Naelin

pale woman with dark makeup, tan and maroon clothing with large hood
Medium humanoid (elf), neutral good

Armor Class 13 (leather armor)

Hit Points 19 (3d8 + 6)

Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 14 (+2) 12 (+1) 16 (+3) 13 (+1)

Saving Throws Wis +5

Skills Medicine +7, Persuasion +3, Religion +5

Senses darkvision 60 ft., passive Perception 13

Languages Common, Elvish

Challenge 1/2 (100 XP)

Spellcasting. Naelin is a 3rd-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). Naelin has the following cleric spells prepared:
Cantrips (at will): Guidance, Light, Sacred Flame, Thaumaturgy
1st level (4 slots): Cure Wounds, Shield of Faith, Detect Magic, Command
2nd level (3 slots): Aid, Spiritual Weapon

Fey Ancestry. Naelin has advantage on saving throws against being charmed, and magic can't put her to sleep.

Healing Word (3/Day). A creature of Naelin's choice within her line of action within 60 feet of her regains 1d4 + 3 hit points.

Photosensitivity [IE 3]. Naelin is sensitive to bright light, including all but the darkest cloudy days. While in moderate to bright light, she has a −3 penalty on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.




Brace

half-orc in platemail with yellow accents, round shield strapped to handless right arm, ring hanging from necklace, 2 handaxes hanging on belt, embossed arms on breastplate

Medium humanoid (half-orc), Neutral Good
Cisgender, he/him

Armor Class 18
Hit Points 59
Speed 30 ft.

Strength Dexterity Constitution Intelligence Wisdom Charisma
15 (+2) 10 (+0) 16 (+3) 10 (+0) 12 (+1) 10 (+0)

Saving Throws Animal Handling +4, Insight +4, Medicine +4, Perception +4, Persuasion +4, Religion +3
Skills Insight +4, Intimidation +3, Medicine +4, Persuasion +3, Stealth +0 (D)
Senses passive Perception 11
Languages Common, Elvish, Halfling, Orc
Challenge 7 (2.900 XP)

Spellcasting. Brace is a 7th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). He has the following cleric spells prepared:
Cantrips (at will):  Guidance, Mending, Sacred Flame, Spare the Dying
1st level (4 slots): Bless, Cure Wounds, Healing Word, Purify Food and Drink
2nd level (3 slots): Calm Emotions, Lesser Restoration, Prayer of Healing, Spiritual Weapon
3rd level (3 slots): Beacon of Hope, Create Food and Water, Protection from Energy, Revivify
4th level (1 slot): Banishment, Death Ward, Divination, Guardian of Faith

Better Together. Brace can strengthen his friends by each other’s presence. As an action, he chooses a number of willing creatures within 30 feet of him (this can include himself) equal to his proficiency bonus and creates a magical connection among them. The connection lasts for 10 minutes or until he uses this feature again. While any connected creature is within 30 feet of him, he can grant that creature temporary hit points equal to 1d4 + his proficiency bonus for the duration as long as they stay within range. He can use this ability a number of times equal to his proficiency bonus, and he regains all expended uses when finishing a long rest.

Channel Divinity. Brace can channel divine energy two times per rest.

Channel Divinity: Bond of Friendship. Brace can use his Channel Divinity to bolster the confidence of his allies. As an action, he presents his holy symbol and chooses a number of willing creatures within 30 feet of him (this can include himself) up to his cleric level. While they remain within range, they have resistance to psychic damage and a bonus equal to his proficiency bonus on all saving throws against being frightened or charmed or on saving throws required by uncomfortable emotions such as Amplified Emotions or Baseless Emotions. The effect lasts for 1 minute or until he is incapacitated or dies.

Channel Divinity: Through Thick and Thin. Starting at 6th level, Brace’s Better Together ability also gives each affected creature advantage on one Constitution or Wisdom saving throw of its choice while under the effects of this ability, and it also restores one hit die to each affected creature.

Channel Divinity: Turn Undead. As an action, Brace presents his holy symbol and speaks a prayer censuring the undead. Each undead that can see or hear him within 30 feet of him must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. When an undead fails its saving throw against his Turn Undead ability, the creature is instantly destroyed if its challenge rating is at or below 1/2.

Relentless Endurance. Once per long rest, when Brace is reduced to zero hit points  but not killed, he can drop to 1 hit point instead.

