Merrin Vale
Merrin Vale
Sheet
AC 18 · HP 52 · 30 ft.Saving throws
Skills
- DeceptionCHA
- HistoryINT
- InsightWIS
- MedicineWIS
- PersuasionCHA
- Sleight of HandDEX
- StealthDEX
Armor
Weapons
Tools
Languages
Features
14 featuresAction
- Invoke DuplicityLevel 2
When Channel Divinity
As an action, create a trickster double of yourself that occupies your space and can distract foes and extend the reach of your spells.
- Cloak of ShadowsLevel 6
When None
As an action while in dim light or darkness, become invisible for up to 1 minute.
- Channel DivinityLevel 2
As an action, you present your holy symbol and choose one Channel Divinity effect. You can use Channel Divinity once per short or long rest at this level.
Always on
- 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. You also have a holy symbol and can use it as your spellcasting focus.
- Ritual CastingLevel 1
You can cast any cleric spell you have prepared as a ritual if it has the ritual tag.
- Divine DomainLevel 1
You gain proficiency with heavy armor if your domain grants it, and you choose a divine domain that grants additional features. This character follows the Trickery Domain, which grants domain spells and trickster-themed abilities.
- Destroy UndeadLevel 5
When you deal damage to a creature with a weapon attack, you can destroy the corpse or remnants of an undead creature of CR 1/2 or lower instead of allowing it to rise again or be reanimated.
- Channel Divinity ImprovementLevel 6
You can use Channel Divinity twice between rests.
- Divine StrikeLevel 8
Your weapon attacks deal extra poison damage once on each of your turns when you hit with a weapon attack.
- Channel Divinity, Preserve LifeLevel 2
When you restore hit points to a creature with a spell of 1st level or higher, the creature also regains extra hit points equal to 2 + the spell's level, if applicable.
- TraitHumanAbility Score Increase, +1 to all ability scores
- TraitHumanExtra Language, you know one additional language of your choice
- TraitHumanVersatile and resilient human ancestry
- False IdentityCharlatan
You have the ability to con people into believing almost anything. Through careful lies, forged documents, and practiced confidence, you can secure shelter, food, or a useful audience, and create a cover identity that survives casual scrutiny.
Spells
13 spellsSpellcasting. Merrin Vale casts with Wisdom (spell save DC 14, to hit with spell attacks).
Cantrips (at will): , , ,
1st level (4 slots): , , ,
2nd level (3 slots): ,
3rd level (3 slots):
4th level (2 slots): ,
Gear
8 itemsWeapons
- MaceA trusted blunt weapon kept close for when sermons fail.
Armor
- Scale MailA scale mail hauberk maintained with meticulous care, practical and well traveled.
- ShieldA sturdy wooden shield bearing a subtly altered holy emblem, useful both for protection and for convincing the devout.
Tools
- Forgery KitA set of tools used to create false papers and convincing seals.
- Disguise KitA kit for changing appearance and building believable disguises.
Gear
- Holy SymbolA sacred symbol used as a spellcasting focus, worn visibly when he wants to seem sincere and hidden when he does not.
- Explorer's PackA broad assortment of travel essentials carried for practical journeys and sudden escapes.
- Fine ClothesFine clothes used for posing as a respectable cleric, merchant, or minor noble agent.
Appearance
A lean human man with quick, watchful eyes, neatly kept dark hair, and a smile that appears a second too late to be trusted. He dresses like a humble itinerant priest at first glance, but the fine stitching on his scale mail and the polished brass of his shield hint at a lifetime of calculated performances. A braided cord of prayer beads and lock picks hangs at his belt, and his holy symbol is worn like an honest badge and a counterfeit at the same time.
Mannerisms
He speaks with the polished cadence of a preacher when he wants trust, then slips into a dry, conspiratorial tone the moment he thinks someone is listening only to him. He habitually touches his holy symbol before telling a lie, as if asking permission. When nervous, he smiles as though he has already won.
Personality
Wry, adaptable, and impossible to pin down, Merrin treats every room like a stage and every conversation like a wager. He is generous in emergencies, suspicious in ordinary times, and habitually playful when others expect reverence. He genuinely wants to help people, but he prefers doing so on his own terms, with a grin that suggests he has already rewritten the rules.
Ideals
Freedom. No institution, temple, or crown should own a person's conscience. He believes people deserve the chance to choose their own path, even if he has to lie, cajole, or divine-meddle to keep that door open.
Bonds
He keeps a hidden ledger of every soul who was cheated, protected, or saved under one of his many names, and he intends to settle those debts before he dies. He also carries a cracked silver holy symbol once given by the only priest who ever treated him like more than a useful liar.
Flaws
He cannot resist improving a story, even when the truth would serve him better. Under pressure, he defaults to deception so quickly that allies sometimes do not know whether he is protecting them or using them. He also struggles to let sincere gratitude stand unchallenged, and he will often mock a heartfelt moment before it has a chance to embarrass him.
Quirks
Background
He was born to a family that sold miracles by the roadside, a human child taught early that faith and fraud often wore the same face. While other children learned their prayers in earnest, he learned timing, posture, and the exact moment when a trembling voice could turn a crowd into believers. He discovered that people did not merely want truth, they wanted relief, and if a lie could bring them peace for a night, they rarely asked too many questions in the morning. That lesson carried him through taverns, temple steps, and noble salons alike, until he could reinvent himself faster than most people could introduce themselves. Eventually, the act outgrew the con. During one too many fleeing nights, he found himself sheltering in a desecrated chapel where he expected only silence and dust. Instead, he heard a presence in the dark, sly and amused, that answered his stolen prayers with impossible accuracy. Whether that voice was a god, a trick of conscience, or a power that delighted in masks, he never fully decided. He only knew that when he raised his hands, true healing flowed through them, and when he lied with perfect confidence, the world often bent to suit him. Now he travels as a self-appointed holy man, part miracle worker, part grifter, part avenger, using the symbols of trust as both shield and weapon.
“During one too many fleeing nights, he found himself sheltering in a desecrated chapel where he expected only silence and dust.”
- Background
- Charlatan
Connections
Species
Human
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