Sanaz Najafi

Description:

Race: Elf [Wood]
Class: Sorcerer (Favored Soul) 3
Languages: Common, Elven
Alignment: CG

Strength: 11
Dexterity: 17
Constitution: 10
Intelligence: 13
Wisdom: 16
Charisma: 16

Spell Slots:
1st level: 3/4
2nd level: 1/2

HP: 14
SP: 3/3
AC: 13+ 3 = 16
Initiative: +3
Proficiency Modifier: +2

Racial Abilities:
Darkvision
Keen Senses
Fey Ancestry
Trance
Fleet of Foot (base speed 35 ft)
Mark of the Wild
Elf Weapon Training (longsword, shortsword, shortbow, longbow)

Class Features:
Chosen of the Gods (Life Domain)
Bonus Proficiency (light armor, medium armor, simple weapons, shields)
Font of Magic
Metamagic (Distant Spell, Twinned Spell)

Known Cantrips
Blade Ward
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 round
You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.

Fire Bolt
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried.

Ray of Frost
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack
against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of
your next turn.

True Strike
Casting Time: 1 action
Range: 30 feet
Components: S
Duration: Concentration, up to 1 round
You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target’s defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn’t ended.

Sacred Flame
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Flame-like radiance descends on a creature that you can see within range. The target must succeed on a
Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.

Spare the Dying
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.

Known Spells:
Bless
1st-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a sprinkling o f holy water)
Duration: Concentration, up to 1 minute
You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a
saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or
saving throw.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Cure Wounds
1st-level evocation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This
spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by
1d8 for each slot level above 1st.

Burning Hands
1st-level evocation
Casting Time: 1 action
Range: Self (15-foot cone)
Components: V, S
Duration: Instantaneous
As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from
your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Shield
1st-level abjuration
Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
Range: Self
Components: V, S
Duration: 1 round
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

Lesser Restoration
2nd-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

Spiritual Weapon
2nd-level evocation
Casting Time: 1 bonus action
Range: 60 feet
Components: V, S
Duration: 1 minute
You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a
creature within 5 feet of it. The weapon can take whatever form you choose.

Enhance Ability
2nd-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (fur or a feather from a beast)
Duration: Concentration, up to 1 hour.
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the
target gains that effect until the spell ends.
Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit
points, which are lost when the spell ends.
Bull’s Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles.
Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated.
Eagle’s Splendor. The target has advantage on Charisma checks.
Fox’s Cunning. The target has advantage on Intelligence checks.
Owl’s Wisdom. The target has advantage on Wisdom checks.

Scorching Ray
2nd-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.

Skills:
Acrobatics
Performance
Religion
Insight

Background
Routines: Dance (primary)/sing/instrumentalist (harp)
Feature: In Popular Demand
Trait: TBD
Bond: TBD
Flaw: TBD

Feat: Magic Initiate (Cleric)
Shield of Faith
Casting Time: 1 bonus action
Range: 60 feet
Components: V, S, M (a small parchment with a bit of holy text written on it)
Duration: Concentration, up to 10 minutes
A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

Equipment
harp
love token from an admirer
a costume

leather armor
short sword
shield
one dagger
crystal (arcane focus)
entertainer’s pack (backpack, a bedroll, 2 costumes, 5 candles, 5 days of rations, a waterskin, and a disguise kit)

GP: 11

Bio:

Sanaz Najafi was the eldest son of the Najafi line, skilled gardeners in service to the Queen: as the eldest, there came a certain degree of expectation and responsibility, even more than what would be expected of their other children. Unusually, he lacked the druidic gifts that his parents and most of his siblings – save the youngest, Shirin, who also lacked them – had, his own powers leaning towards a…rather unusual bent. Nevertheless, he did his best to live up to those expectations and responsibilities, the best that he could.

At the time of the Betrayal War, he was studying in Ra-Zehman, attempting to train for the priesthood: he was already beginning to have something of a chronic dispute with the elven priesthood, as he he was chosen of the elven gods in a unique way, hearing their voices directly, and entirely unable to work within the constraints and framework of the divine bureaucracy. The war put his dispute on hold: instead, he served as a healer and medic, throwing all his energy into that than into his problems with the priesthood he was training to serve.

And after the war was over, something in him just broke. He couldn’t bear it anymore: the priesthood, the expectations, the pressure. Sanaz broke with the priesthood, after a rather spectacular public argument: their living saint turned and walked away, walked away from everything, though before he left, he left Shirin, his favorite sister, a letter.

He had been, before his self-imposed exile, appointed to serve in Aravelle as an ambassador: obviously this didn’t happen. Instead, he took up a calling as an entertainer – an occupation the furthest, or among the furthest – he could think of from his attempt at becoming a priest and wandered the human lands. Sanaz had a few casual dalliances here and there over the decades: one of them, when he was particularly lonely and heartsick, ended up with the result of a half-elven daughter, which only further deepened the rift between himself and his family.

He’s still wandering: still hearing the voices of the gods and still believing in them, but he refuses to have anything to do with religion.

Sanaz Najafi

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