Daro
Daro
Sheet
AC 18 · HP 10 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
10 featuresBonus action
- Divine SenseLevel 1
When As a bonus action
Sense Celestials, Fiends, and Undead within 60 feet as a bonus action.
Always on
- Weapon MasteryLevel 1
When When attacking with a mastered weapon
Choose either a damage-dealing attack or a non-damaging utility effect from the two selected weapon mastery properties when attacking with a longsword or javelin, as applicable.
- Lay on HandsLevel 1
When As an action when touching a creature
Restore Hit Points from a five-point healing pool, or spend 5 points to remove the Poisoned condition.
- SpellcastingLevel 1
You have learned to cast divine spells. Charisma is your spellcasting ability. You can prepare two level 1 Paladin spells after each Long Rest. You have two level 1 spell slots.
- DarkvisionElfYou can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. You cannot discern color in darkness, only shades of gray.
- Elven Lineage, High ElfElfYou know the Prestidigitation cantrip. Whenever you finish a Long Rest, you can replace it with a different Wizard cantrip.
- Fey AncestryElfYou have Advantage on saving throws 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 meditative trance, during which you retain consciousness.
- Shelter of the FaithfulAcolyte
You can invoke the aid of your religious organization, usually receiving modest assistance from temples, shrines, and fellow devotees. The organization supports your religious activities as long as you remain faithful and your requests are reasonable.
Spells
5 spellsSpellcasting. Daro casts with Charisma (spell save DC 9, to hit with spell attacks).
Cantrips (at will): , ,
1st level (2 slots): ,
Gear
12 itemsWeapons
- LongswordA martial one-handed blade used in temple guard rituals
- 6×JavelinLight throwing spears with ash shafts
Armor
- Chain MailA suit of chain mail sized for Daro
- ShieldA steel shield bearing a blue sunburst
Tools
- Calligrapher's SuppliesInk, quill, parchment, and a small seal for copying religious texts
Gear
- Priest's PackA kit containing a backpack, bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin
- Holy SymbolA small emblem of Daro's faith, worn on a cord
- Prayer BookA handwritten collection of prayers, names, and temple histories
- 5×IncenseFragrant sticks used during daily observances
- VestmentsCeremonial temple clothing
- Common ClothesPlain traveling clothes
Purse
- 8×Gold PiecesCoins for ordinary expenses
Appearance
Daro is a lean, broad-shouldered high elf with warm olive skin, close-cropped dark hair, and pale gray eyes flecked with amber. A thin scar crosses his left eyebrow, and his hands are marked by ink stains, candle burns, and the calluses of sword practice. He wears well-maintained chain mail beneath a cream-colored tabard stitched with a simple blue sunburst, and keeps his shield polished enough to catch the light during prayers.
Mannerisms
Daro straightens crooked objects without noticing, taps two fingers against his shield before entering a dangerous place, and pauses before answering any question that involves a promise. When nervous, he recites the first line of a prayer under his breath.
Personality
Daro is quiet, observant, and unexpectedly dry-witted. He treats strangers with formal courtesy, listens more carefully than he speaks, and is quick to place himself between danger and anyone who seems overlooked. Though he has a scholar's memory, he dislikes being praised for cleverness and would rather be trusted in a crisis.
Ideals
Mercy is a discipline, not a weakness. Strength exists to protect the vulnerable, and every person deserves the chance to choose a better path.
Bonds
The ruined shrine and the people taken from it are his sacred responsibility. He will risk almost anything to recover the prisoners and restore the shrine's old bell.
Flaws
Daro confuses stubbornness with faith. Once he decides that a course of action is morally correct, he becomes difficult to redirect, even when better information appears. He also hides fear behind criticism, especially when someone reminds him of the prisoners he could not save.
Quirks
Background
Daro was raised among the quiet cloisters of a high elven temple devoted to the preservation of memory, where sacred texts were copied by hand and every prayer was treated as a promise made aloud. His unusual patience for study earned him a place among the temple scribes, while his restless hands and sharp instincts drew him toward the practice yard. He learned that a blade, like a prayer, was most useful when placed between danger and someone who could not withstand it alone. His first true test came when raiders descended on a rural shrine under the temple's protection. Daro carried wounded pilgrims through smoke and falling timber, then stood at the gate with a borrowed shield until help arrived. The temple praised his courage, but Daro believes he failed the people who were taken captive during the attack. He has left the cloister with its blessing, carrying a prayer book filled with names, a sword marked with the shrine's seal, and a determination to find those prisoners before their names become only memorial ink.
“He learned that a blade, like a prayer, was most useful when placed between danger and someone who could not withstand it alone.”
- Background
- Acolyte
Connections
Species
Elf
Media
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