Seraphim

Historically, still very little is known about the origins of the Seraphim. They have shown to have a unique connection to celestial energy our divine lords and their servant channel. My exhaustive research of all our scripture have found nothing about their existence. Are they divine blessings? Are they messengers from the divine? I will have to go to the great church to see if I can find older texts for my research.
— Bishop Elrid Voshsto

Basic Information

Anatomy

Humanoid

Biological Traits

Seraphim have been known to be born from nearly any race, but no matter the race that births them the offspring will always take on the appearance and traits of a human. The Seraphim development beyond that varies differently and seems to be affected by their environment and experiences. Some develop the abilities to grow wings temporarily for a short burst of flight while others are able to access their celestial energies for other benefits. A Seraphim's hair tend toward lighter or even metallic colors, such as white, blond, silver, gold, and has a seemingly glossy appearence when the light illuminates their hair.

Genetics and Reproduction

Sexual Congress

Growth Rate & Stages

Seraphim age at the same rates as humans. They reach their coming-of-age around the age of thirteen and considered adults around the age of seventeen. Seraphim can live up to the age of 160.

Dietary Needs and Habits

Omnivore

Additional Information

Social Structure

Seraphim cannot truly be said to have an independent society of their own. As a mystical offshoot of other races, they adopt the societal norms around them. Seraphim are the most common and most comfortable in human communities and will usually find themselves the most comfortable in that environment. This is especially true of those whose lineage is more distant and who bear only faint marks of their ancestry. It is unclear why the touch of the celestial is felt so much more strongly by them. Seraphim have a deep connection to one another and when two meet for the first time there is a bond of commonality that usually develops between them. It is common for Seraphim to have an easy social grace and can be disarmingly personable.

Facial characteristics

All Seraphim irises are always a deep white around the black pupil. Seraphim's eye will glow a white celestial light under high emotional situations or when activating their celestial energies.

Perception and Sensory Capabilities

Seraphim's visual sensory in dim or low light is enhanced by their darkvision. Thanks to your celestial heritage, they have superior vision in dark and dim conditions. Seraphim can see in dim light within 60 feet o as if it were bright light, and in darkness as if it were dim light. They can not discern color in darkness, only shades of gray.

Civilization and Culture

Naming Traditions

Seraphims names at birth are given according to the race of the parents that gave birth to the child. Once a Seraphim reaches their coming-of-age they are given a divine inspriation and changed their name to that of a more celestial nature.

  Male Names: Aritian, Beltin, Cernan, Cronwier, Eran, Ilamin, Maudril, Okrin, Parant, Tural, Wyran, Zaigan. Female Names: Arken, Arsinoe, Davina, Drinma, Imesah, Masozi, Nijena, Niramour, Ondrea, Rhialla, Valtyra.

Culture and Cultural Heritage

The Seraphim having no known knowledge of their creation do not have a specific culture heritage that they follow. Most are brought up in the culture of the parents who gave them birth and adopt the culture of their parent to the best of their abilties. Seraphim are oft to become adventures, member of a clergy, or relgate themself to self-imposed exile. While they are able to adapt and fit into any culture they experience, they never feel quite at home and feel a pull towards an unknown or greater destiny.

Lifespan
160 years
Average Height
1.69 m
Average Weight
84 kg
Body Tint, Colouring and Marking

Seraphim comes in many shades as found among humans but their skin is always completely smooth and never seems to show natural blemishing of any kind as a normal.

Geographic Distribution

Seraphim

ability score increase: +2/+1
age:
alignment: Any
Size: Medium
speed: 30 ft
Languages: Common, Celestial
race features:
Age. Seraphim mature at the same rate as humans, but they can live up to 160 years.   Size. Seraphim have the same range of height and weight as humans.   Speed. Your base walking speed is 30 feet.   Healing Affinity. Any time you are rolling to regain health and a 1 or 2 is rolled, you can choose to reroll that die and must use the new result.   Darkvision. Thanks to your celestial heritage, you have superior vision in dark and dim conditions. You have superior vision in dark and dim conditions. You can see in the dark within 60 feet of you as if it were dim light. You can’t discern color in darkness, only shades of gray.   Celestial Resistance. You have resistance to radiant and necrotic damage.   Eternal Vigor. You have advantage on death saving throws.   Languages. You can speak, read, and write Common and Celestial.  

Radiant Power

 

Starting at 3rd level, you may choose one of the following powers to adapt to your character:

  • Radiant Soul. Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level. Once you use this trait, you can't use it again until you finish a long rest.
  • Radiant Consumption. Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing a searing light to radiate from you, pour out of your eyes and mouth, and threaten to char you. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, 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, you and each creature within 10 feet of you take radiant damage equal to half your level (rounded up). In addition, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level. Once you use this trait, you can't use it again until you finish a long rest.
  • Necrotic Shroud. Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from your back. The instant you transform, other creatures within 10 feet of you that can see you must each succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra necrotic damage equals your level. Once you use this trait, you can't use it again until you finish a long rest.
  • Radiant Virtue. Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing the righteous energy of your kin to imbue your attacks. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, whenever you make a weapon attack against a creature of evil alignment, you add one of the weapon's dice to the attack's damage. This additional damage is radiant damage. Once you use this trait, you can't use it again until you finish a long rest.
  • Fiery Sorcery. Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing fire to erupt from your eyes and hair. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and you add your Intelligence modifier to any fire damage you deal with spells you cast. Also once before your transformation ends, you can cast the Pyrotechnics spell without expending a spell slot. Once you use this trait, you can't use it again until you finish a long rest.
  • Agents of Good. Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing one of nature's allies to come to the rescue. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, one beast or fey creature of challenge rating 1/2 or lower will appear in unoccupied spaces that you can see within 60 feet. A summoned creature disappears when it drops to 0 Hit Points or when the transformation ends. The summoned creature is friendly to you and your companions. Roll Initiative for the summoned creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to it, it defends itself from hostile creatures, but otherwise takes no Actions. The DM has the creature's statistics. Once you use this trait, you can't use it again until you finish a long rest.
  • Good Influence. Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your words and action to gain extra authoritativeness. The instant you transform, other creatures within 60 feet of you that can see you or hear you must succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become charmed by you until the end of your transformation. You can target a maximum number of creatures equal to your Charisma modifier. If you or your allies attack the creatures charmed in this way, they can repeat the saving throw, ending the effects on themselves on a success. Your transformation lasts for 1 minute or until you end it as a bonus action.
  • Diplomatic Influence. Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your inspiring muse to smile upon you. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, if you use your action to play a musical instrument, you can make a Charisma check, adding your proficiency bonus to the roll if you're proficient with the instrument you're playing, contested by a Wisdom (Insight) check made by every creature of your choice in 30 feet that can hear you. You can target a maximum number of creature equal to your Charisma modifier. On a failed contested check, the creature is paralyzed until the end of its next turn. Once you use this trait, you can't use it again until you finish a long rest.
  • Toxophilite. At 3rd level, you grow a pair of wings that give you a flying speed of 40 feet. Also starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your air combat to become even more deadly. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you gain a +2 bonus to attack rolls you make with ranged weapons, attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls, and your ranged weapons ignore half cover and three-quarters cover. Once you use this trait, you can't use it again until you finish a long rest.

Comments

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Dec 12, 2020 22:37 by K.S. Bishoff

I really like this!

Come vist my worlds
PANGORIO
and
HYPNOSIUM
Dec 12, 2020 23:36 by Aegon

Thank you!

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