Shessara Pellan
Shessara Pellan
Sheet
AC 16 · HP 129 · 30 ft.Saving throws
Skills
- HistoryINT
- InsightWIS
- MedicineWIS
- PersuasionCHA
- ReligionINT
Armor
Weapons
Tools
Languages
Features
24 featuresAlways on
- Breath Weapon
When As an action when a hostile creature is within the breath area.
You exhale a magical cone of energy. Each creature in the area makes a Dexterity saving throw, taking 2d10 damage of your chosen Draconic Ancestry type on a failed save, or half as much damage on a success. You can use this a number of times equal to your proficiency bonus per Long Rest.
- SpellcastingLevel 1
You can cast Cleric spells using Wisdom as your spellcasting ability, prepare Cleric spells after a Long Rest, and use a Holy Symbol as a spellcasting focus.
- Divine OrderLevel 1
Thaumaturge. You know one extra Cleric cantrip, and you add your Wisdom modifier to Arcana or Religion checks made with your chosen skill, Religion.
- Channel DivinityLevel 2
You gain two uses of Channel Divinity, which recover after a Long Rest. You can use Divine Spark to heal a creature or damage an enemy, and Turn Undead to repel undead creatures.
- Life DomainLevel 3
You gain the Life Domain subclass. Its domain spells are always prepared: Aid, Bless, Cure Wounds, Lesser Restoration, Mass Healing Word, Revivify, Aura of Life, Death Ward, Greater Restoration, and Mass Cure Wounds.
- Ability Score ImprovementLevel 4
You gain the Ability Score Improvement feat or another feat for which you qualify. This feature is gained again at Cleric levels 8, 12, and 16.
- Sear UndeadLevel 5
When you use Turn Undead, each Undead that fails its saving throw also takes radiant damage equal to a roll of Wisdom modifier d8s.
- Preserve LifeLevel 3
You gain an additional use of Channel Divinity. Preserve Life lets you expend Channel Divinity as a Magic action to distribute healing equal to five times your Cleric level among Bloodied creatures within 30 feet, restoring each to no more than half its Hit Point maximum.
- Disciple of LifeLevel 3
When a spell cast with a spell slot restores Hit Points, the creature regains extra Hit Points equal to 2 plus the spell slot's level, on the turn the spell is cast.
- Blessed HealerLevel 6
When you cast a spell with a spell slot that restores Hit Points to another creature, you regain Hit Points equal to 2 plus the spell slot's level.
- Blessed StrikesLevel 7
You gain the Blessed Strikes option. Potent Spellcasting adds your Wisdom modifier to the damage of a Cleric cantrip when it damages one or more creatures.
- Ability Score ImprovementLevel 8
You gain the Ability Score Improvement feat or another feat for which you qualify.
- Divine InterventionLevel 10
You can petition your deity or divine power for aid by casting a Cleric spell of level 5 or lower without expending a spell slot or material components. Once used, this feature requires a Long Rest before it can be used again.
- Ability Score ImprovementLevel 12
You gain the Ability Score Improvement feat or another feat for which you qualify.
- Improved Blessed StrikesLevel 14
Your Potent Spellcasting option improves, increasing the additional damage it provides to your Cleric cantrips.
- Ability Score ImprovementLevel 16
You gain the Ability Score Improvement feat or another feat for which you qualify.
- Supreme HealingLevel 17
When you would roll one or more dice to restore Hit Points with a spell or Channel Divinity, you use the highest number possible for each die instead.
- Channel Divinity ImprovementLevel 18
You have four uses of Channel Divinity between Long Rests.
- TraitDragonbornDraconic Ancestry, Silver lineage, granting Cold damage for Breath Weapon and Cold resistance.
- TraitDragonbornBreath Weapon, a magical cone of elemental energy usable a number of times equal to proficiency bonus per Long Rest, dealing 2d10 damage at character level 18.
- TraitDragonbornDamage Resistance, resistance to Cold damage from Silver Draconic Ancestry.
- TraitDragonbornDarkvision, vision in dim light within 60 feet as if bright light and in darkness as if dim light.
- TraitDragonbornDraconic Flight, spectral wings emerge for 10 minutes when activated, granting a Fly Speed equal to walking Speed. Usable once per Long Rest.
- Shelter of the FaithfulAcolyte
You can usually find a place to perform religious rites, and temples or faithful communities will offer you modest support, such as food and lodging, when you share your faith and service.
