Sorcerer
Base Class: Sorcerer

As a Seraphic Incarnate, you are a harbinger of both salvation and destruction, capable of healing allies and delivering devastating judgment. Whether your powers stem from an angelic blessing, a celestial heritage, or a brush with the divine abyss, your abilities make you an awe-inspiring force on the battlefield.

Level 3: Divine Nature

  • Wings of the Seraphim: You sprout six radiant wings that grant you a flying speed of 30 feet, increasing to 60 feet at 10th level. These wings are part of your essence and function regardless of armor worn. You can summon or dismiss them as a bonus action.

  • Radiant and Shadow Affinity: When you cast a spell that deals Radiant or Necrotic damage, you add your Charisma modifier to one damage roll of the spell. You can choose the damage type (Radiant or Necrotic) each time you cast a qualifying spell. 

  • Proficiencies: You gain proficiency with medium armor, shields, and martial weapons.

  • Enhanced AC: Your AC equals 10 + your Dexterity modifier + your Charisma modifier, regardless of the armor you wear.

Level 3: Seraphic Abyss

  • Seraphic Strike: When you hit a creature with a melee weapon or melee spell attack, you can expend a spell slot to deal an additional 2d8 Radiant or Necrotic damage (your choice). The damage increases by 1d8 for each spell level above 1st.

  • Celestial Retribution: When you heal yourself, a single ally, or multiple allies simultaneously (such as through an area of effect healing spell or ability), sum the total hit points restored. You can then deal damage equal to half the total healing done to a single enemy within 30 feet. The damage type is either Radiant or Necrotic (your choice).

  • Abyssal Retribution: When you deal damage to a creature with a spell or ability, you can deal Radiant or Necrotic damage (your choice) equal to half the damage amount to another creature within 30 feet of the creature you attacked.

    You can use this feature a number of times equal to your Charisma modifier per long rest, and no more than once per turn. (Meaning you cannot smite, and do your retributions at the same time).

Level 6: Dual Ascendance

  • You gain advantage making saves against spells that deal Necrotic or Radiant Damage.
  • You gain Immunity to being Charmed, Frightened or Pensioned.
  • You Gain Immunity to Diseases.

Level 14: Divine Convergence

Judgment of the Abyssal Seraphim: When you cast a spell that deals radiant or necrotic damage, you can choose to maximize the damage of one spell slot level’s worth of dice. You can use this feature once per long rest.

Level 18: Divine Balance

 

  • True Seraphic Essence: You gain the following benefits:

    • You gain immunity to radiant and necrotic damage.

    • Your wings now grant a flying speed of 120 feet.

    • Once per long rest, you can unleash a burst of divine energy in a 60-foot radius. Choose radiant or necrotic damage. Creatures of your choice within the area must make a Constitution saving throw (DC = 8 + your Charisma modifier + your proficiency bonus) or take 10d10 damage of the chosen type, halved on a success.

 

 

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