Actions

Handaxe. Melee Attack: +6 to hit, 20 (60) ft., single opponent. Hit: 6 (1d6 + 3) slashing damage.

Traits

Baseless Emotion (Worthlessness) [IE 2]: Brace feels persistent self-doubt about his abilities and value as a person. Comparing himself to others activates this feeling. He takes a −2 penalty to initiative rolls.

Humanoid Agnosia (Face) [IE 2]: Brace is unable to recognize humanoid faces or distinguish them from others.  As a result, he has disadvantage and a penalty of −2 to on rolls to distinguish even the most basic of details regarding recognizing or remembering a humanoid’s facial features. He’s learned to focus on the other features to recognize individuals, which gives him a +2 to Intelligence checks to remember someone or know about a specific subject such as hairstyles or jewelry.

Intrusive Thoughts [IE 2]: Brace struggles with intrusive thoughts about his own self-worth, especially related to his sense of masculinity and being worthy of love. He has a −2 penalty to saving throws against being frightened.

Missing (Right Hand) [IE 1]: Brace has a –1 penalty on Strength (Athletics) checks that require two hands, such as climbing. In mounted combat, whenever he attacks or takes damage, he needs to succeed on a DC 8 Dexterity check or fall off his mount.

Assistive Devices

Leather Strap. Used to hold Brace’s shield to his forearm. He may use a bonus action to don or doff it.

Ring of Dispel Doubt
Wondrous Item, common

This brass ring features a clasp that resembles a comforting hand being placed on a shoulder. When worn, the Ring pulses with a gentle, reassuring warmth whenever you experience Intrusive Thoughts, giving you +2 on all saving throws against Intrusive Thoughts or magic effects that affect how you see yourself, such as Vicious Mockery. The ring helps you to ground and center yourself and focus on what matters to you. It reminds you of whatever you find calming, helping you to pull yourself out of, or cope with, troubling thoughts and moods and avoid maladaptive coping strategies.

Background

Brace was born and raised in an orc clan with strict gender roles and expectations that he struggled to meet. From a young age, he knew that once he was old enough, the clan expected him to marry and start his own family, and become a great warrior. As Brace grew, he found that he did not feel romantic or sexual attraction towards anyone, regardless of their gender. This led to much doubt and worry that he would not be able to marry.  Due to the physical difference of his right hand, he feared that he would not become a great warrior; he could not wield a greataxe, an important rite of passage in his Ooc clan.

Nevertheless, without role models offering a different way of being, Brace forced himself to live up to his clan’s ideal of manhood. He began picking fights, treating others badly, and pushing himself beyond his limits to perform his clan’s version of masculinity. As hard as he tried, it never felt right, and Brace’s sense of self-worth diminished. He became plagued with intrusive thoughts about his fears of inadequacy. Adding to this, Brace struggled to recognize the faces of those around him, which led to unintentional arguments due to his clan’s limited understanding of differences in perception. Brace was on the verge of becoming an outcast when a band of traveling adventurers passed through his clan’s village.

Among the group was a follower of the Way of Warmth, a religious body dedicated to love, including friendship. Brace joined the band of adventurers and found acceptance, as well as mentors who guided him towards a more balanced way of being with his own masculinity. Eventually Brace became a cleric of the Way of Warmth and focused on channeling potent healing magic. He also became a warrior, successfully wielding not only handaxes but also a shield strapped to his right forearm for protection. Through all of this, Brace was able to become a kind and supportive person, and even found love for himself with a partner who was accepting of him.

Brace eventually left adventuring and settled down in a small rural town with his partner and found family. Together, they continue to protect it to this day. Brace also serves as the town’s healer.

Personality

Brace is a friendly and welcoming half-orc that speaks with a loud voice and has a booming laugh. He is happy to meet new people and swap stories — and hugs — with them. He is known to be supportive of friends and strangers alike, and has helped more than one band of adventurers seek shelter or complete a quest. He gives advice and helps people build connections to others as a means of self-discovery, similar to what occurred for him. However, Brace still finds himself at a loss when someone seeks romantic advice, and so sends them along to others who are better suited for the job. In his spare time, Brace has taken up cooking, and when someone stays with him and his partner, he makes large meals. He puts lots of love and enthusiasm into this practice even if it doesn’t always come out the way he planned.

