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

Seraphyne Ember (The Temptress)

7 Level (0/34000 XP for level-up) Haunted one Background Tiefling Race / Species / Heritage Chaotic Neutral Alignment
Warlock (Lodge Patron)
Level 7
Hit Dice: 7/7
1d8+2 Class 1

STR 8

-1

DEX 16

+3

CON 14

+2

INT 10

+0

WIS 10

+0

CHA 18

+4

52
Hit Points
+3
Initiative (DEX)
14
Armor Class (AC)
+3
Prof. Bonus
30/60/-
Speed (walk/run/fly)
10
Passive Perception
Spellcasting ...
+7 Attack mod
CHA Ability
+4 Abi Mod
15 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
-1 Strength
+3 Dexterity
+2 Constitution
+0 Intelligence
+3 Wisdom
+7 Charisma
saving throws
+3 Acrobatics DEX
+0 Animal Handling WIS
+0 Arcana INT
-1 Athletics STR
+7 Deception CHA
+0 History INT
+0 Insight WIS
+7 Intimidation CHA
+3 Investigation INT
skills
+0 Medicine WIS
+0 Nature INT
+0 Perception WIS
+4 Performance CHA
+7 Persuasion CHA
+0 Religion INT
+7 Sleight of Hand DEX
+3 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Revolver +6 DEX 1d6+3 Piercing
 Ammo,Range30/90,Light,Reload6
Covenbound shotgun +7 CHA
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Eldritch Blast +7 1 action 120feet instant 2d10+4 VS
 Notes:1 Action Instant attack spell 2d10 damage I can blast at one person or split the damage (1d10 x2)
Chill Touch +7 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 +7 1 action 10 feet 2d12 VS
 Notes:1 Action Instant spell 2d12 damage
Create Bonefire +7 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 +7 1 Self 1 hour VS
 Notes:1 Action 1 Hour duration disguise as anyone
Bespeech animals +7 1 action Self 10 mins10 mins VS
 Notes:1 Action 10 mins duration talk to animals
Charm Person +7 30 feet 1 hour VS
 Notes:1 Action- 1 hour duration- Damage level +1 target per level
Hellish Rebuke +7 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 +7 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 +7 Touch 8 hours VSM
 Notes:1 Action Duration 8 hours touch me/you and protect from divination spells
Sending +7 Unlimited 1 round VSM
 Notes:1 Action 1 round duration. Send 25 words or less telepathic message to anyone and they can reply in 25 or less
Vampiric Touch +7 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 +7 60 VS
 Notes:refer to notes on google

Level 6 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Charm Person +7 30 feet 1 hour VS
 Notes:1 Action- 1 hour duration- Damage level +1 target per level
Hellish Rebuke +7 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 +7 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 +7 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 face- disguise as anyone


Level 6


Summon undead Lvl3 and


Indocrtinate-


Creatures you target have Disadvantage on saves against spells


and abilities that cause possession or the Charmed condition








Features & Traits

Leather Armor, Revolver,30 bullets


Arcane Focus


Coven bound shotgun 1 hour ritual needed to then bind to target. Weapon speaks to me and only I can hear it.


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



Cloak of displacement


While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near 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.




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




Languages & Proficiencies


THE WOMAN WHO DIDN'T STAY DEAD



The Ember's homestead burned so hot the desert glassed beneath it.


Seraphyne 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.


As for Seraphyne, she was dragged outside and shot at as she tried to run away. One bullet missing her heart by a whsiper.


Now she haunts the plains, searching for revenge and justice. She seduces, scares, enslaves her victims, nothing to stop her achieving her ultimate goal.


Some rumours that carry the wind are:


"She can look at you and crawl inside your skull."


"If she smiles at you...run!"




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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