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Tazri - AI-generated fantasy Character

Tazri

Elf, High Elf · Cleric (Life Domain) · Level 1 · Urchin

Tazri

Alert, compassionate, and difficult to intimidate, Tazri has the wary instincts of someone raised among predators and the stubborn hope of someone who refuses to become one.
AC18
HP10/10
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 18 · HP 10 · 30 ft.
AlignmentChaotic GoodGenderFemaleAgeApproximately ninety years old, though she remembers little before adulthood
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • ArcanaINT
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor,
Medium armor,
Shields

Weapons

Simple weapons,
Longsword,
Shortsword,
Shortbow,
Longbow

Tools

Disguise kit,
Thieves' tools

Languages

Common,
Elvish

Features

11 features

Always on

  • SpellcastingLevel 1

    She can cast cleric spells using Wisdom as her spellcasting ability. She knows three cleric cantrips and prepares a number of cleric spells equal to her Wisdom modifier plus her cleric level.

  • Divine Domain, Life DomainLevel 1

    She chooses the Life Domain, gaining domain magic and proficiency with heavy armor. Her Life Domain spells are always prepared and do not count against the number of cleric spells she can prepare.

  • Bonus ProficiencyLevel 1

    She gains proficiency with heavy armor. Her Life Domain spells at this level are bless and cure wounds.

  • Disciple of LifeLevel 1

    Whenever she uses 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.

  • TraitElf, High ElfDarkvision, she can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
  • TraitElf, High ElfKeen Senses, she has proficiency in the Perception skill.
  • TraitElf, High ElfFey Ancestry, she has advantage on saving throws against being charmed, and magic cannot put her to sleep.
  • TraitElf, High ElfTrance, she does not need to sleep and can finish a long rest in four hours of meditation.
  • TraitElf, High ElfElf Weapon Training, she is proficient with the longsword, shortsword, shortbow, and longbow.
  • TraitElf, High ElfHigh Elf Cantrip, she knows one wizard cantrip using Intelligence as her spellcasting ability. The cantrip is mage hand.
  • City SecretsUrchin

    She knows the secret patterns of city streets, including hidden passages, shortcuts, alleys, and places where food or shelter can sometimes be found. She can move through urban environments quickly and can locate other street children, beggars, or outcasts who may provide information.

Spells

7 spells

Spellcasting. Tazri casts with Wisdom (spell save DC 14, to hit with spell attacks).

Cantrips (at will): , ,

1st level (2 slots): , , ,

Gear

9 items

Weapons

  • Mace
    A simple one-handed bludgeoning weapon used both for protection and ritual work

Armor

  • Scale mail
    Medium armor made from overlapping metal plates, worn beneath a weather-stained cloak
  • Shield
    A wooden shield bearing a faintly polished symbol of mercy

Tools

  • Small knife
    A small, carefully sharpened knife kept hidden in her clothing

Gear

  • Priest's pack
    A pack containing a blanket, ten candles, tinderbox, alms box, two blocks of incense, censer, vestments, and two days of rations
  • Map of the city
    A rough map of the district where she grew up, marked with escape routes and abandoned shelters
  • Pet mouse
    A living gray mouse that sleeps in a padded pocket and has become her closest constant companion
  • Common clothes
    Plain clothing patched many times at the elbows and hem

Purse

  • 10×
    Gold pieces
    Loose coin saved from begging, errands, and cautious theft

Appearance

A pale, beautiful high elf with long blonde hair, fine pointed ears, and a watchful face that seems younger than her uncertain memories. She wears well-maintained scale mail beneath a weather-stained cloak, with a holy symbol tied visibly at her throat. Her eyes rarely settle on the person speaking to her. Instead, they track doors, windows, hands, and the movement of everyone nearby. Before she answers, she takes a small breath through her nose, as though checking whether the air itself can be trusted.

Mannerisms

She pauses before answering, glances toward the nearest exit, and touches the holy symbol at her throat whenever a conversation becomes emotionally honest. In a fight, she speaks to injured allies in a low, steady voice while addressing enemies with sudden bluntness.

Personality

Alert, compassionate, and difficult to intimidate, Tazri has the wary instincts of someone raised among predators and the stubborn hope of someone who refuses to become one. She is quick to help, quick to intervene, and slow to admit that she is frightened. She treats every stranger as a possible threat until they prove otherwise, but once someone earns her trust, her loyalty becomes fierce and nearly reckless.

Ideals

Mercy is an act of rebellion. The world may be chaotic, but no one should be abandoned to the cruelty of those who benefit from that chaos.

Bonds

The nameless street children she once helped escape are her family, even though she does not know where they are now. She will risk almost anything to find them and make certain they are safe.

Flaws

She is drawn into confrontations before she has considered the consequences, especially when someone powerful is mistreating someone vulnerable. She also distrusts kindness that arrives too easily and may sabotage a safe arrangement simply because safety feels like a trap.

Quirks

She names alley cats after foods she has never tasted.
She counts doors and windows whenever she enters a room.
She leaves a single coin near abandoned shrines, even when she has little money.
She keeps her pet mouse tucked inside her cloak during tense conversations.
She sometimes wakes speaking fragments of an unknown language.

Background

She remembers no birthplace, no family name, and no clear road leading into the world. When asked where she comes from, she gives the same answer every time, the brink of nowhere. Her earliest memories are of alleys, locked doors, hungry nights, and people who smiled only when they were about to take something. The place around her seemed made entirely of criminals, schemers, and chaos. She learned quickly that beauty could attract attention, silence could invite danger, and kindness was often treated as weakness. Yet something in her refused to become cruel. She stole food, but never from a starving child. She lied to violent men, but never to protect them. When a gang began using street children as lookouts and thieves, she sabotaged their routes and led several of the youngest children to safety. During the escape, she found an old shrine hidden beneath a collapsed stairwell. Its cracked image depicted a kindly goddess of mercy and healing. She had no memory of ever praying, but when she placed her hand against the stone, warmth answered her. Since then, she has served that quiet power as best she can, even without knowing whether she was chosen, rescued, or simply desperate enough to believe. She still feels the pull of disorder in her blood and instincts. When a fight begins, she steps toward it before she has decided whether she should. She does not seek violence for its own sake, but she cannot bear to watch the strong use chaos as an excuse to hurt the helpless. If chaos is part of her destiny, she intends to turn it against those who believe the world belongs to them.

“When asked where she comes from, she gives the same answer every time, the brink of nowhere.”
From their backstory
Background
Urchin

Connections

Species

Elf, High Elf

Media

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