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Seraph Transformation

Incense burns dimly, as muffled coughs echo through the musty room. Loved ones hold each other as a bedridden woman exhales for the last time, her scarred face bearing the mortifying lesions of the Weeping Pox. Her family sobs, too lost in their sorrow to notice how the smouldering embers radiate and shine. A woman with flowing robes and platinum hair approaches, radiant energy emitting from her folded, angelic wings. “Hold on for but a moment my child,” she whispers. “Mercy has been granted.” With a thunderous boom, the Seraph’s hamnmer collides with a skeletal abomination. Shards of bone scatter across the dilapidated chapel floor as the monster roars in pain. Gritting her teeth, the angelic figure proclaims, “By all that is holy, you will be vanquished!” Golden fire erupts from her hammer as she prepares for another strike. Seraphs are mortals who have transformed into Celestial representations of a virtue or ideal. Exalted by a higher power, Seraphs are selected by divine beings after long and patient observation, confirming that the mortal displays pure character. Seraphs are selected from noble martyrs, tireless crusaders, or other exemplary individuals who are prepared to become the physical manifestation of righteousness.  

Becoming a Seraph

To be chosen by an Arch Seraph is to become a vessel for the principles they uphold. This is a charge not to be taken lightly, and those who display righteousness with the intention of becoming a Seraph are usually overlooked for this reason. When becoming a Seraph, consider why your character was chosen. Do you display hidden merit? Are you devoted to a cause they will value? Transformation Features A Seraph has the following transformation features:
Prerequisites
  • Ability Scores: Wisdom 13
  • Roleplay: You must have been exalted by an Arch Seraph, divine cosmic energies, or have some other plausible reason to have become a Seraph. Discuss with your GM how you can achieve this in-game.
  • Some of your abilities require your target to make a saving throw to resist their effects. The saving throw DC is calculated as follows:
    1. Transformation Save DC = 8 + your proficiency bonus + your Wisdom modifier
 

Level Milestones

The following are examples of possible level milestones for the Seraph:
  • Defeating a powerful force of darkness.
  • Create a hallowed landmark for pilgrims.
  • Establish a parish of worshipers who uphold your virtue.
  • Establish a portal between the Material Plane and the Empyrium.
  • Redeem a soul that was considered beyond redemption.
 

Transformation Level 1

Starting at 1st level, you gain the following Transformation Boons and this level’s Transformation Flaw.  

Transformation Boon:

Celestial form
Your Wisdom score increases by 2 and your Constitution score increases by 1. An ability score cannot be increased beyond 16 this way. You become a Celestial in addition to any other creature types you are. Spells and abilities that affect Celestials of a specific CR have no effect on you. You gain the light cantrip, and this light reveals the illusions of any fey, fiend or undead within the radius.  

Transformation Boon:

Angelic Wings
You have manifested feathered wings. You cannot wear armour or clothing that has not been modified to accommodate your wings. You gain two stances that you can use with your wings. Heavy and Light, and each stance grants different effects. You may switch between stances as a bonus action on each of your turns, and you must choose one when you manifest your wings. The effects for each stance are as follows:
Heavy: Your wings solidify, becoming dense, solid, and protective.
  • Your flight speed is 0
  • As a reaction, use the deflect ability.
    1. You reduce incoming damage by 1d6, this increases every 5 levels starting with 1d6 at level one.(Ex-1d6 for lvl 1, 2d6 for lvl 5, 3d6 for level 10 etc)
    2. You can use this ability as a reaction as normal on each of your turns, however, doing so reduces your movement speed by 10 feet.
    3. You can also use this ability to deflect incoming damage on an ally within 5 feet of you, using your wings to shield them from any damage. However, in doing so, any overlapping damage will also effect you. You deflect damage as normal, but for the person you're protecting, they are protected from double what you rolled. For example, if you protect an ally from an attack that deals 12 damage, and you roll a 5, you deflect 5 damage from yourself and 10 damage from them. You take 7 damage, but they only take 2.
Light: Your wings become weightless and allow you to move swiftly.
  • You gain a flying speed equal to your movement speed.
  • You can Rush up to an enemy with your flight, causing them to stumble from the ferocity of your wind.
    1. When you move at least 20 feet towards an enemy and get within melee of them they gain disadvantage on attack rolls against anyone but you for that turn.
    2. You may only use this ability against the LAST enemy you moved towards in your turn. It does not effect multiple enemies.
As you increase in Transformation Levels, your wings grow stronger as you do, granting additional benefits for each level.
 

