Seraphim Lineage
Hybrids infused with Seraphim lineage have genetic traits inherited primarily from Lunarians. These lineage factors make them incredible durable and proficient with fire-based abilities.
Lunarian Blessing
At 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Angelic Resilience
As ancient blood flows through your body, it causes physical traits of your lunarian ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
Additionally, you gain glowing yellow eyes, black feathers and small flickers of fire sprouting from your back, and darkened skin. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.
Flame Affinity
Starting at 6th level, when you cast a Hybrid Power (Spell) that deals fire damage, add your Charisma modifier to one damage roll of that hybrid power. At the same time, you can spend 1 hybrid point to gain resistance to fire damage for 1 hour.
Celestial Wings
At 14th level, you gain the ability to sprout a pair of black feathered wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.
You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.
Heavenly Presence
Beginning at 18th level, you can channel the overwhelming presence of your Seraphim blood, causing those around you to become awestruck or frightened. As an action, you can spend 5 hybrid points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.