Seraphinum (5e Race)
Seraphinum[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.
Ability Score Increase: One ability score of your choice increases by 1 and another by 2.
Age. Seraphinium ages at the same rate as humans, but divided by 2000 years.
Size. Seraphinium are built like idealized humans. Your size is medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Thanks to your celestial heritage, you have superior vision in dim and dark conditions.
Celestial Resistance. You have resistance to necrotic and radiant damage.
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.
Blessing of Seraphim[edit]
With three sets of wings on their head, back, and ankles, Seraphinum are exactly what the legends tell. However, their wings often make them the target of evil forces that wish to use them for dark rituals.
Healing Hands. As an Action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.
Seraph Legacy. You know the Light cantrip. Once you reach 3rd level, you can cast the Feather Fall spell once using this trait, and you regain the ability to do so when you finish a long rest. Once you reach 5th level, you can cast the Daylight spell once with this trait as a 3rd level spell, and you regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Radiant Eyes. Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing a searing light to radiate from your eyes and threaten to char you. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, you and each creature within 10 feet of you take radiant damage equal to half your level (rounded up). In addition, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level. Once you use this trait, you can't use it again until you finish a long rest.
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