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Seraphine Vey - AI-generated fantasy Character

Seraphine Vey

Tiefling · Cleric (Life Domain) · Level 3 · Entertainer

Seraphine Vey

Warm, theatrical, and relentlessly encouraging, Seraphine treats every conversation as a chance to lift someone's spirits.
AC18
HP21/21
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 18 · HP 21 · 30 ft.
AlignmentNeutral GoodGenderFemaleAge27 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

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

Armor

Light armor,
Medium armor,
Heavy armor from Life Domain,
Shields

Weapons

Simple weapons,
Light crossbows from starting equipment

Tools

Disguise kit,
One musical instrument, hand drum

Languages

Common,
Infernal

Features

17 features

Action

  • Channel Divinity: Preserve LifeLevel 2

    As an action, you present your holy symbol and restore a number of hit points equal to five times your cleric level, divided among creatures within 30 feet of you. This healing cannot restore a creature above half its hit point maximum and cannot affect undead or constructs.

Bonus action

  • Spiritual Weapon

    When When an enemy is within weapon range of the summoned weapon

    Create a floating spiritual weapon within 60 feet. As a bonus action, move it and make a melee spell attack for 1d8 plus 3 force damage.

Always on

  • Sacred Flame

    When When an enemy is within 60 feet

    A radiant flame strikes one creature within 60 feet. The target must make a Dexterity saving throw or take 1d8 radiant damage.

  • Cure Wounds

    When When an ally needs healing within reach

    Touch a willing creature to restore 1d4 plus 3 hit points. The spell gains an additional 2 hit points from Disciple of Life.

  • Preserve Life

    When When nearby allies are badly wounded

    Present your holy symbol to restore up to 15 hit points divided among nearby injured creatures, without healing any creature above half its hit point maximum.

  • Turn UndeadLevel 2

    When When undead creatures are within 30 feet

    Present your holy symbol to force nearby undead to make a Wisdom saving throw or flee from you.

  • SpellcastingLevel 1

    You can cast cleric spells using Wisdom as your spellcasting ability. You can use a holy symbol as a spellcasting focus.

  • Divine DomainLevel 1

    You choose the Life Domain, gaining domain spells and proficiency with heavy armor. Your domain spells are always prepared and do not count against the number of cleric spells you can prepare.

  • Bonus ProficiencyLevel 1

    You gain proficiency with heavy armor.

  • Disciple of LifeLevel 1

    Your healing spells restore additional hit points equal to 2 plus the spell's level whenever you restore hit points with a spell of 1st level or higher.

  • Channel DivinityLevel 2

    You gain the ability to channel divine energy directly from your deity. You can use Channel Divinity once between rests. You regain the ability after a short or long rest.

  • Life Domain SpellsLevel 3

    You gain additional domain spells at the cleric levels listed by your domain. At 3rd level, these include Lesser Restoration and Spiritual Weapon.

  • TraitTieflingDarkvision, you can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
  • TraitTieflingHellish Resistance, you have resistance to fire damage.
  • Infernal Legacy, you know ThaumaturgyTieflingAt 3rd level, you can cast Hellish Rebuke once per long rest as a 2nd-level spell. At 5th level, you can cast Darkness once per long rest.
  • TraitTieflingLanguages, you can speak, read, and write Common and Infernal.
  • By Popular DemandEntertainer

    You can always find a place to perform, usually in an inn, tavern, circus, theater, or other location where entertainers gather. At such a place, you can secure modest food and lodging for yourself and your companions in exchange for performing.

Spells

9 spells

Spellcasting. Seraphine Vey casts with Wisdom (spell save DC 10, to hit with spell attacks).

Cantrips (at will): , ,

1st level (4 slots): , ,

2nd level (2 slots): , ,

Gear

8 items

Weapons

  • Mace
    A simple melee weapon used both in battle and as a conductor's baton during performances.
  • Light crossbow
    A light crossbow with 20 bolts, useful when closing with a threat is unwise.

Armor

  • Chain mail
    Heavy armor that provides excellent protection but imposes disadvantage on Dexterity (Stealth) checks and requires Strength 13 to avoid a speed penalty.
  • Shield
    A shield bearing a painted sunrise, granting a +2 bonus to AC when wielded.

Tools

  • Disguise kit
    A kit containing face paint, wigs, false noses, and other stage-prop materials.

Gear

  • Holy symbol
    A divine focus used for spellcasting and Channel Divinity, shaped as a brass handbell.
  • Entertainer's costume
    A set of colorful performance clothes with embroidered flame and sun motifs.

Purse

  • 15×
    Gold pieces
    A pouch containing the standard starting wealth for the cleric and entertainer equipment package.

Appearance

A lean, athletic tiefling with deep crimson skin, swept-back black horns, gold eyes, and a long tail tipped with a tuft of dark fur. She wears polished chain mail beneath a crimson-and-ivory surcoat bearing the sunburst symbol of a life-giving deity. Her holy symbol is worked into a small brass handbell, and her clothing retains the bright colors and ribbons of her former stage costume.

Mannerisms

Seraphine punctuates important statements with a soft ring of her holy handbell. She hums under her breath when nervous, bows theatrically after healing an ally, and addresses hostile creatures as though they are an audience that has not yet been won over.

Personality

Warm, theatrical, and relentlessly encouraging, Seraphine treats every conversation as a chance to lift someone's spirits. She is quick to laugh, quicker to offer aid, and surprisingly stubborn when anyone suggests that compassion is impractical. Beneath her confidence is a careful observer who notices every flinch directed at her horns and remembers every person who chose kindness instead.

Ideals

Life is a song, and every living creature deserves the chance to finish its verse. Mercy is not weakness, it is the courage to preserve what cruelty would destroy.

Bonds

The traveling troupe that raised me is my family, and I will find them again if they are ever threatened. I also carry the brass handbell of the priest who taught me that mercy must be practiced, not merely praised.

Flaws

I cannot resist turning a tense moment into a performance, even when silence would be wiser. I also fear being seen as a monster so deeply that I sometimes overcompensate, taking reckless risks to prove my goodness to people who never asked for proof.

Quirks

Collects unusual bells and chimes from every town she visits.
Names her spell components as though introducing members of a theater troupe.
Keeps a written list of people who smiled after receiving her healing.
Practices dramatic bows when alone.
Refuses to eat before performing a short blessing over the meal.

Background

Seraphine Vey was born backstage beneath a canvas pavilion, the daughter of a traveling illusionist and a singer who could make an entire crowd fall silent with one note. Her infernal appearance drew suspicion wherever the troupe traveled, so she learned early to answer fear with spectacle. She danced with ribbons of fire, sang old temple hymns in a smoky alto, and became known as the Crimson Cantor, an entertainer who could make even a hard-bitten audience laugh before the final chorus. During a plague year, Seraphine watched her troupe founder outside a sealed city. A priest of the Lady of Renewal treated the sick despite the danger, and Seraphine joined him, using music to keep frightened families calm while he worked. When the priest died, Seraphine inherited his brass handbell and unfinished mission. She entered the temple, discovered that her voice could carry divine power, and became a cleric of the Life Domain. She still performs in crowded halls, but now every song is a prayer, every applause a reminder that joy itself can be an act of defiance against death.

“Her infernal appearance drew suspicion wherever the troupe traveled, so she learned early to answer fear with spectacle.”
From their backstory
Background
Entertainer

Connections

Species

Tiefling

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