Kenny Kill
Kenny Kill
Sheet
AC 18 · HP 68 · 25 ft.Saving throws
Skills
- Animal HandlingWIS
- AthleticsSTR
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- PersuasionCHA
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
20 featuresAction
- Lay on HandsLevel 1
You have a pool of healing power that restores 35 hit points per long rest. As an action, you can touch a creature to restore any number of hit points from the pool, or spend 5 points to cure a disease or neutralize a poison.
- Sacred WeaponLevel 3
You can use an action to imbue one weapon you are holding with positive energy, for 1 minute. For that duration, you add your Charisma modifier to attack rolls with that weapon, and it sheds bright light. You can end the effect early if you are no longer holding the weapon or if you use this feature again.
- Extra AttackLevel 5
Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Always on
- Turn the UnholyLevel 3
When Action
If the target is fiendish or undead, Kenny can compel it with holy authority. His turn or banish effects rely on his paladin features and saving throw DCs where applicable.
- Divine SmiteLevel 2
When Hit with melee weapon attack
When Kenny hits with a melee weapon attack, he can expend a spell slot to deal radiant damage. This is his signature burst of righteous force.
- Aura of Devotion / Aura of Protection
When Passive aura
Kenny can fill allies with calm resolve. While conscious, his aura protects nearby companions from being charmed and adds his Aura of Protection bonus to saving throws.
- Divine SenseLevel 1
You are magically empowered to detect celestials, fiends, and undead within 60 feet, along with consecrated or desecrated places and objects. You can use this feature a number of times equal to 1 plus your Charisma modifier per long rest.
- Fighting Style, DefenseLevel 2
You have a fighting style, chosen from the paladin list. Kenny uses Defense, while wearing armor he gains a +1 bonus to AC.
- Sacred Oath, Oath of Devotion SpellsLevel 3
Your oath grants access to paladin spells that are always prepared and do not count against the number of spells you can prepare.
- Divine HealthLevel 3
Beginning at 3rd level, you are immune to disease.
- Ability Score ImprovementLevel 4
When you reach 4th level, you can increase one ability score by 2, or two ability scores by 1, or take a feat. Kenny keeps his resolve focused rather than broad, and uses this improvement to perfect the style and discipline of his oath.
- Aura of ProtectionLevel 6
Starting at 6th level, you and friendly creatures within 10 feet of you add your Charisma modifier to all saving throws while you are conscious. Kenny's bonus is currently 0, but the aura still functions as the class feature itself.
- Aura of DevotionLevel 7
Starting at 7th level, you and friendly creatures within 10 feet of you cannot be charmed while you are conscious. Kenny's presence is steady, stubborn, and unshakeable.
- TraitDwarfDarkvision, 60 feet.
- TraitDwarfDwarven Resilience, advantage on saving throws against poison and resistance to poison damage.
- TraitDwarfDwarven Combat Training, proficiency with battleaxe, handaxe, light hammer, and warhammer.
- TraitDwarfTool Proficiency, proficiency with one artisan's tool of your choice, here smith's tools.
- TraitDwarfStonecunning, double proficiency bonus on History checks related to the origin of stonework.
- TraitDwarfDwarven Armor Training, proficiency with light and medium armor.
- Rustic HospitalityFolk Hero
Wherever Kenny goes, common folk remember his deeds. He can usually find shelter, food, and a willing ear among ordinary people who have heard tales of his courage.
Spells
9 spellsSpellcasting. Kenny Kill casts with Charisma (spell save DC 11, to hit with spell attacks).
1st level (4 slots): , , , ,
2nd level (3 slots): ,
3rd level: ,
Gear
11 itemsWeapons
- LongswordA martial weapon, chosen as a longsword for its balance and reliability.
- 5×JavelinFive balanced throwing spears carried for ranged fighting and utility.
Armor
- Chain MailHeavy armor made of interlocking iron rings, worn and repaired many times, chosen for survival and the look of honest duty.
- ShieldA sturdy shield bearing a simple wheat-sun sigil, used to guard allies as much as to block blows.
Tools
- Smith's ToolsA set of artisan's tools, smith's tools, kept clean and carefully wrapped.
Gear
- Holy SymbolA holy symbol worn on a plain iron chain.
- Explorer's PackA backpack with survival basics, bedroll, tinderbox, torches, rations, waterskin, and rope.
- Common ClothesA set of common clothes suited to road travel and shrine work.
- ShovelA shovel carried from old labor days and still used whenever graves, trenches, or trapped rubble must be cleared.
- Iron PotAn iron cooking pot, dented but dependable, often shared with strangers in need.
- Keepsake TokenA small token from the village he saved, worn as a reminder of why he fights.
Appearance
A broad-shouldered mountain dwarf with a soot-dark beard braided around a polished brass clasp shaped like a plowshare. Kenny wears dented chain mail over a clean but well-patched surcoat, and keeps a heavy shield etched with a simple wheat sheaf and sunburst. His face is weathered, his nose has been broken more than once, and his eyes are steady and kind, like a man who has already decided not to fear the dark.
Mannerisms
He speaks in short, practical sentences and unconsciously squares his shoulders whenever someone sounds frightened. Before making a vow or decision, he touches the brass clasp in his beard. When angry, he gets very quiet and starts fixing nearby objects, tightening straps, straightening chairs, or mending broken hinges.
Personality
Kenny is steady, patient, and unexpectedly gentle for a war-armored dwarf. He believes most people are worth one more chance than they deserve, but only one. He loves honest work, direct speech, and a clean camp. He is slow to laugh, but when he does it is warm and booming, like a hammer striking an anvil.
Ideals
Duty. Power exists to shield the weak and preserve the common good. A law is only worthy if it protects ordinary people, and a strong hand is only noble when it keeps others safe.
Bonds
The village that first called him hero is still home in his mind, and he sends coin, labor, and protection whenever he can. He also carries the cracked iron kettle of the widow who fed him after his first battle, and he will not let it be sold, broken, or forgotten.
Flaws
Kenny takes vows and promises so seriously that he can become stubborn to the point of folly. He struggles to walk away from a problem once he has named it his duty. He also trusts humble people far more readily than nobles, and that makes him easy to manipulate when someone is wearing the right rough-spun clothes and asking for help.
Quirks
Background
Kenny Kill was born beneath a stony ridge where the tunnels were narrow, the roofs low, and the expectations even lower. He was a miner's son with a farmer's heart, the sort of dwarf who stopped to mend a broken fence before he noticed the battle line forming beyond it. When a cruel reeve began taking grain, tools, and children from the surrounding hamlets, Kenny was the first to stand up to him, not with grand speeches, but with a shovel in both hands and a promise that no one would be taken twice. The tale spread faster than he could walk, and soon he became the sort of local legend spoken of in taverns by people who had never met him, but had met the things he had saved them from. The victory did not make him boastful, it made him holy. Kenny took an oath in a small roadside shrine, kneeling with bruised knuckles and a borrowed shield, swearing that strength meant protection, not domination. He now wanders from village to village as a paladin of devotion, settling disputes, driving off monsters, and teaching frightened folk that courage can be learned. He still carries the habits of a common laborer, he knows the weight of grain sacks, the smell of wet earth, and the value of an honest day’s work. To him, every rescued family is a fortress, every kept promise is a law, and every field left unburned is a victory worth singing about.
“He was a miner's son with a farmer's heart, the sort of dwarf who stopped to mend a broken fence before he noticed the battle line forming beyond it.”
- Background
- Folk Hero
Connections
Species
Dwarf
Media
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