Seraphine Duskveil

Level 1 Celestial-Touched (Aasimar-equivalent, SRD-safe custom species) Cleric (Life Domain)

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STR
12 (+1)
DEX
10
CON
13 (+1)
INT
8 (-1)
WIS
17 (+3)
CHA
16 (+3)

Defense

Armor Class 16 (chain shirt + shield (Dex capped at +2 by medium armor))
Hit Points 9 (1d8 + 1 +1)
Speed 30 ft.

Proficiencies & Skills

Saving Throws wisdom, charisma
Skills Insight +5, Medicine +5, Religion +1, Persuasion +5

Features

Celestial Radiance (Celestial-Touched)

species Level 1
1/Long Rest

As a Bonus Action, you can begin a 1-minute transformation: you shed dim light in a 10-foot radius and gain a flying speed equal to your walking speed until the end of your next turn (reusable each turn while transformed). At 3rd level, you may choose a Radiant Soul-like or protective manifestation. Balanced homebrew adaptation of the Aasimar species for SRD 5. 2.

Magic Initiate (Cleric) — Acolyte background feat

background Level 1
permanent

You know two cleric cantrips (Guidance, Thaumaturgy) and can cast Bless once per Long Rest without a spell slot (Wisdom is your spellcasting ability). These overlap with your cleric spellcasting; see spellcasting list.

Channel Divinity: Divine Spark

class Level 1
1/Short Rest (2 at higher levels)

As a Magic action, present your Holy Symbol and roll 1d6 + Wis modifier: heal a creature within 30 feet or deal radiant damage to a creature within 30 feet (Charisma-based save per SRD 5. 2).

Divine Order (Protector)

class Level 1
permanent

You gain proficiency with martial weapons, and your Divine Strike-equivalent: your weapon attacks deal extra radiant damage once per turn at higher levels (per SRD 5. 2 Divine Order).

Spellcasting (Cleric)

class Level 1
permanent

You are a divine spellcaster. Wisdom is your spellcasting ability. You prepare spells from the cleric spell list; you can replace prepared spells after a Long Rest.

Disciple of Life (Life Domain)

subclass Level 1
permanent

Whenever you cast a spell of 1st level or higher that restores hit points, the target regains additional hit points equal to 2 + the spell's level.

Healing Hands (Celestial-Touched)

species Level 1
Proficiency Bonus times per Long Rest

As a Magic action, touch a creature and restore hit points equal to your proficiency bonus (2).

Light Bearer (Celestial-Touched)

species Level 1
permanent

You know the Light cantrip (Wisdom is your spellcasting ability for it).

Darkvision (Celestial-Touched)

species Level 1
permanent

You can see in dim light within 60 feet as if it were bright light.

Celestial Resistance (Celestial-Touched)

species Level 1
permanent

You have resistance to necrotic damage and radiant damage.

Spellcasting

Wisdom DC 13 +5 to hit Level 1: 2 slots

Prepared spells = Wisdom modifier (3) + cleric level (1) + 1 (Life Domain always-prepared Cure Wounds counts toward the list). Cantrips known: 3 class (Sacred Flame, Thaumaturgy, Guidance) + Light from species. Bless from Magic Initiate may be cast once per Long Rest without a slot.

Light

Cantrip species (Light Bearer)
evocation Action Touch V, M (firefly or phosphorescent moss)

You touch one object and shed bright light in a 20-foot radius and dim light for an additional 20 feet.

Sacred Flame

Cantrip class
evocation Action 60 feet V, S

Flame-like radiance descends on a creature you can see within range. Dexterity save or take 1d8 radiant damage (no cover benefit). Increases at 5/11/17.

Thaumaturgy

Cantrip class + background feat
transmutation Action 30 feet V

You manifest a minor wonder: your voice booms, flames flicker, harmless tremors, sounds, or your eyes change appearance. Lasts up to 1 minute.

Guidance

Cantrip class + background feat
divination Action Touch V, S

You touch a creature; it gains a d4 to add to one ability check of its choice within the next minute (once).

Bless

Level 1 class + background feat
enchantment Action 30 feet V, S, M

Up to 3 creatures each add 1d4 to attack rolls and saving throws for 1 minute (Concentration).

Cure Wounds

Level 1 class
abjuration Action Touch V, S

A creature you touch regains 1d8 + spellcasting modifier hit points. Increases by 1d8 per higher slot. +Disciple of Life bonus (4).

