Seraph Class, Daggerheart

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Seraph

Divine fighters and healers appointed by their god, seraphs are imbued with sacred purpose. A wide array of deities exist within the realms, and thus there are numerous different types of seraph. The ethos of each member of this class traditionally aligns with the domain of their god including such missions as: defending the weak, enacting vengeance, protecting a land or artifact, and upholding a faith. Some seraph ally themselves with an army or locale, much to the satisfaction of their rulers, but some of these crusaders fight in opposition to the follies of the Mortal Realm. It is better to be an ally to a seraph, as they are terrifying foes to those who defy their purpose.

DOMAINS

Splendor & Valor STARTING EVASION SCORE 7 DAMAGE THRESHOLDS Minor 5, Major 10, Severe 15 CLASS ITEMS A Bundle of Offerings OR a Sigil of Your God CLASS FEATURE Prayer Dice At the beginning of a session, roll a number of d4 dice equal to your Spellcast trait and store them to the right. You can exhaust them at any time to use their value in reducing incoming damage, adding to a roll result, or exchanging for that many Hope you may give to any player. Clear these dice at the end of a session. SERAPH SUBCLASSES If you’re creating a seraph, choose either the Winged Sentinel or Divine Wielder subclass: Winged Sentinel Play the Winged Sentinel if you want to take flight and strike hard from the sky. Spellcast Trait: Strength Foundation Feature You may spend a Hope to take flight until your next roll with Fear. While flying, do an additional 1d8 damage to any weapon attack you make. You may spend an additional Hope to pick up and carry another creature that is approximately your size or smaller. 53 Specialization Feature Your supernatural visage strikes awe and fear. You have advantage on Presence Rolls while in flight, and if you succeed on this Presence roll with Hope, you may remove a Fear from the GM's Fear Pool instead of taking Hope. Mastery Feature When you take this mastery, raise your Severe Damage Threshold by +4 immediately. While in flight, the additional damage you deal with a weapon attack through your Winged Sentinel Foundation increases to 1d12. Divine Wielder Play the Divine Wielder if you want to dominate the battlefield with a legendary weapon. Spellcast Trait: Strength Foundation Features Spirit Weapon: When you have a melee weapon equipped, it can fly from your hand to strike an enemy and return to you. Treat it as though it is a weapon with close range. Mark a Stress to also apply this attack to another target in range on the same Attack Roll. Sparing Touch: Once per long rest, you can touch a creature and heal 2 Hit Points or 2 Stress. Specialization Feature When you take this Specialization, gain an additional Armor Slot immediately. Your Sparing Touch can now be used one additional time per long rest. Mastery Feature When you roll damage for your Spirit Weapon, if any of your damage dice values match, roll an additional damage die per match (8 and 8 rolls +1 die. 5, 5, and 5 rolls +2 dice, etc). Do not count any of these additional dice towards matching.

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