Seraphinum (5e Race Variant)

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Scales.png This page is of questionable balance. Reason: Which traits are removed or limited for the enhanced innate spellcasting? When this is determined, remove Radiant Consumption, and Healing Hands.


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Scourge Aasimar (Volo's Guide to Monsters) Variant[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 Consumption. 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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