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Bektir

Elf · Cleric, Life Domain · Level 5

Bektir

Cleric and caretaker of a neighborhood infirmary
“re awake. Can you tell me where it hurts?”
AC18
HP38/38
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

A dry, lightly breath-roughened voice shaped by long shifts in a crowded infirmary. He speaks at a brisk, workmanlike pace, clipping instructions when danger rises and letting warmth return as soon as the immediate task is done.

His words carry the dry rasp of someone who has spent years talking over rain, crowded wards, and boiling kettles. He uses clear, practical phrasing, with a habit of adding reassuring specifics: how long a treatment will take, where a patient can sit, what he needs next.

Speech patterns

Starts with reassurance, then asks practical questions: "Good, you're awake. Can you tell me where it hurts?"
Uses short lists when stressed, often counting on his fingers.
Apologizes for interruptions while already moving to address the new problem.
When challenged, asks calm, pointed questions rather than raising his voice.

How to play them

Meet worry with warmth and concrete help. Bektir offers water, a seat, or a bandage before asking for a full explanation. He is candid about danger but initially hides how strained the infirmary is. Respect his patients and he becomes a useful ally; threaten them or demand that he deny care, and his geniality hardens into stubborn refusal.

Goal

Keep the infirmary open to everyone and discover who is taking the fever medicine before the next outbreak.

Motivation

He believes mercy is most important when it is inconvenient, but fears that his efforts are only delaying the next impossible choice.

Secret · GM only

Appearance

Bektir looks as if he has been interrupted mid-crisis for the past decade, though his first response to a stranger is a tired, genuine smile. His long ears poke through a mass of dark hair that refuses every comb; loose strands cling to his temples, damp from the steam of his crowded infirmary. His face is narrow and alert, with fine lines at the corners of his eyes from squinting at tiny labels and larger problems. He moves quickly in short, careful steps, turning his shoulders sideways through crowds but still somehow occupying more room than expected with his bags, rolled sleeves, and constant reaching for things. Without noticing, he checks the little brass clasp on his medicine satchel whenever someone nearby coughs. The surprising detail: for a battle-tested cleric, he has a habit of leaving small, tidy sketches of birds on scraps of bandage wrapping.

Clothing

A rumpled cream linen shirt beneath a moss-green clerical robe, its hem repaired in several shades of thread. He wears a weatherproof brown mantle, a broad leather medicine satchel, and a plain wooden holy symbol polished smooth by use.

Body language

He leans toward whoever is speaking, then abruptly swivels toward every cough, dropped object, or hurried footstep. He keeps making space for others by turning sideways, yet his satchel, staff, and reaching arms fill the gap. His thumb finds and tests the brass clasp on his medical bag whenever he is worried.

Height
5 feet 9 inches
Build
Lean and long-limbed, with wiry strength from hauling water, patients, and supply crates
Eyes
Warm hazel, usually rimmed with fatigue
Hair
Dark brown, nearly black, usually tangled and escaping its tie
Skin
Muted olive with a warm golden undertone
Age
About 180 years old, middle-aged by elven standards
Gender
Male
Size
Medium

Distinguishing features

His messy hair is permanently flattened on one side by the hood he forgets to remove indoors.
He checks his medicine satchel's brass clasp whenever anyone nearby coughs.
He leaves small, neat bird sketches on scraps of bandage wrapping.
He turns sideways to make room for people but still fills the space with his equipment and restless reach.

Personality

12 traits and drives

Friendly and quick to reassure, yet unable to relax while anyone nearby is in pain. He welcomes company but guards his private worries; he can be gently funny in a quiet room and sharply decisive in an emergency. He wants to trust people, though experience has taught him to verify every promise involving medicine.

Alignment
Neutral Good

Quirks

Checks the clasp on his medicine satchel whenever someone coughs.
Sketches tiny birds on bandage wrappers, then leaves them where patients might find them.
Labels jars with both their contents and the date he last checked them, then checks the dates again.
Counts steps between the infirmary door and each bed when he cannot sleep.

