Alaria Nejemi
Race: Human; Background: Acolyte (Gods of the First Light); Class: Cleric 3rd (Light Domain)
Alignment: Neutral Good
Personality:
Alaria sees omens in any event.
Nothing can tarnish Alaria's optimism.
Ideals:
Tradition: Alaria believes that ancient rites and traditions must be honored.
Bonds:
Alaria is willing to do anything to preserve the temple where she was initiated.
Flaws:
Alaria blindly trust the hierarchy of her church.
STR: +2 (14), DEX: +1 (12), CON: +1 (13), INT: +0 (10), WIS: +3 (16), CHA: +2 (14)
Proficiency Bonus: +2
- Saving Throws: Wisdom +5; Charism +4
- Skills: Insight: +5; Medicine: +5; Persuasion +4; Religion +2
- Tools: -
- Languages: Common, Celestial, Dwarvish, Goblin
- Weapons: Simple Weapons
- Armors: Light, Medium and Shields
- Shelter of the Faithful: Alaria can expect free lodgings and healing at the temples of her own faith.
- Channel Divinity (Action; 1/Short Rest): Alaria can channel divine power to use the following abilities.
- Turn Undead: Undead within 30' of Alaria must make a DC 13 Wisdom save or be turned for 1 minute or until damaged.
- Radiance of Dawn: Enemies within 30' of Alaria suffer 2d10+3 radiant damage, A successful DC 13 Constitution save halves the damage. She also dispels any magical darkness within the same radius.
- Warding Flare (Reaction): Alaria can emit a flash of light to blind an attacker within 30' that is targeting her. The opponent suffers Disadvantage on its attack roll.
Initiative: +1; Armor Class: 17 (Riveted Scale Mail [15] + Shield); Speed: 30'
Hit Points: 21; Hit Dice: 3d8
Attacks:
- Spear (+4 to hit; 1d6+2; Versatile [1d8+2 if used with both hands], Thrown [20'/60'])
- Shortbow (+3 to hit; 1d6+1; Range [80'/320']; Quiver with 20 arrow)
Trinket: A fan that, when unfolded, shows a sleeping cat
Spells (can prepare 6 per day, plus domain spells)
- Cantrips: Light, Guidance, Spare the Dying, Thaumaturgy
- 1st Level: Burning Hands (D), Faerie Fire (D), Bless, Cure Wounds, Purify Food and Drinks, Shield of Faith
- 2nd Level: Flaming Sphere (D), Scorching Ray (D), Hold Person, Lesser Restoration
The Story So Far...
The daughter of a merchant family of Ifranian blood, Alaria was meant to take over the family business, but that never came to pass. When she was barely 7 years old her parents hit a rough spot: her father and uncle perished during a seastorm while returning from the Cyclopean Archipelago. Her mother tried her best to keep the business running, but with little success. Worried about her daughter's future, she made the only sensible decision and sent her to a monastery.
It was meant to be a temporary measure, but Alaria took this new situation in stride. Whereas many other novices were serious, dedicated and somehow somber, she was always optimistic and cheerful. Nonetheless, she performed her devotions and showed the utmost respect for the elder priests. In a few years she took her vows and moved to a cloister in the Fang Mountains, but she didn't stay for long. Her natural charisma was too much of an asset and the mother superior decided to send her back to the Free City States as a sort of goodwill ambassador.
In my mind, Alaria is a character both wise and naive. She grew up in a monastery and so she knows very little about the world in general and tends to see the bring side of things, but she's actually pretty cautious and has tons of common sense, making her the natural heart of the team.