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Kethraku Mzindari - AI-generated fantasy Character

Kethraku Mzindari

Elf · Cleric (Life Domain) · Level 15 · Acolyte

Kethraku Mzindari

Quietly intense, observant, and unexpectedly patient.
AC15
HP93/93
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 15 · HP 93 · 30 ft.
AlignmentNeutralGenderNonbinaryAgeApproximately 730 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
  • SurvivalCHA

Armor

Light armor,
Medium armor,
Shields

Weapons

Simple weapons,
Martial weapons from Life Domain training

Tools

Calligrapher's Supplies

Languages

Common,
Elvish,
Celestial,
Abyssal,
Undercommon

Features

23 features

Bonus action

  • Trickery Domain: Invoke DuplicityLevel 3

    You can use a Bonus Action to take the Disengage or Help action. When you take the Help action to aid an attack, the target can be within 30 feet if you are within 10 feet of it.

Always on

  • Divine Spark

    When When an ally within 30 feet needs healing or an enemy must be punished

    Kethraku speaks a final name over the fallen, causing radiant light to gather around an ally and restoring life through divine power.

  • Invoke Duplicity

    When When Kethraku needs to divide enemy attention or cast from a concealed position

    A spectral duplicate appears nearby, distracting foes and allowing Kethraku to strike from an unexpected angle.

  • Preserve Life

    When When several allies within 30 feet are badly injured

    Kethraku raises the silver raven symbol and surrounds nearby allies with a veil of restorative shadow.

  • Turn Undead

    When When undead creatures threaten the party

    Kethraku points toward an undead creature and speaks its forgotten name, forcing it away from the living.

  • SpellcastingLevel 1

    You can cast prepared Cleric spells using Wisdom as your spellcasting ability. You can use a Holy Symbol as a Spellcasting Focus for your Cleric spells.

  • Channel DivinityLevel 2

    You can call on divine power through your Holy Symbol. You have two uses of Channel Divinity, regained after a Long Rest. You also gain Divine Spark, allowing you to heal or harm a creature within 30 feet as a Magic action.

  • Trickery Domain: Blessing of the TricksterLevel 3

    You can touch a willing creature and grant it advantage on Dexterity checks for 1 hour. You can use this feature a number of times equal to your Wisdom modifier, minimum once, and regain all uses after a Long Rest.

  • Life Domain: Disciple of LifeLevel 3

    Your healing spells restore additional Hit Points equal to 2 plus the spell's level to one creature healed by the spell.

  • Life Domain: Preserve LifeLevel 3

    As a Magic action, you can restore a total number of Hit Points equal to five times your Cleric level, divided among creatures within 30 feet. You cannot restore a creature above half its Hit Point maximum.

  • Channel Divinity ImprovementLevel 6

    You gain an additional use of Channel Divinity. You can also expend Channel Divinity to turn undead creatures, forcing them to flee and preventing them from taking Reactions until the effect ends.

  • Life Domain: Blessed HealerLevel 6

    Whenever you cast a spell with a spell slot that restores Hit Points to another creature, you regain Hit Points equal to 2 plus the spell's level.

  • Life Domain: Divine StrikeLevel 10

    You gain proficiency in all simple weapons and martial weapons. Once on each of your turns when you hit with a weapon attack, you can deal an extra 1d8 Radiant damage.

  • Improved Blessed StrikesLevel 10

    You gain an additional use of Channel Divinity. You can also use it to invoke divine intervention, asking your deity for aid in a time of grave need.

  • Life Domain: Supreme HealingLevel 14

    When you would normally roll one or more dice to restore Hit Points with a spell, you instead use the highest number possible for each die.

  • Greater Divine InterventionLevel 14

    You can use Divine Intervention without expending a use of Channel Divinity. The result of the intervention is determined by the DM and may invoke a powerful divine effect.

  • Advanced SpellcastingLevel 15

    You gain the ability to cast 8th-level Cleric spells and have access to the full spell progression of a fifteenth-level Cleric.

