Seraphine Vale
Seraphine Vale
Sheet
AC 19 · HP 100 · 30 ft.Saving throws
Skills
- AthleticsSTR
- InsightWIS
- InvestigationINT
- PersuasionCHA
- Sleight of HandDEX
- StealthDEX
Armor
Weapons
Tools
Languages
Features
30 featuresAction
- Sacred WeaponLevel 3
When you take the Attack action, you can expend one use of Channel Divinity to imbue one melee weapon you are holding with radiant power for 10 minutes. You add your Charisma modifier to attack rolls with that weapon, and each hit can deal radiant damage instead of its normal damage type.
- Extra AttackLevel 5
You can attack twice, instead of once, whenever you take the Attack action on your turn.
- Healing HandsAasimarAs an action, you can touch a creature and restore hit points equal to 1d4 plus your proficiency bonus. Once you use this trait, you cannot use it again until you finish a long rest
Bonus action
- Lay On HandsLevel 1
A pool of healing power equal to five times your paladin level. As a bonus action, touch a creature to restore hit points from the pool. You can also spend 5 hit points from the pool to end the poisoned condition on the creature.
- Celestial RevelationAasimarAs a bonus action, you can unleash a celestial manifestation for 1 minute, once per long rest, choosing one form when you activate it. Your revelation deals extra radiant or necrotic damage once per turn when you hit with an attack, depending on the form chosen
Always on
- Aura of ProtectionLevel 6
When Passive
You radiate protective divine power, granting allies in your aura a bonus to saving throws equal to your Charisma modifier.
- Radiant StrikesLevel 11
When When you hit with a melee weapon attack or unarmed strike
Your strikes crackle with radiant force, adding extra radiant damage to melee weapon hits.
- Channel DivinityLevel 3
When Bonus Action or Magic Action
You can channel divine authority to frighten enemies or reveal celestials, fiends, undead, and desecrated places.
- SpellcastingLevel 1
You can cast paladin spells, using Charisma as your spellcasting ability. You prepare a number of paladin spells equal to the Prepared Spells column on the paladin table. You always have Divine Smite prepared and can cast it once per long rest without expending a spell slot.
- Weapon MasteryLevel 1
You can use the mastery properties of two kinds of weapons you are proficient with. After a long rest, you can change which weapons you have mastered.
- Fighting StyleLevel 2
You gain a Fighting Style feat of your choice. She has chosen Defense, which grants a +1 bonus to AC while wearing armor.
- Paladin's SmiteLevel 2
You always have the Divine Smite spell prepared. Once per long rest, you can cast it without expending a spell slot.
- Paladin SubclassLevel 3
At level 3, she swears the Oath of Devotion. This oath binds her to justice, honor, and protection of the weak.
- Oath of Devotion SpellsLevel 3
Oath spells that are always prepared for you at level 3: Protection from Evil and Good and Shield of Faith.
- Ability Score ImprovementLevel 4
You gain the Ability Score Improvement feat or another feat you qualify for. This feature is gained again at levels 8 and 12, and again later at 16.
- Faithful SteedLevel 5
You always have the Find Steed spell prepared. You can cast it once per long rest without expending a spell slot.
- Aura of DevotionLevel 7
You and allies in your Aura of Protection are immune to the charmed condition.
- Abjure FoesLevel 9
You use your Channel Divinity to frighten nearby foes. As a magic action, choose creatures within 60 feet equal to your Charisma modifier. Each must make a Wisdom save or become frightened for 1 minute, ending early if it takes damage.
- Aura of CourageLevel 10
You and your allies are immune to the frightened condition while in your Aura of Protection.
- Ability Score ImprovementLevel 12
You gain another Ability Score Improvement feat or another feat you qualify for. At this level, she hones her gifts through hard experience, not raw talent.
- Creature TypeAasimarHumanoid
- SizeAasimarMedium or Small, chosen when you select the species
- SpeedAasimar30 feet
- DarkvisionAasimarYou can see in dim light within 60 feet of yourself as if it were bright light, and in darkness as if it were dim light
- Celestial ResistanceAasimarYou have resistance to radiant and necrotic damage
- Light BearerAasimarYou know the Light cantrip, and Charisma is your spellcasting ability for it
- Heavenly WingsAasimarSpectral wings grant a flying speed while revealed
- Inner RadianceAasimarYou blaze with holy light, shedding bright and dim light and harming nearby foes at the end of your turns
- Necrotic ShroudAasimarEnemies around you are unnerved, and you can impose fear with your revelatory power
- NoneCriminal
The 2024 Criminal background grants no separate background feature beyond its feat, proficiencies, tool training, and equipment. She still knows how to move through the hidden channels of society, however, and old underworld habits remain useful when she needs to disappear, gather rumors, or slip past locks.
