Father Seraphim (Zolkir)
Father Seraphim (Zolkir)
Sheet
AC 13 · HP 21 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
12 featuresBonus action
- Bardic InspirationLevel 1
Bonus action to grant a d6 to a creature within 60ft. Used for subclass features as well.
Always on
- SpellcastingLevel 1
You can cast known spells using charisma. You use a musical instrument as a spellcasting focus.
- Jack of All TradesLevel 2
Add half proficiency bonus to any ability check that doesn't already include it.
- Song of RestLevel 2
Regain an extra 1d6 HP during a short rest when spending hit dice.
- Psychic BladesLevel 3
When you hit a creature with a weapon attack, expend one use of Bardic Inspiration to deal 2d6 extra psychic damage.
- Words of TerrorLevel 3
Speak to a humanoid alone for 1 minute to seed paranoia. Target must succeed a WIS save or become frightened of you or another creature for 1 hour.
- ExpertiseLevel 3
Proficiency bonus is doubled for Deception and Persuasion.
- TraitYuan-ti PurebloodDarkvision 60ft
- Innate SpellcastingYuan-ti PurebloodPoison Spray (cantrip), Animal Friendship (at will, snakes only), Suggestion (1/day)
- Magic ResistanceYuan-ti PurebloodAdvantage on saving throws against spells and other magical effects
- Poison ImmunityYuan-ti PurebloodImmune to poison damage and the poisoned condition
- Position of PrivilegeNoble
You are welcome in high society and people assume you have the right to be wherever you are. Common folk try to accommodate you.
Spells
10 spellsSpellcasting. Father Seraphim (Zolkir) casts with Charisma (spell save DC 13, to hit with spell attacks).
Cantrips (at will): , ,
1st level (4 slots): , , ,
2nd level (2 slots): , ,
Gear
6 itemsWeapons
- RapierA fine, slender blade with a silver pommel.
- DaggerA small blade hidden in his robes.
Armor
- Leather ArmorTanned hide stained a holy white.
Tools
- LuteAn expertly crafted wooden lute.
Gear
- Diplomat's PackContains chest, cases, fine clothes, ink, pen, lamp, oil, paper, vial of perfume, sealing wax, and soap.
- Signet RingA ring depicting a coiled serpent around a sun.
Appearance
Father Seraphim is a tall, unnervingly still man with pale, olive skin and subtle golden scales around his neck. His eyes are a striking, vertical-slit yellow. He wears immaculate white robes embroidered with gold thread and moves with a fluid, predatory grace. His smile is constant and serene, though it never quite reaches his eyes.
Mannerisms
He tilts his head to the side like a curious animal when someone expresses fear. He often folds his hands in prayer while delivering threats.
Personality
He speaks with a soft, melodic voice and treats everyone with the condescending kindness one might show a confused child. He is utterly convinced that his every action, no matter how cruel, is a step toward the spiritual salvation of his victims. He listens intently, though he interprets everything through the lens of his own delusional righteousness.
Ideals
Purification. The world is cluttered with messy emotions and material greed. I must help others let go of these burdens through the grace of agony.
Bonds
My sacred mission to cleanse the world is my only reason for being. I must protect my reputation as a holy man at any cost.
Flaws
I am incapable of recognizing that I am causing harm. To me, resistance from my victims is just a sign that they are not yet ready to receive my divine gift.
Quirks
Background
Born Zolkir within a ruthless Yuan-ti temple, he grew bored with simple slaughter. He developed a philosophy that pain is the ultimate teacher and that he was chosen to lead the 'lesser races' to a state of enlightened emptiness. He adopted the persona of a wandering priest, Seraphim, and began his crusade of purification. He believes that by stripping away a person's dignity and sanity, he is clearing the path for their soul to reach the heavens. He views the terrified cries of his victims as a form of holy song. Seraphim has spent years traveling the high roads, occasionally embedding himself in noble courts. He uses his status and charms to manipulate leaders into making 'cleansing' decisions. He does not see himself as a monster, but as a misunderstood martyr performing the difficult work of the gods. He keeps a meticulously written journal of his 'good deeds,' which is actually a detailed log of the psychological trauma he has inflicted on various travelers and peasants.
“He developed a philosophy that pain is the ultimate teacher and that he was chosen to lead the 'lesser races' to a state of enlightened emptiness.”
- Background
- Noble
Connections
Species
Yuan-ti Pureblood
Media
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