Medium High Elf, Paladin, Lawful Good
"Where this place once stood, now only ashes remain. I will forge them into cities of silver and gold." You witnessed a terrible war that wrecked your home when you were still new to this world. While you could have gone down a road of vengeance and fury, you were instead given the chance to channel your hurt into healing. When you strike, you strike without mercy or hesitation, but you know violence is always the last resort. You spend your life trying to prevent the ruin you witnessed from befalling another soul. You also spend your life dedicated to preventing yourself and others from falling down the path that will lead to destruction. Still, you grapple with questions of whether or not your efforts are enough. You have still witnessed ruin and pain since you started down this path. You have invited the wretched to sit at your table and have been repaid with both thanks and betrayal in kind. One question rings in your mind: "Was this the right path?" You have lost friends due to your refusal to spring for the obvious solution because it involved taking a life you could not justifiably cut short. Still, you walk this path of redemption. Someone has to believe others can change in the face of so much devastation. You still believe in your cause. You know it must be good for something, or you would not have witnessed others change for the better in the face of your patience.
Fairness. No one should get preferential treatment before the law, and no one is above the law. (Lawful) Everyone deserves a second chance until they prove they have squandered it. (Good)
I try to see the best in life, in people, and the world around me. I believe hope can come from the smallest acts of kindness.
I try to see the good in others, no matter how far gone they may be. This has led me to give one too many chances to those who didn't deserve the first chance at redemption.
Urban, forest, plains, coast
Fighting Style: Naeven has adopted a fighting style as a specialty. Blind Fighting: You have blindsight with a range of 10ft. Fey Ancestry: You have advantage on saves against being charmed, and magic can’t put you to sleep. Aura of Courage: While you are conscious, you and friendly creatures within 10 ft. can’t be frightened. Aura of the Guardian: When a creature within 10 ft. of you takes damage, you can use your reaction to magically take that damage instead. Divine Sense: As an action, you can detect good and evil. Until the end of your next turn, you can sense anything affected by the hallow spell or know the location of any celestial, fiend, undead within 60 ft. that is not behind total cover.
Actions in Combat: Attack, Cast a Spell, Dash, Disengage, Dodge, Grapple, Help, Hide, Improvise, Ready, Search, Shove, Use an Object Unarmed Strike: +5 to hit. 2 dmg on success. Glaive: This weapon has reach and is two-handed. +5 to hit. 1d10+1 on a successful hit. Extra Attack: You can attack twice, instead of once, whenever you take the Attack action on your turn.
Aura of the Guardian: When a creature within 10 ft. of you takes damage, you can use your reaction to magically take that damage instead.
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