Skip to content
CreatePricing
Eiran Pell - AI-generated fantasy NPC

Eiran Pell

Variant Human · Cleric (Tempest Cleric, supplied homebrew; level 1)

Eiran Pell

Coastal shrine keeper and storm-season rescuer
“That plan has a crosswind.”
AC17
HP10/10
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

A slightly rasped, salt-air voice with a steady, carrying quality, shaped by years of calling across docks and through rain. It is warm without being soft-spoken; urgency makes his consonants crisp and clipped.

His words have the slightly rasping edge of someone accustomed to calling across wind and water. He speaks in compact, practical sentences, with a coastal rhythm that lengthens the ends of warnings. When recounting the wreck, he becomes precise about the weather and evasive about the people.

Speech patterns

Frames advice in weather terms: "That plan has a crosswind."
Asks short, useful questions before offering comfort.
Uses "steady now" as reassurance, but never as a command.

How to play them

He earns trust by listening carefully and offering immediate, useful help. He is welcoming to frightened travelers but becomes firm when someone endangers others for pride or profit. To earn his confidence, show practical courage or help protect the shrine without demanding gratitude.

Goal

Keep the shrine open through the storm season and learn the truth about his brother's fate.

Motivation

To make sure nobody in his care faces a storm or a crisis entirely alone.

Secret · GM only

Appearance

Eiran is a weather-browned human with a broad, weather-ready face and a patient gaze that seems to check the sky even indoors. His dark curls are cropped close at the temples but spring loose at the crown when damp. He moves with a grounded, careful pace, planting each foot as if testing a deck in rough water. A palm-sized brass barometer hangs at his chest; its glass is cloudy, and the lower rim is worn to a bright crescent where his thumb worries it. He smells distinctly of wet wool and crushed fennel, an odor he notices only when someone else mentions it.

Clothing

A dark blue wool coat patched at both elbows, a salt-stiff linen shirt, a leather belt with a small first-aid pouch, and a rain cape fastened by a carved bone toggle. His boots are carefully greased but permanently marked with pale salt lines.

Body language

Keeps his shoulders angled toward whoever seems most vulnerable. His thumb rubs the barometer's worn rim when he is calculating risk; when resolved, he braces both feet squarely and looks directly at the person he must confront.

Height
5 feet 10 inches
Build
Sturdy and compact, with a rope-hauler's shoulders and a slightly forward-leaning stance.
Eyes
Hazel-brown
Hair
Dark brown, nearly black when wet
Skin
Sun-browned, with pale salt-dry patches at the temples
Age
Thirty-six
Gender
Male
Size
Medium

Distinguishing features

A cloudy brass barometer hangs from his neck, its lower rim polished bright by his restless thumb.
He carries the persistent scent of wet wool and crushed fennel, though he does not realize the fennel smell clings to his coat.
When he stops walking, his feet settle into a sailor's brace, even on dry ground.

Personality

10 traits and drives

Eiran is reassuring in a crisis but awkward when thanked, and his natural patience turns into stubborn bluntness when someone treats lives as expendable. In quiet company he is dryly funny and attentive; after a near miss, he becomes procedural, checking ropes and names until he can settle himself.

Alignment
Neutral Good

Quirks

Taps the barometer twice before leaving a building, though he knows it cannot predict indoor weather.
Leaves a cup of water on the shrine's outer step for any traveler arriving after dark.
Counts people aloud under his breath after a frightening event, then pretends he was counting supplies.
Turns loose buttons and pebbles into tiny boats and sets them sailing in puddles.

Habits

Before making a difficult choice, checks the wind, even if he is inside.
When someone is frightened, gives them a practical task rather than telling them not to be afraid.
After a rescue, finds an excuse to busy himself with ropes or blankets instead of accepting praise.

Traits · 3

He steadies other people instinctively, yet dislikes being treated as anyone's hero.
He is gentle with fear and impatient with recklessness disguised as bravery.
He trusts careful preparation, though the memory of the wreck can make him overprepare.

Flaws · 2

He treats his own exhaustion as an acceptable price for keeping others safe.
He can mistake caution for wisdom and delay a decision until the opportunity has passed.

Fears · 2

That someone he tries to save will die because he hesitated or chose the safer option.
That his brother survived the wreck and believes Eiran abandoned him.

Wants and needs · 3

A dry roof and enough supplies to keep the shrine ready through storm season.
A trustworthy lead about the missing wreck crew.
Someone who will remind him that accepting help is not the same as abandoning responsibility.

Combat

AC 17 · HP 10 · 30 feet

At level 1, Eiran has no Channel Divinity or Storm Domain features. He opens with Bless when allies are likely to trade blows, or Guiding Bolt when a dangerous foe needs to be exposed to an ally's attack. He uses Sacred Flame at range, keeps his shield raised, and stays close enough to cover a wounded companion with Healing Word. He retreats behind cover rather than chasing enemies. He has two 1st-level spell slots and can cast prepared spells using those slots.

