Homebrew Seraphim Species Details
A powerful creature of pure good energy. Usually a Cleric or Paladin
Seraphim Traits
DarkvisonCelestial Nature
Does not require food,water,air,sleep and immune to all known diseases
True Sight
In a radius of 120ft they user can see anything in the dark affected by magic.It can also see past illusions,shapesighting abilities or any abilities that can hide something.
Knowledge of Languages
Naturally knows how to read and write and speak in every language can also use telepathy in a 120 ft radius
Divine Awareness
Knows when a lie is spoken or a truth
Innate SpellCasting
- At will: detect evil and good, mage hand (the hand is invisible), protection from evil and good, teleportation (self and up to one other creature only)
- 3/day each: shield of faith, telekinesis
- 1/day each: commune, dream, plane shift (self only), true resurrection
Regeneration
regains 10 hit points at the start of his turn. If Castiel takes force damage, this trait doesn’t function at the start of Castiel’s next turn. Castiel dies only if he starts his turn with 0 hit points and doesn’t regenerate
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