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Dagna Brik - AI-generated fantasy Character

Dagna Brik

Hill Dwarf · Cleric (Life Domain) · Level 3 · Acolyte

Dagna Brik

Dagna is blunt, patient, and observant.
AC18
HP18/18
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 18 · HP 18 · 25 ft.
AlignmentNeutral GoodGenderFemaleAge172 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

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

Armor

Light armor,
Medium armor,
Heavy armor,
Shields

Weapons

Simple weapons,
Battleaxe,
Handaxe,
Light hammer,
Warhammer

Tools

Herbalism kit,
Smith's tools,
Brewer's supplies,
Mason's tools

Languages

Common,
Dwarvish,
Celestial,
Giant

Features

15 features

Always on

  • Turn UndeadLevel 2

    When As an action when undead are within 30 feet

    You present your holy symbol. Each undead within 30 feet that can see or hear you must make a Wisdom saving throw or be turned for 1 minute, until it takes damage, or until someone breaks the effect.

  • Preserve LifeLevel 2

    When As an action when allies within 30 feet need healing

    You present your holy symbol and distribute healing energy among creatures within 30 feet, restoring up to 15 total hit points. A target cannot be healed above half its hit point maximum, and undead and constructs are unaffected.

  • SpellcastingLevel 1

    You can cast cleric spells using Wisdom as your spellcasting ability. You prepare a number of cleric spells equal to your cleric level plus your Wisdom modifier, and you can use a holy symbol as a spellcasting focus.

  • Divine DomainLevel 1

    You choose the Life Domain. Your domain grants additional features and domain spells.

  • Bonus ProficiencyLevel 1

    You gain proficiency with heavy armor.

  • Disciple of LifeLevel 1

    Whenever you use 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.

  • Channel DivinityLevel 2

    You gain the ability to channel divine energy directly from your deity. You can use Channel Divinity once between rests.

  • Channel Divinity UsesLevel 3

    You gain additional uses of Channel Divinity at higher levels. At 3rd level, you still have one use between rests.

  • DarkvisionHill DwarfYou can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light, though you cannot discern color in darkness.
  • Dwarven ResilienceHill DwarfYou have advantage on saving throws against poison, and you have resistance to poison damage.
  • Dwarven Combat TrainingHill DwarfYou are proficient with the battleaxe, handaxe, light hammer, and warhammer.
  • Dwarven Tool ProficiencyHill DwarfYou are proficient with artisan's tools, specifically an herbalism kit.
  • StonecunningHill DwarfWhenever you make an Intelligence History check related to the origin of stonework, you are considered proficient and add double your proficiency bonus.
  • Dwarven ToughnessHill DwarfYour hit point maximum increases by 1, and it increases by 1 every time you gain a level.
  • Shelter of the FaithfulAcolyte

    You command the respect of those who share your faith, and you can perform the religious ceremonies of your temple. You and your companions can expect free basic care at a temple of your faith, though donations and material components may be requested.

Spells

7 spells

Spellcasting. Dagna Brik casts with Wisdom (spell save DC 10, to hit with spell attacks).

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

2nd level (2 slots): ,

Gear

12 items

Weapons

  • Mace
    A simple one-handed bludgeoning weapon used in temple defense.
  • Light crossbow
    A ranged weapon with 20 bolts. It is included as a backup weapon for enemies outside mace range.

Armor

  • Scale mail
    Medium armor made from overlapping metal plates. While wearing it, your base AC is 14 plus your Dexterity modifier, to a maximum of +2.
  • Shield
    A wooden shield bearing a painted white sun. It grants +2 AC while wielded.

Gear

  • 20×
    Crossbow bolts
    A case containing 20 light crossbow bolts.
  • Priest's pack
    A pack containing a backpack, bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin.
  • Holy symbol
    A holy symbol of Mishakal, used as a spellcasting focus.
  • Prayer book
    A small prayer book containing liturgies, healing invocations, and records of temple rites.
  • 5×
    Incense
    Five sticks of incense used in ceremonies and funerary rites.
  • Vestments
    Vestments suitable for temple ceremonies.
  • Common clothes
    Ordinary clothing for travel and work.
  • Coin pouch
    A belt pouch containing 15 gold pieces.

Appearance

A compact hill dwarf with weathered bronze skin, a broad nose, and steady gray eyes. Her black beard is braided with small copper rings, and a pale scar crosses her left eyebrow. She wears well-maintained scale mail over a russet wool tunic, carries a round shield painted with a simple white sun, and keeps her mace wrapped in strips of old prayer cloth.

Mannerisms

Dagna taps two fingers against her shield before entering danger, as if knocking on a door. She speaks in short, practical sentences and lowers her voice when delivering bad news. When thinking, she quietly counts supplies, exits, and living patients.

Personality

Dagna is blunt, patient, and observant. She remembers everyone's injuries, preferred food, and sleeping habits, but rarely remembers birthdays. She dislikes boasting and has a dry sense of humor that appears most clearly when the situation is dangerous.

Ideals

Mercy. A person is more than the worst thing they have done, and the strong are obligated to keep the vulnerable alive long enough to choose better.

Bonds

The old hill shrine where Dagna trained is threatened by a mining company that wants to blast through its foundations. She will protect the shrine, its people, and the sacred spring beneath it.

Flaws

Dagna cannot leave an injured creature behind, even when doing so would be tactically wise. She is suspicious of wealthy patrons and assumes that generosity from the powerful usually conceals a demand.

Quirks

Keeps a written count of every healing spell cast each day.
Names useful herbs as if they were old acquaintances.
Refuses to eat mushrooms unless she personally identified them.
Touches the edge of her shield when someone tells a lie.

Background

Dagna Brik was born beneath the eastern ridges of the Stonewake Hills, where her clan mined iron and kept a small shrine to Mishakal, goddess of healing and mercy. As a child, Dagna was more interested in the shrine's herb shelves than the forge. She learned which roots eased a miner's cough, which mushrooms brought sleep, and which prayers steadied a hand during surgery. When a tunnel collapse killed three workers, Dagna spent two days below ground tending the wounded by lantern light. The experience convinced her that faith was not a matter of grand words. It was what a person did when the roof came down and someone else was still breathing. Dagna later served as a lay healer and temple guard, protecting pilgrims while treating anyone who arrived at the doors, including thieves, deserters, and rival clansfolk. Her years of service earned her the training of a cleric, but also brought her into conflict with elders who believed charity should be limited to those who could repay it. After refusing to abandon an injured goblin child outside the temple, Dagna left with her mace, shield, and a satchel of remedies. She now travels with adventurers because danger finds the helpless wherever they hide, and because she believes every life saved is an argument against despair.

“As a child, Dagna was more interested in the shrine's herb shelves than the forge.”
From their backstory
Background
Acolyte

Connections

Species

Hill Dwarf

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