Transformation Flaw:

Planar Binding
Your body and soul are bound to a divine plane of existence. You have disadvantage on death saving throws as the plane attempts to pull you back to it. If you would be killed, your soul has been taken back to a plane of existence of the GM’s choice. This plane is your new home, and you become an NPC under the GM’s control. If you are on the divine plane responsible for your transformation, this flaw has no effect.  

Transformation Level 2

Starting at 2nd level, you can pick one of the following Transformation Boons. You also gain this level’s Transformation Flaw, and Angelic Wings addition.  

Angelic Wings Level 2

The power of your wings has increased, and each one gains additional benefits.
Heavy: Your already heavy wings feel even stronger than they did before, metalic even, and you've learned to weaponize them.
  • Damage deflected becomes 1d8, but it still increases every 5 levels as stated before.
  • As an action, you can bludgeon someone with your wings.
    1. You make an unnarmed attack roll against an enemy of your choosing, replacing the damage die with 1d10.
    2. If the target is one size larger than you or smaller, they must make a strength saving throw against your transformation save DC. If the target fails the save you choose whether they are pushed back 10 feet, or knocked prone.
Light: Your wings now make you feel weightless as well, and grant you a unique swiftness.
  • You gain an additonal 20 feet of flight speed.
  • You can carry a willing person with no additional cost to your own movement.
  • If you Rush into an enemy, allies within 10 feet of your arrival are strengthened by your presence.
    1. Allies within 10 feet of you are blessed until the end of your next turn.
    2. Allies within 10 feet of you have advantage against the enemy you have rushed up to.
 

Transformation Boon:

Weapon of Divine Light
You are able to summon a weapon of divine light. This weapon sheds bright light in a twenty foot radius and dim light for an additional twenty. Any enemy with the Fey, Fiend or Undead trait that is using an illusion on their appearance is forced to reveal their true form, and their maximum hitpoints are lowered by 20 while in the presence of the weapon, and any regeneration also does not work while within the range of the weapon. The weapon uses the base damage as the weapon it appears to be but the damage will be radiant, for example a greatsword will deal 2d6 radiant instead of slashing. However, when dealing damage against a Fey, Fiend or Undead, they take an additional 1d12 radiant damage.  

Transformation Boon:

Divine Retribution
When you or an allied creature you can see within 30 feet takes the attack action, you can use your reaction to imbue them with holy zeal. Immediately after the target completes the attack action, they can make an additional attack as a bonus action. On a hit, the hit target takes an additional 1d8 radiant damage. You may use this feature a number of times equal to your Wisdom modifier (minimum of 1). You regain all uses of this feature when you finish a long rest.  

Transformation Boon:

Divine Clemency
When you or a creature you can see within 60 feet takes damage, you can use your reaction to cast a spell of 1st level or higher. This spell must target the damaged creature and restore hit points to it. You may use this feature a number of times equal to your Wisdom modifier (minimum of 1). You regain all uses of this feature when you finish a long rest.  

Transformation Boon:

Divine Expedition
At the beginning of another creature’s turn, you can use your reaction to move yourself up to your speed or allow an ally that you can see, within 60 feet, to move up to their speed. Movement made this way does not cause attacks of opportunity. You may use this feature a number of times equal to your Wisdom modifier (minimum of 1). You regain all uses of this feature when you finish a long rest.  

Transformation Boon

Divine Protection
When you or an allied creature you can see within 30 feet is targeted by an attack, you can use your reaction to shield them with holy light. The target gains a +4 bonus to AC against the attack. You may use this feature a number of times equal to your Wisdom modifier (minimum of 1). You regain all uses of this feature when you finish a long rest.  

Transformation Flaw:

Divine Appearance
Your appearance has radically transformed. Your body radiates a divine glow, while your wings are prominent and powerful appendages. You can contain this form and present the appearance of the humanoid you once were, but this is taxing and requires concentration. Moments of stress are likely to reveal your true nature. In the following situations, your true form is revealed:
  • Concentrating on a spell.
  • Gaining the unconscious condition.
  • Entering desecrated ground.
  • Choosing to reveal yourself.
In events of extreme emotional or physical stress, a GM may call for a Constitution saving throw with a DC of their choosing to see if you maintain your humanoid form. Evil humanoid creatures that witness or hear about your true form become instantly hostile to you and are compelled by malice to destroy you, unless the GM decides otherwise. If the creature is scared of you or decides that you are too powerful to fight, it will attempt to harm you in another way, but will not give up on destroying you.  

