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SeraphCore

Seraphs are divine fighters and healers imbued with sacred purpose. A wide array of deities exist within the realms, and thus numerous kinds of seraphs are appointed by these gods. Their ethos traditionally aligns with the domain or goals of their god, such as defending the weak, exacting vengeance, protecting a land or artifact, or upholding a particular faith. Some seraphs ally themselves with an army or locale, much to the satisfaction of their rulers, but other crusaders fight in opposition to the follies of the [Mortal Realm](/rule/the-mortal-realm). It is better to be a seraph’s ally than their enemy, as they are terrifying foes to those who defy their purpose.

Hit Points

7

Evasion

9

Features

Life Support

Spend 3 Hope to clear a Hit Point on an ally within Close range.

Prayer Dice

At the beginning of each session, roll a number of d4s equal to your subclass’s Spellcast trait and place them on your character sheet in the space provided. These are your Prayer Dice. You can spend any number of Prayer Dice to aid yourself or an ally within Far range. You can use a spent die’s value to reduce incoming damage, add to a roll’s result after the roll is made, or gain Hope equal to the result. At the end of each session, clear all unspent Prayer Dice.

Subclasses

Divine Wielder

Seraph
Divine Wielder
Foundation
Spellcast: Strength
Spirit Weapon:

When you have an equipped weapon with a range of Melee or Very Close, it can fly from your hand to attack an adversary within Close range and then return to you. You can mark a Stress to target an additional adversary within range with the same attack roll.

Sparing Touch:

Once per long rest, touch a creature and clear 2 Hit Points or 2 Stress from them.

Jenny Tan
Core
Seraph
Divine Wielder
Specialization
Devout:

When you roll your Prayer Dice, you can roll an additional die and discard the lowest result. Additionally, you can use your “Sparing Touch” feature twice instead of once per long rest.

Jenny Tan
Core
Seraph
Divine Wielder
Mastery
Sacred Resonance:

When you roll damage for your “Spirit Weapon” feature, if any of the die results match, double the value of each matching die. For example, if you roll two 5s, they count as two 10s.

Jenny Tan
Core

Winged Sentinel

Seraph
Winged Sentinel
Foundation
Spellcast: Strength
Wings of Light:

You can fly. While flying, you can do the following:

  • Mark a Stress to pick up and carry another willing creature approximately your size or smaller.
  • Spend a Hope to deal an extra 1d8 damage on a successful attack.
Stephanie Cost
Core
Seraph
Winged Sentinel
Specialization
Ethereal Visage:

Your supernatural visage strikes awe and fear. While flying, you have advantage on Presence Rolls. When you succeed with Hope on a Presence Roll, you can remove a Fear from the GM’s Fear pool instead of gaining Hope.

Stephanie Cost
Core
Seraph
Winged Sentinel
Mastery
Ascendant:

Gain a permanent +4 bonus to your Severe damage threshold.

Power of the Gods:

While flying, you deal an extra 1d12 damage instead of 1d8 from your “Wings of Light” feature.

Stephanie Cost
Core

Class Items

Recieve one of following items at character creation.

  • a bundle of offerings
  • a sigil of your god

Background Questions

Answer any of the following background questions. You can also create your own questions.

  • Which god did you devote yourself to? What incredible feat did they perform for you in a moment of desperation?
  • How did your appearance change after taking your oath?
  • In what strange or unique way do you communicate with your god?

Connection Questions

Ask your fellow players one of the following questions for their characters to answer, or create your own questions.

  • What promise did you make me agree to, should you die on the battlefield?
  • Why do you ask me so many questions about my god?
  • You’ve told me to protect one member of our party above all others, even yourself. Who are they and why?

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