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Siv - AI-generated fantasy Character

Siv

Wood Elf · Cleric (Life Domain) · Level 3 · Urchin

Siv

Siv is observant, compassionate, and difficult to intimidate.
AC17
HP19/19
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 17 · HP 19 · 35 ft.
AlignmentChaotic GoodGenderFemaleAgeApproximately ninety years old, though she remembers little of her early life
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

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

Armor

Light armor,
Medium armor,
Shields

Weapons

Simple weapons,
Longswords,
Shortswords,
Shortbows,
Longbows

Tools

Thieves' tools,
Disguise kit

Languages

Common,
Elvish

Features

17 features

Always on

  • Preserve LifeLevel 2

    When As an action, while Channel Divinity is available

    She invokes divine power to restore a total of 15 hit points among creatures within 30 feet, with no creature healed above half its hit point maximum.

  • Turn UndeadLevel 2

    When As an action, when undead are within 30 feet

    She presents her holy symbol, forcing nearby undead that fail a Wisdom saving throw to flee from her.

  • Mace Strike

    When As an action

    She makes a melee weapon attack with her mace.

  • Divine Spellcasting

    When When the spell's casting time and components are met

    She casts a prepared cleric spell using Wisdom as her spellcasting ability.

  • 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. She can use a holy symbol as a spellcasting focus.

  • Divine Domain, Life DomainLevel 1

    She chooses the Life Domain, gaining domain features and domain spells. Life domain spells are always prepared and do not count against her prepared spell limit.

  • Disciple of LifeLevel 1

    When she restores hit points with a spell of 1st level or higher, the target regains additional hit points equal to 2 plus the spell's level.

  • Channel DivinityLevel 2

    She can channel divine energy to fuel magical effects. She can use Channel Divinity once between rests, regaining its use after a short or long rest.

  • 2nd-Level SpellcastingLevel 3

    She gains access to 2nd-level cleric spells and can prepare them normally.

  • TraitWood ElfDarkvision, can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light
  • TraitWood ElfKeen Senses, proficiency in the Perception skill
  • TraitWood ElfFey Ancestry, advantage on saving throws against being charmed, and magic cannot put her to sleep
  • TraitWood ElfTrance, she meditates deeply for 4 hours instead of sleeping for 8 hours
  • TraitWood ElfElf Weapon Training, proficiency with longsword, shortsword, shortbow, and longbow
  • TraitWood ElfFleet of Foot, base walking speed is 35 feet
  • TraitWood ElfMask of the Wild, she can attempt to hide when lightly obscured by natural phenomena
  • City SecretsUrchin

    She knows the secret patterns and passageways of settlements, can find her way through a city by instinct, and can secure modest food and shelter for herself and companions among the poor.

Spells

12 spells

Spellcasting. Siv casts with Wisdom (spell save DC 13, to hit with spell attacks).

Cantrips (at will): , ,

1st level (4 slots): , , , , , ,

2nd level (2 slots): ,

Gear

12 items

Weapons

  • Mace
    A simple bludgeoning weapon used both for defense and religious rites
  • Light crossbow and 20 bolts
    A ranged weapon with 20 bolts

Armor

  • Scale mail
    Medium armor, AC 14 plus Dexterity modifier, maximum +2
  • Shield
    A shield bearing a worn, hand-painted symbol of her faith, granting +2 AC

Tools

  • Small knife
    A small knife useful for cutting food, rope, and purses

Gear

  • Priest's pack
    Contains a backpack, bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin
  • Holy symbol
    A holy symbol, carried as a pendant and spellcasting focus
  • Map of her home city
    A rough map of the city where she grew up surviving on the streets
  • Pet mouse
    A living mouse kept in a small improvised cage, one of her oldest companions
  • Token from her past
    A token from her childhood, a smooth piece of blue glass set in a crude wire loop
  • Common clothes
    Simple, heavily repaired clothing with one red ribbon tied around the left wrist

Purse

  • Pouch containing 10 gp
    Money saved through theft, charity, and occasional temple work

Appearance

A pale, beautiful wood elf with long, almost white-blonde hair and clear gray-green eyes. She is slender and quick-moving, with an alert posture that makes her seem ready to flee or fight at any moment. Her clerical garments are practical rather than ornate, layered beneath a weathered green cloak repaired with mismatched thread. Her chain shirt is carefully polished despite its dents, and she repeatedly checks the small wooden holy symbol at her throat without seeming aware of it. A faded red ribbon is tied around one wrist, one of the few possessions she has kept for as long as she can remember.

Mannerisms

She checks the wooden holy symbol at her throat whenever someone raises their voice. In conversation, she watches hands more than faces, and when danger appears she rolls her shoulders once, as if settling an invisible cloak before stepping forward.

Personality

Siv is observant, compassionate, and difficult to intimidate. She speaks plainly, often with a dry bluntness that surprises people who expect grace from an elf. She is suspicious of institutions but fiercely protective of individuals, especially the poor, the abandoned, and anyone being coerced. She dislikes being praised for kindness, insisting that decency should not be treated as a remarkable achievement.

Ideals

Mercy is rebellion. The world is full of people who profit from fear and disorder, so every life saved is a small act of defiance. She will use chaos when necessary, but never allow chaos to choose her victims.

Bonds

The first person she ever saved still carries her wooden holy symbol, and she will cross great distances to find them if she learns they are in danger. She also feels bound to nameless street children everywhere, seeing in them the frightened child she may once have been.

Flaws

She is drawn to conflict even when caution would serve the greater good, and she mistakes motion for progress. She distrusts anyone who offers effortless certainty, yet she can be manipulated by people who present themselves as helpless. When her forgotten past is questioned, she becomes defensive and may take reckless risks to prove that her present choices are her own.

Quirks

She gives names to stray animals but refuses to name weapons.
She keeps one copper coin from every town she visits, though she cannot explain why.
She sleeps with her boots beside her bed and her shield within arm's reach.
She mutters brief blessings over locked doors before opening them.
She becomes unusually formal when frightened, speaking as if reciting from a prayer book.

Background

She calls the place where her memories end the Brink of Nowhere. It is not a true location, at least not one she has ever found on a map. She remembers damp alleys, locked doors, criminals speaking in careful whispers, and the constant pressure of people trying to make her useful to them. She was an elf among desperate humans, beautiful enough to attract attention and quiet enough to be overlooked. Hunger taught her to steal. Fear taught her to run. Neither succeeded in teaching her to become cruel. Her first clear memory of faith came during a winter night when she found an injured stranger abandoned beneath a bridge. She had no training, no medicine, and almost no food, but she prayed anyway. The prayer answered with warmth in her hands and enough strength to keep the stranger alive until dawn. A passing priest later took her in, recognizing both divine favor and the hard, suspicious habits of a street survivor. She learned the rites of a healing god, though she still does not know whether that god chose her or simply found her when she was already reaching upward. Now she travels wherever suffering gathers. When violence erupts, she moves toward it, especially when the strong are preying on the helpless. Chaos may be part of her destiny, but she refuses to let it decide what kind of person she becomes.

“It is not a true location, at least not one she has ever found on a map.”
From their backstory
Background
Urchin

Connections

Species

Wood Elf

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