Nova Loralight
Nova Loralight
Sheet
AC 0 · HP 21 · normalArmor
Weapons
Languages
Features
18 featuresAlways on
- Hack and Slash
When When you attack an enemy in melee
When you attack an enemy in melee, roll +STR. On a 10+, you deal your damage to the enemy and avoid their attack. At your option, you may deal +1d6 damage but expose yourself to the enemy's attack. On a 7-9, you deal your damage to the enemy and the enemy makes an attack against you.
- Volley
When When you take aim and shoot at an enemy at range
When you take aim and shoot at an enemy at range, roll +DEX. On a 10+, you have a clear shot and deal your damage. On a 7-9, choose one: you must move to get the shot, you must take what you can get and deal -1d6 damage, or you have to take several shots and reduce your ammo by 1.
- Defy Danger
When When you act despite an imminent threat or suffer a calamity
When you act despite an imminent threat or suffer a calamity, say how you deal with it and roll the appropriate ability. On a 10+, you do what you set out to do and avoid the threat. On a 7-9, you stumble, hesitate, or flinch, and the GM will offer you a worse outcome, hard bargain, or ugly choice.
- Defend
When When you stand in defense of a person, item, or location under attack
When you stand in defense of a person, item, or location under attack, roll +CON. On a 10+, hold 3. On a 7-9, hold 1. While defending, you may spend hold to redirect an attack to yourself, halve the attack's effect, or open the defense for an ally to escape or attack.
- Spout Lore
When When you consult your accumulated knowledge about something
When you consult your accumulated knowledge about something, roll +INT. On a 10+, the GM will tell you something interesting and useful about the subject. On a 7-9, the GM will only tell you something interesting, and it may be incomplete or indirect.
- Discern Realities
When When you closely study a situation or person
When you closely study a situation or person, roll +WIS. On a 10+, ask the GM 3 questions from the list. On a 7-9, ask 1. The GM must answer truthfully. Questions include: What happened here recently? What is about to happen? What should I be on the lookout for? What here is not what it appears to be? What is the true intention of this person?
- Parley
When When you have leverage on a character and manipulate them
When you have leverage on a character and manipulate them, roll +CHA. Leverage is something they need or want. On a 10+, they do what you ask if you first assure them that you will do what they want. On a 7-9, they will do what you ask, but need some concrete assurance of your promise before they act.
- Deity
When At character creation
Your deity is Lumen, the Lantern Beyond Storms, a power of refuge, mercy, and courageous action. Your domain is protection, travelers, and the light that exposes cruelty.
- Divine Guidance
When When you petition your deity for guidance
When you petition your deity for guidance, roll +WIS. On a 10+, the GM will give you useful advice or an opportunity connected to your deity's domain. On a 7-9, the GM will give you a useful clue, but it comes with a complication, cost, or demand.
- Healing Touch
When When you touch someone and call upon divine power to heal them
When you touch someone and call upon divine power to heal them, roll +WIS. On a 10+, heal 1d8 damage. On a 7-9, heal 1d8 damage, but the magic draws attention, leaves a visible sign, or creates another complication chosen by the GM.
- Channeling
When When you channel your deity's power through a prayer
When you channel your deity's power through a prayer, choose an effect appropriate to your deity's domain and roll +WIS. On a 10+, the effect is granted. On a 7-9, the effect is granted, but you draw unwelcome attention, expose yourself to danger, or suffer a complication chosen by the GM.
- Turn Undead
When When you hold your holy symbol aloft and call upon your deity to repel undead
When you hold your holy symbol aloft and call upon your deity to repel undead, roll +WIS. On a 10+, you hold 3. On a 7-9, you hold 1. Spend hold to drive an undead creature away, keep it at bay, or force it to flee. Powerful undead may be unaffected or may require additional action.
- Commune
When When you spend uninterrupted time in communion with your deity
When you spend uninterrupted time in communion with your deity, you gain some useful knowledge or blessing related to your deity's domain. The GM will tell you what it is, and may ask what sacrifice, vow, or service your deity requires.
