The Seraphim (5e Subclass)
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Seraphim Patron[edit]
A Deva Warlock of the Seraphim |
Warlock Subclass
You made a pact with a divine force, be it a god, angel, or some other celestial being. They bestowed light to you to purge the world of a darkness.
Expanded Spell List[edit]
The Seraphim lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Spell Level | Spells |
---|---|
1st | bless, heroism |
2nd | branding smite, moonbeam |
3rd | crusader's mantle, revivify |
4th | aura of life, death ward |
5th | banishing smite, dispel evil and good |
Divine Blessing[edit]
Starting at 1st level, when you reduce a hostile creature to 0 hit points, you add additional radiant damage equal to your warlock level + your charisma modifier to your next damage roll within a minute. Creatures reduced to 0 hit points by this radiant damage do not trigger Divine Blessing.
Angel's Ward[edit]
Starting at 6th level, your patron bestows upon you the ability to show the benevolence required of all greater creatures. You have a pool of magical healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your warlock level × 5.
As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in the pool.
Instead of healing the creature, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Angel's Ward, expending hit points separately for each one.
This feature has no effect on undead and constructs.
When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead and you may immediately use your pool to distribute all of the remaining healing between yourself and any number of allies within 30 feet of you that you can see. You can't use this feature again until you finish a long rest.
Celestial Blood[edit]
Beginning at 10th level, you have come to embody the virtues of life and light, becoming a beacon against the forces of darkness and decay. You gain resistance against necrotic and radiant damage and can no longer be aged magically. Additionally, you suffer no penalties for old age.
Invoke Divine Judgment[edit]
Starting at 14th level, when you hit a creature with an attack, you can use this feature to name them judged. Radiant chains of silver and gold erupt from the area and drag it instantly beyond the current world into its own realm of personal sacred judgement.
At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space perforated by hundreds of gleaming weapons made of pure light. If the target is not a celestial, it takes 10d10 radiant damage as the weapons made are wrenched from its body.
Once you use this feature, you can't use it again until you finish a long rest.
Unique Eldritch Invocations[edit]
Sword of Comets (Prerequisite: The Seraphim Patron, Pact of the Blade)
You patron grants a sword (any kind) forged from the divine mantle. When you hit with this sword you may expend one spell slot to restore 1d6 hit points per level to all allies within 10ft of you. In addition, whenever an ally within 30ft of you is reduced to 0 hit points by a creature within 120 of you, you may as a reaction fire a beam of divine light at them dealing half your class level in damage.
Divine Smite (Prerequisite: The Seraphim Patron, 10th level)
Whenever you reduce a creature to 0 hit points with Divine Blessing, you can immediately make a ranged spell attack with a range of 30ft against any creature you can see. This attack does 2d6 + Cha radiant damage.
Fiend Slayer (Prerequisite: The Seraphim Patron)
Whenever you hit a fiend with a spell or melee attack, it must make a Constitution saving throw or be knocked prone.
Angelic Defense (Prerequisite:The Seraphim Patron, 6th level)
Whenever you expend the last H.P of your angelic ward you gain resistance to all damage until the end of your next turn.
Book of Divine Invocations (Prerequisite: The Seraphim Patron, Pact of the Tome)
While you have this invocation you add 5 cleric spells to your spells known
Lightbearer (Prerequisite: The Seraphim Patron, 12th level, Pact of the Blade)
When you hit a creature with your pact weapon, you may deal additional radiant damage equal to your Charisma modifier. You cannot use this invocation with the Lifedrinker invocation if you have both of them.
Radiant Blast (Prerequisite: The Seraphim Patton, eldritch blast cantrip)
When you cast eldritch blast, you can choose to have it deal radiant damage. If you do so, it ignores a creature's resistance (but not immunity) to radiant damage.
Radiant Sword (Prerequisite: The Seraphim Patron, Pact of the Blade)
When you create your pact weapon as a longsword, it manifests as a longsword that glows with radiant power and has a hilt shaped like an angel in flight. When you hit a creature with it, you can expend a spell slot to deal an additional 1d6 radiant damage to the target per spell level, and you can cause the creature to emit bright light in a 30-foot radius for 1 minute, and dim light for an additional 30 feet.
Pact of the Chain: Familiar Variant[edit]
When you choose the Pact of the Chain at 3rd level, you Patron grants you a minor avatar of their power to aid in your quests. You are able to pick a minor archon corresponding to your deity.
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