Plot Hooks

  • The party needs a healer who is willing to travel with them for a short period of time.
  • The party is in a small town without an inn, and they need a place to stay.
  • The party needs advice on how to grow or overcome a challenge.



Ssauri’yanik

Ssauri’yanik (They/Them)

Medium humanoid (red dragonborn), Neutral Good

  • Armor Class 13 (chain shirt), 16 with Barkskin
  • Hit Points 27 (5d8 + 5)
  • Speed 25 ft.
STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 12 (+1) 13 (+1) 16 (+3) 13 (+1)
  • Skills Medicine +7, Nature +5, Persuasion +3, Religion +5
  • Damage Resistances fire
  • Senses passive Perception 13
  • Languages Common, Draconic
  • Challenge 2 (450 XP)

Divine Eminence. As a bonus action, Ssauri’yanik can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.

Plant Specialist. Ssauri’yanik has advantage on Intelligence (Nature) checks related to plants.

Spellcasting. Ssauri’yanik is a 5th-level spellcaster. Their spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). Ssauri’yanik has the following cleric spells prepared:

Cantrips (at will): Light, Sacred Flame, Thaumaturgy

1st level (4 slots): Cure Wounds, Guiding Bolt, Sanctuary

2nd level (3 slots): Lesser Restoration, Spiritual Weapon, Barkskin

3rd level (2 slots): Dispel Magic, Spirit Guardians

Actions

Breath Weapon. Ssauri’yanik can use their action to exhale fire in a 15 ft. cone. When they use their breath weapon, each creature in the area of the exhalation must succeed on a DC 11 Dexterity saving throw. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. After they use their breath weapon, they can’t use it again until they complete a short or long rest.

Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.

Traits

They have a chronic degenerative condition similar to Ehlers-Danlos Syndrome, causing Hyperelasticity (IE 4) and Skeletal Flexibility (IE 3) and Dislocation (IE 3).

This red dragonborn is dedicated to helping others, an act of devotion that takes many forms, from curing wounds to providing support for people with disabilities. They love plants and herblore, which they use to make various tonics, smokables, and other medicines. Ssauri’yanik sells Potions of Healing and potions that replicate the effects of magic items for managing disabilities and traits. Their scaly skin has an elasticity to it and bruises easily. 




Sky Coreleto

person with teal skin, leaf-like hair, wide-brimmed hat with flowers, loose blouse, purple skirt over khaki shorts, and bare feet, sword hanging from belt

Sky Coreleto (Cleric)

Medium Fey (Dryad), Chaotic Good

Non-Binary (They/Them)

Armor Class: 16

Hit Points: 33

Speed: 30 ft.

Strength Dexterity Constitution Intelligence Wisdom Charisma
14 (+2) 10 (+0) 16 (+3) 14 (+2) 16 (+3) 12 (+1)

Skills: Insight +5, Perception +5, Persuasion +3, Religion +4

Senses: Passive Perception 15

Damage Resistance: Poison

Languages: Celestial, Common, Druidic, Elvish, Sylvan

Challenge: 3

Abilities

Spellcasting. Sky is a 3rd-level spellcaster. Their spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). They have the following Cleric spells prepared:

Cantrips (at will): Druidcraft, Guidance, Mending, Resistance

1st Level (4 slots): Bless, Command, Cure Wounds, Detect Evil and Good, Sanctuary

2nd Level (2 slots): Enhance Ability, Lesser Restoration, Spiritual Weapon, Warding Bond, Zone of Truth

Botany-Born. Given that their body is primarily composed of plant material, they are resistant to poison damage.

Channel Divinity. They can channel divine energy to fuel magical effects once per short rest

Channel Divinity: Preserve Life. As an action, they can restore 15 HP. Choosing any creatures within 30 ft. of them, they divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. They can’t use this feature on an undead or a construct.

Channel Divinity: Turn Undead. As an action, they present their holy symbol and speak a prayer censuring the undead. Each undead that can see or hear them within 30 feet of them must make a Wisdom saving throw (DC 13). If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from them as it can, and it can’t willingly move to a space within 30 feet of them. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Disciple of Life. Whenever they use a spell of 1st level or higher to restore HP, the creature regains additional HP equal to 2 + the spell’s level.

Nature’s Spirit. Their connection with nature allows them to interact with some parts of the world around them. They are able to cast Druidcraft at will.

