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Malku Salla - AI-generated fantasy Character

Malku Salla

Aasimar · Paladin (Oath of Devotion) · Level 3 · Soldier

Malku Salla

Quiet, deliberate, and intensely observant.
AC18
HP28/28
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 18 · HP 28 · 30 ft.
AlignmentLawful GoodGenderMaleAge37 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • ArcanaINT
  • AthleticsSTR
  • DeceptionSTR
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor,
Medium armor,
Heavy armor,
Shields

Weapons

Simple weapons,
Martial weapons

Tools

Gaming set,
Land vehicles

Languages

Common,
Celestial

Features

18 features

Action

  • Sacred Weapon

    When You need a reliable weapon against dangerous supernatural foes.

    As an Action, expend Channel Divinity to empower one held weapon for 10 minutes, adding your Charisma modifier to its attack rolls and changing its damage to Radiant.

  • Oath of Devotion: Sacred WeaponLevel 3

    You always have Protection from Evil and Good and Shield of Faith prepared. As an Action, you can present your holy symbol and expend a use of Channel Divinity to imbue one weapon you are holding with positive energy for 10 minutes. You add your Charisma modifier to attack rolls made with that weapon, and the weapon deals Radiant damage instead of its normal damage type. The effect ends early if you use this feature again or drop the weapon.

Bonus action

  • Lay on HandsLevel 1

    When A creature you touch needs healing or has the Poisoned condition.

    As a Bonus Action, restore hit points to a creature you touch by spending points from your Lay on Hands pool, or spend 5 points to cure the Poisoned condition.

  • Celestial Revelation

    When You enter a fight where your divine nature must be revealed.

    As a Bonus Action, manifest a radiant or necrotic aspect for 1 minute. Once on each of your turns, one attack or spell that deals damage can deal extra Radiant or Necrotic damage equal to your proficiency bonus. You can also gain temporary flying speed during the manifestation, depending on the form chosen.

  • Celestial RevelationAasimarStarting at level 3, you can manifest a celestial aspect for 1 minute as a Bonus Action, once per Long Rest. Choose Heavenly Wings, Inner Radiance, or Necrotic Shroud when you use it.

Reaction

  • Protection

    When A nearby creature is hit by an attack roll.

    As a Reaction, impose Disadvantage on an attack roll that hits a creature you can see within 5 feet of you.

  • Fighting StyleLevel 2

    You gain the Protection Fighting Style feat. When a creature you can see within 5 feet of you is hit by an attack roll, you can use your Reaction to impose Disadvantage on that roll, potentially causing it to miss. The creature gains no benefit if it is already benefiting from a Shield spell or another feature that imposes Disadvantage on the roll.

Always on

  • Divine SenseLevel 1

    When No action required to maintain awareness; use when you focus your senses.

    You can sense Celestials, Fiends, Undead, and consecrated or desecrated places within 60 feet. You can use this a number of times equal to your proficiency bonus per Long Rest.

  • Divine SmiteLevel 2

    When You hit a creature with a Melee attack.

    Once per turn after hitting with a Melee attack, expend a spell slot to deal Radiant damage through Divine Smite.

  • Weapon MasteryLevel 1

    You can use the mastery properties of two kinds of Simple or Martial weapons of your choice. Your selected weapons are Longsword and Javelin.

  • Channel DivinityLevel 3

    You can channel divine energy directly from your oath. You regain one expended use when you finish a Short or Long Rest. Your Oath of Devotion features use this Channel Divinity.

  • Celestial ResistanceAasimarYou have Resistance to Necrotic and Radiant damage.
  • DarkvisionAasimarYou can see in dim light within 60 feet as if it were bright light and in darkness as if it were dim light, though darkness appears gray.
  • Healing HandsAasimarAs a Magic action, touch a creature and restore hit points equal to your proficiency bonus times your character level. You can use this trait a number of times equal to your proficiency bonus per Long Rest.
  • Light BearerAasimarYou know the Light cantrip. Charisma is your spellcasting ability for it.
  • Medium or SmallAasimarYou can choose to be Medium or Small when selecting this species.
  • SpeedAasimarYour walking speed is 30 feet.
  • Military RankSoldier

    You have military rank from your service. Soldiers loyal to your former organization still recognize your authority and may provide basic aid, information, or temporary shelter, though they will not risk their lives for you without good reason.