Eiran Pell

Medium humanoid (variant human), neutral good
Armor Class17
Hit Points10
Speed30 feet
Level1
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsWisdomCharisma
SkillsInsightMedicineAthleticsSurvival
SensesPassive Perception 13
Languages
Common,
Dwarvish
Level 1 Cleric spellcasting. Wisdom is his spellcasting ability; spell save , spell attack modifier +5.
Spell slots. two 1st-level slots. He knows three cleric cantrips and prepares four 1st-level cleric spells.
The supplied Storm Domain features begin at level 3 or higher. At level 1, he has no Channel Divinity or subclass features.

Spells

Sacred Flame (cantrip, evocation). Cleric cantrip; the target makes a Dexterity saving throw against or takes radiant damage.
Shocking Grasp (cantrip, evocation). Cleric cantrip; make a ranged spell attack at to hit, dealing lightning damage on a hit.
Spare the Dying (cantrip, necromancy). Cleric cantrip; a willing creature regains hit points. A creature can benefit only once before finishing a Long Rest.
Cure Wounds (level 1, abjuration). Prepared. A creature touched regains hit points.
Bless (level 1, enchantment). Prepared. Up to three creatures of his choice within range add to attack rolls and saving throws while he maintains concentration, up to 1 minute.
Guiding Bolt (level 1, evocation). Prepared. Make a ranged spell attack at to hit; on a hit, the target takes radiant damage, and the next attack roll against it before the end of Eiran's next turn has Advantage.
Healing Word (level 1, abjuration). Prepared. A creature within range regains hit points. This spell can be cast as a bonus action.

Actions

Mace. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 4 () bludgeoning damage, or 5 () if wielded with two hands.
Sacred Flame. Ranged Spell Attack: to hit, range 120 ft., one target. Hit: radiant damage. This cantrip's damage increases at character level 5.
1st-Level Spell: Guiding Bolt. Ranged Spell Attack: to hit, range 60 ft., one creature or object. Hit: lightning damage. This cantrip's damage increases at character level 5.

Reactions

No subclass reaction at level 1. At level 1, Eiran has no Sheltering Squall feature or Channel Divinity. If he has Healing Word prepared and an available spell slot, he can use his bonus action on his turn to cast it, but it is not a reaction.

Services they sell

Basic healing and first aid for travelers.
Storm and tide advice based on local observation.
Shelter at the shrine during dangerous weather, when space allows.

Rewards they can give

A safe place to sleep at the shrine and honest local information about coastal conditions.
A small chart marking sheltered coves and known wreck sites.
His lasting trust, and practical help in organizing a rescue or mediating a local dispute.

Equipment

  • Mace (weapon)A practical weapon with a leather-wrapped grip, maintained but visibly old.
  • Shield (armor)A serviceable wooden shield bearing the shrine's simple mark of a wave beneath an open hand.
  • Scale Mail (armor)Protective scale armor worn beneath his coat; salt has dulled its edges.
  • Brass barometer (personal keepsake)Clouded glass, a bent needle, and a polished crescent on the lower rim from years of handling.
  • Rescue pouch (adventuring gear)A healer's kit, a coil of thin rope, chalk, and a small packet of dried fennel.

Possessions

Cloudy brass barometer polished bright where his thumb rubs it.
A snapped oar kept wrapped in sailcloth.
A small prayer book swollen from years of damp air.
A coil of rope and a rescue pouch stocked for sudden emergencies.

Background

Eiran grew up hauling nets and carrying messages between the cliff villages of the western coast. At nineteen, he was aboard a supply skiff when a sudden squall overturned it near the reef. He clung to a spar for hours, listening to his younger brother call from somewhere in the dark water; by dawn, only Eiran had been found. He spent years blaming himself for choosing the safer line toward shore, until a retired lighthouse keeper named Daro taught him that survival was not a verdict on love. Eiran later joined the small shrine at Brinehush, where he learned the cleric's prayers and became a steady presence during floods and wrecks. He now tends the shrine, checks storm warnings for passing crews, and quietly searches the coast for any sign that his brother might have survived. The shrine's roof is failing, and its reeve, Kesta, wants to divert the repair fund to a private pier.

Role in the story

A level 1 support cleric and local guide whose care for people makes him a dependable ally, while his unresolved loss and conflict with the reeve can draw the party into coastal trouble.

“At nineteen, he was aboard a supply skiff when a sudden squall overturned it near the reef.”
From their background
Faction
Keeper of the small coastal shrine at Brinehush; no formal order beyond its local congregation.

Known connections

Daro, the retired lighthouse keeper who taught him to accept survival without mistaking it for betrayal.
Kesta, the pragmatic reeve who is diverting the shrine's repair funds to a pier project; their dispute remains civil but tense.
His younger brother, Olan, lost in the squall years ago. Eiran still searches wreck reports and asks sailors for news.
Major secret · GM only
Minor secrets · GM only

Connections

Mentioned in their text, not linked yet

  • Darothe retired lighthouse keeper who taught him to accept survival without mistaking it for betrayal.
  • Kestathe pragmatic reeve who is diverting the shrine's repair funds to a pier project; their dispute remains civil but tense.
  • His younger brotherOlan, lost in the squall years ago. Eiran still searches wreck reports and asks sailors for news.

Species

Variant Human

Media

0 images

No images yet.

Visual sheet

Turn Eiran Pell into a sheet

A high-res, share-ready sheet you can post or print.