©2018 Wizards of the Coast LLC 1 UNEARTHED ARCANA Dragonmarks. This document presents dragonmarks, a playtest option from the D&D world of Eberron that can be incorporated when you choose your.
Contents.Seraph large celestial, lawful goodArmor Class 25 (+2 from Shield)828 (10d12+705)30 ft., Fly 90 ft.26 (+8)24 (+7)28 (+9)27 (+8)29 (+9)25 (+7)Cold; ThunderRadiant; Slashing, Bludgeoning, and Piercing Damage from non-magical weaponsDamage Immunities Fire; Psychic; NecroticCondition Immunities Sleep; Blinded; Charmed; Deafened; Frightened; Petrified; StunnedSenses passive 26, True-sight 50 ft.Common, Celestial, Abyssal, Primordial, InfernalChallenge 30 (155,000 XP)Blinding Brilliance. All creatures within 30 ft. Of the Seraph and are looking directly at the Seraph must make a DC17 Constitution Save or be blinded. This blindness can only be cured through the Greater Restoration Spell. Attacks within 10 ft.
Of the Seraph are made with disadvantage.Raging Flame of Divine Passion. Any creatures within 5 ft. Of the Seraph at the start of their turn must make a DC17 Constitution Save or take 9d6 Fire Damage and be burned. On a successful save, the creature only takes 5d6 Fire Damage.Spellcasting.The Seraph is a 20th-level spellcaster.
Its spellcasting ability is Wisdom(spell save DC26, +18 to hit with spell attacks). 'I will be their judgment'The Seraphs are the six-winged, highest tier of angel and their power is almost on par with the gods. Seraphs rigidly follow God and their deep, passionate devotion to him formed into an insanely bright aura of divine reverence and flame. Some Seraphs are so insanely bright and hot that they need to hold back their brilliance to refrain from instantly killing mortals when they visit the mortal world. This brilliance serves as a protective barrier against magic of necrotic origins.
Seraphs occasionally descend to the Mortal Realm to do errands of God. When in the Mortal Realm, Seraphs take on the form of mortal themselves. Most Seraphs despise conflict and only do battle under the most dire of circumstances, this is due to the overwhelming damage their brilliance can cause. Seraphs mainly try to reach a goal by peaceful means, they tend to do this with either words or by manipulating a mortal to fight for them and then supporting the mortal. Most heroes were mortals manipulated by a Seraph, in most stories, a hero's almost godlike abilities were most likely due to a Seraph. When a Seraph truly does battle, you know the opposing party must of done the most despicable of things and have power bordering on godhood.
In battle, the Seraph no longer bothers to hold back their brilliance, those who look directly at their brilliance instantly go blind. The flames of their devotion also roar as the temperatures around them skyrocket. Seraphs wield blades forged by God himself and are able to channel their energy into their blades to strike their enemies the a holy inferno. Seraphs, being close to god, are also greatly adept at magic. The most powerful of Seraphs are so adept at casting magic to the point where they can cast 9th-level spells as cantrips. Due to their sheer power, Demons and Mortals who are sane never dare to directly challenge God himself.Back to → →.