Guardian Selene

Level 10 Human Paladin (Oath of Devotion)

Available with DM subscription
STR
16 (+3)
DEX
13 (+1)
CON
15 (+2)
INT
8 (-1)
WIS
11
CHA
14 (+2)

Defense

Armor Class 20 (plate armor (+1 silver plate, shield))
Hit Points 84 (10d10+20 (paladin, +2 CON, Tough feat? noโ€”10d10+20 base with +2 CON modifier) +2)
Speed 30 ft.

Proficiencies & Skills

Saving Throws wisdom, charisma
Skills Insight +4, Stealth +5, Religion +3, Survival +4, Athletics +7, Perception +4, Persuasion +6, Intimidation +6, Animal handling +4

Features

Guardian of the Shadowed Gate (custom)

custom Level 1
special

Custom campaign feature. Selene has held the Shadowed Gate for decades. She knows the password 'Eclipse' and the gate's opening ritual (three sigils plus the spoken password). She has advantage on saving throws against shadow magic and necrotic damage resistance while within 30 feet of the gate. If Neris Vale (or the player) restores the boundary cairn names, she may be freed from her vigil to fight beside the party.

Channel Divinity: Abjure Foes

class Level 3
1 per Short/Long Rest

As a Magic action, she targets up to two creatures (Charisma modifier, minimum one) within 60 feet. Each must succeed on a DC 14 Wisdom save or be Frightened for 1 minute or until damaged; while frightened, it can do only one of: move, act, or bonus action.

Oath of Devotion: Sacred Weapon

subclass Level 3
1 per Short/Long Rest

As a Bonus Action, she imbues her weapon with lunar light for 1 minute: it emits bright light in a 10-foot radius, gains +2 attack bonus (Cha mod), and deals extra radiant damage equal to her Charisma modifier on a hit.

Ward of the Fallen (custom)

custom Level 1
1 per Long Rest

Custom campaign feature. Once per day, when she or an ally within 10 feet would drop to 0 hit points, Selene can call upon the names of the fallen gate-wardens to grant that creature 15 temporary hit points instead.

Divine Sense

class Level 1
4 uses per Long Rest

As a Bonus Action, she detects celestials, fiends, and undead within 60 feet that are behind total cover. The Umbral Court's shadow creatures register to her as a cold, void-like taint.

Channel Divinity: Divine Smite

class Level 3
1 per Short/Long Rest

As a Magic action, she expends a spell slot of level 2+ and strikes a creature within 5 feet with her weapon, dealing radiant damage in addition to the weapon's damage.

Lay on Hands

class Level 1
50 HP pool per Long Rest

She can heal a creature by touching it, expending hit points from her pool. She can also cure disease or poison for 5 HP per condition.

Oath of Devotion: Aura of Devotion

subclass Level 7

She and allies within 10 feet have advantage on saving throws against the Charmed condition and cannot be Charmed while in the aura.

Aura of Protection

class Level 6

She and creatures within 10 feet gain a +2 bonus (Charisma modifier) to saving throws. She herself is unaffected if incapacitated.

Fighting Style: Defense

class Level 1

While wearing armor, Selene gains a +1 bonus to Armor Class.

Spellcasting

Charisma DC 14 +6 to hit Level 1: 4 slots Level 2: 3 slots Level 3: 3 slots Level 4: 2 slots

Paladin prepares 7 spells (half level + Charisma modifier). Cantrips: none (paladins have none).

Bless

Level 1 class
Enchantment 1 Action 30 feet V, S, M (holy symbol)

Up to three creatures within range gain +1d4 to attack rolls and saving throws for 1 minute (concentration).

Cure Wounds

Level 1 class
Evocation 1 Action Touch V, S

A creature she touches regains 1d8+2 hit points.

Shield of Faith

Level 1 class
Abjuration 1 Bonus Action 60 feet V, S, M (holy symbol)

Grants a target +2 bonus to AC for 10 minutes (concentration).

Compelled Duel

Level 1 class
Enchantment 1 Bonus Action 30 feet V

A target must make a DC 14 Wisdom save or be compelled to duel Selene for 1 minute (concentration).

Magic Weapon

Level 2 class
Transmutation 1 Bonus Action Touch V, S

A weapon becomes magical with +1 bonus to attack and damage rolls for 1 hour.

Aura of Vitality

Level 3 class
Abjuration 1 Action Self (30-foot aura) V, S

For 1 minute, Selene can use a Bonus Action to heal a creature within 30 feet for 2d6 hit points (concentration).

Banishment

Level 4 class
Abjuration 1 Action 60 feet V, S, M (holy symbol)

A creature must make a DC 14 Charisma save or be banished for 1 minute (concentration). Shadow creatures banished from the gate's threshold do not return while the ward holds.

