Suviela Koskinen
Suviela Koskinen
Sheet
AC 18 · HP 21 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureWIS
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- Sleight of HandDEX
- StealthDEX
Armor
Weapons
Tools
Languages
Features
17 featuresAlways on
- Warding FlareLevel 1
When Reaction when attacked
Impose disadvantage on an attack roll made against her by a creature she can see within 30 feet. Uses refresh after a long rest.
- Radiance of the DawnLevel 2
When Action, Channel Divinity
Each hostile creature within 30 feet makes a Constitution saving throw, taking 2d10 plus 3 radiant damage on a failure, or half on a success. Undead and fiends have disadvantage. Nonmagical darkness is dispelled.
- Turn Undead
When Action, Channel Divinity
Turn undead within 30 feet that can see or hear her. Undead of challenge rating 1/2 or lower that fail the save are destroyed.
- 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. You can use a holy symbol as a spellcasting focus.
- Divine DomainLevel 1
You choose the Light Domain. Your choice grants domain spells and other features at 1st, 2nd, and 6th levels.
- Light Domain ProficienciesLevel 1
You gain proficiency with heavy armor. You also learn the light cantrip, which counts as a cleric cantrip and does not count against your number of cantrips known.
- Channel DivinityLevel 2
You gain the ability to channel divine energy directly from your deity. You can use Channel Divinity once between rests, and regain its use after a short or long rest.
- Destroy UndeadLevel 3
When you use Turn Undead, each undead that can see or hear you within 30 feet must make a Wisdom saving throw. On a failed save, it is turned for 1 minute or until it takes damage. At this level, an undead of challenge rating 1/2 or lower that fails its saving throw is instantly destroyed.
- Light Domain SpellsLevel 3
You gain the following domain spells, which are always prepared and do not count against the number of cleric spells you can prepare: burning hands, faerie fire, flaming sphere, scorching ray, daylight, and fireball.
- DarkvisionElfYou 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.
- Keen SensesElfYou have proficiency 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 and gain the same benefit that a human does from 8 hours of sleep.
- Elf Weapon TrainingElfYou are proficient with the longsword, shortsword, shortbow, and longbow.
- High Elf CantripElfYou know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
- Extra LanguageElfYou can speak, read, and write one extra language of your choice.
- City SecretsUrchin
She knows the secret patterns, shortcuts, and hidden passages of the places where she has lived. In an urban settlement, she can find a route through familiar streets or locate shelter for herself and her companions, provided such routes and shelters exist.
Spells
12 spellsSpellcasting. Suviela Koskinen casts with Wisdom (spell save DC 12, to hit with spell attacks).
Cantrips (at will): , , ,
1st level (4 slots): , , , , ,
2nd level (2 slots): ,
Gear
9 itemsWeapons
- MaceA simple one-handed weapon used for defense and ritual work.
Armor
- Scale mailMedium armor made of overlapping metal plates. Base AC 14 plus Dexterity modifier, maximum +2.
- ShieldA round wooden shield reinforced with metal, bearing a painted sunburst.
Tools
- Thieves' toolsA set of tools used to open locks and disable traps.
- Disguise kitA disguise kit containing cosmetics, clothing pieces, wigs, and other alterations.
Gear
- Holy symbolA divine focus bearing the symbol of the light she serves.
- Priest's packA pack containing a backpack, bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin.
- TrinketA small knife, a map of the city where she grew up, and a token from a lost childhood.
- Polished brass buttonA small brass button kept polished despite its age and wear.
Appearance
A pale, beautiful elf with long blonde hair, gray-green eyes, and a lean, weather-tested build. She wears well-maintained scale mail beneath a patched gray-blue cloak, with several mismatched repairs made in careful, nearly invisible stitches. Her boots are worn smooth at the heels, and her shield bears layers of old paint beneath a freshly painted sunburst. Her hands are callused from years of climbing, scavenging, and fighting. Within a minute of meeting her, most people notice that she keeps one small brass button polished bright, despite the rest of her clothing being plainly worn.
Mannerisms
She tilts her head toward sources of light when thinking, rubs the polished brass button between her fingers when anxious, and quietly counts exits whenever she enters a room. Before a fight, she whispers, "Make room for the dawn."
Personality
Suviela is alert, compassionate, and difficult to intimidate. She notices hungry children, frightened animals, and people standing too close to locked doors. She has an irreverent sense of humor, a talent for slipping through tense conversations, and a stubborn refusal to believe that anyone is beyond saving. Beneath her confidence is a constant unease about the missing years of her life.
Ideals
Freedom. No one should be owned, controlled, or forced to become cruel simply because the world around them is cruel. Light is not obedience, it is the chance to choose.
Bonds
The hidden shrine beneath the ruined stairwell is the closest thing she has to a home. She will risk herself to protect its surviving devotees, even though she cannot remember the name of the priest who taught her to pray.
Flaws
She has a dangerous instinct to join any conflict she believes is morally justified, even when caution would serve her companions better. She is suspicious of kindness that comes too easily, and when frightened by gaps in her memory, she becomes sharp-tongued and reckless rather than admitting she is afraid.
Quirks
Background
She calls the place of her earliest memories the brink of nowhere. It was not a village, kingdom, or forest she can name, but a maze of alleys, ruined rooms, and crowded shelters where criminals, deserters, smugglers, and desperate people shaped the world through manipulation and sudden violence. She remembers being pale and blonde among them, remembers learning when to stay silent, and remembers that nearly everyone expected kindness to be weakness. She does not remember who left her there, where her family came from, or whether her name was the first one she ever had. What she does remember is a small shrine hidden beneath a collapsed stairwell. Its keeper, an old priest who had more faith than food, taught her to light a candle for people who had no one else to remember them. When the shrine was threatened by a gang, she stood between the attackers and the priest with nothing but a broken table leg. The light answered her. It burst from her hands, scattering the gang and burning a path through the darkness. Since then, she has served the light not because she understands the god who grants it, but because she understands what it means to have none. She is drawn to every fight that might make the world less cruel. If chaos is part of her destiny, she intends to aim it at evil.
“She does not remember who left her there, where her family came from, or whether her name was the first one she ever had.”
- Background
- Urchin
Connections
Species
Elf
Media
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