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Dresdyn Kincaid - AI-generated fantasy Character

Dresdyn Kincaid

Human · Paladin (Oath of Devotion) · Level 10 · Soldier

Dresdyn Kincaid

Quiet, disciplined, and grimly courteous, Dresdyn treats promises as sacred and mistakes as burdens to be carried.
AC18
HP64/64
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 18 · HP 64 · 30 ft.
AlignmentLawful NeutralGenderMaleAge47
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AthleticsSTR
  • InsightWIS
  • IntimidationCHA
  • MedicineWIS
  • ReligionINT

Armor

Light armor,
Medium armor,
Heavy armor,
Shields

Weapons

Simple weapons,
Martial weapons

Tools

Dice Set

Languages

Common

Features

23 features

Action

  • Extra AttackLevel 5

    You can attack twice when you take the Attack action, and you always have the Find Steed spell prepared, which you can cast once without a spell slot per Long Rest.

Always on

  • Savage Attacker

    When Once per turn when you hit with a weapon attack

    You can use this feat once per turn when you hit with a weapon attack, rolling the weapon's damage dice twice and using either roll.

  • Lay On HandsLevel 1

    Your divine magic lets you heal wounds by touch. You have a pool of healing power that restores 50 Hit Points per Long Rest at level 10, which you can divide among creatures you touch.

  • SpellcastingLevel 1

    You can cast paladin spells, preparing a number of them each Long Rest. Charisma is your spellcasting ability, and you can use a Holy Symbol as your spellcasting focus.

  • Weapon MasteryLevel 1

    You can use the mastery properties of two weapon types you are proficient with. After each Long Rest, you can change the chosen weapon types.

  • Fighting StyleLevel 2

    You gain the Defense fighting style, granting a +1 bonus to AC while you are wearing armor.

  • Paladin's SmiteLevel 2

    You always have the Divine Smite spell prepared, and you can cast it once without expending a spell slot, regaining that use after a Long Rest.

  • Channel DivinityLevel 3

    You can channel divine energy twice between Long Rests. You regain one expended use on a Short Rest, and one of the effects available at this level is Divine Sense.

  • Paladin SubclassLevel 3

    You gain the Oath of Devotion subclass, which binds you to justice, order, and honorable conduct.

  • Ability Score ImprovementLevel 4

    You gain another feat or Ability Score Improvement at level 4, and again at levels 8, 12, and 16.

  • Aura of ProtectionLevel 6

    You and allies within your 10-foot Aura of Protection add your Charisma modifier to saving throws while you are conscious.

  • Abjure FoesLevel 9

    You can use your Channel Divinity to Abjure Foes, forcing a number of creatures equal to your Charisma modifier to make Wisdom saves or become frightened for 1 minute or until damaged.

  • Aura of CourageLevel 10

    You and allies in your Aura of Protection are immune to the frightened condition.

  • Oath SpellsLevel 3

    You always have the Oath of Devotion spells Protection from Evil and Good, Shield of Faith, Aid, Zone of Truth, Beacon of Hope, and Dispel Magic prepared.

  • Sacred WeaponLevel 3

    When you use Sacred Weapon, you can spend a Channel Divinity use to empower one melee weapon you are holding for 10 minutes, adding your Charisma modifier to attack rolls and causing it to deal radiant damage instead of its normal damage type.

  • Aura of DevotionLevel 7

    You and allies in your Aura of Protection are immune to the charmed condition.

  • Creature TypeHumanHumanoid
  • SizeHumanMedium
  • SpeedHuman30 feet
  • ResourcefulHumanYou gain Heroic Inspiration whenever you finish a Long Rest.
  • SkillfulHumanYou gain proficiency in one skill of your choice.
  • VersatileHumanYou gain an Origin feat of your choice.
  • Savage AttackerSoldier

    Savage Attacker, once per turn when you hit a creature with a weapon attack, you can roll the weapon's damage dice twice and use either roll.

Spells

15 spells

Spellcasting. Dresdyn Kincaid casts with Charisma (spell save DC 14, to hit with spell attacks).

