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Cyran Astrucia, High Elf Light Cleric


BobtheWizard

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spacer.pngName: Cyran Astrucia

Race: High Elf

Character Class: Cleric Level 2

Character Sheet: https://www.myth-weavers.com/sheet.html#id=2578350

Description/Personality: He looks like a typical noble elf, neatly groomed and almost always clean. He spent his entire life in a temple for Darach-Albith and so doesn't always know how to deal with the outside world. He is brave and somewhat overconfident and can come across as smug, but has a good heart and people usually come around to liking him. He always knew that he would be destined for greatness and those feelings were confirmed when one day, in his sleep, Darach-Albith came to him in a dream and asked him to find Fayar-Nocht, the god's great longbow. Cyran then set off to find it.

As the story begins, he is a bit of a snob and will be more interested in where we sleep than in treasure, fame, or adventure. He wants to complete his mission and help people, he'd just prefer to do it in the afternoons. He'd rather be back at the inn by dinner and then sleep in late after drinking good wine through the night. But deep down he is a good person and will want to help out those he finds that are in trouble. He likely won't be a leader at first, but will develop into one as we progress.

How do others view you in social interactions? He will often look down on others as we begin but will start to trust the other players and respect them.

How optimistic is your character? He is optimistic in the long term but pessimistic about the current day. He thinks he will survive the fight and good will triumph over evil, but he does not think he will find a comfortable bed tonight.

How trusting? He trusts priests of Darach-Albith too much and will do whatever they say. He doesn't really trust anyone else yet.

How assertive are you when it comes to making major decisions? He thinks he is better than others but likely won't push his ideas on others.

How conscientious are you about following rules? He is conscientious about following the rules of his church but does not think other rules apply to him.

How empathetic are you? While on the surface he appears cold and selfish and sometimes talks down to the short-lived races, but when good people are threatened, he will help them.

How courageous are you in dire straits? He will agree against getting into fights, but it is more caution than cowardice. If there needs to be a fight, he will be there.

How do you feel when faced by setbacks? He will be more concerned with a setback involving his comfort the one involving danger. If we get trapped by a dragon, he'll be fine. But if we might not make it back for supper, he will be unreasonably displeased.

How are your nerves? He is nervous around other races since he grew up almost exclusively around elves, but in combat he will be fine and will put himself in danger to help others.

Write a basic background for the character. Cyran grew up in the Harwood Forest. He was born the third son of a lesser noble so was sent the church where he studied his whole life, for almost a century, as an acolyte of Darach-Albith. As a noble and an acolyte, he was treated well. He was the assistant to the head priest, so he had plenty of good food and wine and always had a comfortable bed to sleep in. He liked the routine and was never interested in leaving. He just wanted to tend to his congregation and live a simple life, but he enjoyed the trappings of power from his position and the perks that came with it. He was never the most studious acolyte, or the best orator, but he was devout and knew that one day he would do something important.

Then one night, shortly before his 120th birthday, he had a dream while he was meditating for the night. In the dream a bright light spoke to him and told him that Fayar-Nocht, Darach-Albith's great bow, was missing (this can be any McGuffin), and that he must find it. In the vision he saw a keep with the sun rising behind it. He doesn't know if that is where he will find the bow or if that is just where he must start, but when he told the priests there about his dream, they sent him out to find the bow and told him to head east towards the rising sun. He knows this is an important task and is honored to have been chosen, but he would have preferred to stay at home and remain comfortable.

For the past several months he has been traveling east. While he is able to live in nature like any elf, he does not like to live in the woods. He misses the comforts of his church - hot meals, a warm bed, and good wine. He likes civilization and is not comfortable in these borderlands. He had been riding a horse, but it went lame and he does not have enough money for another one. He's not happy about this, but he keeps walking, looking for signs, and helping the locals when he can.

He recently joined the current party and when they arrived at Kendall Keep, Cyran immediately recognized it as the keep from his dreams, but he doesn't know what to do next.


An interaction with your character and someone(s) else.

Cyran walked into the dusty, greasy tavern. He had lost his horse at the last village - she had developed a limp that kept getting worse. He sold her but not for what she was worth and walked on to the next village, spending two miserable nights under the stars. When he entered this village, he was disappointed by its privation, but knew he needed to make the most of it.