Wildlife Savant. They are one with nature, and it speaks back to them. They can communicate with animals and plants with the Sylvan language.

Traits

Attention Difference [IE 3, Chronic]. Sky has trouble choosing subjects to focus on and switching between them. When performing any sustained task, they must succeed on a DC 11 Constitution saving throw. Failure indicates that they’ve been distracted — all related skill checks take sixty percent times as long to complete. While distracted, they have a +3 on passive Wisdom (Perception). On success, they become hyperfocused and have advantage on all related skill checks. While hyperfocused, they have a −3 penalty on passive Wisdom (Perception).

When anticipating an important upcoming event, they must succeed on a DC 9 Constitution saving throw. Failure indicates that they’re distracted by that event as above until it begins.

Actions

Crossbow, light. Ranged Weapon Attack: +2 to hit, range 80/320 ft, one target. Hit: 4 (1d8) piercing damage.

Assistive Devices

Sky's Earbuds

Wondrous Item, common

Consisting of an ear cuff, chain, and earring shaped like a blue-gray flower bud, these earrings have 4 charges. While wearing them, you can expend 1 charge as a reaction to produce sound that only you can hear for 1 hour. The sound can be any music or sound that you have heard and can recall—for example, white noise or environmental noise such as a babbling brook or chirping birds. The sound is ambient, and while it can be lyrical, it does not help recover forgotten auditory details. While the sound plays, you have +2 on focus saving throws for Attention Difference and saving throws against auditory attacks such as a banshee's wail or Vicious Mockery spell. The earrings regain 1d4 expended charges daily at dawn.

Background

Sky grew up in a very small desert village surrounded by flora and fauna. There were very few people to know and things to do. Sky saw the world differently than most and wanted to have a stronger connection to the world around them. It would surprise people to know that, even though the village was so small, Sky felt rather forgotten, as it seemed everyone in the village always had better things to do or preferred other people to be around. This resulted in Sky being alone much of the time. Many dryads focus on a singular area, however, Sky wanted to bind different networks of plants and nature together. They saw the need to heal and connect the areas that felt isolated just like they did.

When Sky got the chance to travel, they were hesitant at first — after all, they knew so little about the world. But as they gained experience, they quickly discovered their fears, while warranted, were not worth putting a stake in compared to all the wonderful things to see and do. It was the people Sky met that especially called the cleric to travel more long-term. Each new interaction came with it all the life that the person had led and would lead in the future; Sky wanted to be a part of those stories in whatever large or small way they could, and understand the people who live those stories as much as Sky can.

Personality

Sky is naturally inclined to reading people and situations differently than others. Similar to what people call intuition, Sky has an innate sense for nuances in their environment. They are the kind of person who seems to have a warm glow around them — they radiate kindness and joy. While Sky does have confidence enough in themselves to know that they are a valuable person that others can rely on, they also tend to emphasize lifting others up than themselves. While Sky does love interacting with and being around people, they also can become overwhelmed when there are too many demands on their time and emotions. Sky has a focus on the smaller details that make up life, and has a strong drive to ensure that, when they act, they go as far as they can down that path. Sky can also be incredibly stubborn: once their mind is set on something it can be difficult to get them to budge, especially if it has to do with Sky themselves.

Plot Hooks

  1. Adventurers may meet Sky studying plants in a forest.
  2. Adventurers may meet Sky quietly reading a book in a forest.
  3. Adventurers may find Sky lost in a dark cave that they were exploring before they got distracted and ultimately lost.



Vagrus Sek’kuar

elderly half-orc with short gray hair, wearing flour-covered brown apron, leaning on cane, carrying basket of bread

Vagrus Sek’kuar (Cleric)

Medium Humanoid (Half-orc), Chaotic Neutral

Non-binary (he/they)

Armor Class: 18

Hit Points: 28

Speed: 30ft.

