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Kata Varga - AI-generated fantasy Character

Kata Varga

Aasimar · Cleric (Life Domain) · Level 4 · Acolyte

Kata Varga

Kata is patient, observant, and practical.
AC15
HP23/23
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 15 · HP 23 · 30 ft.
AlignmentNeutral GoodGenderNonbinaryAge31 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • ArcanaINT
  • AthleticsSTR
  • DeceptionSTR
  • HistoryINT
  • InsightWIS
  • IntimidationINT
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalCHA

Armor

Light armor,
Medium armor,
Heavy armor,
Shields

Weapons

Simple weapons,
Martial weapons

Tools

Calligrapher's Supplies

Languages

Common,
Celestial,
Hungarian

Features

20 features

Bonus action

  • Heavenly WingsAasimarAs a Bonus Action, you manifest spectral wings for 1 minute. During this transformation, you have a Fly Speed equal to your Speed. Once you use this trait, you cannot use it again until you finish a Long Rest.

Always on

  • Divine SparkLevel 2

    When As a Magic action when a creature within 30 feet needs healing or an enemy must be harmed.

    Kata presents their holy symbol and channels divine energy to heal a creature or harm it with Necrotic or Radiant power.

  • Preserve Life

    When As a Magic action by expending one use of Channel Divinity.

    Kata spreads healing energy among Bloodied allies within 30 feet, restoring a total of 20 Hit Points without raising any creature above half its maximum.

  • Heavenly Wings

    When As a Bonus Action when Kata begins their celestial transformation.

    Kata's radiant wings unfold, granting a Fly Speed equal to their Speed for 1 minute. Once per Long Rest.

  • SpellcastingLevel 1

    You can cast Cleric spells using Wisdom as your spellcasting ability. You can use a Holy Symbol as a spellcasting focus, and you can prepare four Cleric spells of level 1 or higher after a Long Rest, in addition to your always-prepared domain spells.

  • Divine Order: ProtectorLevel 1

    You have chosen Protector. You gain proficiency with Martial weapons and Heavy armor.

  • Channel DivinityLevel 2

    You can channel divine energy through your Holy Symbol. You have two uses of Channel Divinity, and regain one expended use when you finish a Short Rest. You regain all expended uses when you finish a Long Rest. You know Divine Spark and Turn Undead.

  • Turn UndeadLevel 2

    As a Magic action, you present your Holy Symbol and each Undead creature within 30 feet that can see or hear you must make a Wisdom saving throw. On a failed save, the creature is Frightened and Incapacitated for 1 minute, or until it takes damage. While affected, it must spend its turns trying to move as far from you as possible.

  • Life Domain: Disciple of LifeLevel 3

    When a spell you cast with a spell slot restores Hit Points to a creature, that creature regains additional Hit Points equal to 2 plus the spell slot's level.

  • Life Domain SpellsLevel 3

    You always have Aid, Bless, Cure Wounds, and Lesser Restoration prepared. These spells do not count against the number of Cleric spells you can prepare.

  • Life Domain: Preserve LifeLevel 3

    As a Magic action, you present your Holy Symbol and expend one use of Channel Divinity to restore a total number of Hit Points equal to five times your Cleric level. Choose Bloodied creatures within 30 feet, including yourself if desired, and divide the healing among them. This healing cannot raise a creature above half its Hit Point maximum.

  • Ability Score ImprovementLevel 4

    You gain one Ability Score Improvement feat of your choice. Because the specified final scores already include all background increases and no increase was requested at this level, this character takes the Magic Initiate feat only if the campaign permits replacing the normal level 4 feat with an origin-style feat. Otherwise, no numerical ability score changes are applied here.

  • Celestial ResistanceAasimarYou have Resistance to Necrotic and Radiant damage.
  • DarkvisionAasimarYou have Darkvision with a range of 60 feet.
  • Healing HandsAasimarAs a Magic action, you touch a creature and restore Hit Points equal to 2d4. Once you use this trait, you cannot use it again until you finish a Long Rest.
  • Celestial RevelationAasimarAt level 3, choose a transformation. Kata has chosen Heavenly Wings.
  • Creature TypeAasimarHumanoid.
  • SizeAasimarMedium or Small, chosen when selecting the species. Kata is Medium.
  • SpeedAasimar30 feet.
  • Temple ServiceAcolyte

    Kata was trained in temple rites, sacred hospitality, prayer, and the careful maintenance of holy texts. Fellow worshipers recognize their service, and temples devoted to their faith are generally willing to offer basic shelter, food, and nonmagical care to Kata and their companions.

