Seris Vale
Seris Vale
Sheet
AC 12 · HP 18 · 30 ft.Saving throws
Skills
- ArcanaINT
- HistoryINT
- InsightWIS
- InvestigationINT
- MedicineWIS
- PersuasionCHA
- ReligionINT
Weapons
Tools
Languages
Features
7 featuresAlways on
- SpellcastingLevel 1
You can cast wizard spells, prepare a number of spells each day equal to your Intelligence modifier plus your wizard level, and use an arcane spellbook as the source of your magic. She prepares spells by sketching sigils, mixing inks, and tracing luminous patterns in the air.
- Arcane RecoveryLevel 1
You recover a portion of your magical energy after a short rest. Once per day when you finish a short rest, you can recover expended spell slots with a combined level equal to or less than half your wizard level, rounded up, and no slot of 6th level or higher. At level 3, she can recover spell slots totaling 2 levels.
- Arcane TraditionLevel 2
At 2nd level you chose a school of magic, and your study of that school deepens. She specializes in reading futures hidden in pigment, light, and pattern, using foresight to guide her art and her spells.
- PortentLevel 2
You roll two d20s after every long rest and record the numbers. You can replace any attack roll, saving throw, or ability check made by you or a creature you can see with one of those recorded rolls. Each portent die can be used once before your next long rest. Her visions arrive as two clear flashes, one welcoming and one terrible.
- TraitHumanAbility Score Increase, +1 to all ability scores.
- TraitHumanExtra Language, you know one extra language of your choice.
- Guild MembershipGuild Artisan
She has the respect of artisans, craftsmen, and merchants who recognize guild standing. She can usually secure lodging, food, and assistance from a guild member, and she can often find a safe place to work or shop in any settlement with a guild presence.
Spells
11 spellsSpellcasting. Seris Vale casts with Intelligence (spell save DC 11, to hit with spell attacks).
Cantrips (at will): , , , ,
1st level (4 slots): , , , , ,
2nd level (2 slots): no spells
Gear
7 itemsWeapons
- QuarterstaffA simple weapon often used as a walking staff or spell conduit.
Tools
- Painter's SuppliesA set of high quality artisan tools representing her guild trade, used for painting, gilding, and detailed craft work.
Gear
- Arcane FocusA spellcasting implement used instead of a material component pouch.
- Scholar's PackA travel kit with books, writing supplies, and useful adventuring basics.
- SpellbookA spellbound journal filled with formulae, sketches, marginalia, and copied rituals.
- Fine ClothesFine clothes suitable for a respected artisan.
- Guild Letter of IntroductionA sign of guild standing and professional identity.
Appearance
A lean human woman with paint stained fingers, windtossed dark hair usually pinned back with charcoal sticks, and an ever changing cloak lined with stitched pockets for brushes, chalk, and spell components. Her eyes are bright and sleepless, as if she has spent too many nights watching visions bloom behind her eyelids. Her robes are elegant in cut but perpetually splashed with pigment, ink, and the occasional scorch mark from an experiment that went gloriously or catastrophically wrong.
Mannerisms
She speaks while sketching in the air with two fingers, as if every conversation might become a diagram. When thinking, she tilts her head toward nearby light sources, studying reflections and shadows. If a spell succeeds in an unexpected way, she laughs softly and immediately tries to recreate the effect.
Personality
Intensely curious, irreverently optimistic, and a little distracted, Seris treats the world like an unfinished mural that is begging for bolder colors. She is generous with praise, impatient with convention, and delighted by puzzles that most people would rather avoid. She trusts instinct as much as study, and she would rather make a beautiful mistake than an ordinary success.
Ideals
Creation. Art should reveal truth, even when the truth is unsettling. She believes beauty is not fragile order, but the willingness to transform chaos into meaning. No tradition deserves obedience if it suffocates wonder.
Bonds
She keeps a satchel of unfinished sketches from her old studio, and she will risk herself to recover any lost work, especially the first canvas that ever spoke to her in visions. She also feels responsible for the younger guild apprentices who admired her, and she wants to prove that her strange path can still honor the craft she came from.
Flaws
She cannot resist testing a new idea just because it is a bad idea. Her curiosity is stronger than her caution, and when a vision appears she may ignore allies, deadlines, and common sense to follow it. She also takes criticism of her work personally, even when she knows the critique is fair.
Quirks
Background
Seris Vale was born in a river city famous for its muralists, gilders, and glassworkers, the kind of place where every public wall became a competition and every festival ended in a paint fight. She apprenticed early to a respected artisan guild, learning how to grind pigments, stretch canvas, and sell beauty to patrons who thought themselves refined. During a commission painted in candlelight, she saw her first vision, a halo of impossible symbols blooming across her canvas, then layering themselves into a prayer she had never studied and a spell she had never been taught. At first Seris treated the visions as inspiration, then as revelation, then as instructions. Her studio became a laboratory of color, incense, and half finished sketches. She began reproducing the images exactly, only to discover that the act of painting, carving, and staining the right shapes could coax real magic into the world. The more she pursued these revelations, the less orderly her art became. She broke guild rules, burned perfectly good parchment, and chased every impossible flash of divine and arcane insight with the same delighted recklessness. Now she travels to gather rare pigments, forgotten symbols, and new experiences, convinced that somewhere ahead is the masterpiece that will finally explain why the gods chose an artisan's hands to teach her sorcery.
“At first Seris treated the visions as inspiration, then as revelation, then as instructions.”
- Background
- Guild Artisan
Connections
Species
Human
Media
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