Strength Dexterity Constitution Intelligence Wisdom Charisma
14 (+2) 10 (+0) 10 (+0) 14 (+2) 16 (+3) 10 (+0)

 

Skills: Insight +6, Intimidation +3, Medicine +6, Perception +6, Religion +5

Senses: Darkvision 60 ft., Passive Perception 16

Languages: Common, Giant, Goblin, Orc

Challenge: 5

Abilities

Spellcasting. Vagrus is a 5th level spellcaster. Their spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). They have the following Cleric spells prepared:

Cantrips (at will): Guidance, Mending, Spare the Dying, Resistance

1st Level (4 slots): Bless, Create or Destroy Water, Cure Wounds, Detect Magic, Sanctuary

2nd Level (3 slots): Continual Flame, Lesser Restoration, Spiritual Weapon, Zone of Truth

3rd Level (2 slots): Beacon of Hope, Glyph of Warding, Revivify, Create Food or Water

Channel Divinity. They can channel divine energy once per rest.

Channel Divinity: Preserve Life. As an action, they present their holy symbol and evoke healing energy that can restore a number of hit points equal to five times their cleric level (25). They choose any creatures within 30 feet of them and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. They can’t use this feature on an undead or a construct.

Channel Divinity: Turn Undead. As an action, they present their holy symbol and speak a prayer censuring the undead. Each undead that can see or hear them within 30 feet of them must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. When an undead fails its saving throw against their Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below 1/2.

Disciple of Life. Their healing spells are more effective. Whenever they use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.

Relentless Endurance. When they are reduced to 0 hit points but not killed outright, they can drop to 1 hit point instead. They can’t use this feature again until they finish a long rest.

Traits

Dysgeusia (Amplification) [IE 3, Chronic]. Vagrus has a very sensitive sense of taste. This gives them a +3 on Wisdom (Perception) checks involving taste but a -3 penalty on Constitution saving throws against taste and smell-related effects.

Diabetes (Hyperglycemia) [IE 2, Chronic]. Vagrus loves sweets, however, they often have to be mindful of how this will impact their blood sugar as they are diabetic. Whenever Vagrus eats or drinks more than one serving of something sweet, more than one serving of grains, or more than one alcoholic drink, they must succeed on a DC 12 Constitution saving throw or become hyperglycemic and add 1d4 of the following experiences until they take short rest: Nausea, Shortness of Breath, Weakness, Confusion, Pain (Abdominal). Roll Impact Extent for each. If Vagrus fails to take a short rest, the Impact Extent of each experience increases each hour and adds an additional experience to the list. Once one experience exceeds IE 4, Vagrus enters a Coma.

Pain (Chronic Pain) [IE 2, Frequent]. Vagrus experiences chronic pain throughout their body. Any action that requires concentration (e.g. maintaining a spell) requires a successful DC 12 Constitution saving throw per round to maintain concentration. Because Vagrus is used to managing pain, even though this does reduce their experience of pain, they have a +2 bonus on saving throws against psychic damage.

Actions

Mace. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

Background

Vagrus grew up in a poor neighborhood in their hometown and lived in an orphanage run by the local temple. There, Vagrus did not have access to many healthy food options, and was often forced to make do with very little. Due to their heightened sense of taste, Vagrus took it upon themself to learn to cook. Without any formal education, they became well known in their town for being able to make something out of nothing. The clergy who looked after the town’s children supported Vagrus in this pursuit. People from all over town would come to the orphanage to buy the sweets Vagrus created, and with that money, the orphanage was able to take better care of their wards.

A well-off baker heard of Vagrus and offered them an apprenticeship in a larger city. Taking this opportunity with the support of the temple, Vagrus went on to become one of the most sought-after bakers in the region. They are known for making sweet treats with subtle flavor combinations supposedly inspired by the gods themselves.

Vagrus walks with a cane to help manage the chronic pain in their feet. On days where it is particularly bad or they have much they need to get done that day in the bakery, they use Ke Ntaub Soung’s Soothing Salve.

Personality

Vagrus always presents as slightly irritated about everything and, on days where their pain is very high or they cannot bake, many have described Vagrus as unbearable. However, compliments on their cooking and baking are a sure-fire way to put them at ease. Vagrus guards the secret to their baking and cooking skills, and has refused any offers for an apprentice or assistant. However, secretly they are hoping one day to find someone they can trust with this information. Due to this, they often will test visitors to see how trustworthy they are. This might include casting Zone of Truth or asking questions that Vagrus already knows the answer to. People that they view as honest and forthright are much more likely to earn their trust.

Plot Hooks

  1. As a local merchant that the players can buy from in the city.
  2. The party can notice that Vagrus is struggling with loading supplies into their shop and offer to help.
  3. Vagrus is in search of a special ingredient and needs the party to support them in finding it.



