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Seraphyne Ember (The Temptress) in Dungeons & Dragons 5e

Seraphyne Ember (The Temptress)

10 Level (0/85000 XP for level-up) Haunted one Background Tiefling Race / Species / Heritage Chaotic Neutral Alignment
Warlock (Lodge Patron)
Level 10
Hit Dice: 9/10
1d8+2 Class 1

STR 8

-1

DEX 16

+3

CON 14

+2

INT 10

+0

WIS 10

+0

CHA 20

+5

73
Hit Points
+3
Initiative (DEX)
14
Armor Class (AC)
+4
Prof. Bonus
30/60/-
Speed (walk/run/fly)
10
Passive Perception
Spellcasting ...
+9 Attack mod
CHA Ability
+5 Abi Mod
17 Save DC
+8 Expertise Bonus
+4 Proficiency Bonus
-1 Strength
+3 Dexterity
+2 Constitution
+0 Intelligence
+4 Wisdom
+9 Charisma
saving throws
+3 Acrobatics DEX
+0 Animal Handling WIS
+0 Arcana INT
-1 Athletics STR
+9 Deception CHA
+0 History INT
+0 Insight WIS
+9 Intimidation CHA
+4 Investigation INT
skills
+0 Medicine WIS
+0 Nature INT
+0 Perception WIS
+5 Performance CHA
+9 Persuasion CHA
+0 Religion INT
+9 Sleight of Hand DEX
+3 Stealth DEX
+4 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Revolver +7 DEX 1d6+3 Piercing
 Ammo,Range30/90,Light,Reload
Covenbound shotgun +9 CHA 1d10 Piercing
 Ammo (25 rounds remaining),Range30/90
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Eldritch Blast +9 1 action 120feet instant 2d10+5 VS
 Notes:1 Action Instant attack spell 2d10 +7 modifier damage I can blast at one person or split the damage (1d10 x2)
Chill Touch +9 1 action 120f 2d81 round1 full round VS
 Notes:1 Action 1 Round duration 2d8 damage whoever I hit cannot heal themselves until my next attack.
Poison Spray +9 1 action 10 feet 2d12 VS
 Notes:1 Action Instant spell 2d12 damage
Create Bonefire +9 60 feet 2d81 min n VS
 Notes:1 Action Duration concentration 1 minute damage 2d8

Level 3 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Mask of many faces +9 1 Self 1 hour VS
 Notes:1 Action 1 Hour duration disguise as anyone
Bespeech animals +9 1 action Self 10 mins10 mins VS
 Notes:1 Action 10 mins duration talk to animals
Charm Person +9 30 feet 1 hour VS
 Notes:1 Action- 1 hour duration- Damage level +1 target per level
Hellish Rebuke +9 60 feet 2d10 VS
 Notes:1 REACTION- Instant reaction (attacked and damage throw fire back at them) Damage 2d10 level increase 1d10 every cast
Sanctuary +9 30 feet 1 round VSM
 Notes:1 Bonus action 1 min duration protect yourself or friend from attack (wisdom throw)
Shatter 60 feet (10 foot radius) 3d8 VSM
 Notes:1 Action Instant duration damage 3d8 damage level 1d8/4d8 thunder/ringing in a circle to damage enemies
Non Detection +9 Touch 8 hours VSM
 Notes:1 Action Duration 8 hours touch me/you and protect from divination spells
Vampiric Touch +9 Self 3d81 mi6 VS
 Notes:1 Action concentration duration 1 minute damage 3d6 level 1d6 heal half the damage you deal e.g. deal 10 damage gain 5 health back
Summon Undead +9 60 VS
 Notes:refer to notes on google
Thunder Step +9 90 V
 Notes:Each creature within 10ft of the space I leave makes a Con save taking 3d10 on a fail or half damage on success

Level 6 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Charm Person +9 30 feet 1 hour VS
 Notes:1 Action- 1 hour duration- Damage level +1 target per level
Hellish Rebuke +9 60 feet 2d10 VS
 Notes:1 REACTION- Instant reaction (attacked and damage throw fire back at them) Damage 2d10 level increase 1d10 every cast
Sanctuary +9 30 feet 1 round VSM
 Notes:1 Bonus action 1 min duration protect yourself or friend from attack (wisdom throw)
Shatter 60 feet (10 foot radius) 3d8 VSM
 Notes:1 Action Instant duration damage 3d8 damage level 1d8/4d8 thunder/ringing in a circle to damage enemies
Vampiric Touch +9 Self 3d81 mi6 VS
 Notes:1 Action concentration duration 1 minute damage 3d6 level 1d6 heal half the damage you deal e.g. deal 10 damage gain 5 health back

Level 2


Agonising blast-When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit +7


Beast Speech You can cast speak with animals at will, without expending a spell slot.


Level 3


Pact of the Talisman Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. When the wearer fails an ability check, they can add a d4 to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to your proficiency bonus +3, and all expended uses are restored when you finish a long rest. If you lose the talisman, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous amulet. The talisman turns to ash when you die.



Elder Ascpects: As a Bonus Action you summon forth the phantasmal mind of one of the patrons of your council, commanding it to possess a creature within 60 feet of you. The target must succeed on a Charisma saving throw or become possessed by the spirit, which infiltrates its mind. Possessed creatures are affected in the following ways. • You can see through the creature’s senses whenever you want (no action required). • The creature is considered Charmed by you and holds you in high regard. If you or allies damage the creature the Charmed condition is removed. • As a Bonus Action on your turn, which can be the same Bonus Action you used to possess the creature, you can command the creature to use its Reaction to immediately take one action. If the creature takes the attack action, it makes only one attack. • When you cast a warlock spell, you can have it originate from the creature. Any of the spells Verbal and Somatic components can be achieved by manipulating the possessed creature without needing to provide it yourself. When you do so, the spell is cast as if you were standing in the creature’s space. Elder Aspects possess a creature for a number of hours equal to your Proficiency Bonus. You can use this feature a number of times equal to your Charisma modifier (minimum of 1), regaining all expended uses whenever you Finish a Long Rest, and one expended use whenever you finish a Short Rest.


