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Gethin Bramblewake - AI-generated fantasy Character

Gethin Bramblewake

Firbolg · Cleric (Life Domain) · Level 20 · Hermit

Gethin Bramblewake

Quietly observant, stubbornly compassionate, and unsettlingly practical.
AC18
HP103/103
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 18 · HP 103 · 30 ft.
AlignmentNeutral GoodGenderNonbinaryAgeApproximately 180 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

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

Armor

Light armor,
Medium armor,
Heavy armor,
Shields

Weapons

Simple weapons,
Martial weapons

Tools

Herbalism kit

Languages

Common,
Giant,
Dwarvish,
Elvish

Features

29 features

Action

  • Channel Divinity, Preserve LifeLevel 2

    As an action, Gethin presents their holy symbol and restores hit points equal to five times their cleric level, divided among creatures within 30 feet. This cannot raise a creature above half its hit point maximum and does not affect constructs or undead.

  • Divine Intervention ImprovementLevel 20

    Gethin can use an action to regain all expended uses of Channel Divinity.

Bonus action

  • Hidden StepFirbolgAs a bonus action, Gethin can become invisible until the start of their next turn or until they attack, deal damage, or force a creature to make a saving throw. Usable once per short or long rest.

Always on

  • Supreme Restoration

    When When an ally is badly wounded

    Restore a creature to full hit points with a healing spell, maximizing all healing dice and adding the Life Domain bonuses.

  • The Orchard Bell

    When When undead threaten living creatures

    Present the holy symbol to force undead to flee or destroy undead of challenge rating 4 or lower.

  • Hundred-Handed Mercy

    When When several allies are wounded

    Use Preserve Life to distribute up to 100 hit points of healing among nearby creatures.

  • SpellcastingLevel 1

    As a full spellcaster, Gethin uses Wisdom for cleric spellcasting. They can prepare a number of cleric spells equal to their Wisdom modifier plus their cleric level, and they can use a holy symbol as a spellcasting focus.

  • Divine Domain, Life DomainLevel 1

    Choose the Life Domain. This grants domain spells, proficiency with heavy armor, and proficiency with martial weapons.

  • Disciple of LifeLevel 1

    When Gethin restores hit points with a spell of 1st level or higher, the target regains additional hit points equal to 2 plus the spell's level.

  • Channel Divinity, Turn UndeadLevel 2

    Gethin can use Channel Divinity once between rests. They can turn undead, forcing undead that fail their saves to flee for 1 minute or until damaged.

  • Channel Divinity, Two UsesLevel 6

    Gethin can use Channel Divinity twice between rests.

  • Blessed HealerLevel 6

    When Gethin casts a healing spell on another creature, they also regain hit points equal to 2 plus the spell's level.

  • Channel Divinity, Three UsesLevel 18

    Gethin can use Channel Divinity three times between rests.

  • Cleansing TouchLevel 18

    Gethin can cast any prepared cleric spell without material components, unless those components have a listed cost or are consumed by the spell.

  • Supreme HealingLevel 17

    Gethin's healing spells restore the maximum possible number of hit points to any creature they heal.

  • Divine StrikeLevel 8

    Once on each of Gethin's turns, when they hit a creature with a weapon attack, the attack deals an extra 1d8 radiant damage.

  • Destroy Undead, CR 4Level 5

    Gethin can destroy undead of challenge rating 4 or lower that fail their Turn Undead saving throw.

  • Feat, War CasterLevel 12

    Gethin gained War Caster, allowing them to perform somatic components while holding weapons or a shield, maintain concentration more reliably, and cast a spell as an opportunity attack.

  • Feat, Resilient, ConstitutionLevel 16

    Gethin gained proficiency in Constitution saving throws.

  • Ability Score ImprovementLevel 4

    Gethin increased Wisdom by 2.

  • Ability Score ImprovementLevel 8

    Gethin increased Wisdom by 2.

  • Ability Score ImprovementLevel 19

    Gethin increased Constitution by 2.

  • Firbolg MagicFirbolgGethin can cast Detect Magic and Disguise Self once per long rest using Wisdom as the spellcasting ability.
  • Powerful BuildFirbolgGethin counts as one size larger when determining carrying capacity and the weight they can push, drag, or lift.
  • Speech of Beast and LeafFirbolgGethin can communicate in a limited manner with beasts and plants.
  • TraitFirbolgFirbolg Magic and Divine Spellcasting both use Wisdom as their spellcasting ability.
  • DarkvisionFirbolgGethin can see in dim light within 60 feet as if it were bright light and in darkness as if it were dim light.
  • SpeedFirbolgGethin has a walking speed of 30 feet.
  • DiscoveryHermit

    Discovery. The secluded life of the hermit led to a unique and powerful discovery, something that still shapes this character's beliefs and actions. Their discovery was that healing is not the restoration of an old state, but a negotiation between body, memory, and community.

