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Sareth Solshar - AI-generated fantasy Character

Sareth Solshar

Aasimar · Paladin (Oath of Devotion) · Level 18 · Soldier

Sareth Solshar

Sareth is patient, observant, and quietly protective.
AC20
HP173/173
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 20 · HP 173 · 30 ft.
AlignmentNeutral GoodGenderMaleAge52 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
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor,
Medium armor,
Heavy armor,
Shields

Weapons

Simple weapons,
Martial weapons,
Longswords,
Javelins,
Maces,
Warhammers,
Shields with shield training from class equipment choice

Tools

Gaming set,
Land vehicles

Languages

Common,
Celestial

Features

30 features

Action

  • Lay on HandsLevel 1

    When Action

    As an action, Sareth touches a creature and restores hit points from his healing pool, or spends 5 points to remove the Poisoned condition.

  • Extra AttackLevel 5

    You can attack twice instead of once whenever you take the Attack action on your turn.

Bonus action

  • Divine SenseLevel 1

    When Bonus action

    As a bonus action, Sareth can expend a use of Divine Sense to detect Celestials, Fiends, and Undead within 60 feet until the end of his next turn.

  • Sacred Weapon

    When Bonus action

    As a bonus action, Sareth can expend Channel Divinity to imbue one weapon he is holding with Radiant power for 10 minutes. He adds his Charisma modifier to attack rolls with that weapon, and it emits bright light in a 20-foot radius.

  • Celestial RevelationAasimarStarting at level 3, as a Bonus Action, you can reveal your celestial nature for 1 minute, once per Long Rest. Choose Radiant Soul, Radiant Consumption, or Necrotic Shroud. Sareth favors Radiant Soul, gaining a Fly Speed equal to his Speed and dealing extra Radiant damage equal to his proficiency bonus once per turn when he deals damage with an attack or spell.

Always on

  • Divine SmiteLevel 2

    When On hit

    When Sareth hits with a melee weapon or Unarmed Strike, he can expend a spell slot to deal extra Radiant damage.

  • Abjure FoesLevel 9

    When Magic action

    As a Magic action, Sareth can expend Channel Divinity to force chosen creatures within 30 feet to make Wisdom saves or suffer Radiant damage and become Frightened.

  • Radiant StrikesLevel 11

    When On hit

    Once per turn when Sareth hits with a Melee weapon or Unarmed Strike, he deals an extra 1d8 Radiant damage.

  • Restoring TouchLevel 14

    When Magic action

    Sareth can end one spell affecting a creature he touches as a Magic action, a number of times equal to his Charisma modifier per Long Rest.

  • Weapon MasteryLevel 1

    You can use the mastery properties of four Simple or Martial weapons of your choice. Sareth has mastery with the Longsword, Javelin, Mace, and Warhammer.

  • Fighting StyleLevel 2

    You gain a Fighting Style feat. Sareth has Defense, 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.

  • Channel DivinityLevel 3

    You gain Channel Divinity, allowing you to harness divine energy. You can use it once, and regain one expended use when you finish a Short Rest. You gain an additional use at level 6 and another at level 18. Your Channel Divinity options include Divine Sense and Sacred Weapon from your Paladin's oath.

  • Sacred OathLevel 3

    You swear the Oath of Devotion and gain its oath spells and features.

  • Ability Score ImprovementLevel 4

    You gain one Ability Score Improvement or another feat for which you qualify.

  • Faithful SteedLevel 5

    You can cast Find Steed without a spell slot once per Long Rest, and you always have it prepared.

  • Aura of ProtectionLevel 6

    You and nearby allies gain a bonus to saving throws equal to your Charisma modifier. The aura extends 10 feet from you, increasing to 30 feet at level 18. You must be conscious to grant this benefit.

  • Aura of DevotionLevel 7

    You gain Aura of Devotion. You and your allies in the aura can't be Charmed. The aura extends 10 feet from you and is centered on you.

  • Ability Score ImprovementLevel 8

    You gain one Ability Score Improvement or another feat for which you qualify.

  • Aura of CourageLevel 10

    You and your allies in your Aura of Protection have Immunity to the Frightened condition while you are conscious. The aura extends 10 feet from you.

  • Ability Score ImprovementLevel 12

    You gain one Ability Score Improvement or another feat for which you qualify.

  • Smite of ProtectionLevel 15

    You gain Smite of Protection. Whenever you use Divine Smite, you and your allies within your Aura of Protection gain Half Cover until the start of your next turn.

  • Ability Score ImprovementLevel 16

    You gain one Ability Score Improvement or another feat for which you qualify.

  • Aura ExpansionLevel 18

    Your Aura of Protection, Aura of Devotion, and Aura of Courage extend 30 feet from you.

