Seraphine Vale
Seraphine Vale
Sheet
AC 13 · HP 10 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
13 featuresAlways on
- Eldritch Blast
When Action
Make a ranged spell attack against one creature within 120 feet. On a hit, the target takes 1d10 force damage.
- Minor Illusion
When Action
You create a sound or an image of an object within range that lasts for up to 1 minute. The illusion can be examined to reveal its intangible nature.
- Eldritch Invocations: Devil's SightLevel 1
You have unearthed forbidden knowledge that grants a persistent magical ability. Seraphine knows the Devil's Sight invocation, allowing her to see normally in darkness, both magical and nonmagical, to a range of 120 feet.
- Pact MagicLevel 1
You draw on pact magic granted by a mysterious patron. You know two Warlock cantrips and have two prepared 1st-level Warlock spells. You have one 1st-level Pact Magic spell slot, regained when you finish a Short or Long Rest. Charisma is your Warlock spellcasting ability, and you can use an Arcane Focus as a spellcasting focus.
- Creature TypeAasimarHumanoid.
- SizeAasimarMedium or Small. Seraphine is Medium.
- SpeedAasimar30 feet.
- DarkvisionAasimarYou can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. You discern colors in darkness only as shades of gray.
- Celestial ResistanceAasimarYou have Resistance to Necrotic and Radiant damage.
- Healing HandsAasimarAs a Magic action, touch a creature and restore hit points equal to your Proficiency Bonus. Once used, this trait cannot be used again until you finish a Long Rest.
- Light BearerAasimarYou know the Light cantrip. Charisma is your spellcasting ability for it.
- Celestial RevelationAasimarBeginning at level 3, you can manifest a celestial transformation. Seraphine cannot use this trait yet.
- ResearcherSage
You have studied books, scrolls, and lore across libraries, monasteries, and private collections. You can usually identify where to find information about a subject of historical, arcane, or scholarly importance, or recall useful details about it when the DM determines that your prior study applies.
Spells
7 spellsSpellcasting. Seraphine Vale casts with Charisma (spell save DC 10, to hit with spell attacks).
Cantrips (at will): , , ,
1st level (1 slot): , ,
Gear
11 itemsWeapons
- SickleA simple agricultural blade that deals 1d4 slashing damage and has the Light and Nick properties.
- 2×DaggerSimple finesse weapons used as backup blades, each dealing 1d4 piercing damage.
Armor
- Leather ArmorLight armor made from treated leather, granting an Armor Class of 11 plus Dexterity modifier.
Tools
- Calligrapher's SuppliesA compact case of nibs, ink, sand, and ruled guides for careful transcription.
Gear
- Arcane Focus, OrbA glass orb containing a swirl of smoky silver dust, used as an arcane spellcasting focus.
- Book, Occult LoreA worn collection of copied fragments concerning spirits, pacts, and beings beyond the mortal world.
- Scholar's PackA practical pack containing common adventuring supplies such as a bedroll, rations, rope, tinderbox, and waterskin.
- Book, HistoryA history book containing her father's notes and several suspiciously removed pages.
- 8×ParchmentBlank writing material for copying inscriptions and recording discoveries.
- RobeSimple clothing suitable for travel, study, and sleeping in libraries.
Purse
- 23×Gold PiecesCoin carried from her scholarly work and inherited savings.
Appearance
Seraphine is a lean, medium-sized aasimar woman with warm brown skin, cropped black hair, and eyes that shimmer gold when she is emotional. Fine traces of luminous gold mark her cheekbones and collarbones. A broken halo-shaped black sigil stretches across her upper back, usually hidden beneath a weathered scholar's robe. Her clothing is practical and travel-worn, layered beneath light leather armor, with ink-stained fingers and a battered satchel full of notes, copied inscriptions, and loose parchment.
Mannerisms
She taps the edge of a book three times before opening it, speaks to written marginalia as though it were a living colleague, and becomes very still when someone mentions angels, family lineage, or unanswered prayers.
Personality
Seraphine is curious, dryly observant, and impatient with anyone who treats tradition as proof. She is kinder than she wants people to notice, especially toward frightened villagers, exhausted researchers, and anyone abandoned by institutions that promised help. She prefers questions to answers because questions can still be changed.
Ideals
Truth belongs to whoever is brave enough to uncover it. Heaven, hell, and every power between them may call themselves righteous, but a person's choices matter more than the name of the being offering the bargain.
Bonds
Her younger brother survived because of her pact, and she will protect him even if doing so means defying her patron. She also keeps her father's annotated history book, believing its missing pages conceal the truth about her celestial ancestry.
Flaws
She treats every mystery as more urgent than common sense, especially when forbidden knowledge is involved. Seraphine distrusts institutions that claim moral authority, and she sometimes mistakes defiance for independence. Deep down, she fears that her patron saved her brother only to make him part of a much larger design.
Quirks
Background
Seraphine Vale was born beneath a sky full of stars, on a night when a strange silver light appeared above her family's home. Her village took it as a blessing, and her parents raised her to expect a life of holy service. Seraphine resisted that destiny. She preferred neglected archives, ruined shrines, and forbidden accounts of beings that priests insisted should not be named. Her celestial heritage showed itself in small ways, through golden eyes, sparks of radiance beneath her skin, and a voice that followed her through dreams. When Seraphine was nineteen, a plague swept through the village and took her younger brother. The temple could not help, so she prayed to the voice instead. In the dream that followed, a masked woman surrounded by black flame and silver stars offered power in exchange for service. Seraphine accepted. The plague stopped spreading, her brother survived, and a black mark resembling a broken halo appeared across her back. Her patron, the Lady Beyond the Veil, now sends her after lost books, ruined temples, and messages meant for the dead. Seraphine has left home to investigate the pact and the hidden branch in her family tree, determined to decide for herself whether her power will save people, destroy them, or simply reveal the truth.
“Her village took it as a blessing, and her parents raised her to expect a life of holy service.”
- Background
- Sage
Connections
Species
Aasimar
Media
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