Iago

## Rules Information

* 5e

**Iago** is a Level 12 Dragonborn Cleric.

## Biography

### Childhood

Iago was born as Kal Taroto in the small Aurak village of Astera. After centuries of being hunted for their valuable golden scales, the Aurak people were on the brink of extinction. They secluded themselves to small communities across the continent and ended communication with the outside world. Astera was one of these villages, hiding on the peak of a mountain in East Keldar. Fearing other races, the village prohibited travel to the world outside its natural walls and fully sustained itself off the resources found at high altitudes. Its Dragonborn residents frequently fed on the eagles and storks that flew by and the whetfish that dwelled in the mountain's hot springs.

The Taroto family contributed greatly to sustaining the secluded nature of the village. The patriarch of the family, Hazaak Taroto, was the leading whetfish fisherman in Astera. Whetfish have tough scales, similar to that of a whetstone, which makes catching and preparing them a burdensome task. The Taroto family handled the bulk of this burden for the centuries that Astera existed in isolation. As the only son of the Taroto family, Kal was trained at 17 to hunt whetfish and support the village. The experience transformed Kal into a strong Dragonborn, with tough golden scales akin to the strength of the fish he hunted.

### The Fall of Astera

On September 30 102, three human adventurers stumbled upon Astera. It was the first time the village had encountered another race in almost 300 years. The adventurers were foolish and lost. They had run out of supplies while crossing the mountain and were searching for a source of water to quench their weak bodies. The hot springs of Astera drew them to the village like an oasis. Kal was 27 at the time and fishing in the springs when the three men approached. Every young Dragonborn is taught that humans are greedy, merciless killers. They are taught that humans only care about gold and will do anything to get their hands on it. Remembering the teachers of the Aurak elders, Kal clenched his whetfish harpoon and aimed it at the closest adventurer's neck. As the man fell to the ground, the other two adventurers shrieked and fled the village as fast as their famished bodies would take them. Kal knew the risk of a human spreading word of Astera. "They could return with more and that would surely lead to our extinction," he thought as he pursued the two remaining threats. He retrieved his harpoon from the corpse of the other adventurer and hurled it again the closest target. Instead of hitting his neck, the spear pierced his side, causing the target to stumble but remain alive. The man looked at Kal and seemingly begged for his life, though Kal did not understand any word of it because he only spoke Draconic. However, in the time Kal hesitated to end the adventurer's life, the other adventurer had disappeared. Though extremely fatigued, that adventurer was able to escape the mountain and return to Freienthal, to spread word of a village of dragons with scales as pure as gold.

A month later, on October 30 102,

## Abilities

* **Fire Breath:** 15 ft. cone (Dex. save). Roll 3D6 + 4.
* **Fire Resistance:** Half damage from fire damage.

## Items

### Equipment

* **Head:**
* **Amulet:** Holy Symbol (God of Protection)
* **Cloak:**
* **Armor:** Plate Armor + 1
* **Hands:** Shield
* **Ring 1:**
* **Ring 2:**
* **Belt:**
* **Boots:**
* **Weapon 1:** Mace +1 (attack bonus +8 1D8 bludgeon)
* **Weapon 2:**

### Money

* **Gold:** 225 pieces.
* **Silver:** 36 pieces.
* **Copper:** 40 pieces.

## Stats

### Ability scores

 **INT:** 8 (-1) | **WIS:** 20 (+5) | **CHA:** 9 (-1)

### Saves and Skills

* **Saves:** WIS, CHA.
* **Skills:** Religion, Insight, Medicine

### Proficiencies

* **Weapons:** Simple Weapons.
* **Armor:** Light. Medium. Heavy.
* **Languages:** Common, Draconic.

### Other stats

* **AC:** 21
* **Initiative:** +DEXm = +2
* **Speed:** 30
* **HP Max:** 81

### Feats

* **Spell Sniper:**

You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:
• When you cast a spell that requires you to make an attack roll, the spell’s range is doubled.
• Your ranged spell attacks ignore half cover and three-quarters cover.
• You learn one cantrip that requires an attack roll.
Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.

## Past Lives

* Miralis (dragon soul) is Kal's original dragon form.

## Spellcasting

* **Guidance (lvl. 0):** You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

* **Spare the Dying (lvl. 0):** You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.

* **Resistance (lvl. 0):** You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.

* **Sacred Flame (lvl. 0):** Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 2d8 radiant damage. The target gains no benefit from cover for this saving throw.

* **Bless (lvl. 1):** 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.

* **Cure Wounds (lvl. 1):** 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.

* **Inflict Wounds (lvl. 1):** Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.

* **Detect Evil and Good (lvl. 1):** For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

* **Prayer of Healing (lvl. 2):** Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

* **Blindness/Deafness (lvl. 2):** You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.

* **Locate Object (lvl. 2):** Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement. The spell can locate a specific object known to you, as long as you have seen it up close--within 30 feet--at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon. This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.

* **Revivify (lvl. 3):** You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.

* **Spirit Guardian (lvl. 3):** You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.

* **Compelled Duel (lvl. 1 Domain):** You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this spell doesn’t restrict the target’s movement for that turn. The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.

* **Protection from Poison (lvl. 2 Domain):** You touch a creature. If it is Poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize on poison that you know is present, or you neutralize one at random. For the Duration, the target has advantage on Saving Throws against being Poisoned, and it has Resistance to poison damage.
* **Guardian of Faith (lvl. 4 Domain):** A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity. Any creature hostile to you that moves to a space within 10 feet of the guardian for the firs time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.
* **Wall of Force (lvl. 5 Domain):** An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be continguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice which side). Nothing can physically pass through the wall. It is immune to all damage and can’t be dispelled by Dispel Magic. A Disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.

* **Channel Divinity: Radiant Defense (lvl. 2 Domain):** Starting at 2nd level, you can use your Channel Divinity to cloak your allies in radiant armor. As an action, you channel blessed energy into an ally that you can see within 30 feet of you. The first time that ally is hit by an attack within the next minute, the attacker takes radiant damage equal to 2d10 + your cleric level.