Seraphine Frostmane

Level 1 Snow Bengal (Tabaxi-kin) — custom species, balanced to SRD 5.2 Sorcerer ((Sorcerous Origin chosen at level 3 — bloodline of the Winter Veil, pending))

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STR
13 (+1)
DEX
15 (+2)
CON
12 (+1)
INT
8 (-1)
WIS
10
CHA
17 (+3)

Defense

Armor Class 13 (unarmored (10 + Dex +3))
Hit Points 7 (1d6 + 1 (Con) +1)
Speed 30 ft., climb 20 ft.

Proficiencies & Skills

Saving Throws Charisma +5, Constitution +3
Skills Stealth +4, Perception +2

Features

Origin Feat: Magic Initiate (Cleric)

background (Acolyte) Level 1
mixed

From her tutor-priest's lessons she learned two cleric cantrips (Guidance, Sacred Flame) and may cast Cure Wounds once per long rest without a slot, using Wisdom... corrected: uses her spellcasting ability, Charisma, per Magic Initiate rules (choose the class's spellcasting ability at feat acquisition — Charisma).

Wild Magic Spark / Winter Veil Bloodline (custom flavor)

custom Level 1
flavor

Custom narrative feature: the magic in her veins occasionally frosts the air around her when she feels strong emotion. Purely cosmetic at level 1; her true origin feature unlocks at level 3.

Feline Agility

species Level 1
variable

Her reflexes and speed grow when she moves: on her turn she can double her speed until the end of the turn; usable once, refreshed when she moves 0 feet on a turn.

Spellcasting (Sorcerer)

class Level 1

Seraphine casts spells using Charisma (DC 14, attack +5). She knows 4 cantrips and 2 level-1 spells and has two 1st-level spell slots per long rest.

Snow Pelt

species (custom trait) Level 1

Custom: Adapted to the northern coast — she is naturally acclimated to cold weather and gains Advantage on saving throws against extreme cold.

Darkvision 60 ft.

species Level 1

She sees in dim light within 60 feet as if bright and in darkness as if dim (sees only shades of gray).

Cat's Claws

species Level 1

Her claws deal 1d4 slashing instead of unarmed-strike damage, and she has a climbing speed of 20 feet.

Cat's Talent

species Level 1

Proficiency in Perception and Stealth.

Spellcasting

Charisma DC 14 +5 to hit Level 1: 2 slots

Cure Wounds via Magic Initiate is cast once per long rest without expending a sorcerer spell slot.

Fire Bolt

Cantrip Sorcerer
evocation Action 120 ft. V,S

Ranged spell attack, +5 to hit; on hit deals 1d10 fire damage.

Light

Cantrip Sorcerer
evocation Action Touch V,M (a firefly)

An object shines bright light in a 20-ft. radius and dim light for 20 ft. beyond.

Minor Illusion

Cantrip Sorcerer
illusion Action 30 ft. S,M

Create a sound or an image no larger than a 5-ft. cube that lasts 1 minute.

Prestidigitation

Cantrip Sorcerer
transmutation Action 10 ft. V,S

Minor magical tricks: sensory effects, spark, clean/soil objects.

Guidance

Cantrip Magic Initiate (Cleric)
divination Action Touch V,S

Target adds 1d4 to one ability check within 1 minute.

Sacred Flame

Cantrip Magic Initiate (Cleric)
evocation Action 60 ft. V,S

Dex save DC 14 or take 1d8 radiant damage; no cover benefit.

Magic Missile

Level 1 Sorcerer
evocation Action 120 ft. V,S

Three darts of force, each dealing 1d4+1 force damage to creatures of your choice.

Shield

Level 1 Sorcerer
abjuration Reaction Self V,S

+5 AC until end of your next turn, including against the triggering attack.

Cure Wounds

Level 1 Magic Initiate (Cleric)
evocation Action Touch V,S

A creature regains 1d8 + 3 hit points. Castable without a spell slot once per long rest.

Behind the character

Character Information

Seraphine Frostmane is a young snow Bengal woman in her mid-twenties, her thick cashmere-white fur patterned with smoky charcoal rosettes like a snow leopard's coat. Her long, luxuriously ringed tail betrays her mood when her face does not — flicking with curiosity, curling tight with worry. Her eyes are pale glacier-blue, cool and reflective, catching light the way ice catches dawn. She stands with the easy, balanced grace of her feline kin, movements quiet and deliberate, claws clicking softly on stone floors when she forgets to sheathe them.

