Homebrew Dark Ascended Seraphim Species Details
When the god of a seraphim dies, their connection to the divine shatters. Some Seraphim perish soon after. Others, in grief and desperation, attempt the unthinkable: consuming the fading essence of their god to preserve them.
These few survivors ascend—but not into light. Their wings blacken, their light twists, and their souls are permanently scarred by divine entropy. They are not fiends, but they are no longer fully celestial. They are hollow sanctums, shrines of ruin, vessels of corrupted radiance.
Dark Seraphim Traits
Creature Type: Humanoid (Celestial & Aberration). Spells that target celestials affect you. You are also detectable by effects that detect aberrations.
Size: Medium (about 5–7 feet tall)
Speed: 40 feet (Walking) 45 feet (Flying)
Ability Score Increases
When determining your character’s ability scores, increase one score by 2 and a different one by 1, or increase three scores by 1. None of these increases can raise a score above 20.
Celestial Resistance
You have Resistance to Necrotic damage and Radiant damage.
Darkvision
You have Darkvision with a range of 60 feet.
Healing Hands
As a Magic action, you touch a creature and roll a number of d4s equal to your Proficiency Bonus. The creature regains a number of Hit Points equal to the total rolled. Once you use this trait, you can’t use it again until you finish a Long Rest.
Darkened Flight
You can fly while wearing light or medium armor. Your wings can be concealed, and you fall only if you become unconscious.
Additionally, when you use the Dash action while flying, necrotic feathers scatter in your wake. Creatures within 5 feet of any square you pass through take 2d4 necrotic damage (once per creature per turn).
Celestial Revelation
When you reach character level 3, you can transform as a Bonus Action using one of the options below (choose the option each time you transform). The transformation lasts for 1 minute or until you end it (no action required). Once you transform, you can’t do so again until you finish a Long Rest.
Once on each of your turns before the transformation ends, you can deal extra damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your Proficiency Bonus, and the extra damage’s type is either Necrotic for Necrotic Shroud or Radiant for Heavenly Wings and Inner Radiance.
Here are the transformation options:
Heavenly Wings. Two spectral wings sprout from your back temporarily. Until the transformation ends, you have a Fly Speed equal to your Speed.
Inner Radiance. Searing light temporarily radiates from your eyes and mouth. For the duration, you shed Bright Light in a 10-foot radius and Dim Light for an additional 10 feet, and at the end of each of your turns, each creature within 10 feet of you takes Radiant damage equal to your Proficiency Bonus.
Necrotic Shroud. Your eyes briefly become pools of darkness, and flightless wings sprout from your back temporarily. Creatures other than your allies within 10 feet of you must succeed on a Charisma saving throw (DC 8 plus your Charisma modifier and Proficiency Bonus) or have the Frightened condition until the end of your next turn.
Devour the Divine
As a bonus action, you may tap into the corrupted essence within. For 1 minute:
Your weapon and spell attacks deal an extra 1d4 radiant and necrotic damage.
You gain temporary hit points equal to your Charisma modifier + half your level (rounded up).
While in this state, healing spells cast on you restore half as much HP
After the minute ends, you suffer one level of exhaustion.
Wings of the Hollow Choir
When you ascend, whispers of your dead god may accompany you—garbled hymns, silent weeping, or flickering visions. Roleplay accordingly or work with your DM to manifest occasional story effects (e.g., unsettling divine hallucinations, visions of judgment, or cryptic messages in dreams).
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