Seraphine Vale
Seraphine Vale
Sheet
AC 13 · HP 13 · 40 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Weapons
Tools
Languages
Features
14 featuresAction
- TraitAasimarHealing Hands, as an action, touch a creature and restore hit points equal to your level. Once used, this trait cannot be used again until you finish a long rest.
Bonus action
- Martial Arts Bonus Strike
When After taking the Attack action with an unarmed strike or monk weapon
After taking the Attack action, make one unarmed strike as a bonus action. Your unarmed strike deals 1d4 bludgeoning damage plus your Strength or Dexterity modifier.
- Flurry of Blows
When After taking the Attack action
Make two unarmed strikes as a bonus action after spending 1 ki point.
- Patient Defense
When On your turn
Spend 1 ki point to take the Dodge action as a bonus action.
- Step of the Wind
When On your turn
Spend 1 ki point to take the Disengage or Dash action as a bonus action. Your jump distance is doubled for the turn.
- Martial ArtsLevel 1
Your practice of martial arts grants you proficiency with unarmed strikes and monk weapons. You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons. When you use the Attack action with an unarmed strike or monk weapon on your turn, you can make one unarmed strike as a bonus action. Your martial arts die is a d4.
Always on
- Unarmored DefenseLevel 1
While you are not wearing armor or wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
- KiLevel 2
You gain access to ki, represented by 2 ki points that fuel special techniques. You regain all expended ki when you finish a short or long rest. Your ki save DC is 12. You can spend 1 ki point to use Flurry of Blows, Patient Defense, or Step of the Wind.
- Unarmored MovementLevel 2
Your speed increases by 10 feet while you are not wearing armor or wielding a shield.
- TraitAasimarDarkvision, you can see in dim light within 60 feet as if it were bright light, and darkness as if it were dim light.
- TraitAasimarCelestial Resistance, you have resistance to necrotic damage and radiant damage.
- Light Bearer, you know the light cantripAasimarCharisma is your spellcasting ability for it.
- TraitAasimarCelestial Legacy, you know the Celestial language, and you have proficiency in one additional language of your choice.
- ResearcherSage
When you attempt to learn or recall lore, you often know where the information can be found, or you can identify a knowledgeable person, institution, library, or archive that might possess it. The information may not be immediately available, but you know where to seek it.
Spells
1 spellSpellcasting. Seraphine Vale casts with Charisma (spell save DC 10, to hit with spell attacks).
Cantrips (at will):
Gear
9 itemsWeapons
- ShortswordA light, versatile martial weapon suitable for monk training.
- 10×DartSmall thrown weapons used for practice and defense.
Tools
- Small KnifeA small knife, useful as a writing tool and practical implement.
Gear
- Dungeoneer's PackA pack containing a bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side.
- Bottle of InkBlack ink used for writing and research.
- QuillA writing instrument with a sharpened tip.
- Letter from a Dead ColleagueA dead colleague's unanswered question, written in a scholarly hand.
- Common ClothesPlain, durable clothing appropriate for a traveling scholar.
Purse
- 10×Gold PiecesCoin saved during her years of travel.
Appearance
A tall, powerfully built aasimar woman with warm bronze skin, silver-white hair shaved close on one side, and luminous amber eyes. Fine golden markings trace her shoulders and forearms like ceremonial script. Her movements are controlled and economical, shaped by years of martial training. She wears simple gray monk's robes reinforced with leather wrappings, a weathered scholar's satchel, and a red cord around her wrist that once marked her as an asset of war.
Mannerisms
Seraphine pauses before answering difficult questions, lightly touching the red cord around her wrist. She keeps her back perfectly straight even when exhausted, and she instinctively studies every doorway, window, and person in a room before sitting.
Personality
Seraphine is thoughtful, observant, and unfailingly polite, even toward people who threaten her. She approaches combat as a failure of communication unless proven otherwise, but once violence begins she becomes startlingly precise. She is fascinated by old texts, battlefield customs, and the small decisions that reveal a person's character.
Ideals
Mercy must be chosen, not commanded. True strength is the ability to stop oneself from causing harm when doing so would be easier.
Bonds
She carries the monastery's oldest history book, filled with her annotations and the names of people harmed by its teachings. She intends to expose the institution's methods and ensure no child is trained there as a weapon again.
Flaws
She distrusts her own motives and can become paralyzed when a decision resembles one of her old orders. When frightened, she hides behind analysis, treating suffering like a problem to classify instead of a person to comfort.
Quirks
Background
Seraphine was raised in a secluded monastery that served a powerful border lord. The monks there taught that peace was achieved through perfect control, and Seraphine became their finest instrument. Her aasimar heritage was treated as proof that the heavens had chosen her for a sacred purpose, while her unusual strength and intellect made her an ideal weapon. She was trained to infiltrate camps, break enemy champions, and end conflicts before ordinary soldiers ever saw the battlefield. The monastery's libraries became her refuge, where she studied history, military strategy, and philosophy in an attempt to understand the wars she was ordered to influence. Her certainty began to fracture after a mission in which she was commanded to eliminate a village leader and instead discovered a frightened community protecting its children. She completed neither the order nor the rescue cleanly, and the consequences left survivors and pursuers in her wake. Seraphine abandoned the monastery with only her notes, her weapons, and the question of whether discipline had made her virtuous or merely obedient. Now she travels as a wandering monk and scholar, helping those caught between armies while studying the choices that shape a person. She is determined to become someone who chooses mercy freely, rather than someone who performs it because another authority demanded it.
“The monks there taught that peace was achieved through perfect control, and Seraphine became their finest instrument.”
- Background
- Sage
Connections
Species
Aasimar
Media
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