The Workshop: Kerr’in – Priestess of the Celestial Truth (D&D 5e)

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Kerr’in

Gold Dragonborn Cleric of Light 5

Copyright unknown. All rights reserved to original artist or copyright holder

Armor Class 15
Hit Points 36 (5d8+10)
Proficiency Bonus +3
Speed 30 ft
Alignment chaotic good
Languages Common, Draconic

Ability Scores
Strength          16 (+3)
Dexterity         9 (-1)
Constitution    14 (+2)
Intelligence      10 (+0)
Wisdom           16 (+3)
Charisma         12 (+1)

Attacks
Melee Attack: Mace +6 (1d6+3 bludgeoning damage)
Ranged Attack: Light crossbow +2 1d8 piercing damage, Ammunition, range 80/320, loading, two-handed)

Skills Acrobatics -1, Animal Handling +3, Arcana +0, Athletics +3, Deception +1, History +3, Insight +6, Intimidation +1, Investigation +0, Medicine +6, Nature +0, Perception +3, Performance +1, Persuasion +1, Religion +3, Sleight of Hand -1, Stealth -1 (disadvantage), Survival +3

Equipment mace, scale mail, light crossbow w/ 20 bolts, priest’s pack, shield, holy symbol, scroll case stuffed full of notes from your studies and prayers, a winter blanket, a set of common clothes, herbalism kit, 5 gp

Racial Features

Breath Weapon: You can use your action to breathe a 15 ft. cone of fire from your mouth. Each creature in the area must make a DC 13 Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, and half as much on a successful save.

Damage Resistance: You have resistance to fire damage.

Class Features

Proficiencies
Armor Proficiencies: light armor, medium armor, shields
Weapon Proficiencies: all simple weapons Saving Throws: Wisdom and Charisma
Skill Proficiencies: History, Insight, Medicine, Religion
Tool Proficiencies: Herbalism kit

Spellcasting: You prepare 8 spells of any level you know daily. You cast them by expending spell slots. You regain all expended spell slots after an long rest.
Spell Slots by Spell Level: 1st – 4 2nd – 3 3rd – 2
Cantrips: guidance, light, resistance, sacred flame, thaumaturgy
Spells Commonly Prepared: 1stburning hands*, cure wounds, faerie fire*, guiding bolt, purify food and drink 2ndaid, enhance ability, prayer of healing 3rdbeacon of hope, flaming sphere*, mass healing word, scorching ray* *denotes domain spell

Channel Divinity: You may use your Channel Divinity class feature to perform one of the following effects. You may only perform Channel Divinity once before you must take a short or long rest.

Turn Undead: You present your holy symbol as an action. 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 away from you as it can, and it can’t willingly move to a space 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. Undead creatures of CR ½ or lower are automatically destroyed on a failed saving throw.  
Radiance of the Dawn: You present your holy symbol as an action, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10+5 on a failed saving throw and half as much damage on a successful one. A creature that has total cover form you is not affected.

Warding Flare: When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll by causing a light to flare before the attacker hits or misses. An attacker that cannot be blinded is immune to this feature. You can use this feature 3 times, regaining all expended uses after a long rest. 

Background: Hermit
Discovery: During her exile from the faith, Kerr’in was able to spend a lot of time in deep study of the various scriptures and tenets of the sun faith. What she found is that the faith was incomplete. Over the years, the priesthood had lost parts of the Celestial Truth involving the other heavenly bodies. Armed with this revelation, she keeps on the lookout for writings and scriptures that can give her a deeper understanding of the rest of the cosmos and of existence itself.

Personality Traits: I connect everything that happens to me to a grand, cosmic plan.
Ideals: Greater Good. My gifts are meant to be shared with all, not used for my own benefit.
Bonds: I’m still seeking the enlightenment I pursued in my seclusion, and it still eludes me.
Flaws: I’d risk too much to uncover a lost bit of knowledge.

History: Kerr’in was orphaned at an early age and found herself under the protection and guidance of a mystery cult that pledged itself to the power of the sun. The actual power granted to them for their faith and service could not be denied, and so the young dragonborn started to learn the various tenets. However, as a young woman, she fell asleep while it was her turn to watch the holy braziers, and allowed several of the flames to go out. For her sins, she was forced into exile. However, as she traveled on her own, she found the powers that were granted to her from the sun were not taken away with her status in the faith. Indeed, as she grew, so did her powers. She knew then and there that the sun had more in store for her than guarding braziers for the rest of her life. And so she took to experiencing as much of the world as she could, using her gifts to light the way of those that walked in darkness. She learned that there was much more to her faith than the priesthood had taught her. The rest of the celestial bodies interacted with the world in ways both subtle and powerful as well. Eventually she came upon the mercenary group “Where There Be Dragons.” She knew this was a place where her gifts could be utilized to push back the darkness and to light the way of others. And if the journeys took her into forgotten places that may carry more mysteries of the Celestial Truth, so much the better…

Author Notes: It had been too long since I’d done a character build for D&D. Kerr’in was born after playing a lot of Horizon: Zero Dawn and encountering the sun worshiping religion of the Carja people. She was also created with an eye towards creating a character that could easily serve within the ranks of Where There Be Dragons, as discussed last week. But, she could easily fit into any campaign or party.

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Ben Erickson

Contributing Writer for d20 Radio
Mild mannered fraud analyst by day, incorrigible system tinker monkey by night, Ben has taken a strong interest in roleplaying games since grade school, especially when it comes to creation and world building. After being introduced to the idea through the Final Fantasy series and kit-bashing together several games with younger brother and friends in his earliest years to help tell their stories, he was introduced to the official world of tabletop roleplaying games through the boxed introductory set of West End Games Star Wars Roleplaying Game before moving into Dungeons and Dragons.