Base Class: Warlock
Unlike other patrons, The Seraph patron is a Lawful Good or Chaotic Good patron that has blessed you with the Divine abilities required to smite the planes of evil. Seraph's are known for upholding Justice, not of man, but of the gods. The Seraph, above all else, must serve for the good of the realms. In times of need, you may receive guidance in your decisions from your Patron.
Expanded Spell List
The Seraph 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.
Seraph Expanded Spells
| Spell Level | Spells |
|---|---|
| 1st | protection from evil and good, sanctuary |
| 2nd | misty step, zone of truth |
| 3rd | tongues, beacon of hope |
| 4th | banishment, death ward |
| 5th | commune, raise dead |
Seraph's Reprisal
Starting at 1st level, you gain the ability to use a reaction when a creature you can see within 30 feet of you that inflicts damage, you force that creature to make a Wisdom save. On a failed saving throw, it takes psychic damage equal to the damage dealt, and disadvantage on it's next attack. On a successful save, it only takes half that damage.
If the creature made multiple attacks, select one attack to determine the damage dealt. If the creature used one or more effects that damaged multiple targets, choose the damage take by one of those targets from one of the effects.
You may use this ability 1 + CHA modifier
Seraph's Blade
At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.
Your patron has blessed you with the ability to infuse radiant energy into a weapon you are proficient with. A weapon blessed in this way uses your Charisma modifier, instead of strength or Dexterity, for the attack and damage rolls, and deals radiant damage. This benefit lasts until you finish a long rest
Divine Intervention
Starting at 6th level, the radiant energy you channel allows you to overcome grievous injuries. When you would make a death saving throw, you can instead spring back to your feet with a burst of radiant energy. You immediately stand up (if you so choose), and you regain hit points equal to half your hit point maximum. All creatures within 30 feet of you take 10 + your Charisma modifier {{modifier:cha@min:0#signed}} radiant damage and are blinded until the end of your turn.
Once you use this feature, you can't use it again until you finish a long rest.
Sacred Grace
Starting at 10th level, you gain temporary hit points whenever you finish a long or short rest. These temporary hit points equal your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of your rest. Those creatures gain temporary hit points equal to half your warlock level + your Charisma modifier.
Revitalizing Touch
At 14th Level, you now become a Beacon of Radiance. As an action; lasting 1 min, you grow wings of light that give off bright light 20-foot and 10-foot of dim light. You're bathed in light as you traverse the battlefield, all allies with in your radiant light benefit from the following effects:
- When ever you or an ally hits with an attack; and is in your light , adds your Charisma Modifier to their damage as Radiant damage.
- When ever you or an ally takes damage from an enemy; and are in your light, they may Subtract your Charisma Modifier from the damage they took.
- You and your Allies are Immune to poisoned effects along with Disease. They are also; so long as they are within your light, immune to Blinded
This effect ends if you become unconscious or you are taken to 0 Hit Points. After that you may not use this feature again till after a long rest
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