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Seraphiel Vale - AI-generated fantasy Character

Seraphiel Vale

Aasimar · Paladin (Oath of Devotion) · Level 20 · Outlander

Seraphiel Vale

Seraphiel is patient, observant, and quietly protective.
AC18
HP184/184
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 18 · HP 184 · 30 ft.
AlignmentNeutral GoodGenderMaleAge28 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • ArcanaINT
  • AthleticsSTR
  • DeceptionSTR
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

All armor,
Shields

Weapons

Simple weapons,
Martial weapons

Tools

Cartographer's tools,
Herbalism kit

Languages

Common,
Celestial,
Abyssal,
Draconic

Features

37 features

Action

  • Divine SenseLevel 3

    When As an action

    As an action, emit divine radiance that reveals the presence of celestials, fiends, and undead within 60 feet, along with consecrated or desecrated locations and objects.

  • Lay on HandsLevel 1

    When As an action

    As an action, restore up to 100 total hit points among creatures touched, or spend 5 points to cure one disease or neutralize one poison.

  • Sacred Weapon

    When As an action

    As an action, cause one weapon to become magical and add your Charisma modifier to its attack rolls for 1 minute. The weapon sheds bright light.

  • Turn Undead

    When As an action

    As an action, each undead within 30 feet that can see or hear you must make a Wisdom saving throw or be turned for 1 minute.

  • Holy NimbusLevel 20

    When As an action

    As an action, enter a state of holy radiance for 1 minute. Hostile creatures in your bright light can be blinded, and fiends and undead take radiant damage.

  • Cleansing TouchLevel 14

    When As an action

    As an action, end one spell affecting yourself or a willing creature you touch, up to three times per long rest.

  • Channel DivinityLevel 3

    You can use Channel Divinity once between rests. Turn Undead: each undead that can see or hear you within 30 feet must make a Wisdom saving throw or be turned for 1 minute. Sacred Weapon: as an action, add your Charisma modifier to attack rolls with one weapon for 1 minute, and the weapon emits bright light.

  • TraitAasimarRadiant Soul, as an action transform for 1 minute, gaining a 30-foot flying speed and extra radiant damage equal to your level once per turn.

Bonus action

  • Radiant Soul

    When As a bonus action

    As a bonus action, manifest radiant wings for 1 minute. You gain a flying speed of 30 feet and each turn deal extra radiant damage equal to your level with one attack.

Reaction

  • Aura of DevotionLevel 7

    When you or a creature within 30 feet succeeds or fails a saving throw, you can use your reaction to cause that creature to reroll the save, using the new result. You can use this feature three times, regaining all uses after a long rest.

Always on

  • Divine SmiteLevel 2

    When After hitting with a melee weapon attack

    When you hit with a melee weapon attack, expend a spell slot to deal 2d8 to 5d8 additional radiant damage, plus 1d8 against undead or fiends.

  • Divine SpellcastingLevel 2

    You can use a holy symbol as a spellcasting focus for your paladin spells.

  • Fighting StyleLevel 2

    You adopt a particular style of fighting as your specialty. Chosen style: Defense, granting a +1 bonus to AC while wearing armor.

  • Divine HealthLevel 3

    You gain proficiency with two artisan's tools or two musical instruments of your choice. Chosen tools: cartographer's tools and herbalism kit.

  • Divine HealthLevel 3

    You are immune to disease.

  • Sacred Oath: Oath of DevotionLevel 3

    You choose the Sacred Oath of Devotion, gaining oath spells, Channel Divinity options, and additional oath features.

  • Ability Score ImprovementLevel 4

    You gain an Ability Score Improvement. Charisma increases by 2, bringing it to 17.

  • Improved Divine SmiteLevel 11

    Your melee weapon attacks deal an extra 1d8 radiant damage on every hit.

  • Ability Score ImprovementLevel 8

    You gain an Ability Score Improvement. Constitution increases by 2, bringing it to 17.

  • Ability Score ImprovementLevel 12

    You gain an Ability Score Improvement. Charisma increases by 1 and Constitution increases by 1, bringing them to 18 and 18 respectively.

  • Ability Score ImprovementLevel 16

    You gain an Ability Score Improvement. Wisdom increases by 2, bringing it to 15.

  • Ability Score ImprovementLevel 19

    You gain an Ability Score Improvement. Charisma increases by 2, bringing it to 20.

  • Spell SlotsLevel 2

    You gain two 1st-level spell slots.

  • Spell SlotsLevel 5

    You gain access to 2nd-level spell slots.

  • Spell SlotsLevel 9

    You gain access to 3rd-level spell slots.

  • Spell SlotsLevel 13

    You gain access to 4th-level spell slots.

  • Spell SlotsLevel 17

    You gain access to 5th-level spell slots.

  • Aura of ProtectionLevel 6

    You and friendly creatures within 10 feet of you gain a bonus to saving throws equal to your Charisma modifier. At 18th level, the range increases to 30 feet.