Gaks Yellowbelly

green kobold with a blue brooch fastened to a brown hooded cloak

Gaks Yellowbelly (Cleric)

Small Humanoid (Kobold), Neutral Good

Cisgender male (he/him)

Armor Class: 16

Hit Points: 66

Speed: 30 ft.

Strength Dexterity Constitution Intelligence Wisdom Charisma
14 (+2) 16 (+3) 16 (+3) 14 (+2) 18 (+4) 12 (+1)

 

Skills: Insight +7, Medicine +7, Religion +5, Stealth +6, Survival +7

Senses: Passive Perception 14

Languages: Common, Draconic

Challenge: 6

Abilities

Spellcasting. Gaks Yellowbelly is a 6th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). He has the following Cleric spells prepared:

Cantrips (at will): Guidance, Mending, Resistance, Thaumaturgy

1st Level (4 slots): Bless, Charm Person, Cure Wounds, Detect Evil and Good, Disguise Self, Inflict Wounds, Sanctuary

2nd Level (3 slots): Find Traps, Hold Person, Mirror Image, Pass Without a Trace, Spiritual Weapon

3rd Level (3 slots): Blink, Dispel Magic, Mass Healing Word, Spiritual Guardians

Channel Divinity. He can channel divine energy two times per rest.

Channel Divinity: Expedient Outlet. Starting at 2nd level, he can use his Channel Divinity as an action to teleport himself and all willing creatures that he chooses within 5 ft. of him up to his cleric level ×10 feet to an unoccupied space. He and those with him arrive at exactly the spot desired. It can be a place he can see, one he can visualize, or one he can describe by stating distance and direction, such as “20 feet straight downward” or “upward to the northwest at a 45-degree angle, 30 feet.” If the target space is occupied, the effect fails.

Channel Divinity: Safe Haven. Starting at 6th level, he can use his Channel Divinity to create a protective barrier around himself and all willing creatures that he chooses within 5 ft. of him for up to 1 minute. This barrier moves with him, and all those affected who remain within it have resistance to all types of damage. When a creature leaves the area, the effect ends for that creature, and even if they enter the area again, they don’t benefit from it anymore.

Channel Divinity: Turn Undead. As an action, he presents his holy symbol and speaks a prayer censuring the undead. Each undead that can see or hear him within 30 feet of him must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. When an undead fails its saving throw against his Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below 1/2.

Escape to Safety. At 1st level, when he takes the Disengage action, he can allow all allied creatures within 10 ft. of him to move until their next turn without provoking an opportunity attack.

Traits

Baseless Emotion

(Panic/Nervousness) [IE 3, Frequent]. Gaks has an overwhelming feeling of panic. All spellcasting and ability checks require that he either succeed on a Constitution saving throw to maintain concentration or make the subsequent check with a −3 penalty, and tasks that normally require a Constitution saving throw are made with a −3 penalty.

Suspiciousness [IE 2, Frequent]. Gaks has an undeniable feeling that those around him can’t be trusted, that others are trying to harm him or plotting against him, and that those who claim loyalty to Gaks are unfaithful to him. He has a -2 penalty on all Wisdom (Insight) checks and Charisma (Persuasion) checks but +1 to Charisma (Intimidation) checks.

Nightmares [IE 2, Frequent]. Gaks experiences frequent, vivid nightmares. Every time he sleeps, he must succeed on a DC 17 Constitution saving throw or have a nightmare 1d4 hours after falling asleep. The dream lasts 1d10+10 minutes. After the dream, he must succeed on another DC 17 Constitution saving throw or have a nightmare 1d4 hours later, repeating the process until the end of the rest. Because of the trauma of these dreams, Gaks experiences 2 Baseless Emotions for 2d6 × 10 minutes before a long rest and must succeed on a DC 12 Wisdom saving throw to go back to sleep after the dream, repeating the saving throw every ten minutes on failure until successful.

Phobia (Anthropophobia — Fear of People) [IE 2, Chronic]. Gaks has a persistent, excessive fear of medium and, in particular, large humanoids. When within 20 feet of the phobic stimulus, he must succeed on a DC 10 Wisdom check each round or have a −2 penalty to all Intelligence, Wisdom, and Charisma ability checks due to distraction, and he must succeed on a DC 10 Wisdom saving throw to maintain concentration on any applicable spell each round.

