GH - Seraph Transformation - Level 2 Image
Prerequisite: Charisma Score of at least 13 Feat: GH - Seraph Transformation Level 1 (No Flaw)
 

Seraph Transformation Level 2

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

Transformation Level 1 Completed
Ability Score: Charisma 13
The saving throw DC is calculated as follows: Transformation Save DC = 8 + your proficiency bonus + your Charisma 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 2

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

 

Divine Retribution (Boon):

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 Charisma modifier (minimum of 1).

You regain all uses of this feature when you finish a long rest.

 

Divine Clemency (Boon):

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 Charisma modifier (minimum of 1).

You regain all uses of this feature when you finish a long rest.

 

Divine Expedition (Boon):

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.

A movement made this way does not cause attacks of opportunity.

You may use this feature a number of times equal to your Charisma modifier (minimum of 1).

You regain all uses of this feature when you finish a long rest. 

 

 

Divine Appearance (Flaw): 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.

 

 

GH - Seraph Transformation - Level 2 Image

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