  • Aura of CourageLevel 10

    You and friendly creatures within 10 feet of you cannot be frightened while you are conscious. At 18th level, the range increases to 30 feet.

  • Heavy Armor ProficiencyLevel 1

    You gain proficiency with heavy armor.

  • Oath SpellsLevel 3

    You gain the Devotion oath spells: protection from evil and good, sanctuary, lesser restoration, zone of truth, beacon of hope, dispel magic, freedom of movement, guardian of faith, commune, and flame strike.

  • TraitAasimarDarkvision 60 feet.
  • TraitAasimarCelestial Resistance, resistance to necrotic damage and radiant damage.
  • TraitAasimarHealing Hands, restore hit points equal to your level once per long rest.
  • TraitAasimarLight Bearer, know the light cantrip, using Charisma as the spellcasting ability.
  • TraitAasimarCelestial heritage, speak Common and Celestial, and count as a humanoid and celestial.
  • WandererOutlander

    You have an excellent memory for maps and geography, and you can find food and fresh water for yourself and up to five other people each day, provided the land offers such resources.

Spells

23 spells

Spellcasting. Seraphiel Vale casts with Charisma (spell save DC 19, to hit with spell attacks).

1st level (4 slots): , , ,

2nd level (3 slots): , , , , , ,

3rd level (3 slots): , ,

4th level (3 slots): , ,

5th level (2 slots): , , , ,

6th level:

Gear

9 items

Weapons

  • Longsword
    A finely made martial melee weapon used as the paladin's primary weapon.
  • Light Crossbow
    A light crossbow with 20 bolts.

Armor

  • Shield
    A polished steel shield emblazoned with a golden sunburst.
  • Chain Mail
    A set of chain mail armor.

Tools

  • Cartographer's Tools
    A set of tools used to create and read maps.
  • Herbalism Kit
    A kit used to identify and prepare medicinal herbs.

Gear

  • Holy Symbol
    A holy symbol of the sunburst carried as a spellcasting focus.
  • Dungeoneer's Pack
    A dungeoneer's pack containing essential adventuring supplies.
  • Outlander Pack
    A staff, hunting trap, trophy from a slain animal, traveler's clothes, and a pouch containing 10 gp.

Appearance

A tall, lean aasimar man with warm bronze skin, silver-white hair worn in a long braid, and luminous pale-gold eyes. His celestial heritage appears as a faint halo-like radiance around his head when he invokes divine power. He wears battered chain mail beneath a white and blue tabard bearing a simple sunburst, carries a polished shield, and keeps a weather-stained pilgrim's cloak over one shoulder. His face is calm and thoughtful, marked by a thin scar across his left eyebrow.

Mannerisms

Seraphiel pauses before entering any room to study exits, windows, and the direction of the wind. He speaks softly even in battle, touches his holy symbol when making a promise, and instinctively offers the first and last portion of a meal to the youngest person present.

Personality

Seraphiel is patient, observant, and quietly protective. He prefers listening to boasting, practical kindness to grand speeches, and a well-marked trail to an uncertain prophecy. He is gentle with frightened people and animals, but becomes unyielding when the powerful exploit the helpless.

Ideals

Mercy. Strength has meaning only when it is used to shelter those who have less of it. Every road should remain open to the innocent.

Bonds

I carry my sister's cracked compass and will protect any traveler who places their trust in me. The mountain caravan that raised me is my family, no matter how far I roam.

Flaws

I find it difficult to forgive cowardice, especially when someone abandons those who depend on them. When responsibility is placed before me, I often accept more than I can safely bear.

Quirks

Keeps a private map of every place where someone once helped him.
Names his weapons after mountain passes.
Collects small stones from roads he has protected.
Sleeps with one hand resting on his shield.
Whistles softly whenever he is worried.

Background

Seraphiel Vale was born beneath an open sky in a remote mountain caravan, during a night when the stars shone so brightly that his mother believed a celestial messenger had descended to bless the camp. His family were herders, guides, and keepers of old trails, people who measured distance by ridgelines and weather by the taste of the wind. As a child, Seraphiel learned to sleep lightly, read tracks in stone, and recognize the difference between a dangerous silence and a peaceful one. His aasimar nature revealed itself when he healed a frostbitten traveler with a touch that left warm golden light on the man's skin. When a ruthless warband occupied the mountain passes, Seraphiel's family helped refugees escape through hidden trails. The journey ended in tragedy when his older sister died guiding children through a blizzard. Seraphiel swore that no innocent traveler would be abandoned while he still had the strength to stand. A wandering knight of the Oath of Devotion found him afterward, taught him the discipline of the paladin, and helped him transform grief into service. Now Seraphiel travels from frontier village to frontier village, protecting pilgrims, exposing tyrants, and seeking the warband's surviving commander, not for vengeance alone, but to ensure the passes can never again become prisons for the helpless.

“His family were herders, guides, and keepers of old trails, people who measured distance by ridgelines and weather by the taste of the wind.”
From their backstory
Background
Outlander

Connections

Species

Aasimar

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