Spells
10 spellsSpellcasting. Seraphine Vale casts with Charisma (spell save DC 15, to hit with spell attacks).
1st level (4 slots): ,
2nd level (3 slots): ,
3rd level (3 slots): , , , , ,
Gear
11 itemsWeapons
- LongswordA versatile melee weapon, often carried as her primary sacred blade.
- 6×JavelinThrown melee weapons for battlefield flexibility and horseback defense.
- 2×DaggerTwo daggers kept for utility, concealment, and old habits that never fully died.
Armor
- Chain MailHeavy armor that provides strong protection. Worn with her shield, it forms the core of her battlefield defense.
- ShieldA sturdy shield bearing the sigil of a broken chain and white wings.
Tools
- Thieves' ToolsTools used for picking locks, bypassing traps, and surviving the streets.
Gear
- Holy SymbolA holy focus for her divine magic.
- Priest's PackA pack of priestly essentials and field supplies.
- CrowbarA crowbar for forced entry and stubborn problems.
- 2×PouchSmall pouches for coin, charms, lock picks, and stolen secrets.
- Traveler's ClothesPlain travel-ready clothing suited to moving unnoticed.
Appearance
A tall aasimar woman with sun-gold skin, storm-dark hair worn in a practical braid, and clear silver eyes that seem to brighten when she speaks of freedom. She wears chain mail polished but not pristine, with a worn crusader's tabard stitched over hidden pockets and a criminal's quick hands. A holy symbol hangs beside a lockpick case, and her shield is painted with a broken chain wrapped in white wings.
Mannerisms
She speaks like a preacher when making a promise, but like a pickpocket when plotting a rescue. She taps two fingers against her holy symbol before entering danger, as if checking that liberty is still with her. When nervous, she recites half-remembered lines of road poetry under her breath.
Personality
Warm, wry, and fiercely protective, Seraphine is the kind of woman who will smile at a frightened child, then threaten a corrupt magistrate with the calm certainty of a storm. She believes rules are only sacred when they protect people. She can be unexpectedly gentle, especially with the wounded, the trapped, and the ashamed, but she becomes relentless when someone uses power to cage another soul.
Ideals
Freedom. No throne, temple, or chain has the right to own a soul. Each person should be able to choose their path, speak their truth, and walk unafraid.
Bonds
She owes her life to the priest-poets who raised her, and she carries their memory like a second oath. She will not abandon the oppressed, the imprisoned, or anyone denied the right to choose their own path. Her deepest resolve is to free Thesse and restore the goddess of liberty to the world, because she believes the freedom of mortals and the freedom of the divine are bound together.
Flaws
She distrusts neat authority, and can become reckless when anyone tries to justify suffering as necessary order. She sometimes mistakes defiance for wisdom, especially when she is angry. Her need to rescue others can make her ignore danger to herself, and she hates asking for help even when she desperately needs it.
Quirks
Background
She was born under a bad sign and a worse roof, a child of neglect, fear, and the kind of hunger that teaches a person to lie before they can spell their own name. Her early years were a blur of locked doors, bruised silence, and running feet. She learned very young that mercy was rare, and that people with power often used it to make others smaller. The first time her celestial nature stirred, it did not feel like blessing. It felt like an accusation, as if the heavens themselves were asking why no one had protected her sooner. Then the traveling priest-poets found her. They were no stern cloistered saints, but singers, archivists, and roadside miracle-workers who carried hymns in one satchel and food in the other. They adopted her as they would have adopted any wounded sparrow, with stubborn tenderness and endless stories. From them she learned scripture as lyric, history as lament, and devotion as a lived thing rather than a locked doctrine. She grew up hearing that liberty was not a reward for the worthy, but a birthright stolen from too many hands. That lesson became her heart. When whispers spread that Thesse, goddess of liberty, had been trapped in some far-off land, she felt the call like a bell struck inside her ribs. The girl once taught to pick locks now knows why the skill was given to her. She is a paladin not because she trusts institutions, but because she has seen what happens when the powerless are left alone. She swore her oath to defend the right to choose, to walk away, to speak, to love, and to live unowned. Every chain she breaks is prayer, every rescued captive a hymn.
“Her early years were a blur of locked doors, bruised silence, and running feet.”
- Background
- Criminal
Connections
Species
Aasimar
Media
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