1st level (4 slots): , , , , , ,

2nd level (3 slots): , , , ,

3rd level (2 slots): , ,

Gear

14 items

Weapons

  • Longsword
    Primary melee weapon issued with his adventuring gear, kept polished out of grim habit.
  • 6×
    Javelin
    Thrown weapons for ranged combat and battlefield utility.
  • Spear
    A spear from his soldier background, kept as a spare battlefield weapon.
  • Shortbow
    A shortbow from his soldier background for long-range engagements.

Armor

  • Chain Mail
    Heavy armor that provides strong protection. Worn as Dresdyn's battlefield panoply.
  • Shield
    A sturdy shield bearing a faded military crest and a small carved wooden charm tied to the grip.

Tools

  • Dice Set
    A trained gaming set carried from his soldier background, often used to gauge a stranger's patience before a fight starts.

Gear

  • Holy Symbol
    A holy token used as his spellcasting focus, chosen to honor his oath and his lost wife.
  • Priest's Pack
    A compact pack of devotional and travel necessities.
  • 20×
    Arrows
    Arrows for the shortbow.
  • Healer's Kit
    A healer's kit from his soldier background, carried with reverence because he once wished he had used such mercy sooner.
  • Quiver
    A quiver to hold arrows.
  • Traveler's Clothes
    Travel-stained clothes from his soldier background.

Purse

  • 23×
    Gold Pieces
    Coin carried from his background, used sparingly and with soldierly discipline.

Appearance

A weather-beaten human man with broad shoulders, a soldier's posture, and the stillness of someone who has learned to regret every needless motion. His hair is iron-gray at the temples, his face lined by old campaigns and older sorrow, and his eyes carry the quiet vigilance of a man who expects loss but refuses to invite it. He wears polished chain mail over a travel-stained cloak, with a druidic woven cord tied around one gauntlet as a private memorial to the wife he lost. Even at rest, he seems ready to step between danger and the innocent.

Mannerisms

He stands with military precision even when relaxed, and unconsciously scans exits, rooftops, and blind corners before answering simple questions. He speaks sparingly, but when emotion breaks through, his voice becomes very soft rather than loud. Before sleep, he cleans one piece of armor or weapon as a private ritual of penance.

Personality

Quiet, disciplined, and grimly courteous, Dresdyn treats promises as sacred and mistakes as burdens to be carried. He is slow to laugh, slower to boast, and almost never speaks of the old days unless asked directly. He shows unusual gentleness to healers, druidic rites, and anyone trying to make peace between violence and mercy, because he knows how rare that balance can be.

Ideals

Redemption through duty, not excuses. Every act of protection is a payment toward the debt he owes the world, and every life spared is worth more than a field full of trophies.

Bonds

He keeps a small braided cord made from his wife's druidic charms, and he speaks to it before battle as if it could still answer. He will endure humiliation, injury, and exile before allowing needless harm to come to the helpless in his care.

Flaws

He mistakes punishment for atonement too easily, and will sometimes choose a harsher path simply because it feels more deserved. He has trouble accepting forgiveness, especially from the living, because he believes the dead are the only judges he truly owes. When anger rises, his old mercenary instincts can surface with frightening speed, and he must fight not to solve every problem like a contract.

Quirks

He unconsciously counts casualties and supplies in battle like a quartermaster.
He keeps his left gauntlet laced with a strip of green cloth from his wife's druidic vestments.
He never sits with his back to a door.
He touches his holy symbol before speaking an oath, even in casual conversation.

Background

Dresdyn Kincaid was once the most feared sellsword in the border wars, a blade-for-hire whose name opened gates, ended feuds, and emptied purses. He fought for coin long enough to forget what it felt like to choose a cause. Then he met a druid whose kindness did what armies could not, it made him want a different life. For a few brief, impossible years he tried to become a quieter man, one who mended fences instead of breaking lines, one who learned the names of herbs and birds instead of battlefield captains. The past did not let him go. Old employers, old enemies, and old violence returned like wolves to a familiar scent, and when the bloodshed came back to claim him, it took the one thing he had ever loved. Now Dresdyn walks a hard road of penance, serving as both shield and scourge, trying to weigh every act of mercy against the long ledger of death he has written. He has taken up the oath of a paladin not because he believes himself pure, but because he does not. Somewhere beyond the mortal world, he hopes his love waits for the man he is trying, too late and still sincerely, to become.

“He fought for coin long enough to forget what it felt like to choose a cause.”
From their backstory
Background
Soldier

Connections

Species

Human

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