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Ayalin Tömür - AI-generated fantasy Character

Ayalin Tömür

Elf · Cleric (Light Domain) · Level 3 · Urchin

Ayalin Tömür

Ayalin is watchful, direct, and unexpectedly gentle with frightened people.
AC16
HP21/21
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 16 · HP 21 · 30 ft.
AlignmentChaotic GoodGenderFemaleAgeApproximately 117 years old, though she appears to be in her early twenties by human standards.
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

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

Armor

Light armor,
Medium armor,
Shields

Weapons

Simple weapons,
Longsword,
Shortsword,
Shortbow,
Longbow,
Heavy armor from Light Domain bonus proficiency

Tools

Disguise kit,
Thieves' tools

Languages

Common,
Elvish,
Thieves' Cant

Features

14 features

Action

  • Radiance of the DawnLevel 2

    When When several enemies are within 30 feet and a burst of radiant damage can turn the fight.

    She flashes her holy symbol and summons a burst of searing sunlight. Hostile creatures within 30 feet must make a Constitution saving throw, taking 2d10 plus 3 radiant damage on a failure, or half as much on a success.

  • Turn UndeadLevel 2

    When When undead creatures threaten her allies or innocent people.

    She presents her holy symbol and forces nearby undead to make a Wisdom saving throw or flee from her for up to 1 minute.

Reaction

  • Warding FlareLevel 1

    When When a creature within 30 feet attacks her.

    She uses her reaction to impose disadvantage on an attack against her when the attacker is within 30 feet and visible.

Always on

  • SpellcastingLevel 1

    You can cast cleric spells using Wisdom as your spellcasting ability. You can prepare a number of cleric spells equal to your Wisdom modifier plus your cleric level, and you know three cleric cantrips.

  • Divine DomainLevel 1

    You choose the Light Domain, gaining its domain features and domain spells.

  • Channel DivinityLevel 2

    You can use Channel Divinity once between rests. You regain expended uses when you finish a short or long rest.

  • Light Domain Bonus ProficiencyLevel 1

    You gain proficiency with heavy armor.

  • TraitElfDarkvision, able to see in dim light within 60 feet as if it were bright light and in darkness as if it were dim light.
  • TraitElfKeen Senses, proficiency in the Perception skill.
  • TraitElfFey Ancestry, advantage on saving throws against being charmed, and magic cannot put her to sleep.
  • TraitElfTrance, she meditates deeply for 4 hours instead of sleeping and gains the same benefit a human gains from 8 hours of sleep.
  • TraitElfElf weapon training, proficiency with the longsword, shortsword, shortbow, and longbow.
  • TraitElfAbility Score Increase, Dexterity increases by 2.
  • City SecretsUrchin

    She knows the secret patterns and shortcuts of settlements, allowing her to find passages through cities that others would miss and to locate places where the poor, displaced, and forgotten gather.

Spells

12 spells

Spellcasting. Ayalin Tömür casts with Wisdom (spell save DC 12, to hit with spell attacks).

Cantrips (at will): , ,

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

2nd level (2 slots): , , ,

Gear

13 items

Weapons

  • Mace
    A simple one-handed bludgeoning weapon used both in combat and as a visible sign of her calling.
  • Light crossbow
    A ranged weapon with a case of bolts.

Armor

  • Scale mail
    Medium armor made of overlapping metal plates. It gives her an armor class of 14 plus her Dexterity modifier, to a maximum of 2.
  • Shield
    A wooden shield bearing a scratched silver sunburst. It grants a +2 bonus to Armor Class.

Tools

  • Small knife
    A small knife with a badly worn handle, useful for cutting cord, food, and purses when necessary.

Gear

  • 20×
    Crossbow bolts
    Ammunition for her light crossbow.
  • Priest's pack
    A pack containing a backpack, bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin.
  • Holy symbol
    A small silver sunburst used as her divine focus.
  • Map of her home settlement
    A crude map of the district where she grew up, marked with routes that no longer exist.
  • Pet mouse
    A living white mouse named Tavi, kept in a tiny ventilated box when traveling.
  • Token from her childhood
    A chipped brass token from an unknown protector in the Brink of Nowhere.
  • Common clothes
    Simple clothing altered and repaired many times.

Purse

  • 10×
    Gold pieces
    Starting money saved from odd jobs, begging, and theft.

Appearance

A pale, beautiful high elf with long blonde hair, fine features, and clear gray-green eyes. She dresses in practical, weather-worn clothing beneath scale mail, with a blue-white clerical sash tied at her waist and a silver sunburst holy symbol at her throat. She smells faintly of candle smoke, rain-damp wool, and crushed mint, a scent she does not seem to notice. When waiting, she places most of her weight on one foot and rocks subtly forward, as though expecting trouble to arrive from any direction. Her beauty is softened by a perpetually alert expression and a habit of studying every doorway before entering a room.

Mannerisms

She tilts her head whenever someone gives an answer that sounds rehearsed, taps two fingers against her holy symbol before making a dangerous choice, and looks toward the nearest exit whenever a room grows quiet.

Personality

Ayalin is watchful, direct, and unexpectedly gentle with frightened people. She has little patience for ceremony but a deep respect for promises made in private. She laughs at inappropriate moments when danger becomes overwhelming, then becomes intensely focused when someone weaker is threatened. She wants to believe that goodness is a choice anyone can make, including herself, but she is never entirely certain that her own memories are trustworthy.

Ideals

Mercy is an act of rebellion. The world may be chaotic, cruel, and unjust, but every life saved is proof that evil does not own the future.

Bonds

She carries a chipped brass token from the Brink of Nowhere, the only object she believes belonged to someone who once protected her. She will risk almost anything to defend abandoned children, fugitives, and people whom respectable society has decided are disposable.

Flaws

She mistakes suspicion for wisdom and often assumes that kindness conceals a scheme. Once she decides someone is dangerous, she is slow to reconsider, even when evidence proves her wrong. She also has a reckless hunger for confrontation and may enter a fight simply because standing aside feels like becoming part of the evil she hates.

Quirks

She gives names to stray animals and remembers them longer than she remembers most people.
She quietly counts doorways, windows, and exits whenever she enters a new building.
She leaves small offerings of bread or coins in places where frightened children might find them.
She sometimes wakes from dreams speaking an unknown Elvish dialect she does not consciously remember.
She calls dangerous places the Brink of Nowhere, even when everyone else knows the location's proper name.

Background

She remembers no cradle, no family name, and no homeland. In the broken fragments of her memory, there is only a place she calls the Brink of Nowhere, a lawless maze of criminals, frightened children, false smiles, and sudden violence. She learned early that kindness could be a trap, but she also learned that some people gave food without demanding obedience, hid the hunted without asking questions, and stood between the helpless and the cruel. Those people became the closest thing she had to a family, even though most of them vanished before she was old enough to understand where they went. Her first prayers were not taught in a temple. They were whispered over the injured in alleys, spoken by candlelight while she pressed cloth against wounds, and shaped from desperate promises that someone, somewhere, had to care. A wandering priest of the light eventually found her stealing bread and recognized the strange force behind those prayers. He taught her the rites of healing, the discipline of a cleric, and the terrible beauty of fire used against darkness. She has chosen no comfortable doctrine and trusts no rigid order. Her faith is a bright, unruly thing. When evil gathers, she moves toward it. When chaos rises, she does not pretend it can be erased. She intends to seize it, turn it, and make it serve the living.

“Those people became the closest thing she had to a family, even though most of them vanished before she was old enough to understand where they went.”
From their backstory
Background
Urchin

Connections

Species

Elf

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