Medium Human, Fisherman, Lawful Good
A young 21-year-old fisherman who wants to help Zade and Elias as much as he can. While ready for anything, he's still untested as an adventurer.
Without duty or loyalty, a man is nothing
Icewind Dale is where I belong for the rest of my life
I'm honest to a fault
Sirac is a 1st level spellcaster. His spellcasting ability is Charisma (Spell Save DC, + to hit with spell attacks.) He regains expended spell slots when he finishes a short or long rest. He knows the following warlock spells: Cantrips (at will): Light, Sacred Flame, True Strike, Blade Ward 1st level (1 slot): Cure Wounds, Guiding Bolt
Dawnbringer, Melee Weapon Attack: +7 to hit, reach 5ft, one target. Hit: (1d8 + 5) radiant damage or (1d10 + 5) radiant damage when wielding two-handed. If the target is undead, it takes an additional 1d8 radiant damage. Dart. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 4) piercing damage. Sirac carries six darts. Radiant Healing: While holding Dawnbringer, you can use an action to touch a creature with the blade and cast Lesser Restoration on that creature. Once used, this ability can't be used again until the next dawn. Let there be light: Dawnbringer's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.
Unsheathing: While grasping Dawnbringers hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. Healing Light (recharges after a long rest): Sirac has a pool of 2d6 he can spend to heal others. On his turn, he can roll up to 2d6 to heal one creature he can see within 60 feet. Once a d6 has been used, it cannot be used again until Sirac completes a long rest.
Parry. Sirac adds 2 to his AC against one melee attack that would hit him. To do so, Sirac must see the attacker and be wielding a melee weapon.