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Daybrerak 4

Kazran Sardik is a Half-Elf Acolyte Cleric of the Life Domain, raised in the temple of Lathander after being abandoned as an infant. He seeks to uncover his noble lineage linked to the Sardik family while helping those suffering in Icewind Dale under Auril's curse. Kazran embodies the ideals of renewal and justice, using his divine powers to heal and protect others as he pursues his quest for identity and purpose.

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0% found this document useful (0 votes)
11 views2 pages

Daybrerak 4

Kazran Sardik is a Half-Elf Acolyte Cleric of the Life Domain, raised in the temple of Lathander after being abandoned as an infant. He seeks to uncover his noble lineage linked to the Sardik family while helping those suffering in Icewind Dale under Auril's curse. Kazran embodies the ideals of renewal and justice, using his divine powers to heal and protect others as he pursues his quest for identity and purpose.

Uploaded by

cmhtucker2003
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Kazran Sardik (Daybreak)

4 18
Acolyte Cleric

Half Elf 319 31 31


Life Domain 0

- 30 Med 13
+1
+2 12

Mace +3 1d6+1

+3
+1 13
✘ Light Crossbow +2 1d8 range 80ft - 320ft
✘ +3

✘ +3

+3 16
- 10
Disciple of Life Channel Divinity: Preserve Life
✘ +6 your healing spells are more effective. Whenever you use a Starting at 2nd level, you can use your Channel Divinity to
spell of 1st level or higher to restore hit points to a creature, heal the badly injured.
the creature regains additional hit points equal to 2 + the
spell's level. As an action, you present your holy symbol and evoke
healing energy that can restore a number of hit points equal
to five times your cleric level. Choose any creatures within 30
✘ +6 Feature: Shelter of the Faithful feet of you, and divide those hit points among them. This
As an acolyte, you command the respect of those who feature can restore a creature to no more than half of its hit
✘ +6 share your faith, and you can perform the religious point maximum. You can't use this feature on an undead or a
ceremonies of your deity. You and your adventuring construct.
✘ +6 companions can expect to receive free healing and care at a
temple, shrine, or other established presence of your faith,
though you must provide any material components needed Channel Divinity: Turn Undead
for spells. Those who share your religion will support you at As an action, you present your holy symbol and speak a
a modest lifestyle. prayer censuring the undead. Each undead that can see or
hear you within 30 feet of you must make a Wisdom saving
throw. If the creature fails its saving throw, it is turned for 1
minute or until it takes any damage.

A turned creature must spend its turns trying to move as far


+2 15
away from you as it can, and it can't willingly move to a space
- 10
within 30 feet of you. It also can't take reactions. For its
action, it can use only the Dash action or try to escape from
an effect that prevents it from moving. If there's nowhere to
move, the creature can use the Dodge action.

✘ +5

Half-Elf Versatility. Metamagic Adept


Skill Versatility (General). You gain proficiency in two
skills of your choice. Investigation / history Learn 2 metamagic and gain 2 sorcery points
Darkvision. You can see in dim light within 60 feet of Sorcery Points: 2 (Max 2)
you as if it were bright light, and in darkness as if it were
dim light. Quickened spell

✘ ✘ ✘ Twinned Spell

Simple
5"10, shaggy blonde hair and short beard, blue eyes,
wearing chain mail, with a white tabard over top bearing an
image of the rising sun.
+3

14
4
2
+6

In Elturel, a city shaped by faith in light and justice, an infant


was abandoned on the steps of Lathander's temple. A man
in ragged noble clothes, missing a ring finger, left the child
with only a pendant bearing a noble family's signet. The
clergy took the boy in, naming him Kazran and raising him
in the teachings of the Morninglord. Devoted and
disciplined, Kazran embraced the idea of renewal and
0 Guidance ✘ second chances, always rising at dawn to serve the temple.

Yet questions about his origins lingered. The priests


0 Mending ✘ identified the signet as belonging to the Sardik family, a
northern noble house lost to time. When Kazran heard tales
of a knucklehead trout that had bitten off a noble's
0 Toll the Dead finger—bearing a ring with the Sardik signet and cursing
their lineage—he saw a chance to uncover the truth. That
ring could prove his connection to the Sardiks and unravel
0 Light the mystery of his past.

His search led him to Icewind Dale, a land gripped by Auril's


0 word of radiance eternal winter. Undeterred, Kazran dedicated himself to
helping those suffering in the Frostmaiden’s cruel domain
while pursuing the lost ring. To him, Lathander's light is both
a source of hope for others and a personal guide, driving
him to break Auril's curse, uncover his lineage, and fulfill the
Lawful
promise of a Good
new dawn—for the world and for himself.

1 Healing Word

1 Guiding Bolt Common, Elf, Dwarvish

1 Sanctuary ✘

1 Cure wounds Life domain spell


1 Bless ✘ Life domain Spell
chain mail (AC16) disadvantage on stealth
1 Shield of Faith ✘
mace 1d6 + str
shield +2 to ac
light crossbow 1d8 + dex (range 80 - 320)
holy symbol on a chalice around his kneck
prayer book
vestiments
common clothes
5 sticks of incense
owl figurine carved from whale bone
crampons
snowshoes
sewing box that smells of old wood with 3 new spools of
yarn
ring of swimming

Explorers pack includes:


a backpack
2 Lesser Restoration Life Domain Spell a bedroll
a mess kit
a tinderbox
2 Spiritual Weapon ✘ Life Domain Spell 10 torches
6 days of rations
a waterskin
2 Hold Person ✘ 50 feet of hempen rope

2 Prayer of Healing

2 Silence

6 25 29

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