Behind the character

Character Information

Guardian Selene is a tall, resolute human woman in her forties, the last warden of the Shadowed Gate, the black arch that stands alone between the Ashen Wilds and the Umbral Depths. She wears dulled silver plate etched with the crescent moon of the Lunar Concord, a pale blue tabard, and carries a greatsword she has not sheathed in another's presence in decades. Her silver-grey hair is braided tight against the wind of the wasteland; her pale grey eyes are steady, lined with the patience of a vigil that has outlasted everyone who shared it.

Before the adventure

Character Background

Selene was sworn to the Lunar Concord as a young knight and posted to the Shadowed Gate as one of a full order of gate-wardens โ€” seven guardians, seven boundary cairns, one shared oath. The Umbral Court tested the gate year after year, and one by one her brothers and sisters fell. She buried each of them, carved their names into the cairns, and stood the watch alone. The Concord's resupply visits dwindled from seasons to years to nothing; whether the order forgot her or was made to forget her, she has never learned. She recites the Concord's litany each dawn to an empty arch, and she has done so for longer than some of Silvercourt's guards have been alive.

Her vigil is not merely duty. The gate's ward is fed by the names of the fallen, and Selene is bound within thirty feet of the arch by a geas woven into that same ward โ€” a compulsion she presents as devotion and privately carries as shame. The Umbral Court knows this, and has spent years sending duskward knights to scratch the names from the cairns, eroding both the ward and her reason to endure. Each name lost weakens the gate; each name restored strengthens it, and if all seven are reclaimed, the vigil releases her and she may fight beside the hero for the first time in decades.

The deepest wound is a name. Queen Nyxara, the Devouring Dark, was once a guardian of the moon โ€” and her true name is Selene. The guardian at the gate does not know why she shares it with her enemy: coincidence, fate, or blood. She carries a silver hand-mirror she cannot bring herself to look into, fearing the face it will show. She trains the hero through trials of memory, mercy, and arms before teaching them the fourth sigil โ€” the spoken word 'Eclipse' โ€” because she has learned that the gate opens only for conviction, and conviction is the one thing the Umbral Court cannot counterfeit.

Beneath her formality is unexpected warmth, a dry humor that surfaces only for those who stand a watch beside her, and a hope she barely admits: that the darkness can be spoken home.

Threads to follow

Unresolved Plots

  • A seventh cairn at the edge of the cairn line bears no name at all โ€” only a crescent moon scratched deep into the stone. Selene does not remember carving it, and it predates her posting. Its meaning may explain who the first guardian of the gate truly was.
  • Duskward knights have been paying the Veiled Market for something called 'the ledger page' โ€” a single page torn from a Concord record. Selene suspects it names every gate-warden who ever served, and that Nyxara wants it to finish erasing them from history.
  • The Shadowed Gate sometimes opens on its own for exactly nine heartbeats on nights when the moon is fully eclipsed, and something on the other side knocks. Selene has never answered. She does not know what would happen if someone did.
  • One of the fallen guardians' names, when restored to its cairn, causes the gate's black stone to glow faintly silver for a full night. Selene believes that guardian's spirit is not at rest, and that a message waits on the other side of the arch.
  • Selene's hand-mirror reflects the Ashen Wilds instead of the gate when she looks into it โ€” a place she has never traveled. She believes it is showing her where Nyxara's heart was first broken, and that the answer to the Devouring Dark's origin lies there.

Beneath the surface

Secrets

  • Selene shares her true name with Queen Nyxara. She has told no one, and she is not certain whether the name was given to them both, stolen by one from the other, or inherited from a common origin โ€” and she fears the mirror will tell her.
  • Selene is bound by a geas-like vigil woven into the gate's ward: she cannot willingly travel more than thirty feet from the arch. She presents her staying as duty; it is also compulsion, and she is ashamed of it.
  • Decades ago, Selene was offered relief from her post by a Concord envoy and refused it โ€” because the envoy was later revealed to be an Umbral plant, and the 'relief' would have handed the gate to the Court. She has never told anyone that her refusal, not the Concord's absence, is why she stands alone.

What haunts them

Fears

  • Dying at her post and being forgotten โ€” her name scratched from the last cairn, her vigil erased as thoroughly as her predecessors'.
  • Looking into her silver hand-mirror and seeing Nyxara's face, confirming that she and the Devouring Dark are the same person split in two.
  • That the gate will open while she sleeps, and everything she guarded for decades will pour through in a single night because of one lapse.

What drives them

Aspirations

  • To restore all seven names to the boundary cairns and know that the fallen guardians of the gate will be remembered after she is gone.
  • To one day stand down from the vigil โ€” not in death, but in relief โ€” and see the moon rise over the Ashen Wilds from the other side of the arch.
  • To learn the truth of her shared name with Nyxara, and if the Devouring Dark can be brought back to the light, to be the one who speaks her home.

