Tavish Merin
Tavish Merin
Sheet
AC 12 · HP 10 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalCHA
Weapons
Tools
Languages
Features
8 featuresBonus action
- Innate SorceryLevel 1
As a Bonus Action, you can unleash the magic roiling within you for 1 minute. During that time, you have Advantage on attack rolls of Sorcerer spells, and the spell save DC of your Sorcerer spells increases by 1. You can use this feature twice, and you regain all expended uses when you finish a Long Rest.
Always on
- SpellcastingLevel 1
You can cast sorcerer spells using Charisma as your spellcasting ability. You know four sorcerer cantrips and have two prepared level 1 sorcerer spells. You can use an arcane focus as a spellcasting focus.
- Celestial ResistanceAasimarYou have Resistance to Necrotic damage and Radiant damage.
- DarkvisionAasimarYou can see in dim light within 60 feet of yourself as if it were bright light, and in darkness as if it were dim light. You discern colors in darkness only as shades of gray.
- Healing HandsAasimarAs a Magic action, you touch a creature and restore a number of Hit Points equal to your proficiency bonus. Once you use this trait, you cannot use it again until you finish a Long Rest.
- Light BearerAasimarYou know the Light cantrip. Charisma is your spellcasting ability for it.
- Celestial RevelationAasimarAt level 3, you can reveal your celestial nature and gain a transformation option. This trait is not yet available at level 1.
- Shelter of the FaithfulAcolyte
You and your companions can receive free healing and care at temples, shrines, and other religious communities of your faith, though such aid is offered with the expectation that you will support the institution when possible. You can also generally gain access to the common facilities of your religious organization.
Spells
10 spellsSpellcasting. Tavish Merin casts with Charisma (spell save DC 13, to hit with spell attacks).
Cantrips (at will): , , , , , ,
1st level (2 slots): , ,
Gear
9 itemsWeapons
- QuarterstaffA simple wooden staff used for walking and as a focus for defensive drills
- 2×DaggerLight blades kept ready for emergencies
Gear
- Arcane FocusA polished crystal set in a copper frame, used as an arcane focus
- Explorer's PackA pack containing basic adventuring supplies, bedroll, rations, rope, and related gear
- Holy SymbolA small emblem representing the shrine that raised him
- Prayer BookA collection of copied prayers, temple records, and moral teachings
- 5×ParchmentBlank sheets reserved for notes, transcriptions, and spell diagrams
- RobeA plain ceremonial robe worn during services and funerary rites
Purse
- 10×Gold PiecesCoins saved from the shrine's travel fund
Appearance
A lean, broad-shouldered man with warm brown skin, close-cropped dark hair, and pale gold eyes that brighten when his magic stirs. Two small, swept-back celestial horns rise from his temples, and faint luminous freckles mark his cheeks like scattered sparks. He wears a weathered gray-blue clerical coat over practical travel clothes, with a copper holy symbol at his throat and a well-used spellbook tucked under one arm.
Mannerisms
Tavish rubs the copper holy symbol at his throat whenever he is uncertain, and he unconsciously finishes other people's prayers in a whisper. When excited, he speaks faster and sketches spell diagrams in the air with one finger.
Personality
Patient with the frightened and awkward around the powerful, Tavish listens carefully before speaking. He has a dry, practical sense of humor and dislikes grand speeches unless they are followed by useful work. He is brave when someone else needs help, but hesitant when making choices that affect only himself.
Ideals
Mercy. Power is worthwhile only when it is used to leave someone safer, fed, or less afraid than before.
Bonds
The hilltop shrine where he was raised is his true home, and he will risk almost anything to protect its people and its small library of handwritten records.
Flaws
He assumes that anyone in religious or civic authority is more trustworthy than they deserve to be, and he becomes defensive when people criticize the shrine that raised him.
Quirks
Background
Tavish Merin was born during a summer storm that left the village shrine struck by blue-white fire. The priests who found him in the ash believed the event marked him as one of the aasimar, touched by a celestial power but not bound to any single god. They raised him in the shrine, teaching him prayers, letters, and the quiet work of tending the sick, copying records, and making sure the hungry were not turned away. Tavish never felt like a chosen prophet. He felt like a boy who had been given too much responsibility too young, and who learned to carry it because no one else was there. His sorcery first appeared when a fevered child stopped breathing beneath his hands. Tavish cried out a prayer, and a burst of golden force filled the room, driving the sickness back long enough for the healers to save the child. The priests called it a blessing. Tavish suspected it was something stranger, an inheritance in his blood that answered emotion more readily than doctrine. Since then, he has studied magic alongside scripture, seeking a way to use both without letting either become an excuse for cruelty. He now travels beyond the shrine to find missing relics, help communities abandoned by richer temples, and learn why the same celestial light that saves lives sometimes burns holes through stone.
“He felt like a boy who had been given too much responsibility too young, and who learned to carry it because no one else was there.”
- Background
- Acolyte
Connections
Species
Aasimar
Media
0 imagesNo images yet.
Turn Tavish Merin into a sheet
A high-res, share-ready sheet you can post or print.