Skip to content
CreatePricing
Ravnik Stormfire - AI-generated fantasy NPC

Ravnik Stormfire

Dragonborn · Cleric, Tempest Domain · Level 5

Ravnik Stormfire

Traveling temple healer, flood-rescue volunteer, and advocate for the riverside pottery quarter.
AC18
HP38/38
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

His voice has a dry, grainy edge from years of shouting over kiln roar and river noise. When rattled, his breath makes two small clicks before he speaks, and his sentences become shorter and more exact rather than louder.

He speaks in measured, practical phrases, shaped by years of giving instructions over kiln noise and rushing water. His words carry the clipped clarity of someone used to being heard in a storm, with occasional river and pottery metaphors slipping into ordinary conversation.

Speech patterns

Uses river, kiln, and weather imagery to make a point, usually without noticing he is doing it.
Asks direct questions, then leaves a pause long enough for an honest answer.
When challenged on a decision, explains what danger he saw rather than claiming moral authority.
Uses dry humor after a crisis, especially when someone insists they are fine while bleeding.

How to play them

Ravnik responds best to people who offer concrete help rather than grand promises. He will share food, directions, and basic healing readily, but asks visitors to explain who might be harmed by their plans. If someone admits uncertainty, he is generous. If someone treats ordinary people as acceptable losses, he becomes immovable.

Goal

Stop the river diversion until the pottery quarter's residents have a safe alternative, and persuade the temple to spend its influence on the people it serves.

Motivation

He wants the power to protect people without pretending that every loss can be prevented. More than praise or rank, he wants to be trusted with difficult choices and to make those choices in the open.

Secret · GM only

Appearance

Ravnik stands 6 feet 1 inch tall, and seems to occupy more room than his frame ought to allow. Iridescent copper scales ripple with orange light when he turns, like hammered metal warmed from within; their fine ridges catch dust and lamplight in narrow stripes. His black horns sweep back from his brow in uneven, polished arcs, and amber eyes hold a steady, searching warmth that can turn abruptly to grief. He moves with a trained fighter's economical balance, but his broad tail makes a quiet, unintentional sweep behind him, nudging stools and hems aside. His unexpected softness is a tiny collection of paper moths, carefully folded from prayer scraps and tucked into his armor; he makes a new one whenever he cannot sleep.

Clothing

A soot-dark chain shirt under a weather-stained blue mantle, with a plain shield strapped across his back when traveling. His cuffs are stitched with small wave patterns, and a strip of rough kiln cloth is wrapped around one wrist.

Body language

He plants his feet as if bracing against a current, shoulders angled to leave room for people to pass. His tail sweeps wide without his noticing, and he apologizes when it bumps something. When rattled, his breath catches in two dry clicks at the back of his throat; he grips his holy symbol until its edges press into his palm.

Height
6'1"
Build
Muscular and agile, with a broad chest, strong legs, and the balanced posture of a trained shield-bearer.
Eyes
Amber
Hair
None; black horns sweep back from his brow.
Skin
Iridescent copper scales with vibrant orange undertones.
Age
28
Gender
Male
Size
Medium

Distinguishing features

His black horns curve backward in slightly uneven arcs, one tip polished smooth from years of brushing against low doorways.
His copper scales show bright orange along their ridges and darker brown between them, like glazed pottery cracked by heat.
He folds tiny paper moths from scraps of prayers and keeps them tucked inside his armor.
His broad, expressive tail sweeps around him and often gives away his mood before his face does.

Personality

14 traits and drives

Ravnik is decisive in a crisis but uneasy with praise afterward. He jokes easily with workers and children, yet grows formal when speaking to temple elders. He believes rules can protect the vulnerable, but despises using rules to excuse inaction. He is tender with frightened people and impatient with anyone who treats fear as weakness.

Alignment
Chaotic Good

Quirks

He folds paper moths from any scrap with writing on it, including receipts and old prayers.
He taps doorframes twice with one horn before entering, claiming it helps him judge the lintel.
He arranges cups and bowls into little drainage channels when thinking.
He counts the seconds between lightning and thunder even indoors, then looks embarrassed when noticed.