He approached the innkeeper, and held out his hand, "A room please." The innkeeper looked at him, "Rooms upstairs are 1 gold per night, the common room is 2 silver."

Cyran paused. Maybe she doesn't know who I am. He made sure his holy symbol was visible, "I am a priest of Darich-Albith. Surely the rooms upstairs are gratis for clergy. I would like a hot bath as well if you could have someone prepare that for me."

The innkeeper laughed quickly but caught herself once she realized he wasn't joking. "It's just me here. We're not elves, so you'll have to pay just like everyone."

Cyran frowned, then realized she was not budging. Reluctantly, he reached into his pouch and pulled out two gold, unsure how long the proceeds from the sale of his horse would last. "The best room you have, then, along with dinner and a bottle of your best wine." When she paused at the two coins, he added a third, but was clearly not happy about this transaction.

Edited by BobtheWizard (see edit history)
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Cyran Astrucia - Elf Cleric of Darach-Albithspacer.png



Post goes here.

"Speech"

thoughts in color and italics

 

 



Mechanics

 

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Main Hand: Empty
Off Hand: Empty

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Action: Your action goes here.
Bonus Action: Your bonus action goes here.
Move: Your movement goes here.
Manipulate: Your one free object interaction goes here.

Character Sheet

 

Cyran Astrucia  Elf Cleric of Darach-Albith

 

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STATS

Str 8 (-1) Dex 14 (+2) Con 16 (+3) Int 10 (+0) Wis 16 (+3) Cha 10 (+0)
HP 11/11 HD 1d8 AC 18 (scalemail, shield) Speed 30 ft.

Passive Perception 15 Initiative +2
Vision: 60' darkvision
DM Inspiration Yes
Languages Common, Elvish, Sylvan, Celestial
Background Acolyte Feature  Shelter of the Faithful

Acolytes can command the respect of people who share their faith. They can expect free healing and services from people who share their faith and temples or shrines dedicated to their deity.

 

You can call upon priests of your temple to aid you so long as assisting you is not hazardous to them, and you remain in good standing with your temple

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WEAPONS

Shortsword +4 attack, 1d6+2 piercing damage
Booming Blade additional 1d8 thunder damage if move.
Toll the Dead (range 60 ft.) DC 13 WIS, 1d8 / 1d12 necrotic damage
Word of Radiance (range 5' ft. radius) DC 13 DEX, 1d6 radiant damage

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PROFICIENCIES

Proficiency +2 Saving Throws Wisdom +5, Charisma +2 
Skills Acrobatics +4, Insight +5, Perception +5, Religion +2, Stealth +4
Weapons Simple weapons, longsword, longbow
Armor Light, medium, shields

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FEATS 

 

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RACIAL FEATURES

Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

 

Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.

 

Trance. Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance." While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep.

 

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CLASS FEATURES

Warding Flare (3/day).  Also at 1st level, you can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can't be blinded is immune to this feature.

 

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

 

Equipment

 

___________________________________________________

General Inventory (101 lbs.)

Scalemail - 45 lbs.

Shield (with emblem) - 6 lbs.

Shortsword - 2 lbs.

Amulet (holy symbol) -- 

Backpack - 5 lbs.
2 x Blankets - 6 lbs

Bedroll - 7 lbs.

2 x Holy Water - 2 lbs.

Prayerbook - 5 lbs.

10 x Candles --

Tinderbox - 1 lb.

Waterskin - 5 lbs.

3 x Rations - 6 lbs.

9 x Incense --

4 x Pouches 4 lbs.

Vestments - 4 lbs.
Common Clothes - 3 lbs.
 

Coin Purse (1.04 lbs.)
Platinum: 0
Gold: 24
Electrum: 0
Silver: 18
Copper: 10

 

Encumbrance

Max Load: 120 lbs. (15 x STR)

Current Weight: 102.4 lbs.

Spells

  

Cleric Spells
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Spell Save DC: 13
Spell Attack Mod: +5

Cantrips

Booming Blade (5 ft.)
Guidance (C)
Light
Toll the Dead (60 ft.)
Word of Radiance (5 ft.)


1st Level (2/2 slots per long rest)

Bless (C) (30 ft.)
(D) Burning Hands (15 ft cone)

Command (60 ft.)
Detect Magic (C) (R)
(D) Faerie Fire (C) (60 ft.)
Healing Word (60 ft.)


 

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