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Mikheil - AI-generated fantasy Character

Mikheil

Human · Cleric (Life Domain) · Level 9 · Hermit

Mikheil

Mikheil is quiet, observant, and unsettlingly practical.
AC17
HP75/75
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 17 · HP 75 · 30 ft.
AlignmentNeutral EvilGenderMaleAgeForty-two years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • ArcanaINT
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX

Armor

Light armor,
Medium armor,
Heavy armor,
Shields

Weapons

Simple weapons,
Light crossbows

Tools

Herbalism kit

Languages

Common,
Dwarvish,
Celestial

Features

20 features

Action

  • Turn UndeadLevel 2

    As an action, present your holy symbol and each undead within 30 feet that can see or hear you must make a Wisdom saving throw. A turned undead must spend its turns fleeing and cannot take reactions. The effect ends if it takes damage.

  • Preserve LifeLevel 2

    As an action, distribute a pool of healing energy totaling 45 hit points among creatures within 30 feet, restoring no more than half a creature's hit point maximum to any target. This feature cannot affect constructs or undead.

Always on

  • Guidance

    When A willing creature makes an ability check.

    You can cast Guidance on a willing creature, adding 1d4 to one ability check before the spell ends.

  • Sacred Flame

    When A creature within 60 feet must make a Dexterity saving throw.

    Make a ranged spell attack against a creature within 60 feet. On a hit, it takes 2d8 radiant damage, or 2d8 plus 1d8 for each additional cantrip damage die at higher levels.

  • Spare the Dying

    When A creature at 0 hit points is within touch range.

    You stabilize a creature at 0 hit points by touch.

  • Thaumaturgy

    When You choose a minor supernatural effect within the spell's limits.

    You create one of several minor divine effects, such as a voice from the heavens, harmless sensory changes, or opening and closing objects.

  • SpellcastingLevel 1

    You can cast cleric spells using Wisdom as your spellcasting ability. You know the cleric cantrips Guidance, Sacred Flame, Spare the Dying, and Thaumaturgy. You can prepare 10 cleric spells after each long rest.

  • Divine Domain, Life DomainLevel 1

    You gain proficiency with heavy armor. Your healing spells restore additional hit points equal to 2 plus the spell's level whenever they restore hit points to a creature.

  • Channel DivinityLevel 2

    You can use Channel Divinity twice between rests at this level. You can use it to Turn Undead or to invoke your domain feature, Preserve Life.

  • Ability Score ImprovementLevel 4

    You gain one ability score improvement. Mikheil increases Wisdom by 2, raising it from 13 to 15.

  • Blessed HealerLevel 6

    When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 plus the spell's level.

  • Ability Score ImprovementLevel 8

    You gain one ability score improvement. Mikheil increases Wisdom by 2, raising it from 15 to 17.

  • Divine InterventionLevel 10

    You can attempt to call on your deity to intervene on your behalf. Describe the assistance you seek and roll percentile dice. If the result is equal to or lower than your cleric level, your deity intervenes. After a successful intervention, you cannot use this feature again for 7 days.

  • Divine StrikeLevel 8

    When you reach 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage.

  • Ability Score IncreaseHumanYour ability scores each increase by 1.
  • SizeHumanMedium.
  • SpeedHumanYour walking speed is 30 feet.
  • LanguagesHumanYou can speak, read, and write Common and one extra language.
  • Human VersatilityHumanThis character uses the standard human traits from the 2014 rules profile.
  • DiscoveryHermit

    You have discovered a unique and powerful truth during your seclusion. Its exact nature is left to the Dungeon Master, but it may involve forbidden theology, a lost cure, a hidden site, or knowledge of a dangerous supernatural force.

Spells

20 spells

Spellcasting. Mikheil casts with Wisdom (spell save DC 15, to hit with spell attacks).

1st level (4 slots): , , ,

2nd level (3 slots): , , ,

3rd level (3 slots): , , ,

4th level (3 slots): , , ,

5th level (1 slot): , , ,

Gear

11 items

Weapons

  • Mace
    A one-handed bludgeoning weapon used for both practical defense and religious ceremony.
  • Light crossbow and 20 bolts
    A ranged weapon with ammunition for twenty shots.

Armor

  • Scale mail
    Medium armor made from overlapping metal plates. Base AC 14 plus Dexterity modifier, maximum +2.
  • Shield
    A wooden shield bearing a faded silver sunburst. Provides +2 AC.

Tools

  • Herbalism kit
    Used to identify, prepare, and cultivate medicinal herbs.

Gear

  • Priest's pack
    Contains a backpack, bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
  • Holy symbol
    A tarnished silver symbol of Mikheil's life-preserving faith.
  • Scroll case
    A sealed scroll case containing notes on the mountain plague and several blank sheets of vellum.
  • Winter blanket
    Thick wool bedding suitable for cold mountain travel.
  • Common clothes
    Simple, well-maintained clothing in muted gray and brown.

Purse

  • 5×
    Gold pieces
    Starting money retained from the Hermit background.

Appearance

A broad-shouldered human man with weathered olive skin, close-cropped dark hair, and a square beard threaded with gray. His pale brown eyes are watchful and humorless. He wears practical scale armor beneath a smoke-stained gray cloak, with a tarnished silver holy symbol hanging at his throat. His hands are scarred from years of gathering roots, tending wounds, and performing rites in the wilderness.

Mannerisms

Mikheil speaks softly, pauses before answering as though weighing the practical value of every word, and touches his holy symbol whenever someone mentions death. He cleans his mace after every fight, even when it is not visibly dirty.

Personality

Mikheil is quiet, observant, and unsettlingly practical. He offers excellent medical advice without warmth, remembers every injury he has witnessed, and shows more patience toward plants and animals than toward people. He rarely raises his voice, believing that anger is an inefficient substitute for certainty.

Ideals

Life is a resource, not a gift. The living must be preserved until their purpose is fulfilled, and those who waste life deserve no protection.

Bonds

The people who died in Mikheil's village remain his private congregation. He will ruin anyone connected to the plague that killed them, then preserve the evidence for a final reckoning.

Flaws

Mikheil treats kindness as weakness and often poisons genuine relationships by testing people instead of trusting them. He is willing to let an innocent person suffer if doing so reveals a hidden enemy or advances his investigation.

Quirks

He names each medicinal plant he harvests after someone who died under his care.
He keeps a tally of favors owed to him, including favors no one remembers promising.
He tastes a tiny amount of every herb before using it, even when he already knows it is safe.

Background

Mikheil was born in a remote human village beneath steep, rain-dark mountains, where winter narrowed every choice to hunger, obedience, or cruelty. As a young man, he served as a lay healer and burial attendant, learning which herbs stopped bleeding and which prayers made frightened families sleep. When a wasting sickness took most of the village, Mikheil fled into the high country rather than watch the survivors turn on one another. In a ruined shrine, he found an ancient doctrine devoted to the preservation of life, not from compassion, but because living bodies are vessels of labor, information, and power. He embraced the doctrine completely. For years, Mikheil lived as a hermit, cultivating bitter medicinal plants and recording the names of every person he failed to save. His seclusion ended when he learned that the sickness had not been natural. A hidden cult had been testing a divine plague on isolated settlements, and the ruined shrine contained fragments of their work. Mikheil now travels as a cleric of the Life Domain, offering healing when it serves his purposes and withholding it when it does not. He believes mercy is an investment, suffering is a useful teacher, and death is acceptable only when it produces a better result.

“When a wasting sickness took most of the village, Mikheil fled into the high country rather than watch the survivors turn on one another.”
From their backstory
Background
Hermit

Connections

Species

Human

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