Nerfál Sirkka
Nerfál Sirkka
Sheet
AC 18 · HP 12 · 35 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- HistoryINT
- InsightWIS
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
9 featuresAction
- Lay on HandsLevel 1
When When touching a creature
As an action, restore Hit Points from a healing pool equal to five times your Paladin level, or spend 5 points to remove the Poisoned condition.
Bonus action
- Divine SenseLevel 1
When As a Bonus Action
As a Bonus Action, detect Celestials, Fiends, and Undead within 60 feet for a limited number of uses per Long Rest.
Always on
- Weapon MasteryLevel 1
You have mastered the use of the Longsword and Javelin. You can use the weapon 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. You discern colors in darkness only as shades of gray.
- Fey AncestryElfYou have Advantage on saving throws you make to avoid or end the Charmed condition.
- Keen SensesElfYou have proficiency in the Perception skill.
- 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 trance.
- Wood Elf LineageElfYour walking speed is 35 feet. You know the Druidcraft cantrip. Starting at 3rd level, you can cast Longstrider on yourself without a spell slot once per Long Rest.
- Shelter of the FaithfulAcolyte
You can usually find a place to perform religious rites. People who share your faith will generally offer you modest support, such as food, shelter, or aid, though they expect you to assist with religious duties in return.
Spells
4 spellsSpellcasting. Nerfál Sirkka casts with Wisdom (spell save DC 12, to hit with spell attacks).
Cantrips (at will): , ,
1st level:
Gear
10 itemsWeapons
- LongswordA versatile martial blade with a straight double-edged profile
- 6×JavelinLight spears suitable for throwing
Armor
- Chain MailProtective metal armor made of interlocking rings
- ShieldA sturdy shield bearing three interlocking circles
Tools
- Calligrapher's SuppliesTools for producing careful religious script and illuminated prayers
Gear
- Holy SymbolA small emblem representing Nerfál's faith
- Book of PrayersA collection of devotional writings and remembered names
- 10×ParchmentWriting material for recording vows, names, and rites
- RobeA simple ceremonial garment used during rites
Purse
- 8×Gold PiecesUnspent coins from his temple stipend
Appearance
A broad-shouldered wood elf with weathered copper-brown skin, pale gray-green eyes, and dark ash-blond hair braided tightly at the temples. His ears are marked with small iron rings earned from old companions, and a narrow scar crosses his left palm. He wears well-maintained chain mail beneath a green-gray surcoat, carries a plain wooden shield painted with three interlocking circles, and keeps his holy symbol wrapped in blue wool when not in use.
Mannerisms
Before answering a difficult question, he touches the iron ring on his right ear and silently counts three breaths. When standing watch, he faces the nearest exit rather than the most comfortable seat.
Personality
Quietly attentive and deeply reliable. Nerfál remembers how everyone takes their tea, which hand they favor in a fight, and what names they avoid speaking. He is not humorless, but his jokes arrive dry and unexpectedly, usually after danger has passed.
Ideals
Faithfulness. A promise is a form of shelter. If someone has placed their trust in me, I must become harder to break than the danger facing them.
Bonds
The three companions who survived the burning of his settlement are his chosen family. He will cross any distance to answer their call, and he carries a small tablet bearing the names of those who did not survive.
Flaws
He treats loyalty as a sacred obligation even when a friend is clearly wrong. He also hides injuries and doubts until they become impossible for others to ignore.
Quirks
Background
Nerfál Sirkka was raised among the moss-dark groves of a wood elf settlement built around an ancient spring. His family maintained the spring's shrine, not as grand priests, but as keepers of names. Every visitor who drank from its waters added a name to the shrine's tablets, and every name became a promise that someone would remember. Nerfál learned early that faith was less about proclaiming certainty than about refusing to abandon the people placed in your care. When raiders burned the settlement's outer watchposts, Nerfál joined the defense beside three friends who had never shared his devotion but trusted his steadiness. They survived because he held a broken gate long enough for the others to escape. Later, when the shrine's elders urged him to remain as a caretaker, he chose the road instead. He believes the spring's lesson applies beyond the forest: every companion is a name entrusted to him, and every promise must be carried until it is fulfilled. His paladin's calling began with that conviction, though he still wonders whether devotion is measured by obedience to a god or by what one refuses to do to the helpless.
“His family maintained the spring's shrine, not as grand priests, but as keepers of names.”
- Background
- Acolyte
Connections
Species
Elf
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