Personal quest ยท 1

The Names of the Fallen

Selene asks the hero to walk the boundary cairn line with her and restore the seven names the Umbral Court has scratched from the stones. Each restored name strengthens the gate's ward, weakens its guardians, and eases the weight of her decades-long vigil. If all seven are restored, she may finally leave her post and fight beside the hero in the Umbral Depths.

Current Stage

Survey the cairn line and identify which names are missing, fighting duskward knights sent to finish the erasure.

Choice
Restore the names in order from the gate outward, or race to the most damaged cairns first while knights patrol.
The order chosen determines which guardians ambush the ritual.
Alternative
Re-carve names from memory, from stone fragments, or from Selene's spoken recitation.
Memory-carving risks errors that Selene must correct, deepening her grief.
Alternative
When the seventh name is restored, Selene is freed from her vigil โ€” she may join the hero or remain to hold the gate.
Her choice defines whether the gate stands guarded or unattended behind the hero.
Mechanical Rewards
  • Selene may join as a full ally for the Umbral Depths
  • The hero permanently gains the Ward of the Fallen blessing (15 temp HP once per day when they or an ally would drop)
  • Gate ward strengthened: shadow creatures banished at the threshold do not return
Narrative Rewards
  • Selene's trust and the full history of the gate
  • The truth about Nyxara's true name and her own connection to it

Personal quest ยท 2

The Fourth Sigil

Selene reveals that the fourth sigil needed to open the Shadowed Gate is not an object but a spoken word of conviction: 'Eclipse.' She tests the hero through three trials at the gate โ€” a trial of memory, a trial of mercy, and a trial of arms โ€” to determine whether they are worthy of speaking it.

Current Stage

Trial of Memory: Selene asks the hero to recall the names of every fallen guardian and what each died protecting.

Choice
Recite the names honestly, admit ignorance, or ask Selene to teach them.
Honesty earns her respect; pretense earns her silence.
Mechanical Rewards
  • The password 'Eclipse' and the gate-opening ritual
  • Selene's Sacred Weapon blessing applied to the hero's weapon for the gate assault
  • A potion of healing and her warning about the ambush
Narrative Rewards
  • Selene's full trust and her personal history with Nyxara
  • Knowledge that the fourth sigil is conviction, not an object

Personal quest ยท 3

The Guardian's Mirror

Selene confides that Queen Nyxara's true name is Selene โ€” her own. She does not know if they share a name by coincidence, by fate, or by blood. She asks the hero to carry a silver hand-mirror into the Umbral Depths and hold it before Nyxara at the moment of confrontation, so that Selene might finally see the face behind the Devouring Dark.

Current Stage

Selene gives the hero the hand-mirror and recounts the night she was posted to the gate, the last time she saw the woman who would become Nyxara.

Choice
Accept the mirror as a tool of redemption, a weapon of recognition, or refuse to carry it at all.
The mirror's purpose shapes the finale's tone.
Mechanical Rewards
  • Advantage on the redemption check against Nyxara
  • Selene's blessing (+1 to Charisma saving throws) upon the mirror's return
  • Access to the redemption ending of the campaign
Narrative Rewards
  • The truth of Selene and Nyxara's shared name
  • Selene's personal closure after decades of solitary duty

Major Decision

Context

When Neris Vale (or the hero) restores the boundary cairn names, Selene is freed from her vigil for the first time in decades. She must choose: join the hero in the Umbral Depths, or remain at the gate to hold it against pursuit.

Choice Made
Join the hero or hold the gate.
Impact

If she joins, the hero gains a level 10 paladin ally with Aura of Protection, Sacred Weapon, and Lay on Hands for the final act โ€” but the gate stands unguarded and the party cannot retreat or be reinforced. If she stays, the hero loses her combat support but permanently inherits her Ward of the Fallen blessing and the gate's defensive properties, allowing one safe retreat from the Umbral Depths.

Major Decision

Context

During the Trial of Mercy, Selene captures a wounded duskward knight who begs for release, revealing that the Umbral Court conscripts ordinary people and hollows them with shadow. Selene's old law says execute; her oath says redeem.

Choice Made
Execute the knight, release them, or attempt redemption.
Impact

Execution grants Selene a permanent +2 damage on Divine Smite (her conviction sharpens) but closes off a clue about the Obsidian Spire's patrols. Release costs Selene her conviction (her Aura of Protection drops to +1 for the act) but yields the patrol knowledge and a potential ally inside the spire. Redemption succeeds only with a DC 15 Persuasion check and grants both benefits โ€” but if it fails, the knight betrays the gate's defenses to the Umbral Court.

