Zervius
Zervius
Sheet
AC 16 · HP 10 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingSTR
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureWIS
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
18 featuresAlways on
- Guidance
When An ally within range makes an ability check.
Zervius invokes a brief plea for divine guidance, granting an ally a small bonus to an ability check before the spell ends.
- Sacred Flame
When A creature within range is chosen as a target.
Zervius calls down radiant fire upon a creature he can see, forcing it to attempt a Dexterity saving throw.
- Thaumaturgy
When Zervius wishes to create a minor divine wonder.
Zervius creates a minor supernatural effect, such as causing flames to flicker, making his voice boom, or producing harmless sensory manifestations.
- Bless
When Zervius begins concentrating on the spell after choosing targets.
Zervius blesses up to three creatures, allowing them to add a small bonus to attack rolls and saving throws.
- Healing Word
When An ally within range has lost hit points or is unconscious.
Zervius restores a burst of vitality to a creature he can see, even at a distance.
- Mace Attack
When A creature is within the mace's reach.
Zervius strikes with his mace, dealing bludgeoning damage. His Savage Attacker feat lets him roll the weapon's damage dice twice once per turn when he hits.
- Shortbow Attack
When A creature is within the shortbow's normal or long range.
Zervius attacks with his shortbow, dealing piercing damage at range.
- SpellcastingLevel 1
Zervius can use a holy symbol as a spellcasting focus for his cleric spells. He can perform the Divine Order associated with his chosen faith, though he has not yet selected a specialized order at this level.
- Cleric CantripsLevel 1
Zervius chooses three cleric cantrips. His cleric cantrips are Guidance, Sacred Flame, and Thaumaturgy.
- Divine OrderLevel 1
Zervius has proficiency with Wisdom and Charisma saving throws.
- ThaumaturgeLevel 1
Zervius has selected the Thaumaturge option of Divine Order, gaining one additional cleric cantrip and the ability to add his Wisdom modifier to one use of Divine Spark or a cleric cantrip that deals damage. His Wisdom modifier is currently +0.
- Savage AttackerLevel 1
Zervius has the Savage Attacker Origin feat. Once per turn when he hits with a weapon attack, he can roll the weapon's damage dice twice and use either result.
- TraitTieflingDarkvision, allowing Zervius to see in darkness within 60 feet as if it were dim light, and in dim light as if it were bright light.
- Fiendish Legacy, InfernalTieflingZervius has resistance to fire damage.
- TraitTieflingThaumaturgy cantrip, known through his fiendish legacy and also available through his cleric training.
- TraitTieflingAt character level 3, Zervius will be able to cast Ray of Sickness once per long rest. At character level 5, he will be able to cast Darkness once per long rest.
- TraitTieflingOtherworldly Presence, giving Zervius a visibly supernatural appearance with horns and a tail.
- Military RankSoldier
Zervius retains the rank, authority, and practical connections he earned during wartime service. Soldiers who recognize his insignia may offer him temporary shelter, basic assistance, or information, though they may also expect him to honor old duties and debts.
Spells
5 spellsSpellcasting. Zervius casts with Wisdom (spell save DC 10, to hit with spell attacks).
Cantrips (at will): , ,
1st level (2 slots): ,
Gear
13 itemsWeapons
- MaceA simple one-handed bludgeoning weapon used by Zervius both in battle and to break through battlefield debris.
- SpearA simple spear suitable for close combat or throwing.
- ShortbowA shortbow with a quiver of arrows.
Armor
- ShieldA sturdy wooden shield bearing a faded medical insignia and holy symbol.
- Chain ShirtMetal armor worn over padded clothing, providing protection without excessively restricting movement.
Tools
- Gaming SetA set of gaming dice or cards used to pass time during military campaigns.
Gear
- Holy SymbolA holy symbol used as Zervius's divine focus.
- Priest's PackIncludes a backpack, bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin.
- 20×ArrowsAmmunition for the shortbow.
- Healer's KitA compact kit of bandages, salves, and basic medical supplies.
- QuiverA quiver for carrying arrows.
- Traveler's ClothesPlain, durable clothing suitable for travel and labor.
Purse
- 21×Gold PiecesUnspent coin from military service and starting provisions.
Appearance
Zervius is a broad-shouldered tiefling with deep crimson skin, swept-back black horns, and tired amber eyes. His beard is trimmed short around old scars on his jaw, and silver streaks run through his otherwise dark hair. He wears a chain shirt beneath a weathered healer's tabard, with a shield marked by a faded military medical insignia. His hands are callused from years of battlefield surgery, and a collection of tiny vials hangs beside his holy symbol.
Mannerisms
Zervius checks people's breathing when they speak, automatically counting their pulse with two fingers whenever he treats an injury. He gives quiet medical instructions in the middle of ordinary conversations and refers to dangerous situations as if they were triage problems. When troubled, he polishes his shield until the old insignia becomes visible.
Personality
Zervius is calm, dryly humorous, and intensely observant. He speaks to frightened people with patient authority and treats every companion as a patient whose survival is partly his responsibility. Although he dislikes displays of faith without action, he prays before every battle and thanks the dead after it.
Ideals
Mercy is not weakness. Every life saved is a defiance of the forces that turn people into numbers, casualties, and forgotten names.
Bonds
Zervius still carries the dented shield of the last soldier he failed to save. He has sworn to find that soldier's surviving family and deliver the truth of their final moments, along with the soldier's sealed letter. He also remains loyal to the medics who served beside him, especially those still trapped in the consequences of a war that officially ended years ago.
Flaws
Zervius cannot easily accept that some people are beyond saving. He risks himself, and sometimes others, trying to rescue those who have already chosen cruelty. He is also haunted by battlefield decisions and becomes coldly argumentative when younger adventurers treat war as a glorious adventure.
Quirks
Background
Zervius served for decades as a battlefield healer in Eberron, moving from trench to trench beneath the banners of a nation whose name he now rarely speaks. His infernal appearance made frightened recruits suspicious at first, but his steady hands and refusal to abandon the wounded earned him a place among the medics. He learned to judge the severity of an injury by the sound of a breath, the color of a fingertip, or the silence that followed a scream. His mace was carried less as a weapon than as a reminder that even a healer sometimes had to stand between the helpless and the blade.
“He learned to judge the severity of an injury by the sound of a breath, the color of a fingertip, or the silence that followed a scream.”
- Background
- Soldier
Connections
Species
Tiefling
Media
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