Spells

27 spells

Spellcasting. Gethin Bramblewake casts with Wisdom (spell save DC 17, to hit with spell attacks).

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

2nd level (3 slots): , , ,

3rd level (3 slots): , ,

4th level (3 slots):

5th level (3 slots): , , , ,

6th level (2 slots): ,

7th level (2 slots): , ,

8th level (1 slot): no spells

9th level (1 slot): , ,

Gear

9 items

Weapons

  • Warhammer
    A simple martial weapon with a hooked iron head, used as both tool and weapon
  • Light Crossbow
    A light crossbow with 20 bolts

Armor

  • Chain Mail
    Chain mail, AC 16
  • Shield
    A shield bearing a simple painted sheaf of barley, AC +2

Tools

  • Herbalism Kit
    Used to identify and prepare medicinal plants

Gear

  • Holy Symbol
    A holy symbol of Chauntea carved from old orchard wood
  • Priest's Pack
    A priest's pack containing a backpack, blankets, tinderbox, rations, waterskin, and other adventuring supplies
  • Scroll Case
    A scroll case containing notes on medicinal plants and a record of every person Gethin has healed
  • Hermit's Supplies
    A winter blanket, ten days of common rations, and a small set of travel clothes

Appearance

A broad, towering firbolg with muted blue-gray skin, heavy russet hair braided with dried herbs, and calm amber-brown eyes. Their clothing is practical rather than ceremonial, layered wool beneath chain mail, with a green and cream tabard marked by a simple sheaf of barley. Within a minute of meeting them, people notice that they rarely look directly at faces. Instead, their attention moves to hands, doorways, windows, and anyone standing alone. When waiting, they rest their weight on one heel and gently flex the fingers of their shield hand as though checking an invisible pulse.

Mannerisms

Gethin speaks in a low, even voice and pauses before answering, as though listening for the shape of a person's pain. They touch the rim of their shield when invoking a prayer, and they measure silence by counting their breaths.

Personality

Quietly observant, stubbornly compassionate, and unsettlingly practical. Gethin dislikes grand speeches about virtue, preferring to see who carries water, who washes the sick person's bedding, and who stays after the danger has passed. They are patient with fear but impatient with waste, especially wasted food, medicine, or kindness.

Ideals

Interdependence. No life survives alone. Healing is incomplete until the healed person has food, shelter, dignity, and someone willing to stand beside them.

Bonds

The hilltop shrine where Gethin first understood the shared nature of healing must be restored, not as a temple for priests, but as a refuge open to anyone in need.

Flaws

Gethin cannot leave a problem partly healed. They will exhaust themselves, endanger companions, and sometimes violate consent if they believe someone is being allowed to suffer unnecessarily.

Quirks

Names every healing plant they use, even during combat.
Keeps a private tally of meals owed to them by people they have saved.
Refuses to kill harmless insects inside buildings.
Offers water before asking any other question.
Sleeps with one hand resting on their herb pouch.

Background

Gethin Bramblewake was born in a firbolg grove where the oldest trees were treated as witnesses rather than gods. As a child, Gethin learned to tend injured animals, identify medicinal mosses, and listen for changes in the forest's breathing. Their quiet life ended when a fever swept through several scattered settlements, reaching even the grove. Gethin watched skilled healers fail because each village guarded its stores, its knowledge, and its clean water. In the aftermath, a wandering priest of Chauntea taught Gethin that life was not a private possession. It was a shared harvest, and every living creature had a claim upon the care of the others. Gethin withdrew for seven years into a ruined hilltop shrine, where they studied divine healing alongside the older practices of roots, poultices, fasting, and communal ritual. There they discovered a strange truth. Wounds that were treated by a single healer often returned in spirit, while those treated by a whole community healed more completely. Gethin came to believe that divine magic works best when it restores not only flesh, but a person's place among others. They emerged from solitude carrying a battered shield, a weather-stained prayer book, and a seed pouch containing plants from every settlement they had helped. Now a high-ranking servant of Chauntea and a master of the Life Domain, Gethin travels wherever people have begun to regard suffering as inevitable. They are not a comforting healer in the usual sense. They ask difficult questions, redistribute supplies without permission, and will interrupt a noble's banquet to feed a sick stranger. Their miracles are gentle in appearance but relentless in purpose. Gethin does not merely preserve life. They insist that life be given room to continue.

“As a child, Gethin learned to tend injured animals, identify medicinal mosses, and listen for changes in the forest's breathing.”
From their backstory
Background
Hermit

Connections

Species

Firbolg

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