Transformation Level 3

Starting at 3rd level, you can pick one of the following Transformation Boons, or pick a boon from a lower level that you meet the prerequisites for. You also gain this level’s Transformation Flaw.  

Transformation Boon:

Radiant Strike
Whenever you hit a target with a melee attack, you deal an additional 1d6 radiant damage to the target. This damage increases to 2d6 if the target is a Fiend, Fey, or Undead.  

Transformation Boon:

Cleanse Affliction
When you cast a spell that restores hit points to an ally, you can also remove one condition being inflicted on them by a spell or ability.  

Transformation Boon:

Bow of Celestial Judgement
PREREQUESITE : WEAPON OF DIVINE LIGHT
You can use a bonus action to summon a powerful bow made of divine light. The bow is the same as a longbow (1d8 piercing, Heavy, (Range 150/600), Two-Handed), except attacks made with it deal radiant damage and have the following features:
  • The bow does not use ammunition. Instead, when the wielder draws the bowstring, an ethereal arrow of radiant light forms.
  • Attacks with the bow deal an additional 1d12 radiant damage. Against fiends, fey and undead, the bow deals an additional 2d12 radiant damage as well.
  • The bow’s radiant form emits bright light in a 20-foot radius and dim light for an additional 20 feet.
  • Any undead or fiends in rage of the light are forced to reveal their true form and cannot regenerate health while in the light.
You an unsummon the bow at any time with the use of an action. If you unwield the bow, it immediately unsummons.  

Transformation Boon

Bulwark
You may use your action to steel yourself against the tactics of your most hated adversaries, gaining one of the following benefits:
  • Stand Against the Infernal: You gain resistance to fire damage.
  • Cleanse the Undead: You gain resistance to necrotic damage.
  • Ignore Fey Trickery: You are immune to the charmed and frightened conditions.
This effect lasts until you use this feature again.  

Transformation Flaw:

Beacon to Darkness
You have become a Seraph of noted virtue and divinity. This has made you a target for all that is dark in the world. Whenever you or an ally within 30 feet commits an act of greater evil, such as murdering a helpless innocent, a small amount of darkness attaches itself to you, and you gain 1 corruption point (to a maximum of 5). Whether the act constitutes greater evil is determined by the GM. Whenever you make an attack roll against an evil creature, or make a saving throw against a spell or ability from an evil creature, subtract the number of corruption points you have from the roll. Whenever you complete a short or long rest, and have prayed for at least 1 hour, you can reduce the number of corruption points you have by 1.  

Transformation Level 4

Starting at 4th level, you can pick one of the following Transformation Boons, or pick a boon from a lower level that you meet the prerequisites for. You also gain this level’s Transformation Flaw.  

Transformation Boon:

Aura of Holy Purge
You emit an aura of righteous fervour. This aura radiates up to 20 feet from you while you are conscious. When you or an ally within range of your aura hits a hostile creature, they can choose for that hit to be a critical hit instead. Once a creature has benefited from this feature, they cannot benefit from it again until they have completed a long rest.  

Transformation Boon:

Aura of Merciful Blessing
You emit an aura of invigoration and fortitude. This aura radiates up to 20 feet from you while you are conscious. When you or an ally within range of your aura is reduced to 0 hit points, they are reduced to 1 hit point instead. Once a creature has benefited from this feature, they cannot benefit again until they have completed a long rest.  

Transformation Boon:

Aura of Empyreal Valor
You emit an aura of swiftness and bravery. This aura radiates up to 20 feet from you while you are conscious. When you or an ally within range of your aura makes a Dexterity ability check to determine initiative, they can add +5 to the result. In addition, on that creature’s turn they gain advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. Once a creature has benefited from this feature, they cannot benefit again until they have completed a long rest.  

Transformation Boon

Aura of Celestial Resilience
You emit an aura of stalwart conviction. This aura radiates up to 20 feet from you while you are conscious. When you or an ally within range of your aura fails a saving throw, they can choose to succeed it instead. Once a creature has benefited from this feature, they cannot benefit from it again until they have completed a long rest.  

Transformation Flaw:

Pull of the Empyrean
Your new native plane attempts to draw you to it, laying claim to your form. Whenever you roll a natural 1 for a saving throw against a magical spell or ability, you take 1d6 force damage per 2 class levels in addition to any other damage or effects you would suffer, as your native plane attempts to unbind you from the material plane. For example, a 6th level Fighter would take 3d6 force damage. This damage ignores resistances and immunities.

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