Kairon
Kairon
Sheet
AC 14 · HP 25 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
34 featuresBonus action
- Healing Word
When Bonus Action
Kairon casts a level 1 spell to restore 2d4 + 3 Hit Points to a creature within 60 feet as a Bonus Action.
- Wild ShapeLevel 2
As a Bonus Action, Kairon can expend one of two Wild Shape uses to assume a known Beast form of Challenge Rating 1/4 or lower that lacks a Fly Speed. The form lasts up to 1 hour, grants 3 Temporary Hit Points, and Kairon retains his personality, memories, languages, feats, class features, and proficiencies. He knows the Rat, Spider, Wolf, and Riding Horse forms.
Always on
- Fire Bolt
When Action
Kairon casts the cantrip, producing a small flame that deals 1d10 Fire damage to a creature or object within 120 feet on a hit.
- Sacred Flame
When Action
Kairon casts a cantrip that calls on divine radiance to deal 1d8 Radiant damage to a creature within 60 feet that fails a Dexterity saving throw.
- Guidance
When Action
Kairon casts a cantrip that grants one willing creature within 30 feet a 1d4 bonus to its next ability check before the spell ends.
- Druidcraft
When Action
Kairon casts a Druid cantrip to create a small natural effect, such as causing leaves to stir, flowers to bloom, or a tiny flame to flicker.
- Thorn Whip
When Action
Kairon casts a Druid cantrip that lashes a creature within 60 feet with thorny vines, dealing 1d6 Piercing damage and pulling it up to 10 feet closer on a failed Strength saving throw.
- Produce Flame
When Action
Kairon casts a level 1 spell that creates a small flame capable of illuminating an area or dealing 1d8 Fire damage to a nearby creature.
- Fog Cloud
When Action
Kairon casts a level 1 spell that obscures an area with fog, imposing the Blinded condition for creatures unable to see through it.
- Moonbeam
When Action
Kairon casts a level 1 spell that calls down a beam of moonlight, dealing radiant damage and potentially revealing hidden creatures.
- Spike Growth
When Action
Kairon casts a level 2 spell that creates grasping vegetation, making an area difficult terrain and damaging creatures that move through it.
- Summon Beast
When Action
Kairon casts a level 2 spell that conjures a beastly spirit to fight alongside him.
- Misty Step
When Bonus Action
Kairon casts a level 2 spell to teleport up to 30 feet to an unoccupied space he can see.
- Sleep
When Action
Kairon casts a level 1 spell that causes creatures in a small area to fall asleep, beginning with creatures that have the fewest current Hit Points.
- Shocking Grasp
When Action
Kairon casts a level 1 spell that releases a jolt of lightning through a creature he touches, dealing 1d8 Lightning damage on a hit.
- Hellish Rebuke
When Reaction
When Kairon takes damage from a creature within 60 feet, he can use his Reaction to make the creature attempt a Dexterity saving throw. On a failure, it takes 2d10 Fire damage, or half as much on a success. He can cast this once per Long Rest through his Infernal Fiendish Legacy.
- Find Familiar
When Action
Kairon can cast a spell that creates an animal-shaped nature spirit serving as a familiar. When cast through Wild Companion, the spirit is Fey and disappears after a Long Rest.
- Speak with Animals
When Action
Kairon always has this spell prepared through Druidic and can communicate with beasts for the spell's duration.
- Fire Bolt
When Action
Kairon knows this cantrip through his Infernal Fiendish Legacy. It uses Wisdom as its spellcasting ability and deals 1d10 Fire damage on a hit.
- SpellcastingLevel 1
Kairon can cast Druid spells using Wisdom and use a Druidic Focus as a spellcasting focus. He has two Druid cantrips and can prepare six Druid spells of level 1 or 2.
- DruidicLevel 1
Kairon knows Druidic, the secret language of Druids. He always has Speak with Animals prepared and can leave hidden messages in Druidic that other Druids automatically recognize.
- Primal Order: MagicianLevel 1
Kairon chose the Magician order. He knows one additional Druid cantrip and adds his Wisdom modifier to Arcana or Nature checks made using his mystical connection to nature. His Nature bonus from this feature is +1.
- Wild CompanionLevel 2
As a Magic action, Kairon can expend a spell slot or a use of Wild Shape to cast Find Familiar without Material components. The familiar is Fey and disappears when Kairon finishes a Long Rest.
- Circle of the LandLevel 3
Kairon belongs to the Circle of the Land. After each Long Rest, he chooses arid, polar, temperate, or tropical land and has that land's Circle Spells prepared. He currently favors temperate land. He can also expend a Wild Shape use as a Magic action to create a 10-foot-radius area within 60 feet, dealing 2d6 Necrotic damage to chosen creatures that fail a Constitution saving throw and restoring 2d6 Hit Points to one chosen creature in the area.
- Circle of the Land SpellsLevel 3
Kairon always has the temperate Circle Spells prepared: Misty Step, Shocking Grasp, and Sleep. These spells do not count against his number of prepared Druid spells.
- Acolyte Training and Magic Initiate (Cleric)Level 1
Kairon has proficiency with the Insight and Religion skills, proficiency with Calligrapher's Supplies, and the Magic Initiate (Cleric) Origin feat. The feat grants him the Guidance and Sacred Flame cantrips and Healing Word as a level 1 spell, using Wisdom as his spellcasting ability.
