Seraphinum, Variant (5e Race Variant)

From D&D Wiki
Jump to navigation Jump to search
Scales.png This page is of questionable balance. Reason: This race's traits combine with ASI for a total of +6 ASI. You also get four type resistances. So this is way out of bounds compared to first party content.


You can help D&D Wiki by better balancing the mechanics of this page. When the mechanics have been changed so that this template is no longer applicable please remove this template. If you do not understand balance please leave comments on this page's talk page before making any edits.
Edit this Page | All pages needing balance

Aasimar (Mordenkainen Presents: Monsters of the Multiverse) Variant[edit]

The Seraphinums are a legend among legends. The power of celestial beings that must be infused for one of them to ascend as a new being. As some legends say, a Seraphinum appeared once in Millenia to stop evil beings, but he failed. Locals were aware of the Seraphinum and wrote about it in books, making it a legend. In its form, the being's overall appearance has only minor differences: the most notable change is its younger, thinner appearance, as well as its hair turning a shade of pink from which it glows.

Seraphinum are always human sized. You no longer have the healing hands, light bearer, and celestial revelation traits. Instead you gain the following traits:

Age. Seraphium ages at the same rate as humans, but divided by 2000 years.

Size. Seraphium are built like idealized humans. Your size is Medium.

Forgeborne. Your body is tempered by the warmth of the forge and instinctively knows how to use its productions. Your Charisma score increases by 2, and your Constitution score increases by 1.

Blazing Weapon. Weapons wielded by you whether they be mundane or magical give off power as if they have just been pulled from a forge of elemental chaos. At 3rd level, you can cast the elemental weapon spell once with this trait, requiring only a weapon, and you regain the ability to cast it this way when you finish a long rest. Charisma is your spellcasting ability for it.

Heart of the Forge. Your chest burns with a fierce heat found in the heart of any forge. You have resistance to fire and cold damage. In addition, you know the produce flame cantrip. Charisma is your spellcasting ability for it.

Forge Mastery. The will to craft to create was forged in your mind along with the skills to do so. You gain proficiency with smith's tools and add double your proficiency bonus to checks made with them, instead of your normal proficiency bonus. In addition, whenever you make an Intelligence (History) check related to know a forged equipment, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

0.00
(0 votes)

Back to Main Page5e HomebrewCharacter OptionsRace Variants

FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Dungeons & Dragons franchise, and/or include content directly affiliated with and/or owned by Wizards of the Coast. D&D Wiki neither claims nor implies any rights to Dungeons & Dragons copyrights, trademarks, or logos, nor any owned by Wizards of the Coast. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png