Serin Vale
Serin Vale
Sheet
AC 11 · HP 8 · 30 ft.Saving throws
Skills
- DeceptionCHA
- IntimidationCHA
- MedicineWIS
- ReligionINT
Armor
Weapons
Tools
Languages
Features
10 featuresAlways on
- Eldritch Blast
When Action
You fire a crackling beam of force that deals force damage at range, the signature attack of a warlock.
- Minor Illusion
When Action
You create a minor sensory trick or harmless illusion to distract, unsettle, or conceal.
- Arms of Hadar
When Action
Spectral tendrils erupt from you, forcing nearby creatures to endure necrotic pain and recoil if they fail to resist.
- Hex
When Bonus Action
A vile curse empowers your attacks against a chosen foe, adding extra necrotic damage and helping you reclaim power when the target falls.
- Otherworldly Patron, The Great Old OneLevel 1
A being of immense and alien intellect has granted you power. You gain expanded spell knowledge and access to patron-specific features later in your career. At 1st level, this choice defines the source and style of your magic.
- Pact MagicLevel 1
Your magic comes from a limited number of spell slots that refresh when you finish a short or long rest. At 1st level, you know two cantrips and two 1st-level warlock spells, and you can cast them using Charisma.
- TraitTieflingDarkvision, 60 ft.
- TraitTieflingHellish Resistance
- TraitTieflingInfernal Legacy
- DiscoveryHermit
You discovered a profound secret while living in seclusion, and you can often use that insight to find hidden clues, gain access to secluded circles, or identify matters related to your revelation.
Spells
4 spellsSpellcasting. Serin Vale casts with Charisma (spell save DC 11, to hit with spell attacks).
Cantrips (at will): ,
1st level (1 slot): ,
Gear
8 itemsWeapons
- Simple weaponA simple one-handed weapon favored for close defense.
Armor
- Leather armorLight armor worn over travel clothes.
Tools
- Herbalism kitA useful kit for gathering herbs and preparing remedies.
Gear
- Component pouchA component pouch for warlock spellcasting.
- Scholar's packA scholar's pack with supplies for long journeys and study.
- Scroll case stuffed with notes from a dead language and star chartsA scroll case stuffed with notes from a secluded life of study.
- Winter blanketA thick blanket for cold nights spent far from civilization.
- Common clothesPlain clothing suited to a life apart from society.
Appearance
A lean tiefling with dusky crimson skin, swept-back black horns, and eyes that glow like banked embers in the dark. He wears practical leather armor beneath a weather-worn hermit's cloak, with prayer cords, charm scraps, and a simple arcane focus hanging from his belt. His expression is calm but distant, as if he is always listening to a voice no one else can hear.
Mannerisms
He speaks softly and pauses as if listening for a reply from the dark. When uncertain, he rubs the iron token at his throat and angles his horns away from others, a habit from years of trying to seem less intimidating.
Personality
Quiet, observant, and unsettlingly patient, Serin prefers listening over speaking and seldom wastes words. He is compassionate to the weak, cautious around authority, and deeply fascinated by strange relics, broken symbols, and anything that hints at the machinery of fate.
Ideals
Redemption. Being born under a feared sign does not condemn a soul, and no one should be judged by the shape of their blood or the rumors attached to it.
Bonds
The hermit shrine that sheltered him still stands in the hills, and he silently vows to protect the elderly acolyte who once gave him mercy. He also keeps a small iron token from his first revelation, believing it is a key to understanding his patron.
Flaws
He trusts whispered omens more readily than living people, and he can become unnervingly certain that disaster is unavoidable unless he alone intervenes. When his patron's voice grows loud, he may neglect sleep, food, and common sense in pursuit of one more answer.
Quirks
Background
For years, Serin Vale walked the edge of civilization, first as a feared tiefling child who learned quickly that lantern light and suspicious eyes often meant trouble. When the town priests called him cursed, an aging acolyte of a forgotten shrine offered him shelter instead of judgment. That kindness saved him, but it also led Serin to solitude. He eventually withdrew into the hills, tending herbs, copying scraps of forbidden lore, and listening to the whispers that seemed to rise from stone, wind, and old graves. In that silence, something answered. It was not a god the priests would name, but an ancient and patient mind that drifted beyond the veil, offering visions of stars that had no rightful place in the sky. Serin returned from his retreat changed, carrying a pact he barely understands and a grim determination to prevent others from being consumed by the same cosmic truths. He travels now as a warlock not to spread the revelation, but to control it, seeking signs that the voice in his dreams has a purpose larger than madness.
“When the town priests called him cursed, an aging acolyte of a forgotten shrine offered him shelter instead of judgment.”
- Background
- Hermit
Connections
Species
Tiefling
Media
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