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D'Hoffryn - AI-generated fantasy Character

D'Hoffryn

Aasimar · Barbarian · Level 1 · Criminal

D'Hoffryn

He is a man of few words and even less mercy.
AC14
HP13/13
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 14 · HP 13 · 30 ft.
AlignmentChaotic EvilGenderMaleAge24
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AthleticsSTR
  • DeceptionCHA
  • IntimidationCHA
  • StealthDEX

Armor

Light Armor,
Medium Armor,
Shields

Weapons

Simple Weapons,
Martial Weapons

Tools

Thieves' Tools

Languages

Common,
Celestial

Features

9 features

Bonus action

  • RageLevel 1

    Bonus Action to enter Rage for 1 minute. Gain Advantage on Strength checks/saves, +2 bonus to damage with Strength weapons, and Resistance to Bludgeoning, Piercing, and Slashing damage. You can wear Light or Medium armor and still rage.

Always on

  • Unarmored DefenseLevel 1

    While not wearing armor, your AC equals 10 + DEX modifier + CON modifier. You can use a shield and still gain this benefit.

  • Weapon MasteryLevel 1

    You can use the mastery properties of two kinds of weapons you are proficient with. Currently chosen: Greataxe (Cleave) and Handaxe (Vex).

  • Celestial ResistanceAasimarResistance to Necrotic and Radiant damage.
  • DarkvisionAasimar60 ft.
  • Healing HandsAasimarAs a Magic action, touch a creature and roll 1d4 to restore HP. You can use this a number of times equal to your PB per Long Rest.
  • Light BearerAasimarYou know the Light cantrip. Wisdom is your spellcasting ability for it.
  • Celestial RevelationAasimarAt level 3, you gain a transformation based on your sub-lineage.
  • Alert (Origin Feat)Criminal

    You can add your Proficiency Bonus to your Initiative rolls. At the start of combat, you can swap your Initiative with a willing ally.

Spells

1 spell

Spellcasting. D'Hoffryn casts with Wisdom (spell save DC 10, to hit with spell attacks).

Cantrips (at will):

Gear

6 items

Weapons

  • Greataxe
    Martial Melee Weapon, Cleave property.
  • 2×
    Handaxe
    Simple Melee Weapon, Vex property, Light, Thrown.
  • 2×
    Dagger
    Simple Melee Weapon, Finesse, Light, Thrown.

Tools

  • Thieves' Tools
    Tools for picking locks and disarming traps.

Gear

  • Crowbar
    Provides advantage on Strength checks where leverage is useful.
  • Explorer's Pack
    Includes a backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, and a waterskin.

Appearance

D'Hoffryn possesses the tall, athletic build of a warrior, but his celestial features are tainted. His skin is a pale, marble white, crisscrossed with faint, obsidian-colored veins that pulse when he rages. His eyes are entirely solid gold without pupils, often burning with a malevolent light. He wears tattered furs over his criminal finery, and his Greataxe is notched with use.

Mannerisms

He tilts his head to the side like a bird of prey when watching someone talk, and he has a habit of whispering prayers in reverse when he is about to kill.

Personality

He is a man of few words and even less mercy. D'Hoffryn views his divine heritage as a cruel cosmic prank and takes pleasure in defiling the expectations others have of him. He is cold, calculating, and prone to sudden, terrifying explosions of violence that seem at odds with his quiet demeanor.

Ideals

Nihilism. Nothing matters, especially not the laws of gods or men. Power is the only true currency.

Bonds

He carries a blackened feather from his first celestial manifestation, a reminder that he has successfully corrupted the destiny forced upon him.

Flaws

D'Hoffryn's rage is physically taxing and often manifests as a blinding radiance that makes it impossible for him to stay hidden during a fight.

Quirks

He constantly sharpens his dagger with a piece of holy slate.
He refuses to enter a place of worship unless he is being paid to burn it.

Background

Born into a lineage meant to produce a great protector, D'Hoffryn was a disappointment from the moment he tasted blood and enjoyed it. He was raised in a monastic setting where his celestial nature was expected to flourish into sainthood, but he spent his youth stealing from the temple coffers and breaking the bones of acolytes who annoyed him. After being excommunicated and branded, he fled to the slums of a sprawling metropolis. There, he put his supernatural strength to work as a professional enforcer and thug for various criminal syndicates. He found that people are far more afraid of an angel who wants to kill them than a demon who does. Eventually, even the criminal underworld grew too small for his appetites, and he took to the road. He seeks to prove that no matter how bright the light inside a soul, the shadows will always be hungry enough to swallow it whole.

“After being excommunicated and branded, he fled to the slums of a sprawling metropolis.”
From their backstory
Background
Criminal

Connections

Species

Aasimar

Media

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