Seraphina
Seraphina
Sheet
AC 13 · HP 31 · 25 ft.Saving throws
Skills
- AcrobaticsDEX
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- HistoryWIS
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionWIS
- Sleight of HandDEX
- StealthDEX
Weapons
Tools
Languages
Features
13 featuresBonus action
- Quickened Spell
When When casting a spell with a casting time of 1 action
Spend 2 sorcery points to cast a spell with a casting time of 1 action as a bonus action.
- MetamagicLevel 3
Seraphina knows two Metamagic options. She can apply only one option to a spell unless an option says otherwise. She knows Quickened Spell, which costs 2 sorcery points to cast a spell with a casting time of 1 action as a bonus action, and Subtle Spell, which costs 1 sorcery point to cast without verbal or somatic components.
Always on
- Subtle Spell
When When casting a spell with verbal or somatic components
Spend 1 sorcery point to cast a spell without verbal or somatic components.
- SpellcastingLevel 1
Seraphina is a 5th-level spellcaster. Charisma is her spellcasting ability. She knows four sorcerer cantrips and six sorcerer spells, using her spell slots to cast her known spells.
- Wild Magic Surge and Tides of ChaosLevel 1
Seraphina's magic comes from an unpredictable source. When she casts a sorcerer spell of 1st level or higher, the DM can call for a Wild Magic Surge, causing a random magical effect. She also has Tides of Chaos, allowing her to gain advantage on one attack roll, ability check, or saving throw. After using it, the DM can have her roll on the Wild Magic Surge table to recharge it.
- Font of MagicLevel 2
Seraphina has 5 sorcery points. She can use them to create spell slots or fuel Metamagic options. Creating a spell slot costs 2 points for a 1st-level slot, 3 for a 2nd-level slot, and 5 for a 3rd-level slot. She regains all spent sorcery points after a long rest.
- Ability Score ImprovementLevel 4
Seraphina can increase one ability score by 2, or increase two ability scores by 1. She increases her Charisma by 2, raising it to 18.
- 5th-Level Sorcerer SpellcastingLevel 5
Seraphina has access to 3rd-level sorcerer spells and can convert sorcery points into spell slots or spell slots into sorcery points using Font of Magic.
- LuckyLightfoot HalflingWhen rolling a 1 on a d20 for an attack roll, ability check, or saving throw, reroll the die and use the new result.
- BraveLightfoot HalflingAdvantage on saving throws against being frightened.
- Halfling NimblenessLightfoot HalflingMove through the space of any creature that is at least one size larger.
- Naturally StealthyLightfoot HalflingCan attempt to hide when obscured by a creature at least one size larger.
- False IdentityCharlatan
Seraphina maintains a false identity and a convincing alternate persona. She can often secure lodging, information, or temporary assistance by presenting herself as someone respectable and familiar.
Spells
10 spellsSpellcasting. Seraphina casts with Charisma (spell save DC 15, to hit with spell attacks).
Cantrips (at will): , , , ,
1st level (4 slots): , ,
2nd level (3 slots):
3rd level (2 slots):
Gear
7 itemsWeapons
- DaggerA simple melee weapon used for emergencies and theatrical gestures.
Tools
- Disguise KitTools used to create convincing alternate identities and alter written records.
- Forgery KitTools used to imitate seals, handwriting, and official documents.
Gear
- Arcane FocusA small crystal mounted in a brass setting, used as her arcane focus.
- Explorer's PackA pack containing bedroll, mess kit, tinderbox, rations, waterskin, rope, and other travel necessities.
- Fine ClothesA set of fine but deliberately unremarkable clothes suitable for posing as a respectable traveler.
Purse
- 15×Gold PiecesCoins saved from years of small cons and honest odd jobs.
Appearance
A small, quick-footed Lightfoot halfling with warm brown skin, a narrow face, and thick black hair cut unevenly around her ears. Her eyes are gray-green with tiny amber flecks that brighten whenever her magic stirs. She dresses in carefully mended travel clothes, favoring plum, rust, and muted gold, with a copper earring shaped like a crooked crescent. Her fingers are stained with ink from years of forgery and disguise work, and faint sparks sometimes gather around her knuckles when she is nervous.
Mannerisms
Seraphina taps twice against any wooden surface before telling an important lie. She lowers her voice when she is angry, smiles too brightly when she is afraid, and frequently checks the position of nearby candles before casting a spell.
Personality
Seraphina is observant, quick-witted, and socially nimble. She treats conversation like a card game, watching for tells while offering just enough truth to make her lies feel trustworthy. Despite her practiced deception, she has a genuine tenderness for frightened people, misplaced children, and anyone being pressured by someone more powerful. She prefers clever solutions to violent ones, but her temper flashes when someone treats kindness as weakness.
Ideals
Freedom. No one should be trapped inside a name, a debt, a prophecy, or a role chosen by someone else.
Bonds
She carries the first forged letter that awakened her magic and will risk almost anything to discover who originally wrote the name hidden beneath its seal.
Flaws
She lies reflexively when frightened, even when the truth would be safer. Seraphina also cannot resist improving a plan that is already working, particularly if the improvement lets her make a more dramatic entrance.
Quirks
Background
Seraphina was born in a halfling caravan that crossed market roads, river towns, and the neglected edges of larger kingdoms. Her family made a living repairing clocks, copying documents, and selling harmless remedies that were occasionally more hope than medicine. When Seraphina was eleven, a forged inheritance letter unexpectedly became real. The seal flared with violet fire, the ink crawled across the page, and every candle in the caravan burned blue. The incident exposed her latent sorcery, but it also attracted the attention of a magistrate whose family had been cheated by one of her father's old forgeries. To protect the caravan, Seraphina learned to become other people. She posed as a traveling tutor, a minor noble's cousin, and once, disastrously, a priest's distant aunt. Her disguises became more convincing as her magic grew, though her Wild Magic had an irritating habit of adding dramatic flourishes at precisely the wrong moment. She now travels under her real name, searching for the source of the strange power in her blood. She suspects it began with an ancestor who bargained with something beneath a ruined observatory, but she has not yet decided whether learning the truth will free her family or place them in greater danger.
“Her family made a living repairing clocks, copying documents, and selling harmless remedies that were occasionally more hope than medicine.”
- Background
- Charlatan
Connections
Species
Lightfoot Halfling
Media
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