The Seraphim (5e Subclass)
Seraphim Patron
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.
A Deva Warlock of the Seraphim |
- Expanded Spell List
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 | Spell |
---|---|
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
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
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
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
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.
Seraphim Invocations
- Sword of Comets
Prerequisites: Pact of the Blade
You patron grants a sword(Any Kind) forged from divine mantle. When you hit with this sword you may expend one Spell slot to restore 2d8 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: 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
Whenever you hit a fiend with a spell or melee attack, it must make a D.C 15 con saving throw or be knocked prone.
- Angelic Defense
Prerequisite: 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
Prerequisites: Pact of the Tome
While you have this invocation you add 5 cleric spells to your spells known
Pact of the Chain: Familiar Variant
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.
Back to Main Page → 5e Homebrew → Character Options → Subclasses