Seraphina
Seraphina
Sheet
AC 11 · HP 6 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
Weapons
Languages
Features
14 featuresAlways on
- Fire Bolt
When Action
Seraphina makes a ranged spell attack, dealing 1d10 fire damage on a hit. The spell's damage increases as she gains levels.
- Ray of Frost
When Action
Seraphina makes a ranged spell attack, dealing 1d8 cold damage on a hit and reducing the target's speed by 10 feet until the start of her next turn.
- Light
When Action
Seraphina creates a small light that sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
- Mage Hand
When Action
Seraphina creates a spectral magical hand that can manipulate objects, open doors, retrieve items, and perform other simple tasks at range.
- Bless
When Action
Up to three creatures gain a 1d4 bonus to attack rolls and saving throws for the duration.
- Chromatic Orb
When Action
Seraphina chooses a damage type and makes a ranged spell attack against one creature within range. On a hit, the target takes 3d8 damage of the chosen type.
- SpellcastingLevel 1
Seraphina can cast known sorcerer spells using Charisma as her spellcasting ability. She knows four cantrips and two 1st-level spells. She uses a component pouch or an arcane focus for material components when required.
- Sorcerous Origin: Divine SoulLevel 1
Seraphina's innate magic comes from a divine source. Her power may be connected to a celestial being, divine servant, or mysterious blessing associated with Lathander.
- Divine MagicLevel 1
Seraphina gains access to the cleric spell list. In addition, she learns one extra spell determined by her affinity. Because her alignment is good, her affinity grants the bless spell, which does not count against her number of sorcerer spells known.
- Favored by the GodsLevel 1
When Seraphina fails a saving throw or misses with an attack roll, she can roll 2d4 and add the result to the total, potentially turning failure into success. She can use this feature once per short or long rest.
- TraitTieflingDarkvision, Seraphina can see in dim light within 60 feet as if it were bright light and in darkness as if it were dim light, though she cannot distinguish color in darkness.
- TraitTieflingHellish Resistance, Seraphina has resistance to fire damage.
- TraitTieflingInfernal Legacy, Seraphina knows the thaumaturgy cantrip. Charisma is her spellcasting ability for this trait.
- Shelter of the FaithfulAcolyte
Seraphina can perform religious ceremonies of Lathander. She and her companions can expect free healing and care at temples, shrines, and other established religious institutions of her faith, though she must provide any material components needed for spells. She can also receive modest support from her religious community, provided she does not endanger it.
Spells
7 spellsSpellcasting. Seraphina casts with Charisma (spell save DC 11, to hit with spell attacks).
Cantrips (at will): , , , ,
1st level (2 slots): ,
Gear
11 itemsWeapons
- Light crossbowA light crossbow suitable for ranged attacks, with a simple wooden stock and iron fittings.
- 2×DaggerBalanced blades kept as backup weapons and useful tools.
Gear
- 20×Crossbow boltsAmmunition for the light crossbow.
- Component pouchA pouch containing the mundane and arcane components needed for Seraphina's spells.
- Explorer's packA pack containing bedroll, mess kit, tinderbox, rations, rope, waterskin, and other travel necessities.
- Holy symbol of LathanderA small sunburst symbol sacred to Lathander.
- Prayer bookA collection of prayers and teachings used in temple study.
- 5×IncenseScented sticks used during daily rites and funerary ceremonies.
- VestmentsCeremonial clothing worn during services.
- Common clothesA plain set of traveling clothes.
Purse
- 15×Gold piecesSavings entrusted to her when she left the temple.
Appearance
Seraphina is a slender tiefling woman with deep crimson skin, long black hair streaked with copper, and swept-back horns that curve like a crescent moon. Her amber eyes glow faintly when she invokes divine magic. She wears practical acolyte vestments beneath a weathered traveling cloak, with a sunburst holy symbol of Lathander around her neck. Her expression is often warm and hopeful, though her clenched jaw reveals a temper that can flare without warning.
Mannerisms
Seraphina touches her holy symbol whenever she enters a new room, as if asking Lathander to reveal hidden dangers. When angry, she speaks in a dangerously calm whisper before her voice suddenly rises. She begins each morning by greeting the sunrise, even underground or indoors.
Personality
Seraphina is compassionate, energetic, and fiercely protective. She is quick to offer food, shelter, or encouragement to strangers in need, especially outcasts and children. She has an irreverent sense of humor about her infernal features, but becomes visibly tense when others treat her horns or tail as evidence of evil. She speaks with the confidence of a priest and the impulsiveness of someone still learning what her power can do.
Ideals
Dawn belongs to everyone. No one should be condemned by birth, appearance, or past mistakes, and every person deserves the chance to begin again.
Bonds
The temple of Lathander that raised her is her true home, and she will defend its people and reputation at any cost. She is determined to find the identity of her birth parents and learn the meaning of the copper sun charm left with her.
Flaws
Seraphina's temper is faster than her judgment. She takes insults against tieflings, her temple, or the helpless personally, and she sometimes escalates a situation before realizing that diplomacy would have served her better. She also secretly fears that the divine power within her is not a blessing at all, but a sign that she is being shaped into something she cannot control.
Quirks
Background
Seraphina was found as an infant on the marble steps of a temple dedicated to Lathander, wrapped in a red blanket and clutching a tiny copper charm shaped like a rising sun. The priests who discovered her feared that her infernal appearance would invite suspicion, but the high priest declared that dawn belonged to everyone, no matter what blood flowed through their veins. She was raised among bells, incense, hymns, and stories of renewal, learning to serve the sick, comfort the frightened, and welcome those whom polite society preferred to ignore. Her magic first manifested during a fire in the temple granary. Cornered by smoke and falling beams, Seraphina cried out for aid. Golden radiance burst from her hands, shielding several children and driving back the flames. The priests recognized both sorcerous power and a divine blessing in the miracle. Seraphina now travels beyond the temple to discover who abandoned her, why celestial power answers her prayers, and whether her destiny is truly connected to Lathander. She has a good heart and an instinct to protect the helpless, but years of being judged for her horns have left her quick to anger when she sees cruelty disguised as righteousness.
“Her magic first manifested during a fire in the temple granary.”
- Background
- Acolyte
Connections
Species
Tiefling
Media
0 imagesNo images yet.
Turn Seraphina into a sheet
A high-res, share-ready sheet you can post or print.