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Bran Celyn - AI-generated fantasy Character

Bran Celyn

Elf · Barbarian · Level 1 · Acolyte

Bran Celyn

Quiet, observant, and intensely protective, Bran prefers useful work to conversation.
AC12
HP13/13
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 12 · HP 13 · 35 ft.
AlignmentNeutral GoodGenderNonbinaryAge117 years old
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,
Martial weapons

Tools

Calligrapher's Supplies

Languages

Common,
Elvish,
Dwarvish,
Sylvan

Features

10 features

Always on

  • RageLevel 1

    When Bonus Action

    Enter a supernatural rage, gaining resistance to physical damage and enhanced Strength-based attacks.

  • Push

    When When you hit a creature with a qualifying weapon attack

    Use the Push mastery property with a weapon that has the Push mastery.

  • Topple

    When When you hit a creature with a qualifying weapon attack

    Use the Topple mastery property with a weapon that has the Topple mastery.

  • Unarmored DefenseLevel 1

    While you are not wearing armor, your base Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

  • Weapon MasteryLevel 1

    You gain mastery with three simple or martial weapons of your choice. Whenever you finish a Long Rest, you can change one of those choices. Weapon Mastery lets you use the mastery properties of those weapons.

  • DarkvisionElfYou can see in dim light within 60 feet of yourself as if it were bright light, and in darkness as if it were dim light.
  • Elven Lineage, Wood ElfElfYour Speed is 35 feet. You know the Druidcraft cantrip. Starting at level 3, you can cast Longstrider, and starting at level 5, you can cast Pass without Trace, each without a spell slot once per Long Rest. You can also use any spell slots you have to cast these spells.
  • Fey AncestryElfYou have Advantage on saving throws you make to avoid or end the Charmed condition.
  • TranceElfYou do not need to sleep, and magic cannot put you to sleep. You can finish a Long Rest in 4 hours by entering a meditative trance.
  • Shelter of the FaithfulAcolyte

    You devoted yourself to the service of a deity or sacred order. You retain knowledge of religious rites and can usually receive modest aid from temples and members of your faith. Your background also grants the Magic Initiate origin feat, choosing Cleric as its spell list and Wisdom as the spellcasting ability.

Spells

2 spells

Spellcasting. Bran Celyn casts with Wisdom (spell save DC 13, to hit with spell attacks).

Cantrips (at will):

1st level (2 slots):

Gear

8 items

Weapons

  • Greataxe
    A heavy two-handed martial weapon suitable for devastating Strength-based attacks.
  • 4×
    Handaxe
    Light thrown martial weapons, useful when closing distance is impossible.

Gear

  • Explorer's Pack
    A pack containing standard adventuring supplies such as a bedroll, rope, rations, tinderbox, and mess kit.
  • Holy Symbol
    A small carved emblem representing Bran's faith.
  • Prayer Book
    A collection of sacred prayers and liturgical teachings.
  • 5×
    Incense Sticks
    Fragrant incense used in rites of remembrance and purification.
  • Vestments
    Ceremonial clothing worn during temple services.

Purse

  • 30×
    Gold Pieces
    Coin carried for travel, offerings, and practical expenses.

Appearance

A lean, broad-shouldered wood elf with weather-browned skin, cropped dark copper hair, and pale green eyes flecked with gold. A thin scar crosses the bridge of the nose, and old calluses cover both hands. They wear practical hide armor beneath a weathered green cloak, with a carved wooden holy symbol tied at the throat and a heavy greataxe carried across the back.

Mannerisms

Bran touches their wooden holy symbol before entering any wild place, speaks in short measured sentences, and becomes unnervingly still just before entering a rage. After battle, they clean their weapon in silence while quietly reciting a funeral prayer.

Personality

Quiet, observant, and intensely protective, Bran prefers useful work to conversation. They have a dry sense of humor that appears at unexpected moments, and they listen to every side of an argument before speaking, unless someone threatens a sacred place or a helpless creature. Beneath their restraint is a powerful emotional current that they fear will someday overwhelm their judgment.

Ideals

Protection. Faith means standing between the vulnerable and the thing that would harm them. A prayer that does not become action is only noise.

Bonds

The burned yew grove is sacred to Bran. They will risk almost anything to protect old forests, persecuted shrines, and people who have no strength left to defend themselves.

Flaws

Bran assumes that anyone who damages a sacred place has chosen evil, and they are slow to reconsider once anger has taken hold. They are also embarrassed by tenderness, often responding to kindness with blunt silence or unnecessary work.

Quirks

Names every campfire before extinguishing it.
Keeps fallen leaves pressed between the pages of their prayer book.
Counts axe strokes while chopping wood, then apologizes to the tree stump.
Leaves small offerings of bread or salt at abandoned shrines.

Background

Bran was raised among the moss-roofed shrines of an ancient wood elf settlement, where the priests taught that every living thing carried a spark of the First Breath. Bran listened carefully, memorized the old prayers, and learned to tend sacred groves. Yet devotion never made them gentle in the way the elders expected. When poachers burned a holy stand of yew, Bran found that prayer alone could not stop the axes. Their first rage came beneath the smoke, as sudden and frightening as a storm breaking over the forest. The shrine elders did not cast Bran out. Instead, they gave them a greataxe, a prayer book, and a charge to travel beyond the woodland borders. Bran now serves as both pilgrim and protector, seeking the people who profit from desecrated forests and learning whether fury can be made into a form of reverence. They still carry incense for the dead, still recite the names of trees lost to fire, and still believe that a violent heart can be taught to guard rather than destroy.

“Bran listened carefully, memorized the old prayers, and learned to tend sacred groves.”
From their backstory
Background
Acolyte

Connections

Species

Elf

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