Phobia (Daemonophobia — Fear of Demons) [IE 1, Chronic]. Gaks has a persistent, excessive fear of demons. When within 20 feet of the phobic stimulus, he must succeed on a DC 9 Wisdom check each round or have a −1 penalty to all Intelligence, Wisdom, and Charisma ability checks due to distraction, and he must succeed on a DC 9 Wisdom saving throw to maintain concentration on an applicable spell each round.

Photosensitivity [IE 3, Triggered]. Gaks is sensitive to bright light such as sunlight, including all but the darkest cloudy days. While in moderate to bright light, he has a −3 penalty on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. In dim light, he can see as if in daylight.

Restricted Affectivity [IE 2, Chronic]. Gaks has a narrow range of emotional experience and expression. He has a −2 penalty on Wisdom (Insight) and Charisma (Persuasion) checks but a +2 bonus to saving throws against psychic damage or being charmed or frightened.

Tongue Difference (Forked). Gak’s tongue is long, thin, and forked, giving him an improved sense of smell; he can easily detect the direction smells are coming from by flicking his tongue in and out of his mouth. This gives Gaks advantage on Wisdom (Perception) checks involving smell, but because many people fear snakes, he has disadvantage on Charisma (Persuasion) checks. He has disadvantage on all speech-related Charisma checks and must modify spells with verbal components to work within his verbal range, so he cannot use spell scrolls.

Tooth Difference (Shark Teeth). Gaks has several rows of sharp teeth in his mouth. He can make an unarmed bite attack for 5 (1d6) + 2 piercing damage. This affects both his appearance and speaking ability, causing a −1 penalty on all Charisma (Persuasion) checks but a +1 on all Charisma (Intimidation) checks.

Traumatic Flashbacks [IE 2, Frequent]. Gaks experiences memories of past trauma (sometimes violent, but not always) as if it’s happening again. The flashbacks are triggered by external stimuli, sometimes predictable, but the specific stimuli can be any number of brief sensory experiences. In this case, the response is triggered seemingly randomly 2d4 times per day or when exposed to stimuli known to relate to the traumatic event and lasts for 2d6 minutes unless he succeeds on a DC 10 Constitution saving throw. All spell casting and ability checks require that Gaks succeed on a concentration check or make the subsequent check with disadvantage, and tasks that normally require a concentration check are made with a -2 penalty. If he takes damage during the flashback experience that doesn’t make sense within that context, he may make another Constitution saving throw immediately.

Actions

Mace. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

Background

Gaks Yellowbelly grew up in a family that practiced dark magic under the Kobold, which claimed to give life to all Kobolds. Gaks partook in one such instance when he was older and felt something sinister clutch onto his soul and course through him. He became terrified, grabbed his younger sibling, and fled his home, but the experience left him traumatized and changed his way of life forever. He did not know the best way to cleanse himself from that experience, and has been trying to find a way ever since. He has become a cleric, hoping that would give him the answers that he seeks. However, no such answers have been received yet.

Gaks now lives in fear of everyone around him, thinking them to be the evil entity that latched onto him that unfortunate day. He has talked with other clerics, and he has not given him a solution to his problem. He lives among the streets, doing his best to care for himself and his younger sibling. This has caused him severe distrust of others, along with other negative feelings. Luckily, through the use of his spells, Gaks is able to remain unnoticed for the most part until he needs something.

Personality

Gaks Yellowbelly expects danger around every corner. He is doubtful of the intentions of others around him and the reasons for their actions. Gaks’ intuition is not always misguided, as there have been individuals who have treated him and his sibling poorly. He doesn’t talk about the things that torment him. He’d rather not burden others with my curse. Gaks also does not trust others with being that vulnerable with him. He assumes the worst in others in that regard. His biggest need is to protect his younger sibling at all costs. Gaks needs to make the world a safer place for them to live in. He is always cautious and thoroughly checks over all possibilities and outcomes before making any decisions.

Plot Hooks

  1. Gaks may request adventurers to help protect his younger sibling from an evil group that just came to town.
  2. Gaks may request adventurers to do research on the dark magic that is happening in the neighboring towns.
  3. Gaks may ask the adventurers to help him and his younger sibling do a little traveling safely. He is unsure of what evil may come if he goes out into other cities alone.