Description
As a Seraphim from the Plains of Saffron and Ash, your childhood ends with exile from the place you call home. But such is the way of life for a Seraphim: you adventure into the Outlands to make a name for yourself, and will return with riches worthy of your tribe. That, or die penniless trying; there is no in-between. Thankfully, you don’t have to go it alone—your eldritch companion was designed in the Ash pits to help you swindle or loot your way to capital gains.
Eldritch Familiar
You start with a small eldritch monster. You can see through its eyes and telepathically communicate with it. It has 1d6 HP and uses your attributes for checks. It either flies, breathes maleficence, or can grapple man-sized objects. If your monster dies, you may declare a luxury supply to grow another one. Checks you make involving persuasion or deception explode on a 5 or 6.