Jirt
Jirt
Sheet
AC 18 · HP 31 · 30 ft.Saving throws
Skills
- HistoryWIS
- InsightWIS
- PersuasionCHA
- ReligionWIS
Armor
Weapons
Languages
Features
14 featuresAction
- Warding FlareLevel 1
As an action, you can present your holy symbol to impose disadvantage on an attack roll made against you by a creature within 30 feet that can see you. You can use this feature a number of times equal to your Wisdom modifier per long rest.
- Channel DivinityLevel 2
As an action, you can turn undead. Each undead that can see or hear you within 30 feet must make a Wisdom saving throw or be turned for 1 minute or until it takes damage. You can use this feature once, and you regain the use of it on a short or long rest.
- TraitKoboldGrovel, Cower, and Beg, as an action you can distract foes nearby to grant advantage to allies' attack rolls against them until the end of your next turn
Always on
- SpellcastingLevel 1
You can cast cleric spells using Wisdom as your spellcasting ability. You prepare a number of cleric spells each day equal to your cleric level plus your Wisdom modifier, and you can cast any prepared cleric spell using spell slots of the appropriate level.
- Ritual CastingLevel 1
You can cast ritual spells that you have prepared as rituals, even if you do not have them prepared as regular spells.
- Divine Domain, Light DomainLevel 1
You gain the features of the Light Domain. Your domain spells are always prepared and do not count against the number of spells you can prepare.
- Domain SpellsLevel 1
You learn the light cantrip if you do not already know it, and you gain the domain spells burning hands and faerie fire, which are always prepared.
- Radiance of the DawnLevel 2
As part of your Channel Divinity, you can present your holy symbol and invoke a burst of sunlight. Each creature of your choice within 30 feet that can see you must make a Constitution saving throw, taking radiant damage on a failed save, or half as much on a success. Affected creatures that are Large or smaller are also blinded until the end of your next turn. You can use this feature once, and you regain the use of it on a short or long rest.
- Destroy UndeadLevel 4
You can turn undead of challenge rating 1/2 or lower with your Turn Undead feature.
- Ability Score ImprovementLevel 4
At 4th level, you increase one ability score by 2 or two ability scores by 1.
- TraitKoboldDarkvision, 60 ft.
- TraitKoboldSunlight Sensitivity, while in sunlight you have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight
- TraitKoboldPack Tactics, you have advantage on attack rolls against a creature if at least one of your allies is within 5 feet of the creature and the ally is not incapacitated
- Shelter of the FaithfulAcolyte
You and your companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your faith will support you at a modest lifestyle as long as you continue to honor the tenets of the temple.
Spells
15 spellsSpellcasting. Jirt casts with Wisdom (spell save DC 13, to hit with spell attacks).
Cantrips (at will): , , ,
1st level (4 slots): , , , , , ,
2nd level (3 slots): , , ,
Gear
10 itemsWeapons
- MaceA melee weapon favored by many clerics.
Armor
- Shield with holy symbolA symbol of faith used as a holy focus.
- Scale mailProtective armor that allows reasonable mobility and suits a cleric traveling in dangerous places.
Gear
- Priest's packA pack of supplies for travel and exploration.
- Prayer bookA simple ritual text and devotional record from Jirt's temple service.
- VestmentsCloth and ceremonial garb appropriate to a temple initiate.
- Holy symbol of TamaraA sacred token of Tamara, shaped like a tiny sunburst.
- 5×Incense sticksSmall sticks used in temple rites and evening prayers.
- Common clothesPlain travel clothes for life on the road.
Purse
- Pouch with 15 gpA small coin pouch from his temple stipend.
Appearance
Jirt is a small brass-scaled kobold with a surprisingly tidy posture and bright amber eyes that never seem to stop scanning for shadows. He wears scale mail polished until it gleams like sunrise on wet stone, and a shield painted with a simple sunburst and a tiny dragon silhouette. A string of prayer beads and little lantern charms clinks softly at his throat, and his snout is often smudged with candle soot from overzealous altar tending.
Mannerisms
Jirt speaks in eager little bursts, then abruptly lowers his voice as if confiding in the nearest candle. He frequently holds his hand over his holy symbol before entering any dark place, and he unconsciously angles mirrors, polished shields, and metal cups so they catch and spread light across a room.
Personality
Jirt is earnest, alert, and more compassionate than he is comfortable admitting. He believes fear is useful only when it warns you where compassion is needed most, and he treats acts of kindness like sacred engineering. Around strangers he is cautious and precise, but once he decides someone is safe, he becomes intensely loyal and surprisingly hopeful.
Ideals
Mercy. The light of Tamara is not meant only for the worthy. It is a lamp for the wounded, the ashamed, and even the monsters who have not yet chosen what they will become.
Bonds
Jirt carries a cracked lantern from the ruined shrine where he first found Tamara's symbol, and he will risk almost anything to keep its flame alive. He also owes his life to the priest who taught him, and he tries to honor that debt by protecting other outcasts who remind him of his younger self.
Flaws
Jirt is deeply suspicious of anyone who offers him cover in the dark, because his instincts still whisper that every shadow hides a trap. When frightened, he talks too fast, overexplains his plans, and can become recklessly stubborn if someone mocks his faith or his size. He also has a bad habit of trying to redeem dangerous people long after common sense says to run.
Quirks
Background
Jirt was hatched beneath a collapsed shrine where the sun never reached, in a warren that taught fear as if it were wisdom. His clutch was expected to skulk, steal, and strike first, but Jirt found old story plaques buried in the rubble, each one scorched with the symbol of Tamara. He could not read the holy words at first, but he understood the pictures, a wounded traveler blessed with light, a monster offered mercy, a broken soul led home. That mercy unsettled him more than any threat ever had, and so he began returning to the ruined shrine at night, polishing its cracked icons and leaving stolen candles in careful rows. A wandering priest of Tamara eventually discovered the little kobold kneeling in the dark and mistook his nervous chatter for devotion. Jirt, who had spent his whole life learning how to survive fear, discovered he had a talent for turning that fear into awe. The priest taught him that light was not only a weapon against darkness, but a promise that the small and frightened could still be protected. Now Jirt travels as a bright, anxious little lantern in armor, insisting that redemption is possible for goblins, bandits, and even kobolds, if only someone holds the lamp high enough for them to see it.
“A wandering priest of Tamara eventually discovered the little kobold kneeling in the dark and mistook his nervous chatter for devotion.”
- Background
- Acolyte
Connections
Species
Kobold
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