Spells

15 spells

Spellcasting. Kata Varga casts with Wisdom (spell save DC 10, to hit with spell attacks).

Cantrips (at will): , , , , ,

1st level (4 slots): , , , , ,

2nd level (3 slots): , ,

Gear

9 items

Weapons

  • Mace
    A plain iron-headed mace used as both a weapon and a ritual tool.

Armor

  • Chain shirt
    A simple chain shirt sized for Kata, maintained with temple oil and repaired many times.
  • Shield
    A sturdy wooden shield faced with painted river reeds and bearing Kata's shrine emblem.

Tools

  • Calligrapher's supplies
    Ink, pen, ten sheets of parchment, and a small folding ruler for copying sacred texts.

Gear

  • Holy symbol
    A silver holy symbol depicting an open hand above flowing water.
  • Priest's pack
    A pack containing bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin.
  • Book of prayers
    A book of copied prayers, flood records, and names of the dead from Kata's destroyed shrine.
  • Robe
    Plain temple clothing suitable for rites, funerals, and travel.

Purse

  • 8×
    Gold pieces
    A small reserve of coin saved from temple offerings and travel work.

Appearance

Kata Varga is a compact, broad-shouldered aasimar with weathered olive skin, dark brown hair cut close around the ears, and steady gray eyes that catch a faint gold glimmer in candlelight. A thin scar crosses the bridge of the nose from a childhood accident in the temple kitchens. Their clothing is practical rather than ornate, consisting of a patched brown robe under a chain shirt, a well-used shield, and a plain silver holy symbol worn on a cord. When their celestial power stirs, their eyes shine like banked coals and two translucent wings of warm white light unfold behind them.

Mannerisms

Kata rubs the edge of their holy symbol with a thumb whenever thinking. They speak quietly to injured people, even when the person is unconscious, and count their breaths under their own breath while treating wounds.

Personality

Kata is patient, observant, and practical. They dislike grand speeches but remember small details, such as who has not eaten, which boot is rubbing a blister, or whose hands shake when they lie. They are warm with ordinary people and politely skeptical of anyone who claims divine authority without dirtying their hands.

Ideals

Mercy is work. A prayer matters most when it is followed by a hand held, a wound cleaned, or a burden carried.

Bonds

The ruined riverside shrine where Kata was raised must be rebuilt, even if it takes a lifetime. They also carry a water-stained prayer book containing the names of everyone lost in the flood.

Flaws

Kata treats rest as a moral failure when someone nearby is suffering. They are slow to forgive priests who speak of destiny while avoiding practical work, and they sometimes risk themselves recklessly to prove that their celestial heritage is useful rather than merely impressive.

Quirks

Keeps a running count of nearby exits whenever entering a building.
Names every injured animal before treating it.
Uses old flood measurements as metaphors for emotional problems.
Refuses to throw away broken candles, saving them for emergency light.
Writes the names of strangers who die without anyone to mourn them.

Background

Kata Varga was raised in a small riverside shrine where the work was humble and constant. They scrubbed soot from votive lamps, copied prayers for farmers who could not read, carried water to the sick, and learned that most people who ask the gods for help are not looking for grand miracles. They want a fever to break, a child to come home, or enough strength to stand through one more winter. Kata's aasimar heritage was treated less as a blessing than as a responsibility, especially after a manifestation of radiant wings frightened half the village during a funeral vigil. When a flood destroyed the shrine, Kata stayed behind to organize rescues and discovered that their prayers could truly mend flesh. The temple elders called it a sign, but Kata remembers the names of the people they could not save. They now travel with a healer's discipline and a laborer's patience, seeking places where ordinary suffering has been ignored for too long. Their faith is not built on being chosen. It is built on showing up, carrying what needs carrying, and refusing to let despair become an excuse for inaction.

“They want a fever to break, a child to come home, or enough strength to stand through one more winter.”
From their backstory
Background
Acolyte

Connections

Species

Aasimar

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