She dresses in layered traveler's robes of cream and ice-blue, trimmed with silver thread and cut for both warmth and movement, a heavy hooded cloak dusted with frost over her shoulders. At her throat hangs a small holy symbol — a snowflake cradled within a sun — the parting gift of the tutor-priest who raised her. A quarterstaff rides across her back, more habit than weapon.

Magic lives in her veins, and it shows. When emotion runs high, the air around her frosts: motes of ice glitter in her wake, her breath blooms white in warm rooms, and pale-blue arcane light curls around her fingertips like drifting snow. She has learned to breathe through these moments, but she has not learned to hide them.

Her temperament is Lawful Good to the bone: orderly, dutiful, kind. She was raised on scripture and structure, and she trusts in both — though the Academy sharpened her questions as much as her answers. She is calm under pressure, curious to a fault, and quietly stubborn about doing the right thing even when it is inconvenient. Beneath the composure, though, there is a faint trouble in her expression these days — the look of someone who hears something wicked whispering on the wind and cannot yet tell whether it is real, or only the north talking in her blood.

Before the adventure

Character Background

Seraphine Frostmane was born on the northern coast, where the mountains meet a cold gray sea and winter is less a season than a permanent neighbor. Her people, the snow Bengal tabaxi-kin, live in small cliffside and shore communities sustained by fishing, trapping, and a stubborn faith that the sun will always come back after the long dark. She was born during a snowstorm, and her grandmother swore the wind stopped howling the moment she first cried — the first of many small omens the family would half-jokingly attach to her over the years.

Faith structured her childhood. Her parents were devout, and when it became clear that their daughter was clever, restless, and prone to staring at things that weren't there, they arranged for her tutoring under a local priest — a patient, dry-witted man of a snowflake-and-sun order who taught her letters, liturgy, herbal lore, and the discipline of daily prayer. From him she learned Guidance and Sacred Flame, the small practical miracles of his calling, and more importantly she learned that power without structure is dangerous. His lessons are the root of her Lawful Good streak: ritual, duty, honesty, care for the sick and the stranded.

But the priest could not explain what was happening to her. When she wept, frost bloomed on the window glass. When she raged at a schoolyard bully, the puddles froze with a sound like tiny bells. The village called it a blessing; the priest, more honestly, called it unknown, and wrote letters to colleagues in the south. One of those letters reached the Academy — a respected school of arcane learning — and at fourteen Seraphine was sent south with a trunk of clothes, her pendant, and a letter of introduction.

The Academy was a shock of warmth, noise, and competition. She tested as a sorcerer rather than a wizard: the magic was in her, not in her books, and no instructor could match its signature to any known bloodline. The faculty catalogued the frost phenomena, prescribed breathing exercises and meditation, and told her the truth kindly: they would understand her origin better when it matured, likely around her twentieth year. She graduated quickly — her talent was undeniable even if its source was a mystery — and left with more questions than she arrived with.

Graduation brought an assignment rather than a homecoming: a two-year internship posting to Nyanhattan, a boomtown on the northern frontier that has exploded almost overnight around the discovery of rich silver mines. Migrants pour in by the caravan-load — miners, merchants, speculators, fortune-tellers, and the predators who follow all of them. The outpost city is raw, muddy, half-built, and thrilling, its skyline bristling with new towers and old ambitions. Seraphine arrived intending to serve her internship, send money home, and study her bloodline in peace.

She has not gotten to keep that intention. From her first week in the city, she has felt it: something wicked whispering on the horizon. Not a voice she can hear with her ears — more a pressure on the edge of her senses, a wrongness in the wind coming down from the mountains, a frost that forms in patterns she doesn't recognize on the nights it is strongest. The mines have disturbed something. She is certain of it, though she cannot yet prove it, and the older she gets and the closer her bloodline comes to waking, the louder the whisper becomes.

Now she walks a careful line: a dutiful intern by day, casting cantrips and tending the injured with her one gift of healing, and by night a young woman poring over mining charts and old expedition journals, trying to understand what the silver veins have awakened. She has two years, a quarterstaff, a handful of spells, and the growing certainty that Nyanhattan's boom is built on something that was better left buried — and that the whispering on the horizon has begun to whisper back to her.

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