Eryndor The Brave
Eryndor The Brave
Sheet
AC 18 · HP 11 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
7 featuresAlways on
- Divine SenseLevel 1
When As an action, up to 3 times per long rest
Eryndor draws on his holy awareness to sense nearby celestials, fiends, undead, and consecrated or desecrated places or objects.
- Lay on HandsLevel 1
When As an action, by touch
Eryndor restores up to 5 total hit points from a replenishing pool by touch.
- DarkvisionTieflingCan 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.
- Hellish ResistanceTieflingResistance to fire damage.
- Infernal LegacyTieflingKnows the thaumaturgy cantrip. Charisma is the spellcasting ability for this spell.
- Fiendish heritageTieflingTieflings are humanoids with a connection to the Lower Planes, often marked by horns, tails, unusual coloration, and an intimidating presence.
- WandererOutlander
Eryndor has an excellent memory for maps and geography, and can find food and fresh water for himself and up to five other people each day, provided the land offers such resources.
Gear
11 itemsWeapons
- LongswordA family heirloom longsword with a worn, half-obscured crest etched into the pommel.
- 5×JavelinUseful as both thrown weapons and simple camp tools.
Armor
- Chain mailBattered protective armor worn beneath a weather-stained surcoat.
- ShieldA battered shield bearing the faded emblem of Eryndor's family.
Tools
- StaffA gnarled walking staff used during years of wilderness travel.
- FluteA battered bone flute learned from wandering hunters.
Gear
- Explorer's packIncludes a backpack, bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
- Hunting trapA spring-loaded trap used to catch small game and deter pursuers.
- Trophy from an animalA preserved token from a defeated beast encountered during Eryndor's travels.
- Traveler's clothesRugged clothing suitable for long journeys through the wilderness.
Purse
- 10×Gold piecesA small reserve of coin collected before leaving his homeland.
Appearance
Eryndor is a tall, broad-shouldered tiefling with deep crimson skin, swept-back black hair, and curved horns marked by pale scratches from years of travel. His amber eyes burn with guarded intensity, and a jagged scar crosses his shield arm from shoulder to elbow. He wears battered chain mail beneath a weather-stained surcoat, carrying an heirloom longsword and a battered shield emblazoned with a half-obscured family crest.
Mannerisms
Eryndor rests his scarred shield arm against his chest when thinking, taps two fingers against the pommel of his family sword before entering danger, and speaks in a low, measured voice. When angry, he becomes unnervingly quiet rather than raising his voice.
Personality
Eryndor is stoic, observant, and fiercely protective of travelers, children, and isolated communities. He rarely speaks about his grief, preferring to repair broken gear, study maps, or stand watch through the night. Although he presents himself as disciplined and resolute, he has a dry sense of humor and an impulsive streak that emerges whenever someone is threatened.
Ideals
Freedom. No oath, church, lord, or prophecy has the right to decide whom I protect or what truth I seek. Justice matters, but it must serve the living rather than become an excuse for cruelty.
Bonds
The family sword, shield, and mysterious relic are the last pieces of Eryndor's lost home. He will risk almost anything to uncover the identity of the marauders and protect other isolated communities from suffering the same fate.
Flaws
Eryndor is slow to trust and quick to suspect hidden motives, especially when authority figures invoke faith or justice. He can become dangerously reckless when confronted with signs of the cult that destroyed his home, and he secretly fears that his pursuit of vengeance is masquerading as righteousness.
Quirks
Background
Eryndor was born among a secluded frontier settlement where his tiefling family lived quietly as hunters, guides, and keepers of old roads. His father guarded a strange relic hidden beneath their home, a blackened shard of metal bearing a crest no living member of the family could explain. Eryndor was taught that the relic was dangerous, but never told why. When he asked about the family sword and shield, he received only warnings, silence, and stories of ancestors who had vanished while seeking the truth of their bloodline. One night, shadowed marauders descended upon the settlement. Their attack was swift, disciplined, and accompanied by whispered prayers to a cruel power. Eryndor fought to protect his family, but a blade pierced his shield arm before he was thrown into the burning remains of his home. He survived with a jagged scar, while the settlement and much of his past were consumed by flame. In the aftermath, the relic was gone, and so was the marauders' leader. Eryndor took up his family's sword and shield, swore to protect those who could not protect themselves, and left his peaceful life behind to become a paladin. His travels have brought him across wild country and into the service of distant shrines, yet every rumor of a dark cult draws him closer to the hidden truth of his lineage. Beneath his stoic resolve, he fears that justice may punish the guilty without ever healing what was lost.
“His father guarded a strange relic hidden beneath their home, a blackened shard of metal bearing a crest no living member of the family could explain.”
- Background
- Outlander
Connections
Species
Tiefling
Media
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