Kjart Vesk
Kjart Vesk
Sheet
AC 18 · HP 12 · 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
19 featuresAlways on
- Guidance
When When a willing creature within range is about to make an ability check
You invoke a brief prayer of guidance, granting an ally a small supernatural aid on an ability check.
- Sacred Flame
When When a creature within range is visible and you choose it as a target
A beam of radiant energy strikes a creature, dealing radiant damage if it fails a Dexterity saving throw.
- Thaumaturgy
When When you want to produce a minor divine wonder
You create a harmless sensory effect associated with divine power, such as bells, flames, wind, or a voice from beyond.
- Spare the Dying
When When a creature within range has 0 hit points
You stabilize a creature at 0 hit points, preventing it from making further death saving throws while stabilized.
- Bless
When When up to three creatures within range need divine protection
You bless up to three creatures, allowing them to add 1d4 to attack rolls and saving throws for the spell's duration.
- Cure Wounds
When When a creature you touch is injured
You restore hit points to a creature you touch.
- Guiding Bolt
When When a creature within range is visible and you choose it as a target
You launch a bolt of radiant energy at a creature, dealing radiant damage on a hit.
- Sanctuary
When When a creature within range is targeted by an attack or harmful spell
You ward a creature against attack, imposing disadvantage on the next attack made against it before the spell ends.
- Light
When When you touch an object that is not being worn or carried by an unwilling creature
You create a bright light that illuminates the surrounding area.
- Resistance
When When a willing creature within range is about to take damage
You protect a creature against harm, granting resistance to a chosen ability's common damage type.
- Detect Magic
When When you need to perceive magical auras within range
You sense the presence of magic and learn the schools of magic affecting visible creatures or objects.
- SpellcastingLevel 1
You can cast prepared cleric spells using Wisdom as your spellcasting ability. You can use a holy symbol as a spellcasting focus.
- Divine Order: ThaumaturgeLevel 1
You choose Thaumaturge. You gain one additional Cleric cantrip, and whenever you make an Intelligence (Arcana or Religion) check, you can add your Wisdom modifier to the check if it is not already included.
- Celestial ResistanceAasimarYou have Resistance to Necrotic damage and Radiant damage.
- DarkvisionAasimarYou can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
- Healing HandsAasimarAs a Magic action, you can touch a creature and restore hit points equal to your Proficiency Bonus. Once used, this trait cannot be used again until you finish a Long Rest.
- Light BearerAasimarYou know the Light cantrip. Wisdom is your spellcasting ability for it.
- Celestial RevelationAasimarAt level 3, you can reveal your celestial nature and choose a revelation form, gaining additional benefits for 1 minute. Kjart has not yet reached the level required to use this trait.
- Shelter of the FaithfulAcolyte
You can usually find shelter, food, and basic assistance from temples and religious communities devoted to your faith or a compatible deity. Such communities will help you, provided your requests do not endanger them.
Spells
11 spellsSpellcasting. Kjart Vesk casts with Wisdom (spell save DC 13, to hit with spell attacks).
Cantrips (at will): , , , , ,
1st level (2 slots): , , , ,
Gear
10 itemsWeapons
- MaceA simple one-handed bludgeoning weapon used by temple guards and priests.
Armor
- Chain mailA suit of interlocking metal armor. While wearing it, your base Armor Class is 16.
- ShieldA sturdy shield bearing a simple sunburst symbol. It grants a +2 bonus to Armor Class.
Gear
- Holy symbolA holy symbol used as a divine focus for cleric spells.
- Priest's packContains a backpack, blanket, 10 torches, tinderbox, 10 days of rations, waterskin, and 50 feet of rope.
- Prayer bookA small book containing prayers, hymns, and copied religious teachings.
- 5×Incense sticksUsed during rites, funerals, and purification ceremonies.
- VestmentsSimple ceremonial clothing worn during temple duties.
- Common clothesPlain clothes for travel and daily work.
Purse
- 15×Gold piecesMoney saved from temple duties and supplied for travel.
Appearance
Kjart is a slight but sturdy thirteen-year-old boy with ash-brown hair, gray-green eyes, and a serious expression that makes him seem older than he is. A faint golden radiance sometimes gathers around his pupils when he prays, though he believes it is only candlelight. His hands are calloused from carrying water, chopping wood, and helping rebuild ruined shrines. He wears a well-maintained chain shirt beneath plain acolyte robes and keeps his holy symbol wrapped carefully in cloth when not in use.
Mannerisms
Kjart folds his hands whenever he is thinking, even in the middle of a conversation. He speaks to adults with formal respect, often calling them sir, ma'am, brother, or sister. Before entering a new room, he quietly touches his holy symbol and whispers a short protective prayer.
Personality
Earnest, observant, and unusually formal for his age. Kjart wants desperately to be useful, and he treats every small task as though it were a sacred duty. He is gentle with frightened people and animals, but becomes stubborn when he believes someone is being bullied or abandoned.
Ideals
Duty. The gods gave people laws so that the strong would protect the weak. Even when the right choice is difficult, a person must try to uphold their obligations.
Bonds
The temple that raised him is his home, and he will defend its people as fiercely as family. He also carries the broken wooden icon recovered from the ruins of his village, believing that one day he will return and build a shrine there for the dead.
Flaws
Kjart judges himself and others too harshly when they fail to follow rules. He hides mistakes until they become difficult to repair, because he fears that admitting weakness will prove he is not worthy of becoming a priest.
Quirks
Background
Kjart Vesk was born in a riverside village that disappeared during a war between rival lords. He remembers smoke, shouting, and the crushing weight of a collapsed prayer hall more clearly than he remembers his parents. A traveling priest found him among the survivors, clutching a broken wooden icon, and brought him to a temple several days away. Kjart learned to read by copying prayers, learned discipline by tending the sanctuary, and learned compassion by helping wounded refugees who had nowhere else to go. He prays every morning for the gods to make him strong enough to do good, protect himself, and protect the people around him. Kjart believes he is an ordinary human child, and he has never considered the strange warmth that sometimes answers his prayers to be anything more than divine mercy. He dreams of becoming a priest one day, though he is painfully aware that he does not always obey every commandment. When frightened, angry, or desperate, he sometimes lies, steals, or uses force before remembering the lessons of the temple. He does not excuse these failures. Instead, he records them in a small prayer book and asks the gods for the strength to do better the next day.
“He remembers smoke, shouting, and the crushing weight of a collapsed prayer hall more clearly than he remembers his parents.”
- Background
- Acolyte
Connections
Species
Aasimar
Media
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