 minute.
Once you use this feature, you can't do it again until you finish a long rest.
Aegis[edit]
Seraphins who choose to follow the way of the Aegis are created to protect the innocent and help the warriors who fight for their god's will, curing their wounds and guarding them from harm. Your abilities are focused on protection and healing.
- Angelic Shield
At 3rd level, when a creature you can see within 30 feet is hit by an attack, you can use a reaction to block that attack, reducing the damage taken by that creature by 5, plus 5 per level of the spell slot spent.
- Not on my Watch
At 9th level, you can cast any spell you know that restore hit points, enhance a creature's abilities or protect a creature that requires an Action using a Bonus Action. You must target a creature other than yourself when using this feature.
In addition, when you restore hit points to a creature at 0 hit points, the effect of that healing is doubled.
- Accelerate and Decelerate
At 13th level, while your Divine Light aura is active, any friendly creature that start its turn within the aura gain additional 10 feet of movement until the end of their turn.
In addition, any hostile creature that start their turn within the aura have their movement reduced by 10 feet until the end of their turn.
- Forgiveness
At 18th level, you can create a circle of forgiveness to help your allies, easing their suffering. This works as the Holy Aura spell, not requiring spell slots or components.
Once you use this feature, you can't do it again until you finish a long rest.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the seraphin class, you must meet these prerequisites: Charisma 13 or higher.
Proficiencies. When you multiclass into the seraphin class, you gain the following proficiencies: Light armor, medium armor, simple weapons, martial weapons.
Back to Main Page → 5e Homebrew → Classes