Sera Character in Solem | World Anvil

Sera

Sera

Sera

Medium Elf (Elophiim) Leader of the Seraphiim , Chaotic Good

Armor Class 15 (psychic)
Hit Points 30
Speed 30ft

STR
7 -2
DEX
12 +1
CON
10 0
INT
25 +7
WIS
25 +7
CHA
25 +7

Saving Throws Intelligence +13, Wisdom +13, Charisma +13
Skills Arcana +19, Investigation +13, Medicine +13, Nature +13, Perception +13
Damage Resistances Psychic
Condition Immunities charmed, frightened
Senses Darkvision, Telepathy (300 ft.), passive Perception 23
Languages Seraphi (low), Celestial


Description

A physically young, Seraphi woman who is harboring the soul of a once-imprisoned god within her. She defied Heaven to bring magic and enlightenment to the mortal world, and was cast out into eternal penance for it. Rescued from that fate, she only seeks to see what she started concluded, though her will has been bent from failure.


Sera is an Elophiim and has innate mastery over magic and psionics. Her spellcasting ability is Intelligence (spell save DC 22, +13 to hit with spell attacks).

At will:
  1. Detect Magic, Identify, Shield of Faith
  2. Unknown ...
  3. Dispel Magic
  4. Reincarnate (controlled)
  5. Modify Memory, Telekinesis
  6. Mass Suggestion
  7. Plane Shift
  8. Demiplane, Dominate Monster, Feeblemind, Maze
  9. Time Stop


Elophiim Nature

Sera is not mortal. She has resistance to psychic damage and is immune to being charmed or frightened. She has advantage on all saving throws against spells and other magical effects. She has the ability to use psionics and cast spells innately.

Bolster

As an action, Sera can emit a semblance of peace and tranquility telepathically to all nonhostile creatures within 120 of her until the end of her next turn.

Detect Sentience

Sera has the ability to detect sentient creatures within a 300 foot radius of her as an action. This includes all creatures with an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell, or a Ring of Mind Shielding.

Illusory Self (1/short rest)

When Sera would take damage from an attack or effect that she is aware of, she can teleport away as a reaction, anywhere that she is aware of within range (120 ft.). The damage is not taken.

Psionic Talent, Beacon

As a bonus action, Sera causes bright light to radiate from her body in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as she likes. The light lasts for 1 hour, and she can extinguish it as a bonus action.

Psionic Talent, Mind Thrust

As an action, Sera blasts psychic energy at one creature that she can see within 5 feet of her. The target must succeed on an Intelligence saving throw or take 6d6 psychic damage. If the target takes any of this damage, she can push it up to 10 feet away from her.

Psionic Talent, Thought Spear

As an action, Sera psychically strikes one creature that she can see within 120 feet of her. The target must succeed on an Intelligence saving throw or take 6d8 psychic damage.

Psionic Discipline, Conquering Mind

Sera can control other creatures by substituting her will for their own.
Exacting Query (2 psi)
As an action, Sera targets a creature that she can see within 120 ft. of her. The target must make an Intelligence saving throw (it succeeds automatically if it is immune to being charmed). On a failed save, the target truthfully answers one brief question she asks it as part of this action, provided that it understands the question. On a successful save, the target is unaffected, and she can't use this ability on it again until she finishes a long rest.
Occluded Mind (2 psi)
As an action, Sera targets a creature that she can see within 120 feet of her. The target must make an Intelligence saving throw (it succeeds automatically if it is immune to being charmed). On a failed save, the target believes one statement of your choice for the next 5 minutes, provided that it understands the statement. The statement can be up to ten words long, and must describe Sera or a creature or object it can see. On a successful save, the target is unaffected, and she can't use this ability on it again until she finishes a long rest.
Broken Will (5 psi)
As an action, Sera targets a creature that she can see within 120 feet of her. The target must make an Intelligence saving throw (it succeeds automatically if it is immune to being charmed). On a failed save, the target is charmed until the end of its next turn, during which Sera chooses its movement and action. On a successful save, the target is unaffected, and she can't use this ability on it again until she finishes a long rest.
Psychic Grip (7 psi)
As an action, Sera targets a creature that she can see within 120 feet of her. The target must make an Intelligence saving throw (it succeeds automatically if it is immune to being charmed). On a failed save, Sera overloads the creature with psychic energy. The target is paralyzed for 1 minute, but at the end of each of its turns it can make another Intelligence saving throw to end the effect. On a failure, she can use her reaction to force the target to move up to half its speed, despite being paralyzed.