Healing Word

Level 1 class
abjuration Bonus Action 60 feet V

A creature you can see regains 1d4 + spellcasting modifier hit points. Increases by 1d4 per higher slot. +Disciple of Life bonus (3).

Guiding Bolt

Level 1 class
evocation Action 120 feet V, S

Ranged spell attack: 4d6 radiant damage on a hit; the target sheds dim light and the next attack roll against it has advantage.

Shield of Faith

Level 1 class
abjuration Bonus Action 60 feet V, S, M

A shimmering field grants a creature +2 to AC for 10 minutes (Concentration).

Behind the character

Character Information

Seraphine Duskveil is a woman in her late twenties whose celestial heritage is written plainly upon her. She stands tall and composed, with long silver-white hair that carries a faint inner luminance, catching torchlight as though lit from within. Her eyes glow a soft amber, warm rather than piercing, and delicate golden motes dust her cheekbones like freckles touched by starlight. A subtle halo of golden radiance hovers just above her brow, brightening when she prays, heals, or calls upon her divine patron's power.

She dresses in white-and-gold vestments over a polished chain shirt, a heavy sunburst-emblazoned shield on her left arm and a well-kept mace at her belt—equipment she carries not as ornament, but as the honest tools of a protector. Her bearing is dignified and calm; she speaks with measured warmth, never with fire-and-brimstone judgment, believing that the fastest way to turn a heart is to bind its wounds first. She is slow to anger but immovable once roused, and those who threaten the helpless discover that her gentleness is a choice, not a weakness.

In battle she stands at the front, shield raised, radiance streaming from her as she mends the fallen and strikes down creatures of shadow with searing light. Off the field she is a caretaker: tending the sick, sitting with the dying, writing letters for the illiterate, and offering guidance to anyone who asks—and many who don't. Her faith is sincere but not blind; she has questioned, doubted, and emerged with a conviction all the stronger for it. She carries a quiet sorrow for those she could not save, and it is this grief, transformed into resolve, that drives her ever onward toward the light she serves.

Before the adventure

Character Background

Seraphine Duskveil was born under circumstances her mother always called 'a mercy from above.' She came into the world during a violent storm that struck the small temple-village of Aurel's Rest, and the midwife swore the infant did not cry—she glowed. The village had no name for what Seraphine was. Her human mother, a widowed laundress, raised her as best she could, but the child's luminous eyes and faintly radiant skin drew whispers of both reverence and fear. Some villagers left offerings at their door, believing the girl blessed; others crossed the street to avoid her, convinced her celestial blood was an omen of calamity.

Seraphine found sanctuary in the village temple of the radiant powers, where an aging priest named Father Aldous took her under his wing. He taught her that her gifts were not a burden or a mark of difference but a calling—that light, to be worth anything, must be given away freely. She spent her childhood and youth sweeping temple floors, copying scripture with growing skill in calligraphy, and learning the arts of medicine and prayer.

When a fever swept through Aurel's Rest in her sixteenth year, Seraphine worked without sleep for four days, carrying water, holding hands, and doing what she could with herbs and faith. She could not save everyone. The memory of the ones she lost—particularly a young friend named Tam, who died with her hand in his—became the wound from which her vocation grew. She resolved that she would never again be merely present at suffering; she would be armed against it.

At twenty, she formally took her vows as an acolyte and began training with shield and mace, believing that a healer who cannot stand in the breach protects no one. Her training was thorough if unremarkable—she was never the strongest or quickest, but she was disciplined, patient, and possessed of an unshakable steadiness under pressure that impressed her instructors more than any feat of arms.

Now in her late twenties, Seraphine has left Aurel's Rest for the wider world. Father Aldous, before his death, spoke to her of a darkness gathering in distant places—shadow-cult sowing despair, undead stirring in old barrows, and good people losing hope. She carries his old sunburst shield and his blessing, traveling from town to town, healing the sick, defending the weak, and kindling hope wherever it has guttered low. Her celestial blood stirs more strongly with each passing year: her halo brightens in moments of need, and she dreams sometimes of a voice like distant bells urging her onward.

She does not yet know the full purpose for which she was touched by the heavens—but she walks toward it willingly, mace in hand, light in her eyes, and mercy in her heart.

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