  • TraitElfDarkvision, allowing sight in dim light within 60 feet as if it were bright light and in darkness as if it were dim light.
  • TraitElfFey Ancestry, granting advantage on saving throws to avoid or end the Charmed condition.
  • TraitElfKeen Senses, granting proficiency in the Perception skill.
  • TraitElfTrance, allowing the elf to complete a Long Rest in 4 hours of meditation instead of sleep.
  • TraitElfDrow lineage, granting access to the Dancing Lights cantrip, Faerie Fire at character level 3, and Darkness at character level 5. Wisdom is used as the spellcasting ability for these spells.
  • Shelter of the FaithfulAcolyte

    You have dedicated your life to the service of a deity or pantheon. You can perform religious ceremonies and expect shelter and basic support from temples and religious communities of your faith, though you may be asked to assist in return.

Spells

17 spells

Spellcasting. Kethraku Mzindari casts with Wisdom (spell save DC 13, to hit with spell attacks).

Cantrips (at will):

1st level (4 slots): , , ,

2nd level (3 slots):

3rd level (3 slots): , , , ,

4th level (3 slots):

5th level (2 slots): ,

6th level (1 slot):

7th level (1 slot):

8th level (1 slot): no spells

9th level (1 slot):

Gear

8 items

Weapons

  • Mace
    A plain iron mace wrapped with funeral cord

Armor

  • Chain shirt
    A light metal shirt worn beneath black devotional vestments
  • Shield
    A painted wooden shield bearing a silver raven skull

Gear

  • Holy symbol
    A silver holy symbol of the Raven Queen, shaped like a closed eye beneath a raven's wing
  • Priest's pack
    A small kit containing candles, incense, vestments, a censer, and ritual supplies
  • Religious vestments
    A black robe marked with the stitched sigil of the Cult of the Ebon Veil
  • Book of prayers
    A small collection of prayer slips bearing the names of the dead

Purse

  • 7×
    Gold pieces
    Spare coin for travel and offerings

Appearance

Kethraku is a tall, ash-brown-skinned elf with closely braided silver-black hair threaded with small iron beads. Their eyes are dark violet and reflective in low light. They wear a soot-dark chain shirt beneath layered black and indigo vestments, with a raven-feather mantle pinned by a tarnished silver clasp. Their most noticeable feature is not a wound but their stillness. They stand almost motionless when listening, head slightly inclined, as if waiting for a distant voice to finish speaking. When they move, they favor a measured, heel-first stride that makes their armor whisper rather than clatter.

Mannerisms

Before speaking, Kethraku takes a slow breath through the nose and briefly closes their eyes. They speak in a low, dry voice with precise pauses between sentences. During tense conversations, they rotate their holy symbol once between thumb and forefinger, never looking down at it.

Personality

Quietly intense, observant, and unexpectedly patient. Kethraku treats every conversation as a rite of passage, listening for what people avoid saying. They have a dry sense of humor, especially about religious solemnity, and show affection by remembering small details others have forgotten.

Ideals

Death is not an enemy to be conquered. It is a boundary that must be honored, and those who violate it must be stopped before their defiance spreads.

Bonds

The Ebon Veil gave Kethraku purpose, discipline, and a place among the living. They will defend its surviving members, even those who doubt the Raven Queen or fear the cult's harsher rites. They also carry a strip of black funerary cloth taken from the first shrine Sius desecrated, and will not allow the Death Knight to claim another sacred place.

Flaws

Kethraku cannot easily forgive desecration, even when mercy would serve the living better. They sometimes mistake secrecy for wisdom and will withhold vital information until they believe everyone involved has earned the right to know it. Their devotion to the Raven Queen can become coldly absolute when confronted by undead creatures or those who seek to cheat death.

Quirks

Keeps a private list of every person who has died in their presence, including enemies.
Leaves a single black thread beside an unattended corpse before moving on.
Refuses to say that someone is lucky, calling luck an unexamined debt instead.
Names their weapons and holy objects only after witnessing them survive a battle.

Background

Kethraku was born beneath the boughs of an ancient woodland where the dead were not buried, but seated upright beneath black-painted stones so that the living could continue speaking with them. Their family served as keepers of those stones, and Kethraku learned early that grief was not an ending. It was a door, and someone always stood on the other side. When a wandering priest of the Raven Queen found Kethraku reciting the names of forgotten ancestors in three languages, the priest brought them into the Cult of the Ebon Veil.

“Their family served as keepers of those stones, and Kethraku learned early that grief was not an ending.”
From their backstory
Background
Acolyte

Connections

Species

Elf

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