Lessons of the Elders You gain proficiency in two skills of your choice, and you may use your Charisma instead of the base ability you make a skill check with these skills. You can change one or both of these selected skills whenever you finish a Short or Long Rest.


Level 4


+2 Charisma points


Level 5


Mask of many faces spell added


Level 6


Summon undead Lvl3 spell added


Indocrtinate-


Creatures you target have Disadvantage on saves against spells


and abilities that cause possession or the Charmed condition


Permanent 1+ bonus on rolls against lawful/good. Permanent -1 on rolls against bad/evil.


Level 7


Repelling Blast - When successfully casting Eldritch Blast, the attack pushes enemy 10/20 feet away from current position. If hitting 1 target, pushes 20 feet away. Hitting 2 separate targets pushes them 10 feet away.


Thunder Step lvl 3 spell added


Level 8


+2 to charisma modifier


Sickening Radiance lvl 4 spell added


Level 9


Shadow Of Moil lvl 4 spell added (removing Sending spell from list)


Synaptic Static lvl 5 spell added







Features & Traits

Leather Armor


Revolver - 30 rounds


Arcane Focus


Coven bound shotgun - 30 rounds (25 rounds left)


0 Rations


1d10 piercing damage Range 30ft normal range 60-90 disadvantage.


Curse seeker-Can bind shotgun to a specific target by performing 1hr ritual as part of short/long rest. When you do, shotgun gains +3 bonus to attack and damage rolls against the target and +1 bonus against all other creatures. Whenever you make an attack roll against a creature Cursed by weapon, the attack has advantage.


Weapon speaks to me and is Evil aligned, communicates telepathically.


Charmed targets will remain charmed after being shot with the shotgun.


Whenever you cause a creature to make a saving throw against being charmed while attuned you can impose disadvantage on that saving throw as a BONUS ACTION.



Cloak of displacement


While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near to your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained or otherwise unable to move.



Dracolt-Large Dragon Mount (Valek) DEAD!!!


Speed 60/120ft


Riding horse stats



Miscellaneous items-


Potion of Heroism: Drinking adds 10 temporary hit points and adds BLESSED spell (adding 1d4 to attack rolls and saving throws) for 1 hour.


Bag of Worm teeth, 1 Scorpion Stinger, Bag of T-rex teeth






Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money


Dark Vision (see in dark up to 60feet)


Resist Fire Damage


Common,Infernal,Orcish,Elvish (languages that I can speak)


Proficient: Light Armour, Simple weapons, Firearms, Deception, Intimidation, Investigation, Persuasion, Sleight of hand, Survival.


BECOMING EVIL:


Permanent 1+ bonus on rolls against lawful/good. Permanent -1 on rolls against bad/evil.




Languages & Proficiencies



Confidence is easier than vulnerability


Often flirting with the wrong people


Greets danger with a menacing smile and a clever remark


Every conversation is a dance that she intends on leading


A loaded shotgun and a sharp tongue can either solve or cause problems, either one is fine by her.




Personality Traits

Freedom - never to be owned again by weak/pathetic males.


Power - Domination over enemies. Never to feel helpless again.


Life is too short to play it safe.


If fate wants her dead, then it will have to catch her first.





Ideals

Lodge Patron


Their power enables possession, allowing easy access into the minds of others, to control and dominate enemies and weak obstacles.


Party/Posse


Would die and kill for them. Allowing no harm to become them. Anyone deals damage to a member of the posse answers to Serapyne.




Bonds

Uses charm and sarcasm to avoid her real feelings and struggles.


Will never trust completely, even her own posse.


Has a habit of provoking enemies and the law.


Enjoys chaos and causing it.


Prefers dangerous people far more than what is healthy.


Walking away feels worse than losing.




Flaws
<p>The creation of the Temptress Serapyne</p>
<p></p>
<p>The Ember's homestead burned so hot the desert glassed beneath it.</p>
<p>Serapyne remembers the crooked laughter first. Rough, drunken and careless. The kind that rattles walls and carries the stink of cheap whiskey and moonshine. The bandits came at dusk. Her family butchered and burned within minutes. Her mother died trying to shield her, her father and brothers died on their knees.</p>
<p>As for Serapyne, she was dragged outside and shot at as she tried to run away.</p>
<p>Serapyne was just 12 years old when the bandits took her, she became their toy to be used in which ever way the bandits desired. She was abused and turned into a slave for the bandits cruel amusement.</p>
<p>Serapyne studied her captures for years, learning all their darkest secrets and their favourite past times to better calculate her escape.</p>
<p>At the age of 16, the Lodge Patron came to her in whispers, giving Serapyne the strength and determination to flee. She quietly killed many of the bandits who had taken and abused her finally managing to escape. However some of those bandits remain at large and she intends on carrying out her revenge, not just for the crimes against her, but for her poor family that perished by their hand.</p>
<p>Before meeting the party on a mission to save Esmeralda (a young girl taken by the 4 Horseman), Serapyne uses the art of sexual seduction and her charm to pray on weak minded man to steal their gold, enabling her to continue her solo survival journey to seek the revenge she so desperately desires.</p>
<p></p>
<p></p>

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.10, made by Tillerz - Updated: 2026-05-13
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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