The Workshop – Heroes on Demand: Tenille

Art by James Denton

Tennille

Variant Human Paladin 1

Armor Class 18 (chain mail and shield)
Hit Points 11 (1d10+1) 
Proficiency Bonus +2
Speed 30 ft
Alignment neutral good
Languages Common, Dwarvish

Ability Scores
Strength          16 (+3)
Dexterity         8 (-1)
Constitution   13 (+1)
Intelligence     10 (+0)
Wisdom           12 (+1)
Charisma         15 (+2)

Attacks
Melee Attack: longsword +5 1d8+3 slashing damage. 1d10+3 slashing damage if wielded with two hands.
Melee or Ranged Attack: javelin +5 1d6+3 piercing damage, thrown (20/60)
Spell Attack: eldritch blast +4 1d10 force damage (120 feet)

Skills Acrobatics -1, Animal Handling +3, Arcana +0, Athletics +5, Deception +2, History +0, Insight +3, Intimidation +2, Investigation +0, Medicine +1, Nature +0, Perception +1, Performance +2, Persuasion +2, Religion +0, Sleight of Hand -1, Stealth -1, Survival +3

Equipment longsword, shield, five javelins, explorer’s pack, chain mail, holy symbol, set of carpenter’s tools, a shovel, an iron pot, a set of common clothes, and a belt pouch containing 10 gp

Racial Features

Magic Initiate (Warlock). You know the eldritch blast and minor illusion warlock cantrips and can cast them at will. You also know the warlock spell hex and can cast it as a 1st level spell once per day. You can cast it again after you finish a long rest. Your spell attack modifier is +4 and your saving throw DC is 12.

Class Features

Proficiencies
Armor Proficiencies: All armor, shields 
Weapon Proficiencies:  Simple weapons, martial weapons
Tool Proficiencies: Carpenter’s tools, vehicles (land) 
Saving Throws: Wisdom, Charisma
Skill Proficiencies: Animal Handling, Athletics, Insight, Survival 

Divine Sense. The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a number of times equal to 3. When you finish a long rest, you regain all expended uses.

Lay on Hands. Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of 5 hit points. As an action, you can touch a creature and draw power form the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs.

Background: Folk Hero
Rustic Hospitality. Since you come from the ranks of the common folk you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.

Personality Traits: I judge people by their actions, not their words.
Ideals: Sincerity. There’s no good in pretending to be something I’m not.
Bonds: I protect those who cannot protect themselves.
Flaws: The people who knew me when I was young know my shameful secret, so I can never go home again.

Background: Tennille was never “normal.” Not even by the standards that races other than human judge the term. He was born into a very dangerous bloodline, one that had made all sorts of pacts with dark powers in the past. He was born with a mark on his soul that meant he would at some point be called upon to perform a task for the demons that his distant relatives had formed their original deal with. In exchange, he would be granted a small amount of power. The village that he was born into was not aware of his family’s secrets until he came of age when his abilities manifested themselves and he burned down a barn. It wasn’t long before an itinerant priest was able to figure out what was happening to the young man and he was cast out. Still, Tennille kept the lessons of hard work and seeing a project through that the various village folks has instilled in him. He wishes to battle the darkness that he was born of by becoming a beacon of light for those that cannot defend themselves and squired for a few years with a paladin of devotion and that is what he desires to become. But is that what his future holds in store for him?

Design Notes: This character idea was a little bit of fun I had after reading a little bit more about the Magical Initiate feat, and I thought a paladin touched by the forces of evil fighting against his very nature. There’s a lot of fun that could be had with this character.

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Ben Erickson

Contributing Writer for d20 Radio
Mild mannered fraud analyst by day, incorrigible system tinker monkey by night, Ben has taken a strong interest in roleplaying games since grade school, especially when it comes to creation and world building. After being introduced to the idea through the Final Fantasy series and kit-bashing together several games with younger brother and friends in his earliest years to help tell their stories, he was introduced to the official world of tabletop roleplaying games through the boxed introductory set of West End Games Star Wars Roleplaying Game before moving into Dungeons and Dragons.