Kage’s parents are a mystery (Though surely no one special. No, really, they have to just be assholes for his lore). As a baby he was left in the square of a small village in the country. People were wary of him since he’s a tiefling but not outright hostile. He survived by learning from various farmers how to work, and was paid for helping out with manual labor. Kage learned to fight early in life, as the townspeople realized it wouldn’t be safe for him not to know as they grew on the quiet hardworking boy. He found he enjoyed the practice fights he did as it allowed him to work off energy. At around the age of fifteen years old Kage began traveling, learning merchant work and dabbling in other professions. During this time he met Tai while working for a metalsmith in the capital city. Kage would sell Tai armor he had made for practice at a cheap price and the two would spar to keep ready. Tai had a rougher childhood than Kage, having been raised in a city orphanage. Shortly after Kage’s eighteenth birthday he brought Tai back to the village he was raised in. They asked to be married in the woods, and shortly after built a cabin on the site. Two years later they had Ariette, their daughter. Ariette was a cat tabaxi like Taiyo. At that time Kage decided to become a paladin to protect his family, while Tai remained rogue. Kage is glad he is the only tiefling in the village Tai and Ariette are in, as he knows of tiefling stereotypes. He is considered to be disabled as he struggles with balance since he lost his tail while serving their military. A lot of his fighting involves jumping, rolling, and clinging to his enemy because of it. Kage will do whatever it takes to keep his family safe.
Kage Morningstar-Dawnbringer ♂
Age: 29 | Height: 6'1" | Weight: 170lb | Eyes: Black | Skin: Purple | Hair: Black
Paladin | Level 10 | DCI 1580
Tiefling of Mephistophles | Background: Soldier | Alignment: Chaotic Good
Haunted by memories of war, he can't get the images of violence out of his mind.
"Those who fight beside me are those worth dying for. When people follow orders blindly, they embrace a kind of tyranny. I believe in independence, and I made a terrible mistake in battle that cost many lives. I would do anything to keep that mistake buried where it can't haunt my dreams. I let my partner in battle die by responding to my husbands call for aid instead."
Proficiencies:
Armor - All shields and armorWeapons - All simple and martial weapons
Tools - None
[Path of the Barbarian Slasher is a tempting alternate class for Kage]
Equipment - Paladin and Soldier
5 Javelins - 5sp 1D6 Piercing, range 30/1201 Morningstar - 15dp 1D8 Piercing, 4lbs
1 Greatsword - 50dp 2D6 Slashing, 6lbs 2 hands
Chainmail
Holy Symbol
Explorers Pack - backpack, bedroll, mess kit, tinder box, 10 torches, 10 days of rations, water skin, 50ft hemp rope
Insignia of Rank
Trophy taken from fallen - Bag of teeth
Bone dice
Common clothes
10 gold pieces
Features and Traits:
Divine SenseThe presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.
You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.
Lay On Hands
Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5.
As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.
This feature has no effect on undead and constructs.
Dark Vision - Up to 60ft with no color
Hellish resistance to fire
Legacy of Cania
You know the Mage Hand cantrip. Once you reach 3rd level, you can cast the Burning Hands spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Flame Blade spell once as a 3rd-level spell. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.
Oath Spells - Sacred Oath of Vengeance
Paladin Level - Spells3rd - Bane, Hunter's Mark
5th - Hold Person, Misty Step
9th - Haste, Protection from Energy
13th - Banishment, Dimension Door
17th - Hold Monster, Scrying
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.Abjure Enemy. As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw.
On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature's speed is 0, and it can't benefit from any bonus to its speed.
On a successful save, the creature's speed is halved for 1 minute or until the creature takes any damage.
Vow of Enmity. As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.
Fighting Style
Starting at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.Blessed Warrior. You learn two cantrips of your choice from the cleric spell list. They count as paladin spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the cleric spell list.
Blind Fighting. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Defense. While you are wearing armor, you gain a +1 bonus to AC.
Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Interception. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
| Saving Throws | 14 | +2 | Strength |
|---|---|---|---|
| +4 Wisdom | 12 | +2 | Dexterity |
| +5 Charisma | 11 | +0 | Constitution |
| 10 | +0 | Intelligence | |
| 14 | +2 | Wisdom | |
| 12 | +1 | Charisma | |
| Perception/Passive Wisdom +14 |
| Armor Class | 16 |
| Initiate | +1 |
| Speed | 30 |
| Hit Pointmax | 90 |
| Temp Hitpoints | 0 |
| Hit Dice | Total 10 D10 |
| Skills |
|---|
| +7 Athletics |
| +4 Insight |
| +5 Intimidation |
| +4 Perception |
| Languages |
|---|
| Common |
| Infernal |
| Death Saves | |||
|---|---|---|---|
| Success | |||
| Failure |