Seraphine Vale
Seraphine Vale
Sheet
AC 18 · HP 39 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingSTR
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureWIS
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandINT
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
15 featuresAction
- Extra AttackLevel 5
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Bonus action
- Radiant Soul
When Bonus Action
As a Bonus Action, Seraphine transforms for 1 minute, gaining a Fly Speed equal to her walking Speed. Once on each of her turns, one target damaged by her attack takes extra Radiant damage equal to her Proficiency Bonus. The transformation can be used once per Long Rest.
- Celestial RevelationAasimarAs a Bonus Action, you can manifest a celestial transformation for 1 minute. Seraphine uses Radiant Soul, gaining a Fly Speed equal to her walking Speed and dealing extra Radiant damage equal to her Proficiency Bonus once per turn when she damages a target. Usable once per Long Rest.
Always on
- Divine SenseLevel 1
You can sense the presence of Celestials, Fiends, and Undead within 60 feet of yourself, as well as consecrated or desecrated places and objects, a limited number of times per Long Rest.
- Lay On HandsLevel 1
You can restore hit points to a creature by touch, drawing from a pool of healing power that replenishes after a Long Rest. Your pool has 25 hit points.
- Fighting StyleLevel 2
You gain a Fighting Style feat. Seraphine has the Defense Fighting Style, granting a +1 bonus to Armor Class while wearing armor.
- SpellcastingLevel 2
You can cast prepared Paladin spells using Charisma as your spellcasting ability. You can use a Holy Symbol as a spellcasting focus.
- Paladin's SmiteLevel 2
When you hit with a weapon attack, you can expend a spell slot to deal extra Radiant damage. The damage is 2d8 for a level 1 slot, plus 1d8 for each slot level above 1, up to a maximum of 5d8. The damage increases by 1d8 against a Fiend or Undead.
- Oath of DevotionLevel 3
You swear the Oath of Devotion, gaining the Oath Spells Protection from Evil and Good and Sanctuary, along with the Channel Divinity options Sacred Weapon and Turn the Unholy.
- Channel DivinityLevel 3
You can channel divine energy through your oath. Sacred Weapon lets you empower a weapon with radiant guidance, while Turn the Unholy forces nearby Fiends and Undead to flee or become incapacitated. Channel Divinity is regained after a Short or Long Rest.
- Celestial ResistanceAasimarYou have Resistance to Necrotic and Radiant damage.
- DarkvisionAasimarYou have Darkvision with a range of 60 feet.
- Healing HandsAasimarAs a Magic action, touch a creature and restore hit points equal to your Proficiency Bonus. This trait can be used a number of times equal to your Proficiency Bonus per Long Rest.
- Light BearerAasimarYou know the Light cantrip. Charisma is your spellcasting ability for it.
- Shelter of the FaithfulAcolyte
You have spent your life in the service of a temple, learning sacred rites, religious traditions, and the practical duties of caring for a community. You retain the respect and hospitality of religious communities that share your faith, and you can usually secure modest shelter and basic assistance from them.
Spells
7 spellsSpellcasting. Seraphine Vale casts with Charisma (spell save DC 10, to hit with spell attacks).
Cantrips (at will): , ,
1st level (4 slots): , , ,
2nd level (2 slots): no spells
Gear
11 itemsWeapons
- LongswordA martial melee weapon, chosen as a longsword
- Light CrossbowA light crossbow with 20 bolts
Armor
- Chain MailChain mail armor, Armor Class 16
- ShieldA sturdy shield bearing a simple sunburst emblem
Tools
- Calligrapher's SuppliesCalligrapher's supplies used for copying sacred texts and inscriptions
Gear
- Priest's PackA priest's pack containing a backpack, blankets, tinderbox, rations, waterskin, and other adventuring supplies
- Holy SymbolA holy symbol of Saint Orra, used as a divine focus
- Prayer BookA prayer book containing temple liturgies and handwritten notes from Seraphine's mentor
- VestmentsA robe used for temple services
- 5×IncenseA small amount of incense used in rites and meditation
Purse
- 15×Gold PiecesCoins saved from temple duties and travel
Appearance
A tall, broad-shouldered aasimar woman with warm brown skin, luminous silver eyes, and long black hair braided with white prayer cords. A faint golden radiance gathers around her when she invokes divine power. She wears practical chain mail beneath a blue and ivory surcoat bearing the symbol of a small rural shrine. Her shield is polished but visibly repaired, and her holy symbol is a brass sunburst suspended from a leather cord.
Mannerisms
Seraphine touches her holy symbol before answering difficult questions. She speaks in calm, measured sentences, even during combat, and quietly recites the names of the dead after every battle.
Personality
Patient, disciplined, and quietly protective. Seraphine listens carefully before speaking, prefers clear promises to grand speeches, and treats frightened strangers with the same seriousness she gives nobles and priests. She has a dry sense of humor that appears most often when situations are at their worst.
Ideals
Mercy. The law exists to protect the vulnerable, not to provide comfortable excuses for the powerful.
Bonds
The ruined chapel of Saint Orra is my true home, and I will rebuild it one stone at a time. I also carry the last surviving prayer book of my mentor, whose teachings guide every oath I make.
Flaws
I can become rigid when frightened, mistaking obedience to a rule for true righteousness. I am slow to forgive betrayal, especially when it is disguised as a reasonable compromise.
Quirks
Background
Seraphine Vale was found as an infant beneath the ruined bell tower of a roadside chapel, wrapped in a funeral vestment and marked with a faint golden sigil across her brow. The chapel's aging priests believed the child had been placed in their care by a celestial power, but they never agreed on which one. Seraphine grew up among scripture, incense, and hard practical work. She learned to mend roofs, copy sacred texts, settle disputes between pilgrims, and stand watch through the long nights when frightened villagers came seeking protection. When raiders burned the chapel during her twenty-first year, Seraphine survived by leading the villagers through a forgotten crypt beneath the altar. The priests perished, but their teachings became the foundation of her oath. She swore that law must serve mercy, that promises must be stronger than fear, and that no innocent person should be abandoned simply because help arrives too late. Now she travels as a paladin of devotion, carrying the chapel's repaired bell clapper as a reminder of the community she failed to save. She seeks the raiders who destroyed her home, but she refuses to let vengeance become the master of her mission.
“The chapel's aging priests believed the child had been placed in their care by a celestial power, but they never agreed on which one.”
- Background
- Acolyte
Connections
Species
Aasimar
Media
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