Habits

Before entering a building, he checks where water would flow if the roof or walls failed.
He gives practical aid first, then asks questions once people are safe.
When he has to choose between a rule and a person in immediate danger, he breaks the rule and accepts the argument afterward.
After a frightening storm, he folds paper moths until his hands stop trembling.

Traits · 4

He acts boldly when lives are in immediate danger, then replays every choice in private.
He welcomes argument from people with something at stake, but shuts down grandstanding.
He is warm and playful with children, and stiffly respectful around senior clergy.
He believes faith should make people braver about helping one another, not more comfortable watching.

Flaws · 3

He takes responsibility for disasters he could not have prevented.
He can become reckless when someone is trapped or swept away.
He distrusts plans that rely on patience, even when delay would genuinely help.

Fears · 3

Being forced to choose which group of people deserves rescue.
That his mentor's death was not an unavoidable loss, but a consequence of his own hesitation.
That the temple will call quiet obedience virtue while the river takes the homes of the poor.

Wants and needs · 4

He wants the pottery quarter protected from the river diversion.
He needs to tell Nima the full truth about the spillway night.
He wants the temple to act before the next flood makes the decision for everyone.
He needs allies who can challenge his certainty without abandoning the people at risk.

Combat

AC 18 · HP 38 · 30 ft.

Ravnik tries to keep allies within reach and enemies away from the vulnerable. He opens with bless or spiritual weapon when the group needs staying power, uses thunderwave to break a press of attackers, and saves healing word for an ally who drops out of the fight. He uses Destructive Wrath to maximize a crucial thunder or lightning spell, not merely to show off. He avoids using acid breath near allies and does not pursue fleeing foes unless they threaten civilians.

Ravnik Stormfire

Medium humanoid (dragonborn), chaotic good
Armor Class18
Hit Points38
Speed30 ft.
Level5
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsWisdomCharisma
SkillsInsightReligionMedicineAthletics
SensesPassive Perception 13
Languages
Common,
Draconic,
Dwarvish
Dragonborn ancestry. acid resistance and a 15-foot cone of acid usable once per short or long rest. Creatures in the area make a Dexterity saving throw, taking acid damage on a failure or half as much on a success.
Spellcasting. Wisdom is Ravnik's spellcasting ability. Spell save , spell attack bonus +6. He has four 1st-level and two 2nd-level spell slots.
Channel Divinity, 1/rest. Turn Undead. Undead within 30 feet that can see or hear him make a Wisdom saving throw or flee for up to 1 minute, ending the effect if they take damage.
Channel Divinity, 1/rest. Destructive Wrath. When Ravnik rolls lightning or thunder damage, he can use Channel Divinity to deal maximum damage instead of rolling.

Spells

Guidance (cantrip, divination). A creature gains a d4 to one ability check of its choice before the spell ends.
Sacred Flame (cantrip, evocation). One creature must succeed on a Dexterity saving throw or take radiant damage. It gains no benefit from cover for this saving throw.
Thaumaturgy (cantrip, transmutation). He creates harmless sensory signs of divine power, such as a distant rumble or a sudden gust.
Bless (level 1, enchantment). Up to three creatures gain a d4 to attack rolls and saving throws for up to 1 minute, requiring concentration.
Cure Wounds (level 1, evocation). A creature regains hit points. This spell does not affect undead or constructs.
Healing Word (level 1, evocation). A creature Ravnik can see within 60 feet regains hit points.
Shield of Faith (level 1, abjuration). A creature Ravnik touches gains a bonus to AC for up to 10 minutes, requiring concentration.
Spiritual Weapon (level 2, evocation). A spectral weapon attacks a creature within 5 feet of it, using Ravnik's spell attack bonus and dealing force damage. He can move the weapon and attack again as a bonus action on later turns while the spell lasts.
Thunderwave (level 2, evocation). Each creature other than Ravnik within 15 feet makes a Strength saving throw. On a failure it takes thunder damage and is pushed 10 feet; on a success it takes half damage and is not pushed.
Warding Bond (level 2, abjuration). For up to 1 minute, Ravnik has advantage on Wisdom checks and saving throws against spells and other magical effects. This requires concentration.

