Narfi

### Deity/Patron

Lathander, God of Birth and Renewal Shar, Mistress of the Night and the Lady of Loss

### Party

Haret Repmuth the Rogue
Lavek Foodhand the Warlock
Professor Stifado the Barbarian

## Stats

### Level

5

**Narfi Dreamcarver**, is a player character in A House Divided. He is played by SirenTavern.

## Description

#### Appearance

Level 5

#### **PERSONALITY TRAIT**

I talk to myself, plants, and animals as freely as I do other humanoids. People often think I’m odd because I had a lonely childhood and no one taught me “normal” social behaviors, but I’m not bothered by it.

**IDEALS**

**People:** Loyalty to friends, not to any ideals, and everyone else can take a trip down the Styx for all he care

**BONDS**

**Protection:** Protect those who cannot protect themselves.

**FLAWS**

**Naive:** I think Owlbears are cuddly

## History

#### Background

Kalashtar, ethereal beings hailing from the otherworldly realm of Dal Quor, the Region of Dreams, meld with mortal bodies and spirits, giving rise to a unique species.

In contrast, Narfi stands apart. His form diverges drastically from the human norm, yet his lifespans and thoughts mirror humanity in every aspect. A mysterious creature, he roams the nocturnal realm, aiding and guiding those lost within the shadowy woods. While many humans dread him, some find solace and friendship in his enigmatic presence.

Narfi's benevolent and compassionate nature attracts the attention of a celestial entity. Intrigued, the entity reaches out to Narfi, proposing a merger. Initially resistant, Narfi succumbs to the promise of enhanced power to assist others. After the fusion of their souls, Narfi undergoes subtle yet noticeable changes. He retains his kindness but now expresses it in a more intellectual manner, veering away from the emotional demeanor he once possessed. Empathy still flickers within his soul, though his behavior takes on a more monk-like discipline. Despite this transformation, Narfi remains true to himself, occasionally indulging in whimsical pursuits such as chasing squirrels or running alongside other wild animals.

## Character Growth

#### Feats

* Observant
	+ Quick to notice details of your environment, you gain the following benefits:
		- Increase your Intelligence or Wisdom by 1, to a maximum of 20.
		- If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
		- You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.
* War Caster
	+ **Prerequisite:** The ability to cast at least one spell
	+ You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:
		- You have advantage on Constitution saving throws that you make to maintain your  concentration on a spell when you take damage.
		- You can perform the somatic components of spells even when you have weapons or a  shield in one or both hands.
		- When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

#### Race Abilities

* **Dual Mind**
	+ You have advantage on all Wisdom saving throws.

* **Mental Discipline**
	+ You have resistance to psychic damage.

* **Mind Link**
	+ You can speak telepathically to any creature you can see, provided the creature is within a number of feet of you equal to 10 times your level. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.
	+ When you're using this trait to speak telepathically to a creature, you can use your action to give that creature the ability to speak telepathically with you for 1 hour or until you end this effect as an action. To use this ability, the creature must be able to see you and must be within this trait's range. You can give this ability to only one creature at a time; giving it to a creature takes it away from another creature who has it.

* **Severed from Dreams**
	+ Kalashtar sleep, but they don’t connect to the plane of dreams as other creatures do. Instead, their minds draw from the memories of their otherworldly spirit while they sleep. As such, you are immune to magical spells and effects that require you to dream, like the Dream spell, but not to spells and effects that put you to sleep, like the Sleep spell.

## Class Abilities

*Cleric Level 5 (Twilight)*

**Bonus Proficiencies**

* At 1st level, you gain proficiency with martial weapons and heavy armor.

**Eyes of Night**

* Starting at 1st level, you can see through the deepest gloom. You have darkvision out to a range of 300 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light.
* As an action, you can magically share the darkvision of this feature with willing creatures you can see within 10 feet of you, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). The shared darkvision lasts for 1 hour. Once you share it, you can't do so again until you finish a long rest, unless you expend a spell slot of any level to share it again.

**Vigilant Blessing**

* At 1st level, the night has taught you to be vigilant. As an action, you give one creature you touch (including possibly yourself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again.

**Channel Divinity: Twilight Sanctuary**

* At 2nd level, you can use your Channel Divinity to refresh your allies with soothing twilight.
* As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits:
	+ You grant it temporary hit points equal to 1d6 plus your cleric level.
	+ You end one effect on it causing it to be charmed or frightened.

## Spells

**Cantrips:**

* Sacred Flame
* Guidance
* Toll the Dead

**Domain Spells:**

* Faerie Fire
* Sleep
* Moonbeam
* See Invisibility
* Aura of Vitality
* Tiny Hut

**1st Level:**

* Shield of Faith
* Sanctuary
* Guiding Bolt
* Healing Word

**2nd Level**

* Aid
* Augury
* Enhance Ability

**3rd Level**

* Revivify
* Bestow Curse
* Spirit Guardians