Seraph

WARNING: This species comes with significant RP challenges.
  Born in the darkest corners of Allora, the parasitic race waited patiently for a host to carry it to new heights. Finding promise in Razael, the Seraph formed the Knights of the Blighted Blade and once brought death, disease, and destruction to the galaxy. Little is known about the fate of the species since The Great Frost, but it is whispers carry they a few still travel the worlds.

  As a Seraph, you were born twice. First, as a parasitical worm in the darkness, and second as a god-like being when you formed symbiotically with your host. Once the ritual of transcendence is complete, the two beings are forever merged as one. While some Serpahs contain memories and traits of their host, many completely suppress the host.
Art Credits:
Celestial (Scifi Landscape / Symmetry Concept Art) by AcidifyAr
Halo-SEP Series - Resurrection by TSABER
Geographic Distribution
Related Myths

Ancestry Class

As a Seraph, you gan additional access to the illrigger class (Coville).

As a Seraph, you gain access to the additional subclasses from Valdas:
  • Cleric: Pestilence Domain
  • Druid: Circle of Vermin
  • Fighter: Bone Knight
  • Rogue: Shadow Master
  • Sorcerer: Ooze Master
  • Warlock: The Dead Mists
  • Warlock: The Symbiont
  • Wizard: School of Gastronomy

Ability Score Increase.

Your Intellegance score increases by 2 and your Charisma by 1

Age.

Seraph decay at a very slow rate, necrophage bonding increases lifespan to about 1000 years.
 

Size.

Taking the seraph parasite transforms the body completely, showing no resemblance to its previous form. You range from 6-7 feet tall and your size is medium.

Speed.

Your base walking speed is 30 feet.

Darkvision

  Thanks to your bond with the seraph, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
 

Sway the Masses

Your species can only survive by conviencing others to host a Seraph and take the transformation. As a result, you are naturally gifted in the art of persuasion.   You gain proficiency is persuasion.   You may cast charm person once a per long rest using this trait.

Level-Headed.

You have advantage on saving throws against being charmed or frightened, and magic can't put you to sleep.

Celestial Resistance.

You have resistance to necrotic and poison damage.

Languages.

You can speak, read and write, Common, and Celestial.