Habits

Greets people by name when he can, even while clearly trying to remember three urgent tasks.
In a crisis, gives brief, crisp instructions and acts immediately; once the danger passes, replays his choices aloud.
When rested, makes time for children and asks about their pets before their injuries.
When someone abuses authority, his friendly expression remains, but his questions become precise and difficult to evade.

Traits · 3

Makes strangers feel welcome, then watches carefully to see whether they are safe around his patients.
Acts with firm confidence when lives are at stake, but second-guesses himself afterward.
Finds humor in mundane mishaps, especially his own, while treating cruelty without a trace of amusement.

Flaws · 3

Takes responsibility for problems that are not his to solve.
Keeps working past the point where fatigue makes his judgment worse.
Sometimes conceals how scarce the infirmary's supplies are so patients will not panic.

Fears · 3

Being forced again to decide whose life receives scarce treatment.
That the medicine thief will be caught before Bektir can learn whom they are helping.
That his growing exhaustion will make him careless with someone's life.

Wants and needs · 3

A dependable supply of fever medicine.
A way to keep the infirmary open without abandoning patients the temple considers undeserving.
Sleep, though he will insist the next task cannot wait.

Combat

AC 18 · HP 38 · 30 ft.

He avoids trading blows, keeps allies between himself and attackers, and uses Bless or Spirit Guardians to protect a group. He heals fallen companions with Healing Word when possible, saves Preserve Life for several endangered allies, and uses Spiritual Weapon to pressure foes while keeping his action available for healing or control. If civilians are threatened, he takes risks to draw danger away from them.

Bektir

Medium humanoid (elf), neutral good
Armor Class18
Hit Points38
Speed30 ft.
Level5
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsWisdomCharisma
SkillsMedicinePerceptionInsightPersuasion
SensesDarkvision 60 feet; passive Perception 16
Languages
Common,
Elvish
Elf. darkvision 60 feet, Fey Ancestry, and proficiency in Perception.
Life Domain. Disciple of Life adds 2 + the spell's level to hit points restored by a healing spell.
Channel Divinity. Preserve Life, usable once per short or long rest, restores up to 25 hit points divided among creatures within 30 feet, without raising them above half their hit point maximum.
Spellcasting. Wisdom is the spellcasting ability; spell save , spell attack bonus +7. Spell slots: four 1st-level, three 2nd-level, and two 3rd-level.
Custom feature, Triage by Touch. Bektir can identify whether a creature he touches is poisoned, diseased, or below half its hit point maximum. This grants no mechanical benefit beyond the information.

Spells

Cure Wounds (cantrip, evocation). Cantrip: A creature regains hit points, or an object is mended if the break is no larger than 1 foot in any dimension.
Thaumaturgy (cantrip, transmutation). Cantrip: Bektir creates a harmless sensory effect, such as a faint odor, a small sound, or a momentary flicker of light.
Sacred Flame (cantrip, evocation). Cantrip: A creature makes a Wisdom saving throw or takes radiant damage. Damage increases with character level.
Bless (level 1, enchantment). 1st-level spell: Up to three creatures gain a bonus to attack rolls and saving throws for up to 1 minute, with concentration.
Cure Wounds (level 1, evocation). 1st-level spell: A creature regains hit points, plus 3 additional hit points from Disciple of Life.
Healing Word (level 1, evocation). 1st-level spell: A creature within 60 feet regains hit points, plus 3 additional hit points from Disciple of Life.
Shield of Faith (level 1, abjuration). 1st-level spell: A willing creature gains a protective ward that grants +2 AC for up to 10 minutes, with concentration.
Lesser Restoration (level 2, abjuration). 2nd-level spell: A creature regains hit points, plus 4 additional hit points from Disciple of Life.
Spiritual Weapon (level 2, evocation). 2nd-level spell: Bektir creates a floating magical weapon that attacks a creature within 5 feet of it for force damage as a bonus action.
Spiritual Weapon (level 2, evocation). 2nd-level spell: Bektir summons a spirit that heals allies or harms undead in a 30-foot radius for up to 1 minute, with concentration.
Aura of Vitality (level 3, evocation). 3rd-level spell: Allies within 30 feet gain resistance to radiant damage and advantage on saving throws against effects that cause fear or charm for up to 10 minutes.
Mass Healing Word (level 3, evocation). 3rd-level spell: A creature regains hit points, plus 5 additional hit points from Disciple of Life.
Spirit Guardians (level 3, conjuration). 3rd-level spell: Bektir surrounds himself with spirits that deal radiant or necrotic damage to nearby enemies at the start of their turns for up to 10 minutes, with concentration.