Spells
21 spellsSpellcasting. Shessara Pellan casts with Wisdom (spell save DC 17, to hit with spell attacks).
Cantrips (at will): , , ,
1st level (4 slots): , , ,
2nd level (3 slots): ,
3rd level (3 slots): ,
4th level (3 slots): ,
5th level (3 slots): , ,
6th level (1 slot):
7th level (1 slot):
8th level (1 slot):
9th level (1 slot):
Gear
10 itemsWeapons
- MaceA simple one-handed bludgeoning weapon used for ritual and defense.
Armor
- Chain ShirtMedium armor made of interlocking metal rings, worn beneath sacred vestments.
- ShieldA sturdy shield bearing the emblem of Shessara's divinity.
Tools
- Calligrapher's SuppliesInk, pens, rulers, and other supplies for careful religious writing.
Gear
- Holy SymbolA holy symbol used as a divine focus.
- Priest's PackA pack containing ordinary travel and adventuring supplies.
- Book of PrayersA collection of prayers and sacred readings.
- 10×ParchmentSheets used for copying sermons, observations, and names of the dead.
- RobeCeremonial clothing worn during rites and teaching.
Purse
- 7×Gold PiecesStarting money retained from clerical service and travel.
Appearance
Shessara is a tall, silver-scaled dragonborn with a long, narrow muzzle, swept-back horns, and dark blue eyes that reflect light like polished glass. Her scales are pale silver along the face and throat, fading to slate-gray across her shoulders and arms. She wears a well-maintained chain shirt beneath white and ochre vestments, a weathered prayer book at her belt, and a broad holy symbol suspended from a braided cord. Her shield bears layers of painted repairs, each one marking a life or community she refused to abandon.
Mannerisms
She touches the rim of her holy symbol before answering difficult questions. When reading aloud, she unconsciously sways as if keeping time with a distant choir. In moments of stress, the faintest thread of smoke escapes between her teeth.
Personality
Shessara is a patient, earnest, and intensely curious idealist. She treats every stranger as a potential student or patient, asks questions that are more philosophical than practical, and assumes that most cruelty begins with fear or ignorance. Years of travel have made her less innocent but not less hopeful. She now listens for the human truth beneath ugly behavior, while keeping her shield ready for the moment understanding fails.
Ideals
Compassion is not a reward for the deserving. It is a light carried into places where no one has earned it.
Bonds
The abbey that raised her is home, and she will defend its people even when its leaders are wrong. She also carries the names of every person she failed to save, written in the margins of her prayer book.
Flaws
She can become rigid when frightened, mistaking stubbornness for moral courage. She is slow to accept that a person may need protection from the consequences of their own choices, and she sometimes lectures people who are asking only to be heard.
Quirks
Background
Shessara was raised in the shadow of an old abbey where dragonborn families lived by three accepted paths. Some tended flocks and stubborn fields, some entered the abbey to keep its ledgers, kitchens, archives, and rituals in order, and some left for the road, where adventure was admired mostly because it ended quickly. When an opportunity arose to become an acolyte, Shessara chose the abbey without hesitation. She studied sacred histories, copied prayers, and filled notebooks with careful arguments about mercy, justice, and the obligations of the strong. Her writings earned admiration from senior priests, though much of her understanding came from aged texts and distant examples rather than experience. She knew the shape of suffering in scripture, but not yet its smell, its noise, or the terrible decisions it forced upon ordinary people. A journey to a chapel three days away began a series of promotions and departures. She served in the chapel, then studied at a larger sanctuary, and finally trained at a remote monastery as a torch bearer for her divinity, carrying sacred flame into sickrooms, burial grounds, and villages abandoned by wealthier powers. The world did not become kinder because Shessara had learned more about it. Bandits pleaded honestly, soldiers lied for good reasons, and sometimes saving one person meant leaving another behind. She remained stubborn, but her certainty changed. Goodness was no longer a flawless ideal preserved in a book. It became a daily discipline, a willingness to enter the mud, listen before judging, and bring light without demanding that the darkness apologize first. Now she travels as a healer, teacher, and bearer of sacred fire, determined to discover what compassion can accomplish when it is forced to share a road with fear, hunger, and imperfect choices.
“When an opportunity arose to become an acolyte, Shessara chose the abbey without hesitation.”
- Background
- Acolyte
Connections
Species
Dragonborn
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