Seraphine Dawnhammer

Level 1 Half-Elf Paladin

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STR
16 (+3)
DEX
10
CON
14 (+2)
INT
8 (-1)
WIS
12 (+1)
CHA
15 (+2)

Defense

Armor Class 17 (Breastplate (white gold and mythral), Shield, Defense Fighting Style)
Hit Points 12 (10 + Constitution modifier +2)
Speed 30 ft.

Proficiencies & Skills

Saving Throws Wisdom, Charisma
Skills Insight +3, Religion +1, Athletics +5, Intimidation +4

Features

Divine Sense

class Level 1
3 times per long rest

The presence of strong evil registers on your senses. As a Bonus Action, you can open your awareness to detect Celestials, Fiends, and Undead within 60 feet that are not behind total cover, learning their location and kind. You can use this trait a number of times equal to 1 + your Charisma modifier, regaining all uses on a Long Rest.

Oath of the Undying Bane (custom)

custom Level 1

Custom flavor feature (balanced): Seraphine has sworn herself to Gorm Gulthyn's vigil against the undead. She has Advantage on ability checks made to recall lore about Undead creatures, and her Divine Sense also reveals the general direction of any vampire spawn within 60 feet.

Lay On Hands

class Level 1
Pool of 5 hit points, restored on long rest

Your blessed touch can heal wounds. You have a pool of 5 hit points that replenishes on a Long Rest. As a Magic action, you can touch a creature and restore hit points from the pool. You can also expend 5 hit points from the pool to cure the target of the Poisoned condition.

Magic Initiate (Cleric)

background Level 1
Cantrip at will; 1st-level spell once per long rest

You learn the Guidance cantrip and two 1st-level Cleric spells (Cure Wounds and Guiding Bolt), casting them with Wisdom. You can cast each 1st-level spell once per Long Rest without expending a spell slot.

Spellcasting

class Level 1
At will (prepared spells use slots)

By level 1, you have learned to channel divine power through your oath to Gorm Gulthyn. You prepare a number of spells equal to half your Paladin level (rounded up) plus your Charisma modifier.

Darkvision

species Level 1

You 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, discerning only shades of gray.

Skill Versatility

species Level 1

Your elven and human heritage grants you broad training. You gain proficiency in two skills of your choice (reflected in your skill list).

Fey Ancestry

species Level 1

You have Advantage on saving throws you make to avoid or end the Charmed condition.

Fighting Style: Defense

class Level 1

While you are wearing armor, you gain a +1 bonus to Armor Class.

Spellcasting

Charisma DC 12 +4 to hit Level 1: 2 slots

Paladin prepared spells (3 = half level + Cha mod) use Charisma; Magic Initiate (Cleric) spells use Wisdom and are each cast once per Long Rest without slots.

Bless

Level 1 SRD 5.2
Enchantment 1 action 30 feet V, S, M (a vial of holy water)

Up to three creatures each gain +1d4 to attack rolls and saving throws for 1 minute (Concentration).

Divine Favor

Level 1 SRD 5.2
Transmutation 1 bonus action Self V, S

Your weapon attacks deal an extra 1d4 Radiant damage for 1 minute (Concentration).

Searing Smite

Level 1 SRD 5.2
Evocation 1 bonus action Self V

Your next weapon hit deals +1d6 Fire damage and sets the target ablaze for 1d6 Fire damage per turn until it succeeds on a Constitution save.

Guidance

Cantrip SRD 5.2 (Magic Initiate)
Divination 1 action Touch V, S

Target gains +1d4 on one ability check of its choice within 1 minute.

Cure Wounds

Level 1 SRD 5.2 (Magic Initiate)
Abjuration 1 action Touch V, S

A creature you touch regains 1d8 + Wisdom modifier hit points (Wis 1: 1d8+1).

Guiding Bolt

Level 1 SRD 5.2 (Magic Initiate)
Evocation 1 action 120 feet V, S

Ranged spell attack: 4d6 Radiant damage; on a hit, the next attack roll against the target has Advantage.

