Right Corner
DaggerSmart Logo
  • Homebrew
Log InSign Up
Freepik iconArtwork by Liuzishan from FreepikDarrington Press LicenseGet DaggerheartSupport on Patreon
  1. Home
  2. Compendium
  3. Classes
  4. Seraph

Seraph

Splendor·Valor

Official
Evasion9
Hit Points7

Seraphs are divine fighters and healers imbued with sacred purpose. A wide array of deities exist within the realms, and thus numerous kinds of seraphs are appointed by these gods. Their ethos traditionally aligns with the domain or goals of their god, such as defending the weak, exacting vengeance, protecting a land or artifact, or upholding a particular faith. Some seraphs ally themselves with an army or locale, much to the satisfaction of their rulers, but other crusaders fight in opposition to the follies of the Mortal Realm. It is better to be a seraph’s ally than their enemy, as they are terrifying foes to those who defy their purpose.

Core Rulebook

Starting Equipment — Choose One

bundle of offerings
sigil of your god

Hope Feature

Life Support

Spend 3 Hope to clear a Hit Point on an ally within Close range.

Class Features

Prayer Dice

At the beginning of each session, roll a number of d4s equal to your subclass’s Spellcast trait and place them on your character sheet in the space provided. These are your Prayer Dice. You can spend any number of Prayer Dice to aid yourself or an ally within Far range. You can use a spent die’s value to reduce incoming damage, add to a roll’s result after the roll is made, or gain Hope equal to the result. At the end of each session, clear all unspent Prayer Dice.

Subclasses

Choose one subclass during character creation to define your specialisation within the Seraph.

Divine Wielder

Spellcasting: Strength

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

Foundation

Spirit Weapon

When you have an equipped weapon with a range of Melee or Very Close, it can fly from your hand to attack an adversary within Close range and then return to you. You can mark a Stress to target an additional adversary within range with the same attack roll.

Sparing Touch

Once per long rest, touch a creature and clear 2 Hit Points or 2 Stress from them.

Uses · ×1 · Long Rest

Specialization

Devout

When you roll your Prayer Dice, you can roll an additional die and discard the lowest result. Additionally, you can use your “Sparing Touch” feature twice instead of once per long rest.

Mastery

Sacred Resonance

When you roll damage for your “Spirit Weapon” feature, if any of the die results match, double the value of each matching die. For example, if you roll two 5s, they count as two 10s.

Core Rulebook

Winged Sentinel

Spellcasting: Strength

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

Foundation

Wings of Light

You can fly. While flying, you can do the following:

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

Specialization

Ethereal Visage

Your supernatural visage strikes awe and fear. While flying, you have advantage on Presence Rolls. When you succeed with Hope on a Presence Roll, you can remove a Fear from the GM's Fear pool instead of gaining Hope.

Mastery

Ascendant

Gain a permanent +4 bonus to your Severe damage threshold.

+4 Severe Damage Threshold

Power of the Gods

While flying, you deal an extra 1d12 damage instead of 1d8 from your “Wings of Light” feature.

Core Rulebook