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Lethira Starbough - AI-generated fantasy Character

Lethira Starbough

Elf · Cleric (Life Domain) · Level 2 · Sage

Lethira Starbough

Curious, compassionate, and irreverently cheerful in the face of danger.
AC18
HP15/15
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 18 · HP 15 · 30 ft.
AlignmentChaotic GoodGenderFemaleAge142 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • 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,
Longswords,
Shortswords,
Shortbows,
Longbows

Tools

Calligrapher's supplies

Languages

Common,
Elvish,
Draconic,
Celestial

Features

15 features

Always on

  • Preserve Life

    When As an action while Channel Divinity is available

    Lethira invokes her holy symbol and restores a total of 10 hit points among creatures within 30 feet, without healing any creature above half its hit point maximum.

  • Turn UndeadLevel 2

    When As an action while Channel Divinity is available

    Lethira presents her holy symbol, forcing nearby undead to flee if they fail a Wisdom saving throw.

  • Mace Strike

    When When within melee range of a target

    Lethira strikes with her mace, using her strength and proficiency with simple weapons.

  • SpellcastingLevel 1

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

  • Divine DomainLevel 1

    You choose the Life Domain. Your domain grants additional features at 1st and 2nd level, and domain spells that are always prepared and do not count against your prepared spells.

  • Bonus ProficiencyLevel 1

    You gain proficiency with heavy armor.

  • Disciple of LifeLevel 1

    Whenever you restore hit points to a creature with a spell of 1st level or higher, the creature regains additional hit points equal to 2 plus the spell's level.

  • Channel DivinityLevel 2

    You can use your Channel Divinity once between rests. You regain the ability to do so after completing a short or long rest.

  • Channel Divinity: Preserve LifeLevel 2

    You can use Channel Divinity to restore hit points equal to five times your cleric level, divided among creatures you can see within 30 feet. This healing cannot restore a creature above half its hit point maximum and has no effect on undead or constructs.

  • DarkvisionElfYou can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. You cannot discern color in darkness, only shades of gray.
  • Keen SensesElfYou are proficient in the Perception skill.
  • Fey AncestryElfYou have advantage on saving throws against being charmed, and magic cannot put you to sleep.
  • TranceElfYou do not need to sleep. Instead, you meditate deeply for 4 hours each day, gaining the same benefit that a human gains from 8 hours of sleep.
  • Elf Weapon TrainingElfYou are proficient with the longsword, shortsword, shortbow, and longbow.
  • ResearcherSage

    When you attempt to learn or recall a piece of lore, you often know where or from whom you can obtain the information. Usually, this information comes from a library, scriptorium, university, sage, or another learned person or creature.

Spells

9 spells

Spellcasting. Lethira Starbough casts with Wisdom (spell save DC 10, to hit with spell attacks).

Cantrips (at will): , ,

1st level (3 slots): , , , , ,

Gear

9 items

Weapons

  • Mace
    A compact mace with a silver-wrapped haft, used as both weapon and sacred implement.

Armor

  • Chain mail
    A suit of interlocking steel rings worn over padded clothing. It provides an Armor Class of 16.
  • Shield
    A wooden shield bearing a painted sunrise. It grants a +2 bonus to Armor Class when wielded.

Gear

  • Holy symbol
    A holy symbol depicting a rising sun enclosed in an open hand.
  • Scholar's pack
    A scholar's pack containing a backpack, a book of lore, a bottle of ink, an ink pen, ten sheets of parchment, a little bag of sand, and a small knife.
  • Book of lore
    A collection of copied prayers, astronomical observations, and notes concerning the erased deity.
  • Pouch
    A small pouch containing funds collected during her travels and research.
  • Common clothes
    A set of common clothes suitable for travel and study.

Purse

  • 5×
    Gold pieces
    Money remaining from starting equipment.

Appearance

A tall, athletic moon elf with warm bronze skin, long silver-black hair, and vivid green eyes flecked with gold. Her pointed ears are decorated with small copper charms engraved with fragments of forgotten prayers. She wears battered chain mail beneath a deep blue clerical mantle, carries a polished wooden shield painted with a rising sun, and keeps a mace at her hip. Her expression is alert and compassionate, though a faint mischievous smile often suggests she has just discovered an interesting secret.

Mannerisms

She taps the head of her mace three times before beginning a prayer, adjusts her glasses or hair even when neither is out of place, and speaks more quickly whenever she encounters an unfamiliar inscription.

Personality

Curious, compassionate, and irreverently cheerful in the face of danger. Lethira treats every conversation as a potential lesson and every ruin as an unfinished book. She is quick to defend outsiders, suspicious of institutions that hoard knowledge, and delighted by clever wordplay.

Ideals

Knowledge should serve the living. Any secret that cannot be used to protect, heal, or free someone is not worth worshiping.

Bonds

I will uncover the erased name and true history of the compassionate deity who answered my first desperate prayer.

Flaws

I cannot leave a mystery alone, even when pursuing it is reckless, invasive, or plainly endangers everyone around me.

Quirks

Collects unusual prayer fragments and labels them by smell, texture, and suspected age.
Names every stray animal she encounters before deciding whether it has a home.
Whispers corrections to statues and paintings that contain historical inaccuracies.

Background

Lethira Starbough was raised in a secluded elven observatory where scholars preserved celestial charts, divine commentaries, and records of forgotten gods. Her unusual strength and quick hands made her ill suited to a life spent only turning pages, but her restless mind thrived on unanswered questions. While studying a damaged prayer tablet, she discovered references to a compassionate deity whose name had been deliberately erased from history. The mystery became an obsession, and Lethira began traveling between monasteries, ruins, and private collections, piecing together fragments of the lost faith. Her search changed when she found a plague-stricken village whose priests had abandoned the people after their temple treasury was emptied. Lethira stayed, tending the sick with herbs, stubborn courage, and prayers she barely understood. In that village, she experienced a vision of a radiant hand closing around a dying child's heart, and the child survived. Since then, she has served as a cleric of the Life Domain, convinced that divine truth is measured not by antiquity or authority, but by the lives it protects. She continues to pursue lost lore, though she now treats every ancient secret as a possible tool for healing, liberation, or dangerous manipulation.

“Her unusual strength and quick hands made her ill suited to a life spent only turning pages, but her restless mind thrived on unanswered questions.”
From their backstory
Background
Sage

Connections

Species

Elf

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