  • Celestial ResistanceAasimarYou have Resistance to Necrotic and Radiant damage.
  • DarkvisionAasimarYou have Darkvision with a range of 60 feet.
  • Healing HandsAasimarAs a Magic action, you touch a creature and restore hit points equal to your proficiency bonus. You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses after a Long Rest.
  • Light BearerAasimarYou know the Light cantrip. Charisma is your spellcasting ability for it.
  • Life SpanAasimarAasimar mature at about the same rate as humans but can live for several centuries.
  • Military RankSoldier

    You have military rank from your service in an army. Soldiers loyal to your former military organization recognize your authority and may defer to you, provide basic assistance, or offer access to military camps and information, depending on the circumstances.

Spells

19 spells

Spellcasting. Sareth Solshar casts with Charisma (spell save DC 16, 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): , ,

Gear

9 items

Weapons

  • Longsword
    A longsword used as Sareth's primary weapon.
  • 4×
    Javelin
    Four javelins for ranged attacks or battlefield control.

Armor

  • Plate Armor
    A finely maintained suit of plate armor bearing a sunburst insignia.
  • Shield
    A shield emblazoned with the Solshar family sunburst.

Tools

  • Gaming Set
    A set of bone gaming dice used to teach recruits patience and probability.

Gear

  • Holy Symbol
    A holy symbol fashioned as a small brass sunburst.
  • Insignia of Rank
    A military insignia showing Sareth's former rank.
  • Soldier's Pack
    A worn deck of cards and a small pouch containing 10 gp.

Purse

  • 10×
    Gold Pieces
    A pouch containing 10 gold pieces.

Appearance

Sareth is a tall, broad-shouldered aasimar with warm bronze skin, silver-white hair worn in a tightly bound tail, and luminous amber eyes that brighten when his celestial power stirs. He carries himself with the measured stillness of a veteran officer, taking up more space than he realizes and instinctively positioning himself between strangers and danger. His voice is normally low and deliberate, with a resonant warmth that makes even brief orders sound reassuring. When rattled, his breathing becomes audible and his voice develops a faint harmonic echo, as though another speaker is quietly repeating his words from somewhere just beyond hearing. He wears polished plate armor marked with a simple sunburst over the heart, a blue-gray officer's cloak, and a battered brass gaming set tucked into his belt pouch.

Mannerisms

Sareth checks the position of every exit before sitting down and unconsciously counts nearby people whenever he enters a room. He gives instructions in a calm, almost gentle tone, then repeats them in a clipped military cadence if ignored. When angry, he inhales through his nose in slow measured counts, and the faint echo in his voice becomes unmistakable.

Personality

Sareth is patient, observant, and quietly protective. He speaks to frightened people as though they are already brave, because he believes dignity is often the first thing danger tries to take. He dislikes grand speeches, ceremonial cruelty, and officers who mistake obedience for loyalty. Among friends he is unexpectedly dry-witted, competitive at dice, and fond of repairing things that other people would simply replace. He takes compliments badly, responding as if praise were a report requiring correction.

Ideals

Protection is not possession. Power has meaning only when it is used to preserve another person's ability to choose their own future.

Bonds

The survivors of Vey Crossing are his family. He sends part of every reward to rebuild their village and will risk almost anything to defend them from those who would exploit their suffering.

Flaws

He obeys the spirit of duty more readily than the evidence in front of him, and he is slow to forgive himself for choices that saved lives at someone else's expense. When civilians are threatened, he becomes dangerously willing to sacrifice his own companions without first asking whether they consent. He also has an irritating habit of treating every disagreement as a command decision that must be resolved immediately.

Quirks

He names every piece of equipment he has carried for more than a month.
He quietly taps twice on wooden surfaces before making a difficult promise.
He keeps a running mental count of exits, windows, and civilians in every room.
He cheats slightly at dice only when teaching a beginner how to recognize a bad roll.
He sleeps with his boots aligned precisely beneath the bed, even in wilderness camps.

Background

Sareth was born during a winter campaign, when a column of exhausted soldiers sheltered beneath a ruined shrine. His mother, a camp healer, swore that a column of golden light appeared above the infant's cradle and remained until dawn. The soldiers called him Solshar, a name meaning sun after the storm, and raised him among marching songs, whetstones, field prayers, and the quiet discipline of people who knew that courage was mostly a matter of continuing to help after fear had already arrived. He became a shield officer rather than a glory-seeking champion, famous for holding evacuation lines while civilians were led to safety. During the Battle of Vey Crossing, Sareth disobeyed an order to pursue a retreating enemy and instead turned his unit back toward a burning village. He saved dozens of lives, but the decision cost his commander and many soldiers their chance at a decisive victory. Sareth left the army with his rank intact but his certainty broken. When celestial radiance answered his prayer beside the village well, he took it not as a promise of righteousness, but as a responsibility to protect people who could not protect themselves. He now travels as a paladin of devotion, carrying the army's discipline into a wider and more complicated war.

“His mother, a camp healer, swore that a column of golden light appeared above the infant's cradle and remained until dawn.”
From their backstory
Background
Soldier

Connections

Species

Aasimar

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