Major Decision

Context

Selene learns that the Eclipse Engine is powered by Princess Lumina's stolen light โ€” and that destroying it may kill the princess. She has spent decades guarding against the Umbral Court; now the fastest way to end the eclipse may require the very sacrifice her oath forbids.

Choice Made
Swear to find another way, or accept the sacrifice as necessary.
Impact

Swearing to find another way gives the hero advantage on all checks to disable the Engine non-lethally (DC 16 Arcana) but Nyxara fights at full strength. Accepting the sacrifice grants the hero and Selene each a one-time automatic critical hit against the Engine (her conviction becomes terrible) but if Lumina dies, the Moon Sigil is never restored and the ending darkens permanently.

Transformative Moment

Trigger

Restoration of all seven cairn names

Transformation

Selene is released from her geas-like vigil; her armor regains its silver gleam and she may act freely in the world again.

Mechanical Changes

Mobility

She may leave the gate's 30-foot radius without losing her custom features

Her vigil-geas is broken by the restored names

Transformative Moment

Trigger

The Trial of Mercy outcome

Transformation

Selene's understanding of her own oath is tested; she either hardens into the last iron guardian or softens into a teacher of redemption.

Mechanical Changes

Aura of Protection

+2 permanently, or temporarily reduced to +1 if her conviction falters

Her Charisma wavers or sharpens with her certainty

Transformative Moment

Trigger

Learning Nyxara's true name is her own

Transformation

Selene reframes her entire vigil; she becomes either a woman avenging herself against a dark mirror or a guardian at peace with her name's burden.

Mechanical Changes

Ward of the Fallen

Usage increases from 1 per Long Rest to 2 per Long Rest

Her clarity about her identity deepens her connection to the fallen guardians

Ally

Neris Vale, the Gatebound Oath

Relationship ally and former student
Influence 9/10
Loyalty 95/10

Shared History

Neris was born in the shadow of the Shadowed Gate to a family of boundary wardens and took the Concord's oath at sixteen, at which point Selene became her mentor. For years Selene taught her that a vigil is a promise, not a punishment โ€” drilling her on the sigil recesses, the cairn line, and the gate's opening ritual. When the Umbral Court began testing the gate's wards, Selene trusted Neris to carry the warning to Silvercourt, and Neris was the one messenger who never stopped believing the gate mattered.

Selene regards Neris as the daughter of her vigil: the successor she never formally named, and the only person who ever stood the night watch beside her without being ordered to.

Potential Breaking Points

  • If Neris restores fewer than four cairn names and the ward collapses, Selene may believe her student failed her deliberately under Umbral influence.
  • If the Umbral Court captures Neris, they could use her knowledge of the gate's ritual against Selene.

Enemy

Queen Nyxara, the Devouring Dark

Threat Level 10/10
Conflict Type existential and personal

Personal Stakes

Selene has held the Shadowed Gate against Nyxara's forces for decades, burying every guardian who fell beside her and carving their names into the cairns. The conflict became unbearably personal when she learned the Devouring Dark's true name is Selene โ€” her own. She does not know whether they share the name by coincidence, fate, or blood, and the uncertainty haunts her nightly watch. Nyxara, for her part, sends duskward knights to erase the cairn names specifically, as if the fallen guardians' memory is the one wound she cannot abide. Selene carries a silver hand-mirror she is too afraid to look into, fearing she will see Nyxara's face in her own reflection.

Possible Resolutions

  • Redemption: the hero holds Selene's mirror before Nyxara, awakening the guardian she once was
  • Destruction: Selene lends her Sacred Weapon blessing to the hero's blade for the final blow
  • Revelation: research in Silvercourt's archives reveals the two Selenes' shared origin, transforming the conflict into a family tragedy

Faction

The Lunar Concord

Standing 8/10

Influence

Selene was sworn to the Concord in her youth and posted to the Shadowed Gate as its guardian, one of an order of gate-wardens who kept the boundary between the world and the Umbral Depths. Over the decades, the Concord's attention drifted to Silvercourt's politics and the moonwells, and resupply visits dwindled from seasons to years to nothing. She has not received orders, relief, or even a letter in over a decade; the order she serves has quietly forgotten she exists.

Her loyalty remains absolute โ€” she recites the Concord's litany each dawn to an empty arch โ€” but a quiet grief has grown beneath it. If the hero proves themselves as a true Guardian, Selene will treat the Concord's forgotten promises as redeemed, and lend the full weight of her authority, knowledge, and blade to their mission.

Obligations

  • Hold the Shadowed Gate against all intrusion
  • Preserve the names of the fallen guardians
  • Test any who seek to open the gate for worthiness

Benefits

  • The gate's opening ritual and password
  • Gate-side necrotic resistance and shadow-magic resistance within 30 feet
  • Her combat support if freed from her vigil

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