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Daggerheart · SRD 1.0 · Glossary

High Seraph

Tier 4

Tier 4 Leader. A divine champion, head of a hallowed host of warriors who enforce their god's will.

  • Motives & Tactics: Enforce dogma, fly, pronounce judgment, smite
  • Difficulty: 20 | Thresholds: 37/70 | HP: 7 | Stress: 5
  • ATK: +8 | Holy Sword: Very Close | 4d10+10 phy
  • Experience: Divine Knowledge +3

Features

Relentless (3) - Passive: The Seraph can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight them.

Divine Flight - Passive: While the Seraph is flying, spend a Fear to move up to Far range instead of Close range before taking an action.

Judgment - Action: Spend a Fear to make a target Guilty in the eyes of the Seraph's god until the Seraph is defeated. While Guilty, the target doesn't gain Hope on a result with Hope. When the Seraph succeeds on a standard attack against a Guilty target, they deal Severe damage instead of their standard damage. The Seraph can only mark one target at a time.

God Rays - Action: Mark a Stress to reflect a sliver of divinity as a searing beam of light that hits up to twenty targets within Very Far range. Targets must make a Presence Reaction Roll, with disadvantage if they are marked Guilty. Targets who fail take 4d6+12 magic damage. Targets who succeed take half damage.

We Are One - Action: Once per scene, spend a Fear to spotlight all other adversaries within Far range. Attacks they make while spotlighted in this way deal half damage.


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This product includes materials from the Daggerheart System Reference Document 1.0, © Critical Role, LLC. under the terms of the Darrington Press Community Gaming (DPCGL) License. More information can be found at www.daggerheart.com. Converted to Markdown by OmnisGM, in part from an earlier community conversion; the rules text is unchanged. Not affiliated with or endorsed by Darrington Press. Legal