Base Class: Fighter
A secretive sect of humanity, imbued with angelic powers from archangel Raziel. Students of Raziel are sworn to protect their realm from demons and fiendish entities that threaten the peace. Students of Raziel work from the shadows, armed with the magical Seraph Blade and carving ancient runes into their bodies that grants them special abilities.
Students of Raziel work hard to maintain a just and bright life in the face of complete darkness.
Gift of Raziel
Choosing this archetype at 3rd level grants you access to the Seraph Blade. Raziel has gifted this item to you and with it, you are able to burn powerful symbols called ‘runes’ into your skin, giving you special abilities. Gain 2 runes of your choice, from the Minor Runes section detailed below.
Angelic Body
At 7th level, your physique begins to improve greatly. Gain proficiency in athletics and acrobatics. Additionally, gain access to 2 more runes of your choice, from the Minor Runes section detailed below.
Deep Scars
At 10th level, your time spent with Seraph Blade begins to pay off. Gain access to 2 runes from the Major Runes section. Additionally, gain resistance to necrotic damage.
Seraph Master
At 15th level, you have become an expert in crafting new runes. Gain access to 1 rune from the Master Runes section.
Worthy Student
Raziel has chosen you as his personal student. At 18th level, Gain the 'Mark of Raziel'. If you were to drop to 0 hit points, you instead drop to 1 hit point. This effect only takes place if your death would be unjust and Raziel acknowledges your kind heart.
However If your death is justified (you were caught committing a crime, or have murdered excessively, for example) and you drop to 0 hit points, your runes begin to burn with intense pain. You slowly begin to fade from existence, as Raziel deems you unworthy of his mark.
Runes
Runes are powerful symbols that can be created through the use of a Seraph Blade. These runes come in all shapes and sizes and grant a variety of skills and abilities.
Minor Runes
Darkvision. You gain darkvision up to a range of 60ft.
Knowledge. You gain advantage on ability checks pertaining to fiends and undead.
Heat. Warm yourself or something you touch. This can range from a comforting warmth to a raging burn that deals 2d8 fire damage to anything you touch, or anything that touches you.
Mend. You can heal yourself and an ally for 1d4 + your wisdom modifier, once per short rest. At 7th level, this increases to 2d4 + your wisdom modifier and at 10th level, this increases to 3d4 + your wisdom modifier.
Guidance. Add +1 to all ability checks.
Lock/Unlock. You are able to lock or unlock any non-magical door, window, chest or anything that can open and close.
Agility. Increase your speed by 10ft.
Breathing. You can hold your breath for 10 minutes.
Clarity. Gain advantage on wisdom saving throws.
Communication. You gain the effects of comprehend languages.
Endurance. Gain advantage on any roll that determines whether you are affected by a status change.
Manifest. You may cast disguise self once per short rest.
Persuade. Gain advantage on persuasion checks.
True North. You can always tell which direction is north, meaning you will never get lost.
Talent. Gain proficiency in a skill of your choice.
Courage. You gain advantage on attack rolls against fiends and undead.
Major Runes
Soundless. Your footsteps are silent. Gain advantage on stealth checks.
Memory. You can see the memories pertaining to a particular interest (a face, a name or place for example), from a recently dead creature by touching the corpse.
Protected. Gain resistance against a damage type of your choice.
Strength. Increase your strength score by 3.
Action. Once per short rest, gain an extra action.
Transfusion. You gain the effects of spare the dying. Additionally, you can transfer any amount of your hit points to another creature you can touch.
Fearless. You cannot be frightened. Additionally, you gain proficiency in survival, intimidation and performance.
Sunlight. As an action, you create a blast of scorching light from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 6d8 radiant damage on a failed save, or half as much damage on a successful one.
Wings. Gain a flight speed of 40ft.
Master Runes
Angelic Power. Your melee weapon attacks deal an extra 1d10 radiant damage. This becomes 2d10 against fiends and undead.
Accord. Give a creature you touch the power of one rune you have for 1 hour. For the duration, you feel a spiritual bond with the creature and share your emotions. You can only accord with one creature at a time.
Good Luck. If you roll a 1 or 2 on an attack roll, ability check, or saving throw, you may re-roll once. You must use the second roll, even if it is a 1 or 2.
Trust. Touch a creature and force them to make a wisdom saving throw. On a fail, that creature will believe you to be a trusted ally for 2 minutes. They are not aware they have been charmed.
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