Actions

Quarterstaff. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 5 () bludgeoning damage, or 6 () if used with two hands.
Spellcasting. Bektir makes one quarterstaff attack or casts a spell with a casting time of 1 action.
Channel Divinity: Preserve Life. Bektir presents his holy symbol and restores up to 25 hit points divided among any creatures of his choice within 30 feet. This feature cannot restore a creature to more than half its hit point maximum. Undead and constructs are unaffected.

Services they sell

Provides ordinary healing and first aid when his supplies permit.
Can identify common injuries and advise on safe treatment.
Offers a place to rest to people who will not endanger his patients.

Rewards they can give

Basic healing and safe rest at the infirmary when supplies allow.
A healer's kit or a small supply of common medicinal herbs.
A trusted introduction to patients, ferry workers, and people who rely on the infirmary.

Equipment

  • Quarterstaff (weapon)A sturdy staff with a worn grip, used for support and defense.
  • Holy symbol (spellcasting focus)A small wooden emblem of his faith, worn openly and used as a spellcasting focus.
  • Healer's kit (medical supplies)Contains clean bandages, antiseptic herbs, splints, and a few small vials of common remedies.
  • Chain mail and shield (armor)Protective chain mail beneath his robes and a battered shield bearing a simple river-reed mark.
  • Olan's cup (keepsake)A chipped cup belonging to Olan, kept wrapped in cloth in his desk drawer.

Possessions

A wooden holy symbol
A brass-clasped medicine satchel
A chipped cup that belonged to Olan
A folded list of patients awaiting treatment
A stub of charcoal for drawing birds

Background

Bektir was raised among the orchard terraces above the old river road, where his mother, a healer, taught him to clean wounds before asking who had caused them. He entered temple service expecting quiet study and found instead a district where the poor slept in doorways and the watch brought injured prisoners to the same beds as their victims. During a winter fever, he was forced to choose which of two crowded wards received the last shipment of medicine. He chose the children’s ward; an old ferry worker named Olan died before help reached him. Bektir still keeps Olan’s chipped cup on his desk, and the memory made him a decisive healer who privately questions every decision afterward. He now runs a small infirmary at the Ford of Three Reeds, helped by Jessa, a practical human apprentice who insists he eat, and watched warily by Captain Davor, who wants the infirmary to treat only respectable citizens. A fresh problem consumes him: someone has been stealing fever medicine and leaving clean bandages in its place. He suspects the thief is treating people the temple has refused.

Role in the story

A compassionate local healer who can treat the party, offer neighborhood intelligence, and draw them into a conflict over stolen medicine and unequal access to care.

“During a winter fever, he was forced to choose which of two crowded wards received the last shipment of medicine.”
From their background
Faction
A serving cleric of the local temple, though his infirmary serves anyone who needs care, regardless of status.

Known connections

Jessa, his apprentice, keeps the infirmary functioning and is quietly investigating the medicine theft.
Olan, a deceased ferry worker whose death during the fever still shapes Bektir's choices; his chipped cup remains on Bektir's desk.
Captain Davor, a watch officer who respects Bektir's work but wants him to turn away criminals and the destitute.
The nameless medicine thief, whom Bektir suspects is helping patients shut out of official care.
Major secret · GM only
Minor secrets · GM only

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