Spells

5 spells

Spellcasting. Malku Salla casts with Charisma (spell save DC 12, to hit with spell attacks).

1st level (3 slots): , , , ,

Gear

11 items

Weapons

  • Longsword
    A well-maintained martial blade with a plain leather grip.
  • 5×
    Javelin
    Balanced throwing spears issued during his military service.
  • Shortbow
    A shortbow with a leather quiver.

Armor

  • Chain Mail
    A simple iron helm and a worn blue-gray cloak bearing the insignia of Helm.
  • Shield
    A steel shield painted with an open eye, granting the normal shield bonus to Armor Class.

Tools

  • Gaming Set
    A small gaming set used by soldiers during long watches.

Gear

  • Priest's Pack
    A compact pack containing bedroll, tinderbox, mess kit, waterskin, rope, and basic trail supplies.
  • 20×
    Arrows
    Arrows suitable for the shortbow.
  • Healer's Kit
    Bandages, splints, salves, and other basic medical supplies.
  • Traveler's Clothes
    Plain travel clothing suited to military patrols.

Purse

  • 14×
    Gold Pieces
    The remaining coins from his military pay and issued travel allowance.

Appearance

A broad-shouldered aasimar man with weathered bronze skin, close-cropped black hair, and pale gray eyes that catch the light like polished steel. A faint golden radiance shows beneath his skin when he is angry or afraid. His face is lean from years of cold marches and sleepless watches, with a small scar cutting through his left eyebrow. He wears practical chain mail beneath a faded blue-gray cloak, carries a shield marked with the open eye of Helm, and keeps his sword carefully maintained but never ornate.

Mannerisms

Malku scans doors, windows, rooftops, and distant ridgelines before entering any room. He sleeps with his shield within reach, eats quickly, and keeps his back to a wall whenever possible. When speaking of the dead, he removes one glove and touches the open eye on his shield.

Personality

Quiet, deliberate, and intensely observant. Malku speaks plainly and rarely wastes words, but he remembers small details about people who travel with him, such as which knee hurts or who dislikes thunder. He is stern with himself and patient with frightened civilians. Beneath his guarded manner is a stubborn, protective kindness that appears most clearly when no one is watching.

Ideals

Duty. The border does not care whether the watcher is tired, afraid, or forgotten. Someone must stand there, and Helm has taught me to be that someone.

Bonds

The abandoned watchtower where his company died is still under his protection. He carries their broken standard and will not allow the names of the fallen to be forgotten.

Flaws

He assumes every unexplained event is a possible breach or infiltration, and his suspicion can become cruelty toward innocent outsiders. He would rather endure danger alone than admit he needs help, even when isolation puts others at risk.

Quirks

Counts doorways and windows under his breath.
Leaves a cup of water beside the campfire for travelers who may arrive after dark.
Keeps the broken clasp from his company's standard tied inside his left glove.
Refuses to sit in a chair that does not face the entrance.

Background

Malku Salla was born beneath a winter sky in a remote watch settlement on the northern roads of Faerûn. His mother called the pale glow around his crib a blessing, but the garrison chaplain of Helm called it a responsibility. From childhood, Malku learned that walls are only as strong as the people who keep watch upon them. He served first as a trail scout and boundary guard, then as a shield-bearer in a company assigned to patrol places where raiders, monsters, and stranger things crossed into the civilized lands. He became known for finding tracks others missed and for standing his post long after everyone else had gone to sleep. During one patrol, Malku's unit vanished while investigating a ruined gate used by creatures from beyond the world. He returned alone, carrying the broken standard of his company and refusing to explain exactly what he had seen beyond the threshold. Since then, he has taken vows to Helm, the Watcher, and follows the old roads alone. His aasimar radiance has begun to awaken as a weapon against the outsiders he believes are testing Faerûn's borders. Malku does not seek glory or companionship. He seeks weak places in the world's defenses, closes them when he can, and keeps watch when no one else will.

“His mother called the pale glow around his crib a blessing, but the garrison chaplain of Helm called it a responsibility.”
From their backstory
Background
Soldier

Connections

Species

Aasimar

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