- Creature TypeTieflingHumanoid.
- TraitTieflingMedium size.
- SpeedTiefling30 feet.
- DarkvisionTieflingKairon can see in dim light within 60 feet as if it were bright light and in darkness as if it were dim light.
- Fiendish Legacy, InfernalTieflingKairon has Resistance to Fire damage, knows the Fire Bolt cantrip, and uses Wisdom for his Fiendish Legacy spells.
- TraitTieflingAt character level 3, Kairon always has Hellish Rebuke prepared and can cast it once without a spell slot as a 2nd-level spell, regaining that use after a Long Rest.
- Otherworldly PresenceTieflingKairon knows the Thaumaturgy cantrip, using Wisdom as the spellcasting ability for it.
- Magic Initiate (Cleric)Acolyte
Acolyte training grants proficiency in Insight and Religion, proficiency with Calligrapher's Supplies, the Magic Initiate (Cleric) Origin feat, and the ability score choices associated with Intelligence, Wisdom, and Charisma. Kairon selected Wisdom, Intelligence, and Charisma for his background increases before the provided final scores were determined.
Spells
18 spellsSpellcasting. Kairon casts with Wisdom (spell save DC 11, to hit with spell attacks).
Cantrips (at will): , , , , ,
1st level (4 slots): , , , , , , ,
2nd level (2 slots): , , ,
Gear
12 itemsWeapons
- SickleA simple curved blade used for pruning, harvesting, and combat. It deals 1d4 Slashing damage.
- Druidic Focus, QuarterstaffA gnarled quarterstaff used as a Druidic Focus and as a simple weapon, dealing 1d6 Bludgeoning damage when wielded one-handed or 1d8 when wielded with two hands.
Armor
- Leather ArmorLight armor made from cured hide, providing an Armor Class of 11 plus Dexterity modifier.
- ShieldA wooden shield bearing a cracked green-and-gold sunburst. While wielded, it grants +2 AC.
Tools
- Herbalism KitA kit containing ingredients and tools used to identify and prepare natural remedies.
- Calligrapher's SuppliesInk, pens, and implements used to produce decorative writing and illuminated prayers.
Gear
- Explorer's PackA pack containing basic adventuring supplies, including a bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
- Book of PrayersA collection of devotional texts from Kairon's temple.
- Holy SymbolA small symbol of the Green Witness carved from springwood.
- 10×ParchmentBlank sheets for copying prayers, maps, and Druidic observations.
- RobeA plain green robe worn during temple rites and formal ceremonies.
Purse
- 17×Gold PiecesUnspent starting currency from the Acolyte and Druid equipment packages.
Appearance
Kairon is a tall, broad-shouldered tiefling with deep russet skin, swept-back black horns, a long narrow tail, and luminous amber eyes. His dark hair is worn in uneven braids threaded with dried leaves, red cord, and tiny bone charms. He wears weathered leather armor beneath a moss-green robe, carries a shield painted with a cracked sunburst, and keeps a gnarled quarterstaff wrapped in prayer strips and living ivy.
Mannerisms
Kairon pauses before answering difficult questions, tilting his head as if listening to distant birdsong. He writes short prayers in the air with one finger, taps his quarterstaff three times before entering a doorway, and unconsciously straightens nearby plants when he is nervous.
Personality
Kairon is warm, irreverent, and intensely curious. He treats woodland spirits, village children, and hardened mercenaries with the same direct attention. He loves sacred ceremony but dislikes rigid hierarchy, and he can turn from gentle healer to furious defender the moment someone threatens the helpless.
Ideals
Freedom. No god, priest, law, or ancestor owns the living world. Every creature deserves room to grow, change, and choose its own path.
Bonds
The spring beneath his first temple is slowly dying, and Kairon carries a sealed vial of its water. He will risk almost anything to restore it and defend the people who depend on it.
Flaws
Kairon is quick to defy anyone who invokes tradition as an excuse for cruelty. He also treats omens, dreams, and animal behavior as meaningful signs, sometimes making reckless decisions because a crow landed on the wrong branch.
Quirks
Background
Kairon was born beneath a red comet in a village that feared omens more than it understood them. His mother brought him to a secluded temple built around an ancient spring, where the priests expected his infernal blood to become a source of corruption. Instead, the temple's old caretaker recognized a different calling in him. Kairon listened to the voices of birds in the rafters, learned the names of medicinal roots, and discovered that the prayers written in the temple's ledgers were most powerful when spoken beside growing things. He became an acolyte of the Green Witness, a loose communion that honors the sacred balance between civilization and the wild. Kairon served as scribe, healer, and keeper of the temple grove, but his restless nature made quiet devotion difficult. When a wealthy magistrate attempted to seize the spring and drain the surrounding marsh, Kairon defied the temple hierarchy, called on the grove's ancient magic, and helped the villagers drive the surveyors away. Since then, he has traveled as a druid and wandering priest, protecting wild places, aiding the desperate, and proving through action that a fiendish heritage is not a moral sentence.
“Instead, the temple's old caretaker recognized a different calling in him.”
- Background
- Acolyte
Connections
Species
Tiefling
Media
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