Classes

Seraph

Seraph

Divine fighters and healers appointed by their god, seraphs are imbued with sacred purpose. A wide array of deities exist within the realms, and thus there are numerous different types of seraph. The ethos of each member of this class traditionally aligns with the domain of their god including such missions as: defending the weak, enacting vengeance, protecting a land or artifact, and upholding a faith. Some seraph ally themselves with an army or locale, much to the satisfaction of their rulers, but some of these crusaders fight in opposition to the follies of the Mortal Realm. It is better to be an ally to a seraph, as they are terrifying foes to those who defy their purpose.

Class Features

Seraph's Hope

Spend three Hope and either reroll a Prayer Die or refresh one of your used Prayer Dice.

Prayer Dice

At the beginning of each session, roll a number of d4 dice equal to your Spellcast trait and store them to the right. You can spend one or more of these dice at any time to aid yourself or an ally within Far range. You can use the spent die’s value to reduce any incoming damage, add to any roll result after the roll. Additionally, you can instead exchange the value for that many Hope you can give to any PC in range. Clear these dice at the end of each session.

Subclasses

Divine Wielder

Play the Divine Wielder if you want to dominate the battlefield with a legendary weapon.

Divine Wielder

Foundation

Spellcast: Strength

Spirit Weapon: When you have a Melee weapon equipped, it can fly from your hand to strike an enemy in Close range and return to you. You can mark a Stress to target an additional target in range with the same Attack Roll.

Sparing Touch: Once per long rest, use an action and touch a creature to clear 2 Hit Points or 2 Stress from them.

Seraph

Divine Wielder

Specialization

Devout: When you roll your prayer dice, you may roll an additional die and drop the lowest option. Additionally, your Sparing Touch feature can now be used one additional time per long rest.

Seraph

Divine Wielder

Mastery

When you roll damage for your Spirit Weapon, if any of your damage dice values match, you can roll an additional damage die for each match. These additional damage dice can’t be used to match and add more dice. For example, if you roll 3 5s, add two damage dice to your roll.

Seraph

Winged Sentinel

Play the Winged Sentinel if you want to take flight and strike hard from the sky.

Winged Sentinel

Foundation

Spellcast: Strength

You can fly. While flying you may:

  • Spend a Hope to pick up and carry another willing creature that is approximately your size or smaller.
  • Mark a Stress to deal 1d8 additional damage on a successful attack.

Seraph

Winged Sentinel

Specialization

Your supernatural visage strikes awe and fear. While in flight, you have advantage on Presence Rolls, and if that roll is a success with Hope, you can remove a Fear from the GM’s Fear Pool instead of gaining Hope.

Seraph

Winged Sentinel

Mastery

When you take this mastery, increase your Severe Damage Threshold by +4.

While in flight, your Winged Sentinel Foundation feature deals an extra 1d12 damage instead of 1d8.

Seraph

Class Items

A Bundle of Offerings OR A Sigil of Your God

Background Questions

Answer the following background questions or make your own.

  • Who is the god you have devoted yourself to, and in your moment of desperation, what incredible feat did they perform for you that made you indebted to them?

  • How did your own appearance change after taking your oath?

  • In what strange or unique way do you communicate with your god?

Connections

  • What promise did you make me agree to, should you die on the battlefield?

  • Why do you ask me so many questions about my god?

  • You’ve told me to protect one member of your party above all others, even yourself. Who is it and why?

Level Up Options

Levels 2-4 | Tier 2

At level 2, take an additional Experience and increase your Proficiency by +1.

Choose two available options from the list below and mark them.

Then increase your Severe Damage Threshold by +2 and choose new Domain Deck card at your Level or lower.

Levels 5-7 | Tier 3

At Level 5, take an additional Experience and clear all marks on Character Traits. Then increase your Proficiency by +1

Choose two from the list below or any unmarked from the previous tier and mark them.

  • Increase two unmarked Character Traits by +1 and mark them.
  • Permanently add one Hit Point Slot.
  • Permanently add one Stress Slot.
  • Increase two Experiences by +1.
  • Choose and additional domain card at your level or lower (up to Level 7).
  • Permanently add two Armor Slots or add +1 to your Evasion.
  • Increase your Major Damage Threshold by +1.
  • Increase your Severe Damage Threshold by +2.
  • Take an upgraded subclass card. Then cross out the multiclass option for this tier.
  • Increase your Proficiency by +1.
  • Multiclass: Choose an additional class for your character, then cross out an unused “Take an upgraded subclass card” and the other multiclass option on this sheet.

Increase your Damage Thresholds: Major by +2 and Severe by +3. Then choose a new Domain Deck card at your Level or lower.

Level 8-10 | Tier 4

At Level 8, take an additional Experience and clear all marks on Character Traits. Then increase your Proficiency by +1

Choose two from the list below or any unmarked from the previous tier and mark them.

Increase your Damage Thresholds: Major by +2 and Severe by +4. Then choose a new Domain Deck card at your Level or lower.