Seraphina
Seraphina
Sheet
AC 18 · HP 21 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingSTR
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
14 featuresAction
- Divine SenseLevel 2
As an action, Seraphina can open her awareness to detect the presence of strong celestial, fiendish, or undead forces. Until the end of her next turn, she knows the location and type of any such creature within 60 feet that is not behind total cover. She can use this feature three times per long rest. She can also detect the presence of consecrated or desecrated places or objects, though this requires an action and provides no further information.
- Lay on HandsLevel 1
Seraphina has a pool of restorative power that replenishes when she finishes a long rest. The pool can restore a total of 10 hit points. As an action, she can touch a creature and draw power from the pool to restore any number of hit points up to the amount remaining. Alternatively, she can spend 5 hit points from the pool to cure one disease or neutralize one poison affecting the target. This feature has no effect on constructs or undead.
- Healing HandsAasimarAs an action, Seraphina can touch a creature and restore hit points equal to her level. Once she uses this trait, she cannot use it again until she finishes a long rest.
Always on
- Hold the Line
When When an ally within reach is threatened by a melee attacker
Seraphina places herself between an ally and danger, using her shield and disciplined footwork to hold the line.
- Judgment of Radiance
When When she hits with a melee weapon attack
Seraphina channels a prepared spell slot through a successful melee strike, releasing a burst of searing celestial radiance.
- Fighting Style: DefenseLevel 2
Seraphina adopts the Defense fighting style, gaining a +1 bonus to AC while wearing armor.
- SpellcastingLevel 2
Seraphina can cast prepared paladin spells using Charisma as her spellcasting ability. She can use a holy symbol as a spellcasting focus. She has two 1st-level spell slots.
- Divine SmiteLevel 2
When Seraphina hits a creature with a melee weapon attack, she can expend one spell slot to deal radiant damage in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level slot, plus 1d8 for each spell slot level above 1st, to a maximum of 5d8. The damage increases by 1d8 against undead or fiends.
- DarkvisionAasimarSeraphina can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. She cannot distinguish color in darkness, only shades of gray.
- Celestial ResistanceAasimarSeraphina has resistance to necrotic damage and radiant damage.
- Light BearerAasimarSeraphina knows the light cantrip. Charisma is her spellcasting ability for it.
- Celestial LegacyAasimarSeraphina speaks, reads, and writes Celestial.
- Ability Score IncreaseAasimarSeraphina gains +2 Charisma from her aasimar heritage.
- Military RankSoldier
Seraphina can reliably find the local military organizations, mercenary companies, and veterans in any settlement. Such groups recognize her authority as a fellow soldier and may provide shelter, information, or limited assistance, depending on the circumstances.
Spells
3 spellsSpellcasting. Seraphina casts with Charisma (spell save DC 13, to hit with spell attacks).
1st level (2 slots): , ,
Gear
10 itemsWeapons
- LongswordA versatile martial weapon with which Seraphina is proficient.
- 5×JavelinSimple thrown weapons used as backup ranged arms.
Armor
- Chain mailHeavy metal armor that grants an AC of 16 before other bonuses.
- ShieldA shield emblazoned with a silver sun, granting a +2 bonus to AC.
Tools
- Gaming setA gaming set used by soldiers during camp watches.
Gear
- Explorer's packA pack containing practical adventuring supplies, including a bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
- Insignia of rankA military insignia identifying Seraphina's former rank and unit.
- Trophy from a fallen enemyA trophy taken from a defeated enemy, kept as a reminder of military duty.
- Common clothesA set of common clothes suitable for travel and military leave.
Purse
- 10×Gold piecesLoose coin kept in a plain leather pouch.
Appearance
Seraphina is a tall, powerfully built aasimar woman with bronze-gold skin, long white hair braided with black leather cord, and luminous amber eyes. Faint golden markings circle her wrists and throat, glowing softly when she invokes her celestial heritage. She wears battered chain mail beneath a dark blue surcoat bearing a simple silver sun, and carries herself with the rigid posture of a career soldier. Her shield is scarred from real battles, while her longsword is polished daily and kept in immaculate condition.
Mannerisms
Seraphina stands at attention whenever someone speaks to her seriously, even in informal situations. She checks the edge of her sword with her thumb before entering danger, counts doorways and windows when entering a building, and addresses companions by rank-like titles until they have earned personal familiarity.
Personality
Seraphina is disciplined, observant, and quietly protective. She speaks in concise statements, keeps meticulous routines, and prefers practical action over inspirational speeches. Beneath her stern exterior is a patient guardian who remembers every name, every injury, and every promise made in her presence. She has a dry sense of humor that appears only when she feels safe among trusted companions.
Ideals
Order. A fair command structure and consistent law protect ordinary people from the chaos created by the powerful. Mercy has value, but mercy without discipline becomes another form of cruelty.
Bonds
The old garrison that raised Seraphina is now threatened by raiders, corruption, and political abandonment. She has sworn that its soldiers and families will not be forgotten, and she carries the unit insignia of her fallen commander as a reminder of that oath. Her celestial heritage has also begun calling her toward a greater purpose, though she refuses to abandon the people who first gave her a place in the world.
Flaws
Seraphina is rigid, judgmental, and deeply uncomfortable with improvisation. She often mistakes obedience for virtue and assumes that anyone who rejects a chain of command must be hiding selfish motives. She also fears that her celestial nature makes her a tool of powers she does not understand, so she responds by trying to control every part of her life.
Quirks
Background
Seraphina was born beneath an unnatural dawn, when a column of golden light pierced the clouds above a frontier garrison. The soldiers stationed there believed her celestial blood marked her for greatness, but Seraphina learned early that divine omens did not win battles. Discipline did. She was raised among barracks, weapon racks, and marching drums, and earned her place in the army through relentless training rather than special treatment. Her strength and endurance made her a formidable infantry soldier, while her commanding presence eventually led her to serve as a standard bearer and battlefield officer.
“The soldiers stationed there believed her celestial blood marked her for greatness, but Seraphina learned early that divine omens did not win battles.”
- Background
- Soldier
Connections
Species
Aasimar
Media
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