Actions

Warhammer. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: bludgeoning damage, or if wielded in two hands.
Acid Breath. Ravnik exhales acid in a 15-foot cone. Each creature in the area makes a Dexterity saving throw, taking acid damage on a failure, or half as much on a success. Once used, this trait cannot be used again until he finishes a short or long rest.
Spellcasting. Ravnik casts a prepared cleric cantrip. His usual choices are guidance, sacred flame, and thaumaturgy. Sacred flame requires a Dexterity saving throw and deals radiant damage on a failure.

Reactions

Shield of Faithful Shelter (custom). When Ravnik or a creature he can see within 30 feet takes damage, he casts his reaction spell if available, gaining a protective barrier of magical force. The target gains temporary hit points.

Services they sell

Casts healing spells for those who cannot pay, when he has spell slots available.
Provides guidance through flood channels and unstable riverside streets.
Offers basic first aid, evacuation planning, and practical help repairing storm damage.

Rewards they can give

A safe route through the river tunnels and a reliable guide through the flooded quarter.
Healing and practical aid for injured or displaced residents.
A map showing the diversion project's weak points and the homes it would endanger.
If trust is earned, Ravnik's testimony before the Tempest temple elders.

Equipment

  • Warhammer (weapon)A well-maintained warhammer with a square head, suited to close quarters.
  • Shield (armor)A steel shield marked with a simple wave-and-lightning emblem, granting the AC reflected in his statistics.
  • Chain mail (armor)Chain mail worn beneath his mantle.
  • Holy symbol (focus)A small copper disk stamped with a curling storm, used as his holy symbol.
  • Healer's kit (supplies)A healer's kit with several strips of kiln cloth folded among the bandages.

Possessions

Warhammer
Shield bearing a simple wave-and-lightning emblem
Chain mail
Copper holy symbol
Healer's kit
A bundle of folded paper moths
A handwritten map of flood channels and threatened homes

Background

Ravnik was raised among the kiln crews of a riverside pottery quarter, where his family repaired flood-damaged homes and taught him to read weather by the smell of clay. At seventeen, a sudden storm broke the old spillway. The temple bell keeper, his mentor, ordered him to hold a sluice gate while she led children to higher ground. Ravnik obeyed, but the gate gave way and the keeper was swept off the ledge. He survived with the children and spent years mistaking survival for proof that he had chosen correctly. He became a Tempest cleric not because he loves storms, but because he refuses to let their power be treated as mindless. He still sends money to the keeper's sister, Nima, a blunt potter who accepts the payments but will not tell him he is forgiven. His closest companion is Oru, a human river pilot who knows Ravnik's routes and his worst habits. Now the city plans to divert the river through the pottery quarter to protect the wealthy hill district. Ravnik is organizing its residents, while the temple elders insist that restraint and patience are the only holy answers.

Role in the story

A principled ally who can guide the party through flood hazards and expose the human cost of a civic project. His grief and concealed hesitation make him vulnerable to manipulation, but also give him a reason to seek honest allies.

“At seventeen, a sudden storm broke the old spillway.”
From their background
Faction
A junior cleric of the city's Tempest temple, though increasingly at odds with its cautious elders; an informal advocate for the pottery quarter.

Known connections

Nima, a potter and sister of Ravnik's dead mentor, takes his support but still resents his survival.
Oru, a human river pilot, ferries him through the city's flood channels and warns him when temple officials are asking after him.
The residents of the pottery quarter depend on Ravnik to oppose the planned river diversion.
Major secret · GM only
Minor secrets · GM only

Media

0 images

No images yet.

Visual sheet

Turn Ravnik Stormfire into a sheet

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