Fighter
Base Class: Fighter

A Seraph is a fighter who has obtained some sort of divine power and combines their martial prowess with holy magic to become an unstoppable force. Seraph fighters aren't bound by belief or oaths and can just as easily use their power for good or evil. They can find their powers in many different ways. Consider the below options or you can also roll if you have no preference.

  1. You made contact with a holy artifact tied to a deity.
  2. Upon birth you were in the proximity of a higher celestial plane.
  3. You were the survivor of a battle waged between a powerful celestial and some other creature, the resulting power of that battle changed you forever.
  4. You died and were brought back, but somewhere in that transition you were changed by the radiant energy.
  5. You were healed by a celestial being and were forever changed by it.
  6. You witnessed the death of a celestial being, upon their dying breath they bestowed upon you a portion of their power which now seems to grow within you.

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the Paladin and Cleric spell list.

Cantrips

You learn two cantrips of your choice from the spell list. You learn an additional cantrip of your choice at 10th level.

Spell Slots

The Seraph Spellcasting table shows how many spell slots you have to cast your Paladin and Cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level Paladin or Cleric spells of your choice.

The Spells Known column of the Seraph Spellcasting table shows when you learn more Paladin or Cleric spells of 1st level or higher.

Whenever you gain a level in this class, you can replace one of the Paladin or Cleric spells you know with another spell of your choice from the Paladin or Cleric spell list. The new spell must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your Paladin or Cleric spells. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Paladin or Cleric spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Seraph Spellcasting

Fighter Level

Cantrips

Known

Spells

Known

— Spell Slots per Spell Level —

1st

2nd

3rd

4th

3rd

2

3

2

4th

2

4

3

5th

2

4

3

6th

2

4

3

7th

2

5

4

2

8th

2

6

4

2

9th

2

6

4

2

10th

3

7

4

3

11th

3

8

4

3

12th

3

8

4

3

13th

3

9

4

3

2

14th

3

10

4

3

2

15th

3

10

4

3

2

16th

3

11

4

3

3

17th

3

11

4

3

3

18th

3

11

4

3

3

19th

3

12

4

3

3

1

20th

3

13

4

3

3

1

Seraph Wind

At 3rd level, you gain the ability to enhance your normal fighter abilities with divine power.

You gain one additional use of your Second Wind ability, recovering all uses on a short or long rest.  Also when you use Second Wind, you can heal an ally of your choice within 30 ft of you instead of yourself.

Holy Surge

Beginning at 7th level, you gain a surge of divine energy at the start of each round, improving your combat and healing abilities. You gain the following benefits once per turn:

  • Your first weapon attack or spell attack that deals radiant damage deal an additional 1d6 radiant damage.
  • Your first spell or ability that restores hit points (ex. Sceond Wind) restore an additional 1d6 hit points.

You can only apply this bonus damage and healing to one target of your choice if your attack, spell, ability has multiple targets.These benefits increase to 1d8 at level 12, then 1d10 at level 18.

Seraph Shield

At 10th level, your healing abilities are enhanced and can now shield allies from danger. You gain an additional use of Second Wind, bringing your total uses up to 3. When you or an ally are healed by the effect of your Second Wind ability, the target gains a +2 bonus to their AC and all saving throws until the start of their next round.

Improved Seraph Wind

At 15th level, you gain mastery over your Second Wind ability. When you use Second Wind, you can grant the benefits to both yourself and an ally within 30 ft of you. Also, when you roll initiative and don't have the maximum number of uses for Second Wind, regain one use of Second Wind.

Improved Holy Surge

Starting at 18th level, your divine powers are enhanced, allowing you to reach limitless potential.

Your Holy Surge ability is no longer once per turn.

Z(Nat) Seraph Image