Behind the character

Character Information

Seraphine Dawnhammer stands as a striking figure even among the battle-hardened faithful of Gorm Gulthyn. Her long, flowing golden hair — inherited from her elven mother — catches the light like spun sunlight, often tied loosely back before a fight but left free when she wishes to be seen. Her features carry the unmistakable blend of her dual heritage: the sharp, elegant cheekbones and slightly tapered ears of her elven blood, softened by the human strength and warmth of her father's line.

Her eyes are a pale, watchful grey, the eyes of someone who learned too young that monsters wear familiar faces. She is in her mid-twenties but carries herself with the gravity of a veteran, shoulders squared, chin lifted, always scanning the horizon for threats.

Her armor is her most treasured possession and a masterpiece of elven craftsmanship: a breastplate forged from white gold and mythral, so finely worked that it carries a subtle pink tint in its hue, like dawn light caught in metal. It was her mother's parting gift, and Seraphine polishes it religiously, treating each scratch as a personal affront. Over it she bears a heavily ornate silver circular shield, emblazoned with the shield-and-bright-eye symbol of Gorm Gulthyn, the Firelord God of defense and eternal vigilance. The shield is not decoration — it is a declaration. Every undead that sees it knows that Gorm's vigil walks among the living.

In her right hand she carries a light war-hammer, its haft worn smooth from training and prayer alike. At her waist hangs a silver and mythril dagger, her second weapon and her insurance — for she knows better than most that some foes must be finished up close, and finished properly. Her voice is warm but firm, capable of gentle comfort and iron command in the same breath. She laughs rarely but genuinely, prays constantly, and sleeps lightly.

Beneath the discipline lies grief and fury in equal measure — a woman who lost her family to undeath and swore upon a holy altar that she would spend the rest of her life ensuring no creature of the night knows peace while she draws breath.

Before the adventure

Character Background

Seraphine was born in a hunting lodge on the borderlands, the daughter of an unlikely union. Her father, Aldric Dawnhammer, was a human ranger — a weathered, patient man who knew every trail, every animal track, and every danger of the border forests. Her mother, Vaelith, was a silver-haired elf from a distant realm across the sea, a woman of quiet songs, old lore, and gentle hands. Their marriage scandalized neither family so much as it surprised them both, and their daughter was raised in the overlap of two worlds: half her childhood spent on her father's patrols, learning the bow, the trail, and the hard honesty of the wilds; the other half at her mother's side, learning elvish verse, the names of stars, and the long memory of a people who measure time in centuries.

When Seraphine was still young, Vaelith fell to a wasting illness that no healer or herb could touch. The elves of her mother's people came quietly for her, and she departed for the Undying Lands — the elven realm beyond the sea where their kind goes to end their days in peace. Seraphine has never learned whether her mother still lives, and the uncertainty aches in her like an old wound. She stayed at her father's side afterward, and the two grew closer than ever, two hunters keeping watch over an empty lodge.

Then came the night that shattered her life. A powerful vampire descended upon their home in the dark hours. Aldric fought bravely — Seraphine still remembers the sound of his war-cries, the flash of silver, the terrible confidence of the thing that came for them. But her father did not die. The vampire took him, and turned him. Seraphine fled into the night with nothing but her life and the knowledge that the thing wearing her father's face now walks the earth as an undead horror — a mockery of everything he was, bound in servitude to the monster that made him.

She wandered, grief-mad, until she found a shrine of Gorm Gulthyn, the guardian god of defense, vigilance, and the shield-wall that holds against darkness. Something in the Firelord's creed — that walls are built, that watches are kept, that no darkness is suffered to pass — answered the scream in her heart. She swore her oath upon the altar: no undead creature would know peace while she drew breath. The priests trained her in hammer, shield, and holy word, and she took to the paladin's path with a convert's ferocity.

Now she walks the borderlands as Gorm's vigil, seeking the vampire who stole her family — and her father with him. She knows the confrontation may one day demand she put a hammer or a silver dagger through the heart of the man who raised her. She has made her peace with that, or tells herself she has. Until then, every crypt cleansed, every ghoul destroyed, every spawn dragged into the sunlight is a payment on a debt she intends to collect in full. She carries her mother's armor and her father's memory in every blow, and she does not rest.

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