everen
everen
Sheet
AC 19 · HP 9 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
9 featuresBonus action
- Shell DefenseTortleAs a Magic action, you can withdraw into your shell. Until you emerge, you have the Prone and Blinded conditions, your Speed is 0, you have Advantage on Strength and Constitution saving throws, you have Resistance to all damage, and attacks against you have Disadvantage. You can emerge as a Bonus Action.
Always on
- SpellcastingLevel 1
You can cast prepared cleric spells using Wisdom as your spellcasting ability. You have three cleric cantrips prepared, and you can prepare four level 1 cleric spells after each Long Rest. You can use a holy symbol as a spellcasting focus.
- Divine OrderLevel 1
You have chosen Protector as your Divine Order. You gain proficiency with Martial weapons and Heavy armor.
- Natural ArmorTortleYour shell provides a base AC of 17. You can use a shield and gain its benefits while using your shell as natural armor.
- ClawsTortleYour claws are natural weapons that deal 1d4 slashing damage on a hit.
- Hold BreathTortleYou can hold your breath for up to 1 hour.
- SizeTortleYou are Medium.
- SpeedTortleYour walking Speed is 30 feet.
- Shelter of the FaithfulAcolyte
You can receive free food and lodging from a temple, shrine, or other religious community, though you are expected to assist with simple services in return. The community may also provide basic support, such as healing or a place to recover, at the DM's discretion.
Spells
6 spellsSpellcasting. everen casts with Wisdom (spell save DC 11, to hit with spell attacks).
Cantrips (at will): , ,
1st level (2 slots): , ,
Gear
7 itemsWeapons
- MaceA sturdy wooden staff suitable for travel and defense.
Armor
- ShieldA defensive shield bearing a faded river-and-reed emblem. Everen's shell remains his primary source of natural armor, and the shield raises his AC to 19.
Gear
- Holy symbolA simple divine focus used to cast cleric spells.
- Prayer bookA prayer book containing hymns, rites, and the names of the people lost in the marsh flood.
- VestmentsCeremonial clothing worn during religious services.
- Priest's packA pack containing basic travel supplies, including a bedroll, mess kit, tinderbox, rations, rope, and waterskin.
Purse
- 50×Gold piecesA small pouch of coins saved from temple duties and travel offerings.
Appearance
Everen is a broad-shelled tortle with weathered olive-green skin, a dark amber shell patterned with pale concentric rings, and a carefully maintained fringe of gray-green moss growing along the shell's upper ridge. He keeps his holy vestments neatly folded beneath a leather harness and carries a polished wooden prayer staff. Within a minute of meeting him, people notice that his eyes rarely settle on faces. Instead, he studies doorways, windows, hands, and the spaces between people, as if quietly making certain everyone has a safe way out.
Mannerisms
Everen pauses before answering serious questions, touching two claws to the rim of his shell as though checking the shape of a thought. He lowers his head when offering comfort, bringing his eyes level with the other person's hands rather than staring into their face. Before sleeping, he taps his prayer staff three times against the ground and names one thing that went well that day.
Personality
Everen is patient, observant, and quietly warm. He prefers useful kindness to grand speeches, and he is happiest when repairing something, preparing food, or helping a nervous stranger feel included. He speaks in a low, careful voice, but his humor is unexpectedly dry. In danger, his calm becomes stubborn endurance, especially when someone smaller or less protected is being threatened.
Ideals
Mercy. A faith that cannot make room for the frightened, the inconvenient, and the difficult to forgive is only a monument to pride.
Bonds
He carries the prayer book of the destroyed marsh shrine and will risk himself to recover the shrine's lost bell, which vanished during the flood.
Flaws
Everen is slow to trust anyone who is too charming, too confident, or too eager to be admired. He can mistake caution for wisdom and sometimes refuses necessary risks until someone reminds him that safety and goodness are not always the same thing.
Quirks
Background
Everen hatched in a marshland shrine where traveling pilgrims left offerings to any power that might protect them on the road. The shrine's caretakers taught him letters, prayers, and the practical mercy of keeping soup warm for strangers. He became an acolyte not because he was naturally devout, but because he was fascinated by the way frightened people changed when someone listened to them without judgment. Over the years, he learned to recognize grief by the way a person held their hands and fear by the direction of their gaze. When a flood destroyed the shrine's outer village, Everen stayed behind to guide survivors through the rising water. He could not save everyone, and the names of those lost remain written inside his prayer book. Since then, he has taken to the road as a cleric, carrying his faith into places where temples are too distant and help is never guaranteed. His prayers are steady rather than dramatic, and his miracles feel like doors opening at exactly the right moment. He adventures to protect the overlooked, gather stories of compassion, and discover whether a god's presence is found in thunderous revelation or in the quiet decision to keep helping.
“The shrine's caretakers taught him letters, prayers, and the practical mercy of keeping soup warm for strangers.”
- Background
- Acolyte
Connections
Species
Tortle
Media
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