Acolyte
Seris was educated in temple protocol, oathkeeping, and formal records. She carries the habits of a learned servant of law: careful speech, ritual courtesy, and a strong sense that promises are binding.
Seris was educated in temple protocol, oathkeeping, and formal records. She carries the habits of a learned servant of law: careful speech, ritual courtesy, and a strong sense that promises are binding.
She knows two cleric cantrips and one 1st-level cleric spell chosen through her background training. Seris commonly uses guidance and sacred flame, and favors command as her once-per-long-rest spell.
Seris and friendly creatures within 10 feet of her are protected from being charmed while she is conscious. Her certainty and emotional restraint make her difficult to sway or spiritually manipulate.
A holy warrior trained in armor, weapons, and unwavering purpose. Seris can heal with Lay on Hands, sense celestials/fiends/undead with Divine Sense, and uphold her oath through disciplined action.
Seris has sworn to honesty, courage, compassion, honor, and duty. In practice, she interprets these vows as obligations to stabilize the archipelago rather than let it collapse into reckless war.
Seris has a pool of healing power equal to 35 hit points, which she can use to restore hit points to creatures she touches or end certain diseases and poisons as allowed by the class rules.
When Seris hits a creature with a melee weapon attack, she can expend a spell slot to deal radiant damage, turning disciplined swordplay into decisive punishment when negotiation fails.
Seris can cast paladin spells using Charisma as her spellcasting ability. Her magic is practical and command-driven rather than flamboyant, favoring protection, pressure, and control.
Seris can use Channel Divinity to imbue a weapon with radiant power, adding her Charisma modifier to attack rolls with that weapon for a limited time and shedding bright light.
Seris and friendly creatures within 10 feet of her add her Charisma modifier to saving throws while she is conscious, reflecting her steady presence and battlefield authority.
As an action, Seris can sense the presence of celestials, fiends, and undead within range, using spiritual awareness to detect hidden threats in politically dangerous places.
A human character is adaptable, practical, and socially versatile. Dame Seris was raised to move between courts, ports, and command cabins without losing poise or authority.
While wearing armor, Seris gains a +1 bonus to AC, reinforcing her role as a protected frontline negotiator who advances only when the field is favorable.
Seris can attack twice, instead of once, whenever she takes the Attack action on her turn.
Seris prefers control and support magic that creates leverage, protects allies, and ends encounters before they become massacres. Her cleric cantrips from Magic Initiate are guidance and sacred flame, and her once-per-long-rest 1st-level cleric spell is command.
Up to three creatures add 1d4 to attack rolls and saving throws for the duration.
A creature that fails a Wisdom save must follow a one-word command on its next turn.
One creature is drawn toward you and has disadvantage on attacks against other targets.
A willing creature is protected from certain creature types, gaining several defensive benefits against them.
Up to three creatures gain increased hit point maximums and current hit points for the duration.
End one disease or condition affecting the target.
Create a floating weapon that attacks a creature each turn without requiring concentration on movement.
Seris identifies a chain of forged passage claims tied to rival expeditions and asks the party to help verify which documents are genuine and which were planted to split the factions.
Expose the false claims publicly at the anchorage parley.
Help Seris quietly replace the forged documents with corrected ones.
During a parley at Thornscale Anchorage, Seris identifies irregular bodyguard placements and asks the party to find the person preparing the assassination or sabotage attempt.
Protect Seris directly and force the ambush to reveal itself.
Let the summit continue and expose the hidden threat with evidence instead of force.
Seris learns evidence of a greater manipulator and asks the party to help verify it without alerting the wrong people.
Share the evidence with Seris immediately and let her coordinate the response.
Keep the evidence secret and use it to force Seris into cooperation.
Expose the fraud publicly or suppress it for diplomatic leverage.
Answer with visible justice or quiet correction.
Break with her hardliners or sabotage the threat from inside the system.
Improves with neutral islanders and disciplined allies; may worsen with hardline rivals.
Can function as a temporary ally in one major scene.
Uses support magic and defensive positioning more aggressively.
Allows trusted allies to see uncertainty.
Loses some formal authority but gains freedom from some command restrictions.
May recruit or support the party more openly.
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