seraph

9

class

seraph

Class Features

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

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 daamge, 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.

Artist QuillJenny Tan
Daggerheart © Darrington Press 2025Daggerheart Compatible Logo

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.

Starting Evasion: 9

Starting Hit Points: 7

Class Items: A bundle of offerings or a sigil of your god

Background Questions

Answer any of the following background questions. You can also create your own questions.

  • Which god did you devote yourself to? What incredible feat did they perform for you in a moment of desperation?
  • How did your appearance change after taking your oath?
  • In what strange or unique way do you communicate with your god?

Connections

Ask your fellow players one of the following questions for their character to answer, or create your own questions.

  • What promise did you make me agree to, should you die on the battlefield?
  • Why do you ask me so many questions about my god?
  • You've toldme to protect one member of our party above all others, even yourself. Who are they and why?

Subclasses

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

seraph

Divine Wielder

Foundation

SPELLCAST: STRENGTH

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.

Artist QuillJenny Tan
Daggerheart Compatible Logo
seraph

Divine Wielder

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.

Artist QuillJenny Tan
Daggerheart Compatible Logo
seraph

Divine Wielder

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

Artist QuillJenny Tan
Daggerheart Compatible Logo

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

seraph

Winged Sentinel

Foundation

SPELLCAST: STRENGTH

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.
Artist QuillStephanie Cost
Daggerheart Compatible Logo
seraph

Winged Sentinel

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.

Artist QuillStephanie Cost
Daggerheart Compatible Logo
seraph

Winged Sentinel

Mastery

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

Power of the Gods: While flying, you deal an extra 1d12 damage instead of 1d8 from your "Wings of Light" feature.

Artist QuillStephanie Cost
Daggerheart Compatible Logo
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