- Cast a Spell
When When you cast a spell granted by your deity
When you weave a spell granted by your deity, roll +WIS. On a 10+, the spell is successfully cast and does not fade from your memory. On a 7-9, the spell is cast, but choose one: you draw unwelcome attention or put yourself in a spot, the spell is forgotten until you prepare spells again, or you take -1 ongoing to cast spells until you prepare spells again.
- Versatile
When At character creation
Choose one wizard spell. You can cast it as if it were a cleric spell. Nova has chosen Light, creating a small divine radiance that lasts as long as she maintains it.
- AdaptableHumanNova can learn and cast one wizard spell as if it were a cleric spell.
- ResilientHumanHer humanity gives her practical flexibility and an instinct for finding common ground.
- Restless curiosityHumanShe is drawn toward unfamiliar roads, hidden communities, and people in need.
Spells
4 spellsSpellcasting. Nova Loralight casts with Wisdom ( to hit with spell attacks).
Cantrips (at will):
1st level: , ,
Gear
7 itemsWeapons
- WarhammerWarhammer, close, forceful, 1 weight
Armor
- ShieldShield, grants +1 armor, 2 weight
- ChainmailChainmail, 1 armor, 1 weight
Gear
- Holy SymbolA silver sunburst holy symbol of Lumen, 0 weight
- Adventuring GearAdventuring gear, 5 uses, 1 weight
- 5×Dungeon RationsRations for five meals, 1 weight
- RopeRope, 3 weight, included within the normal load limit of 15
Appearance
A kind, soft-spoken young woman with bright amber eyes, thick dark hair tied with pale blue cords, a sturdy athletic build, and practical travel clothes beneath worn chainmail. She carries a polished warhammer and a silver sunburst holy symbol. When anger rises, her quiet breathing becomes sharp and measured, and the fingers of her free hand begin checking the clasp of her holy symbol.
Mannerisms
Nova speaks in a low, gentle voice and pauses before answering difficult questions. When rattled, she breathes through her nose in short measured breaths and repeatedly checks the clasp of her holy symbol. When truly angry, her voice becomes quieter rather than louder.
Personality
Kind and soft spoken, Nova is patient with frightened people and surprisingly attentive to small needs. She offers quiet comfort before grand speeches, but her anger ignites instantly when she sees cruelty, bullying, or someone abusing power. In those moments, her warmth becomes terrifying focus, and she can end a fight before anyone realizes she has moved.
Ideals
Devotion. Protect the vulnerable, carry light into dangerous places, and prove that mercy can stand against brutality.
Bonds
____ once trusted me with their life, and I will not betray that trust even when they make it difficult. I owe ____ a debt that cannot be repaid with gold, only with protection when danger comes. If ____ ever loses hope, I will remind them that mercy is strongest when it has the courage to act.
Flaws
Nova's temper is swift and absolute. She is patient with fear, grief, and honest mistakes, but cruelty can make her reckless, especially when someone helpless is being threatened.
Quirks
Background
Nova Loralight was raised in a small roadside chapel dedicated to Lumen, the Lantern Beyond Storms. The chapel welcomed travelers, fugitives, and anyone who had nowhere else to go. Nova learned to mend wounds, settle arguments, and speak gently to frightened people. She was never the loudest devotee, but she listened more carefully than anyone, and Lumen's presence seemed to answer her in the quiet spaces between words. Her gentleness has limits. When a cruel gang burned the chapel's food stores and threatened the refugees sheltering inside, Nova discovered that divine patience did not require mortal surrender. She stepped into the smoke with her hammer in hand and ended the fight in seconds, moving with frightening certainty. Since then, she has traveled with adventurers, seeking people who need protection and places where kindness is being mistaken for weakness. She still speaks softly, but everyone who has seen her anger understands that the softness is a choice.
“The chapel welcomed travelers, fugitives, and anyone who had nowhere else to go.”
- Background
- Kind eyes, practical clothing, chainmail, a symbol of faith, and a warhammer kept ready at her side.
Connections
Species
Human
Media
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