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.

Table: Seraphim Expanded Spells
Spell LevelSpell
1stbless, heroism
2ndbranding smite, moonbeam
3rdcrusader's mantle, revivify
4thaura of life, death ward
5thbanishing 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.


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gollark: Probably not Sj.
gollark: Their names begin with either Si, Sj or Sk. Weird.
gollark: I wonder what they're called.
gollark: Now to wait 2d17 or whatever.
gollark: Wow, the mature [MYSTERIOUS NEW NON-PYGMY] looks great.
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