Mairi Cenn
Mairi Cenn
Sheet
AC 18 · HP 18 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureWIS
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalCHA
Armor
Weapons
Tools
Languages
Features
19 featuresAction
- Channel Divinity, Preserve LifeLevel 2
As an action, present your holy symbol and evoke healing energy that restores a total number of hit points equal to five times your cleric level. Choose creatures within 30 feet and divide the healing among them. This feature cannot heal undead or constructs.
Always on
- Cleric Spellcasting
When When casting a cleric spell
Mairi can cast prepared cleric spells using Wisdom as her spellcasting ability.
- Preserve Life
When As an action, once per rest
Mairi presents her holy symbol and channels divine energy to restore up to 15 hit points divided among creatures within 30 feet.
- Turn UndeadLevel 2
When As an action, when undead are within 30 feet
Mairi presents her holy symbol and forces nearby undead to make a Wisdom saving throw or become turned.
- SpellcastingLevel 1
You can cast cleric spells using Wisdom as your spellcasting ability. You can prepare a number of cleric spells equal to your Wisdom modifier plus your cleric level, and you know the cleric cantrips listed in the spells field.
- Divine Domain, Life DomainLevel 1
You choose the Life Domain, gaining its domain features and domain spells. Life is an ideal expression of Mairi's healing faith and service to travelers.
- Bonus ProficiencyLevel 1
You gain proficiency with heavy armor.
- Disciple of LifeLevel 1
Whenever you use a spell of 1st level or higher to restore hit points to a creature, that creature regains additional hit points equal to 2 plus the spell's level.
- Channel Divinity, 1 Use per RestLevel 2
You can use Channel Divinity once between rests. You can use it to fuel the effect granted by your cleric domain.
- Life Domain SpellsLevel 1
You have Life Domain spells always prepared. They do not count against the number of cleric spells you can prepare. At 1st level, these are bless and cure wounds. At 3rd level, these are lesser restoration and spiritual weapon.
- Channel Divinity, One UseLevel 2
You can use Channel Divinity once between rests. At 6th level, this increases to twice between rests, but Mairi has not reached that level yet.
- Proficiency BonusLevel 1
Your proficiency bonus is included in the character statistics.
- Ability Score IncreaseHumanYour ability scores each increase by 1.
- AgeHumanHumans reach adulthood in their late teens and commonly live less than a century.
- AlignmentHumanHumans tend toward no particular alignment.
- SizeHumanMairi is Medium.
- SpeedHumanYour base walking speed is 30 feet.
- LanguagesHumanYou can speak, read, and write Common and one extra language of your choice. Mairi also knows Dwarvish and Giant from her travels.
- WandererOutlander
Mairi has an excellent memory for maps, terrain, and landmarks. She can find food and fresh water for herself and up to five other people each day, provided the land offers natural resources.
Spells
14 spellsSpellcasting. Mairi Cenn casts with Wisdom (spell save DC 13, to hit with spell attacks).
Cantrips (at will): , ,
1st level (4 slots): , , , , ,
2nd level (2 slots): , , , ,
Gear
14 itemsWeapons
- MaceA simple one-handed mace with a dark wooden grip and a copper-bound head.
- Light crossbowA light crossbow with a leather sling.
Armor
- ShieldA sturdy steel shield bearing a small painted symbol of Mairi's faith.
- Chain mailInterlocking steel rings worn over padded clothing.
Tools
- StaffA stout walking staff cut from moorland ash.
- Musical instrumentA small bone whistle used for signaling across open ground.
Gear
- 20×Crossbow boltsIron-tipped bolts suitable for the light crossbow.
- Priest's packA pack containing a backpack, bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin.
- Holy symbolA small silver emblem representing Mairi's chosen deity.
- Hunting trapA simple iron hunting trap used to catch small game.
- Trophy from an animalA preserved red fox's tail, kept as a reminder of the wilderness that raised her.
- Traveler's clothesPlain, durable clothing suitable for long travel.
- 10×Starting moneyA small collection of coins and keepsakes from her travels.
Purse
- Belt pouchA leather pouch containing ten gold pieces.
Appearance
Mairi is a compact, weather-hardened human woman with ruddy brown skin, steady gray-green eyes, and dark auburn hair usually braided close to her head. A pale scar crosses her left eyebrow, and her hands are marked by old cuts, calluses, and faint traces of herbal dyes. She wears well-maintained chain mail beneath a travel-stained blue-gray cloak, carries a battered wooden staff, and keeps her silver holy symbol tucked beneath her collar when traveling among strangers.
Mannerisms
Mairi pauses before entering any building to study the wind, exits, and nearest source of water. She speaks softly when frightened and loudly when angry, and she habitually counts her remaining rations by touch rather than sight.
Personality
Quietly attentive and difficult to rattle, Mairi notices small signs of pain that others overlook. She is practical, generous with food and shelter, and deeply uncomfortable with grand speeches about destiny. She prefers to prove faith through useful work, clean bandages, shared meals, and staying awake beside the sick.
Ideals
Mercy. Every life has value, especially the life that has been overlooked, despised, or left behind.
Bonds
I carry the names of every traveler I have buried, and I will not allow the sick or lost to be abandoned while I still draw breath.
Flaws
I distrust anyone who has never been hungry, cold, or lost, and I can become needlessly harsh toward people whose comfort depends on ignoring suffering.
Quirks
Background
Mairi grew up in a scattered human settlement on the edge of a vast moor, where the roads faded into peat tracks and every winter tested the strength of the people who lived there. Her mother taught her which roots eased fever, which birds warned of storms, and which stones marked safe passage through the bog. Her father, a caravan guard, disappeared during a spring crossing, leaving Mairi with a deep respect for the dead and a lasting suspicion of promises made by comfortable people in warm rooms. As a young woman, Mairi joined a wandering shrine devoted to a kindly guardian deity of hearths, roads, and healing. She learned the prayers of a cleric while escorting pilgrims through wilderness, tending injuries, burying travelers, and offering shelter wherever she found it. When a wasting sickness struck three remote villages, Mairi stayed behind after the other priests fled, using prayer and field medicine until the disease passed. She now travels beyond the moors, searching for the source of the illness and carrying her faith to people who have no temple nearby. She believes no one should have to earn compassion by first reaching a place of safety.
“Her mother taught her which roots eased fever, which birds warned of storms, and which stones marked safe passage through the bog.”
- Background
- Outlander
Connections
Species
Human
Media
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