Nino Avaliani
Nino Avaliani
Sheet
AC 17 · HP 10 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
10 featuresAlways on
- SpellcastingLevel 1
When When casting a cleric spell
You can cast cleric spells using Wisdom as your spellcasting ability, with a holy symbol as a spellcasting focus.
- Disciple of LifeLevel 1
When When casting a healing spell
When you cast a spell of 1st level or higher that restores hit points, the target regains additional hit points equal to 2 plus the spell's level.
- Divine DomainLevel 1
You choose a divine domain related to your deity. Your chosen Life Domain grants additional features at 1st level.
- TraitElfDarkvision, you can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
- TraitElfKeen Senses, you are proficient in the Perception skill.
- TraitElfFey Ancestry, you have advantage on saving throws against being charmed, and magic cannot put you to sleep.
- TraitElfTrance, you do not need to sleep and can finish a long rest in 4 hours by meditating.
- TraitElfElf Weapon Training, you are proficient with the longsword, shortsword, shortbow, and longbow.
- TraitElfLanguages, you can speak, read, and write Common and Elvish.
- City SecretsUrchin
You know the secret patterns and shortcuts of cities, allowing you to find passages through urban areas that others would miss. You can move twice as fast through a city when traveling alone or with companions who can follow your lead.
Spells
9 spellsSpellcasting. Nino Avaliani casts with Wisdom (spell save DC 12, to hit with spell attacks).
Cantrips (at will): , ,
1st level (2 slots): , , , , ,
Gear
13 itemsWeapons
- MaceA one-handed bludgeoning weapon used in close combat.
- Light crossbowA ranged weapon with 20 pieces of ammunition.
Armor
- Scale mailMetal armor made from interlocking scales. AC 14 plus Dexterity modifier, maximum +2.
- ShieldA shield bearing or associated with her holy symbol.
Tools
- Small knifeA small knife kept from her childhood in the Brink of Nowhere.
Gear
- 20×Crossbow boltsAmmunition for the light crossbow.
- Holy symbolA symbol used to focus divine magic and represent her faith.
- Priest's packIncludes a backpack, ten torches, a tinderbox, ten days of rations, a waterskin, and fifty feet of hempen rope.
- Map of her home cityA rough map of the city where she grew up, marked with hidden routes and safe houses.
- Pet mouseA white mouse that lives in a padded inner pocket and occasionally escapes at inconvenient moments.
- Token from her pastA fragment of a broken holy token from the ruined altar where she first encountered divine power.
- Common clothesPlain clothing suitable for someone accustomed to sleeping in alleys and abandoned buildings.
Purse
- 10×Gold piecesThe money she saved or stole before leaving the city.
Appearance
A pale, beautiful blonde elf with long hair the colour of winter wheat and clear grey-green eyes. She is slender but not delicate, moving with a restless, ready balance that suggests she expects trouble from every doorway. Her hands are more distinctive than her face, with callused palms, nimble fingers, and faint ink stains from years of marking stolen maps and copied symbols. She wears a well-maintained shirt of scale mail beneath a weathered green cloak, with a wooden holy symbol fastened at her throat. Her expression is usually calm and distant, but her posture changes instantly when someone nearby is threatened.
Mannerisms
She frequently scans exits without seeming to look, rubs the edge of her holy symbol with her thumb while thinking, and becomes unnervingly still just before violence begins. When nervous, she counts nearby windows, doors, and possible hiding places under her breath.
Personality
Nino is observant, quick-witted, and compassionate in ways that often surprise even her. She speaks softly when others are angry, but becomes blunt and fearless when someone vulnerable is being threatened. She dislikes being treated as fragile because of her beauty and has little patience for people who confuse order with goodness. She is drawn to damaged places and difficult people, convinced that both can sometimes be repaired.
Ideals
Mercy is an act of rebellion. The world may be chaotic and cruel, but every person who chooses to protect the helpless makes it harder for evil to claim the whole of it.
Bonds
The ruined altar where she first felt divine power is the closest thing she has to a home. She will protect abandoned children, refugees, and anyone being used by the powerful, even when doing so places the entire party at risk.
Flaws
She is dangerously suspicious of comfort, kindness, and organized authority. When someone offers her a simple answer about her past, she wants to believe it so badly that she may ignore obvious warning signs. She also has a habit of entering fights she cannot win because standing aside feels too much like becoming one of the people who raised her.
Quirks
Background
She calls the place of her earliest memories the Brink of Nowhere. It was not a town, not truly, but a crooked stretch of alleys, abandoned shrines, broken courtyards, and half-collapsed buildings where criminals, fugitives, and desperate people gathered because there was nowhere else to go. She remembers little before it. A lullaby in a language she cannot identify. A silver comb. The sensation of cold stone beneath her cheek. Everything else is noise, hunger, manipulation, and the constant understanding that kindness could be a trap. The people around her expected corruption to be inevitable. They taught her to lie, steal, run, and strike first. Yet whenever cruelty became a choice rather than a necessity, she found herself standing in the way. A nameless old priest discovered her sheltering an injured child beneath a ruined altar and gave her food, a blanket, and lessons in tending the wounded. The priest died before she learned which god had been honored there, but the broken symbol still answers when she prays. She became a cleric not because she remembers being chosen, but because something inside her keeps choosing mercy. Now she travels beyond the Brink, seeking the truth of her origin while joining any fight that might leave the world less vicious than she found it. If chaos is part of her destiny, she intends to turn it against the cruel.
“Everything else is noise, hunger, manipulation, and the constant understanding that kindness could be a trap.”
- Background
- Urchin
Connections
Species
Elf
Media
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