Skip to content
CreatePricing

Seraphel Vale

Aasimar · Ranger · Level 1 · Sage

Seraphel Vale

Quietly intense and relentlessly curious, Seraphel treats every wilderness trail as a text waiting to be read.
AC11
HP12/12
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 11 · HP 12 · 30 ft.
AlignmentNeutral GoodGenderNonbinaryAge27 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • ArcanaINT
  • AthleticsSTR
  • ConstitutionCON
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • StealthDEX
  • SurvivalWIS

Armor

Light armor,
Medium armor,
Shields

Weapons

Simple weapons,
Martial weapons

Languages

Common,
Celestial,
Draconic,
Elvish

Features

9 features

Action

  • 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.

Always on

  • Favored EnemyLevel 1

    You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. Choose one type of favored enemy. You have advantage on Wisdom (Survival) checks to track your favored enemies and on Intelligence checks to recall information about them. You also learn one language of your choice that is spoken by your favored enemies. Favored enemy: Monstrosities. Additional language: Draconic.

  • Natural ExplorerLevel 1

    You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one favored terrain. In your favored terrain, difficult terrain does not slow your group's travel, your group cannot become lost except by magical means, you remain alert to danger while traveling alone, you can move stealthily at a normal pace when traveling alone, you find twice as much food while foraging, and while tracking other creatures you learn their exact number, sizes, and how long ago they passed through the area. Favored terrain: Forest.

  • TraitAasimarDarkvision, 60 feet.
  • TraitAasimarCelestial Resistance, resistance to necrotic damage and radiant damage.
  • Light Bearer, you know the light cantripAasimarCharisma is your spellcasting ability for it.
  • TraitAasimarProtector Aasimar ability increase, Wisdom increases by 1 and Charisma increases by 2.
  • TraitAasimarCelestial language and heritage associated with a good-aligned celestial guardian.
  • ResearcherSage

    When you attempt to learn or recall a piece of lore, you often know where and from whom you can obtain the information. Usually, this information comes from a library, archive, university, or another sage or learned person.

Gear

12 items

Weapons

  • 2×
    Shortsword
    A balanced blade used for close combat and utility work.
  • Longbow
    A martial ranged weapon with a quiver of arrows.

Armor

  • Leather armor
    Studded leather armor is not included in the ranger starting equipment. This is a suit of well-maintained leather armor reinforced at the shoulders and chest.

Tools

  • Bottle of ink
    A small container of black ink.
  • Quill
    A sharpened writing instrument.
  • Small knife
    A small knife useful for cutting parchment, food, and cord.

Gear

  • 20×
    Arrows
    Standard arrows suitable for the longbow.
  • Dungeoneer's pack
    A pack containing bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
  • Letter from a dead colleague
    A letter from a dead colleague containing a question Seraphel has not yet answered.
  • Common clothes
    Simple academic clothing suitable for travel and research.
  • Pouch
    A small purse containing starting currency.

Purse

  • 10×
    Gold pieces
    Starting currency from the Sage background.

Appearance

A slender, silver-eyed aasimar with warm bronze skin, shoulder-length white hair, and faintly luminous freckles across the cheeks. Their features are calm and scholarly, but weathered by long travel. They wear practical leather armor beneath a moss-green cloak, carry a longbow across their back, and keep a collection of handwritten notes tucked into every pocket. When focused, a soft golden radiance gathers around their eyes.

Mannerisms

Seraphel pauses before answering even simple questions, as though checking an invisible index. They annotate maps while speaking, tap the spine of their notebook when nervous, and habitually look toward the sky whenever celestial omens or divine magic are mentioned.

Personality

Quietly intense and relentlessly curious, Seraphel treats every wilderness trail as a text waiting to be read. They are patient with frightened animals and inexperienced travelers, but become sharply focused when confronted with contradictions, missing records, or deliberate deception. Their reverence for knowledge is balanced by a strong instinct to protect living people from the consequences of dangerous secrets.

Ideals

Truth. Knowledge belongs to everyone, and lies left unchallenged become weapons in the hands of the powerful.

Bonds

I carry the monastery's oldest surviving map, and I will uncover why the vanished settlement was removed from history.

Flaws

I become so absorbed in solving a mystery that I ignore immediate dangers, social obligations, and sometimes the needs of my companions.

Quirks

Names every pack animal and apologizes before taking a plant sample.
Keeps a running list of unexplained tracks in the margins of their spell-free field journal.
Collects fragments of broken pottery from abandoned places.
Whispers brief thanks to the stars before sleeping outdoors.

Background

Seraphel was raised in a quiet monastery where celestial scripture and mortal history were studied side by side. Their aasimar heritage manifested early, not as a dramatic miracle, but as a persistent glow beneath the skin and dreams filled with distant stars. The monastery scholars believed Seraphel's celestial blood made them suited to preserving knowledge, so they trained them in languages, ancient maps, natural philosophy, and the careful reading of forgotten texts. Their life changed when Seraphel discovered references to a vanished border settlement that had been erased from several official histories. The surviving fragments described strange tracks, missing travelers, and a hidden force manipulating the local wilderness. Unable to accept that the truth had been deliberately buried, Seraphel left the monastery to investigate. They became a ranger by necessity, learning to follow spoor, read weather, survive beyond settled roads, and protect travelers from the dangers described in the old records. Seraphel now travels with bow in hand and notebook at their side, seeking evidence of the lost settlement while offering aid to anyone endangered by the wild.

“Their aasimar heritage manifested early, not as a dramatic miracle, but as a persistent glow beneath the skin and dreams filled with distant stars.”
From their backstory
Background
Sage

Connections

Species

Aasimar

Media

0 images

No images yet.

Visual sheet

Turn Seraphel Vale into a sheet

A high-res, share-ready sheet you can post or print.