Amberlynn
Amberlynn
Sheet
AC 18 · HP 11 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingSTR
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureWIS
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
10 featuresAction
- Lay on HandsLevel 1
As an action, you can open your awareness to detect strong good or evil until the end of your next turn. You know the location of any celestial, fiend, or undead within 60 feet that is not behind total cover. You know the type of being but not its identity. You can use this feature 1 plus your Charisma modifier times per long rest, for a total of 2 uses.
- Lay on HandsLevel 1
Your blessed touch can restore hit points. You have a healing pool that restores a total of 5 hit points per long rest. As an action, you can touch a creature and restore any number of hit points remaining in the pool.
- TraitAasimarHealing Hands, as an action, you can touch a creature and restore hit points equal to your level. Once you use this trait, you cannot use it again until you finish a long rest.
Always on
- Divine SenseLevel 1
You can use a holy symbol as a spellcasting focus for your paladin spells. You have proficiency with all armor, shields, simple weapons, and martial weapons.
- Paladin ProficienciesLevel 1
You have proficiency with all armor, shields, simple weapons, and martial weapons.
- TraitAasimarDarkvision, you can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
- TraitAasimarCelestial Resistance, you have resistance to necrotic damage and radiant damage.
- Light Bearer, you know the light cantripAasimarCharisma is your spellcasting ability for it.
- TraitAasimarLanguages, you can speak, read, and write Common and Celestial.
- WandererOutlander
Amberlynn has an excellent memory for maps, terrain, and natural landmarks. She can find food and fresh water for herself and up to five other people each day, provided the land offers such resources.
Spells
1 spellSpellcasting. Amberlynn casts with Charisma (spell save DC 9, to hit with spell attacks).
Cantrips (at will):
Gear
10 itemsWeapons
- SpearA versatile martial weapon used for hunting and defense.
- 5×JavelinThrown weapons suitable for close or ranged combat.
Armor
- Chain mailHeavy armor made of interlocking metal rings. Wearing it gives an Armor Class of 16 and imposes disadvantage on Dexterity (Stealth) checks.
- ShieldA sturdy wooden shield bearing a painted golden sunburst. It grants a +2 bonus to Armor Class.
Tools
- StaffA long wooden staff used for walking and marking trails.
- Hunting trapA metal trap used to catch small or medium beasts.
Gear
- Priest's packA pack containing a backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, and a waterskin.
- Trophy from an animalA token from a slain animal, kept as proof of a successful hunt.
- Traveler's clothesRugged clothing suited to long journeys through the wilderness.
Purse
- 10×Gold piecesMoney kept in a leather pouch.
Appearance
Amberlynn is a striking young aasimar woman with warm bronze skin, luminous amber eyes, and long dark auburn hair threaded with naturally golden strands. A faint celestial glow outlines her features when she is emotional. She wears battered chain mail beneath a forest-green cloak, carries a polished shield marked with a sunburst, and keeps a well-used spear and hunting gear close at hand.
Mannerisms
Amberlynn studies the horizon whenever she enters a new place, unconsciously counts exits and water sources, and touches the broken holy symbol at her neck before making a difficult decision. When angry, her voice becomes unnaturally calm and the faint glow in her eyes brightens.
Personality
Warm, restless, and openly compassionate, Amberlynn treats strangers as potential companions until they prove themselves dangerous. She prefers direct action to ceremony and feels most comfortable outdoors, where every trail and cloud tells the truth. She is protective of the vulnerable, curious about unfamiliar cultures, and prone to laughing at solemn moments when she thinks people are taking themselves too seriously.
Ideals
Freedom. No one should be trapped by birth, law, prophecy, or fear. The strong should defend the freedom of others, not use strength to control them.
Bonds
She carries the broken holy symbol of the priest who inspired her oath, and swears to rebuild the shrine where he died. She will risk herself to protect isolated villages and travelers who have no one else to defend them.
Flaws
Amberlynn distrusts institutions and assumes that anyone invoking rank, law, or tradition is trying to avoid accountability. She is quick to challenge authority, even when patience would serve her better. She also has difficulty accepting help, believing that relying on others places them in danger.
Quirks
Background
Amberlynn was born beneath an impossible dawn, when a column of golden light split the clouds above a remote woodland settlement. The village elders believed the sign marked her as a child of the heavens, but Amberlynn grew up less interested in prophecy than in the practical lessons of the wild. Her adoptive family taught her to track game, read weather, cross difficult country, and respect the fragile balance between civilization and the untamed world. She became the settlement's guide, scout, and defender, often leading travelers safely through dangerous passes and bringing lost children home before nightfall. Her life changed when a band of raiders burned the village's outer farms and desecrated a small roadside shrine. Amberlynn pursued them through the wilderness, but arrived too late to prevent the destruction. At the shrine, she found a wounded priest who placed a broken holy symbol in her hands and urged her to become more than a survivor. Amberlynn took up the oath of a paladin, not to serve a distant institution, but to protect ordinary people from cruelty wherever she finds it. She now travels beyond her homeland, guided by instinct, compassion, and a fierce belief that justice should never be chained to tradition.
“Her life changed when a band of raiders burned the village's outer farms and desecrated a small roadside shrine.”
- Background
- Outlander
Connections
Species
Aasimar
Media
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