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Banana - AI-generated fantasy Character

Banana

Aasimar · Cleric (Tempest Domain) · Level 2 · Sailor

Banana

Banana is patient, sincere, and quietly unwavering.
AC18
HP15/15
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 18 · HP 15 · 30 ft.
AlignmentNeutral GoodGenderMaleAge29
STR
DEX
CON
INT
WIS
CHA

Saving throws

WISCHASTRDEXCONINT

Skills

  • AthleticsSTR
  • InsightWIS
  • PerceptionWIS
  • ReligionINT

Armor

Light armor,
Medium armor,
Heavy armor,
Shields

Weapons

Simple weapons,
Martial weapons,
Warhammer,
Belaying pin,
Mace,
Light hammer,
Club,
Dagger,
Dart,
Javelin,
Quarterstaff,
Sickle,
Sling,
Spear,
Shortsword,
Battleaxe,
Flail,
Glaive,
Greataxe,
Greatsword,
Halberd,
Lance,
Longsword,
Maul,
Morningstar,
Pike,
Rapier,
Scimitar,
Shortsword,
Trident,
War pick,
Whip,
Handaxe,
Crossbow, light,
Crossbow, heavy,
Longbow,
Net

Tools

Navigator's tools,
Vehicles (water)

Languages

Common,
Celestial

Features

13 features

Reaction

  • Wrath of the StormLevel 1

    When a creature within 5 feet of you hits you with an attack, you can use your reaction to deal 2d8 lightning or thunder damage to that creature. The creature makes a Dexterity saving throw, taking half damage on a success. You can use this feature a number of times equal to your Wisdom modifier per long rest.

Always on

  • SpellcastingLevel 1

    You can cast cleric spells using Wisdom as your spellcasting ability. You must prepare your cleric spells each day, choosing a number of spells equal to your Wisdom modifier plus your cleric level. You also know three cleric cantrips at 2nd level, and you can cast ritual spells you have prepared as rituals.

  • Ritual CastingLevel 1

    You can cast any cleric spell you have prepared as a ritual if it has the ritual tag, even if it is not normally prepared for a ritual casting class feature.

  • Divine DomainLevel 1

    At 1st level, you choose a divine domain. The Tempest Domain grants you bonus spells, bonus armor and weapon proficiencies, and storm-themed divine magic.

  • Channel DivinityLevel 2

    You can use your Channel Divinity once per short or long rest. At 2nd level, you know one Channel Divinity option from your domain, Destructive Wrath.

  • Bonus ProficienciesLevel 1

    You gain proficiency with heavy armor and martial weapons.

  • Destructive WrathLevel 2

    When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage instead of rolling. This applies to one damage roll of a lightning or thunder effect.

  • Tempest Domain SpellsLevel 1

    You always have fog cloud and thunderwave prepared, and they do not count against the number of cleric spells you can prepare.

  • TraitAasimarDarkvision, 60 feet
  • TraitAasimarCelestial Resistance, resistance to necrotic damage and radiant damage
  • TraitAasimarHealing Hands, you can touch a creature and restore hit points equal to your level once per long rest
  • TraitAasimarLight, you know the light cantrip
  • Ship's PassageSailor

    You can secure free passage for yourself and companions on a sailing ship, as long as you are not in danger or wanted. Your seafaring contacts recognize your experience, and captains are often willing to hire you or grant you favorable treatment.

Spells

11 spells

Spellcasting. Banana casts with Wisdom (spell save DC 14, to hit with spell attacks).

Cantrips (at will): , ,

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

Gear

10 items

Weapons

  • Warhammer
    A warhammer favored by tempest priests and sea wardens.
  • Belaying pin
    A hardened club used by sailors to secure rigging, often called a belaying pin.

Armor

  • Chain mail
    A melee weapon used for sacred duty and close defense.
  • Shield
    A sturdy holy shield carried into storm and battle.

Gear

  • Holy symbol
    A small wooden emblem of your deity worn or carried as your holy symbol.
  • Explorer's pack
    A set of practical travel gear for exploration and survival.
  • 50 feet of silk rope
    A simple bundle of line useful for climbing, mooring, and rescue.
  • Lucky charm
    A small object kept as a reminder of home and good fortune.
  • Common clothes
    Plain, durable clothing suitable for shipboard life.

Purse

  • Pouch with 10 gp
    Coins for minor purchases and travel expenses.

Appearance

Banana is a tall, broad-shouldered aasimar with sun-kissed skin, pale gold eyes, and hair the color of ripe wheat that he keeps tied back with a frayed sailor's cord. He wears chain mail polished to a seawet sheen, a blue tabard marked with a simple holy wave sigil, and a shield etched with a radiant halo over rolling surf. His voice is calm and warm, like a harbor bell heard through morning fog, but when he prays the air around him seems to shimmer with unseen stormlight.

Mannerisms

He unconsciously rocks on his heels like a man balancing on a deck, and speaks to himself in the language of knots and tides when thinking. Before important choices, he touches his compass, bows his head once, and murmurs a blessing to the wind.

Personality

Banana is patient, sincere, and quietly unwavering. He listens longer than most people expect, speaks softly unless someone is in danger, and meets fear with the kind of confidence that makes others breathe easier. He believes every life can be steered toward safer waters with enough faith, courage, and a good lantern.

Ideals

Mercy. The strong have a duty to shelter the weak, and power is only holy when it is used to protect. The sea can be harsh, but even the fiercest storm eventually gives way to a new dawn.

Bonds

He still carries the little brass compass that the first captain who trusted him gave him, and he will risk himself before he loses it or the memory of the crew that raised him. He feels responsible for every soul he has ever guided through danger, especially those whose names he knows by heart.

Flaws

He takes on burdens alone and becomes reckless when others are in danger, as if his own safety never quite counts. He also trusts omens, tides, and first impressions a little too much, and can be stubbornly certain that he knows which way the storm is blowing.

Quirks

He automatically checks exits, ropes, and weather whenever he enters a room.
He names ships, storms, and strong winds as though they were old acquaintances.
He hums sea shanties under his breath while preparing spells.
He cannot resist straightening a crooked lantern or loose knot.

Background

Banana was born during a violent squall aboard a merchant sloop far from any shore, and the crew swore the newborn's cries were answered by a beam of clean light cutting through the storm. The sailors took it as a blessing, raised him among salt spray and rigging, and taught him every knot, current, and warning sign the sea could offer. As he grew, so did the strange certainty in his heart that mercy mattered more than fear, and that the gods of the dawn and the tides had placed him aboard ships for a reason. When a plague of unnatural fog began swallowing coastal villages, Banana was the one who led lantern-bearing volunteers through the black water, praying over the sick and guiding terrified families to safety. He discovered that his miracles came easiest when he stood between danger and the helpless, and so he left the merchant routes to train as a cleric. Now he sails when he can, walks when he must, and brings storm, healing, and hope wherever desperate people need a steady hand and a bright word.

“The sailors took it as a blessing, raised him among salt spray and rigging, and taught him every knot, current, and warning sign the sea could offer.”
From their backstory
Background
Sailor

Connections

Species

Aasimar

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