Psionic Discipline, Intellect Fortress

Sera can form an indomitable wall of psionic energy around her mind -- one that allows her to launch counterattacks against her opponents
Psychic Backlash (2 psi)
As a reaction, she can impose disadvantage on an attack roll against her if she can see the attacker. If the attack still hits her, the attacker takes 2d10 psychic damage.
Psychic Parry (1 - 7 psi)
As a reaction when you make an Intelligence, a Wisdom, or a Charisma saving throw, she gains a +1 bonus to that saving throw for each psi point she spends on this ability. She can use this ability after rolling the die but before suffering the results.
Psychic Redoubt (5 psi; conc., 10 min.)
As an action, she creates a field of protective psychic energy. Choose any number of creatures within 30 feet of her. Until her concentration ends, each target has resistance to psychic damage and advantage on Intelligence, Wisdom, and Charisma saving throws.

Psionic Discipline, Mind Vault

Sera's mind forms a light but useful link to other living things. This link allows her to draw on the knowledge of others in the following ways.
Borrow Language (5 psi)
As an action, she gains the ability to speak, read, and understand one language for 8 hours. She can use this ability multiple times to gain its benefits with several languages.

Psionic Discipline, Psionic Restoration

Sera wields psionic energy to cure wounds and restore health to herself and others.
Mend Wounds (1 - 7 psi)
As an action, she can restore hit points to a creature she touches. The creature regains 3 hit points per psi point she spends.
Restore Health (3 psi)
As an action, she can touch a creature and remove one of the following conditions from it: blinded, deafened, paralyzed, or poisoned.
Restore Life (5 psi)
As an action, she touches one creature that has died within the last minute. The creature returns to life with 1 hit point. This ability cannot return to life a creature that has died of old age, nor can it restore a creature missing any vital body parts.
Restore Vigor (7 psi)
As an action, she can touch a creature and choose one of the following: remove any reductions to one of its ability scores or remove one effect that reduces its hit point maximum.

Psionic Discipline, Third Eye

Tremorsense (1 psi, C)
As a bonus action, Sera gains tremorsense with a radius of 30 feet for up to 1 minute.
Unwavering Eye (1 psi, C)
As a bonus action, Sera gains advantage on Wisdom checks for up to 1 minute.
Truesight (5 psi, C)
As a bonus action, Sera gains truesight with a radius of 30 feet for up to 1 minute.

Telepathy, Superior (300 ft.)

Sera can telepathically speak to any creature she is aware of within 300 feet of her. She does not need to share a language with the creature for it to understand her telepathic message.



 
Sera
 

Description


Longer ago than the Seraphiim Dominion has existed, Sera was an immortal Elophiim dwelling in the Aetelam. They were a curious scholar who took a great interest in the mortal peoples of the Mortalam that the Elophiim used as they willed for vessels. After a time, Sera began to spend more and more time watching mortals, though refusing to inhabit them, studying their behavior and making hypotheses about their potential evolution as an archetypal species. Eventually they began to form a close-knit group of like-minded enthusiasts and their philosophical discussions broached the topic of whether or not the mortals could be like them, if their divine essence might be unattainable but a similar level of enlightenment still achieved. If nothing else, the abuses of a sapient race of thinking individuals grated on their conscience. This sparked much debate, which eventually spawned the Order Wars.

The Order Wars began when Sera decided to show firsthand that mortals could be taught, leading their group of rebel Elophiim physically into the Mortalam, which had never been done before nor was allowed. They began to teach the mortal peoples the simplest forms of magic, which did not exist before their coming. Sera's disciples took the name of the Seraphiim to distinguish themselves from the Elophiim, and in recognition of their leader.

The Elophiim used mortal vessels to attack the Seraphiim and their efforts on the mortal plane, hoping to reestablish the Natural Order of things.

Eventually, Sera and the Seraphiim were defeated. Sera was designated for a special punishment as the leader of the movement, sentenced to remain immortal but without a body, trapped in an inanimate vessel to remain for all time.

Discovered by Lurch (3907) and given over to Lupe, they were the first sapient creatures to converse with Sera in millennia, over which Sera's memories and consciousness had eroded and diminished, regressing. Still cognizant and intelligent, Sera had the semblance of amnesia when awoken and became desperate to find a way out after being stoked by Lupe. Little did they know that the magics that had kept Sera sealed within had weakened over time, a small hairline fracture in the orb enough to allow them to escape into a weaker-minded individual. Which was exactly what they found when the orb was brought back and exposed to Aranwyn Pandya. Sera, inadvertantly, transferred its consciousness into the young woman and supplanted her.
Species
Ethnicity
Children
Gender
Female (originally Asexual)
Eyes
Blue
Hair
Blonde
Height
5'4"
Weight
120 lb

Occupation/Role

None

Equipment

  • None

Training in Progress

None
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