Kieran Alean

Kieran Alean

Kieran is a prideful man, that always has an amused grin on his face with a confidence that never falters. He basically looks for whatever is fun at the moment.

Physical Description

General Physical Condition

Overall, Kieran's body is sickly and malnourished. He has some slight muscle from the dueling over his years, but it's pretty apparent he had many many years of not being able to fully care for his body. He stands at a tall 6'0" and is rather lanky, sometimes he wears boots that might make him appear one or two inches taller than usual.

Identifying Characteristics

Piercing yellow eyes, the white draconic tattoo on his face, and vampiric fangs when he grins.

Mental characteristics

Personal history

He grew up on the streets of Bleak, just trying to make it by like most. Thinking this place is awfully depressing, he began to search for the finer things in life, aka basically just anything fun; especially when the bloodline of his sorcery powers started to kick in probably the most interesting thing that has yet to happen to him to date. He spent most of his life and travels trying to find interesting things to do to keep him entertained.

Gender Identity

Male

Sexuality

Pansexual

Personality Characteristics

Motivation

His motivations are simple, by the end of the day he wants to find what's interesting and entertaining. Mostly coming from Bleak, a place that was awfully depressing to Kieran, he does his best to make the most out of his days and find whatever will bring the most thrill.
Alignment
Chaotic Neutral
Age
25
Birthplace
Bleak
Children
Current Residence
Krazax
Gender
Male
Eyes
Yellow
Hair
Blond
Skin Tone/Pigmentation
Tanned
Height
6 ft 0 in
Weight
140 lbs

Kieran Alean

Royal Dhampir Race
Bleak Blessed Origin
Sorcerer 1 + Paladin 4 // 5 Class & Level
Chaotic Neutral Alignment
Wode Deity
Linnorm Lords Faction
Member / Lord Rank/Position
8 Loyalty
Company

Strength 18
+4
Dexterity 12
+1
constitution 14
+2
intelligence 11
+0
wisdom 12
+1
charisma 18
+4
Total Hit Dice 2
Hit Die
1d6+2
+3 proficiency bonus
+4 Strength
+1 Dexterity
+5 Constitution
+0 Intelligence
+1 Wisdom
+7 Charisma
saving throws
+1 Acrobatics
+1 Animal Handling
+3 Arcana
+4 Athletics
+4 Deception
+0 History
+4 Insight
+4 Intimidation
+0 Investigation
+1 Martial
+1 Medicine
+0 Nature
+1 Perception
+7 Performance
+7 Persuasion
+0 Religion
+1 Sleight of Hands
+4 Stealth
+1 Survival
skills

 
13
MV

Prestige

Attunement Slots
16
Armor Class
56
Hit Points
+1
Initiative
30
Speed
WeaponAttackDamage
Claw 1d20+6 1d4+3
Longsword 1d20+7 1d8+4
Longsword (two-handed) 1d20+7 1d10+4
Shock 1d20+8 1d8+4+1d6+2
Attacks
Languages- Common, Necrill, Draconic (Linnorm), Primordial (Linnorm)
Armor: light armor, medium armor, shields
Weapons: simple weapons, martial weapons
Tools: none
Proficiences
Cantrips// Booming Blade, Green-Flame Blade, Fire Bolt, Sword Burst
Level 1// (Sorcerer) Shield, Mage armor || (Paladin) Cure Wounds, Shield of Faith, Bless, Wrathful Smite, Compelled Duel, Armor of Agathys, Command
Spellcasting
A staff, a hunting trap, a trophy from an animal you killed, a set of traveler's clothes, and a belt pouch containing 10gp
Pole of Collapsing, 2 empty vials
Quarterstaff
Arcane Focus
explorer's pack
Dagger (2)
Scale Mail

Shock (Longsword)
Your Strength score is increased by 2, up to the maximum equal to your ability score cap.

Irritating Screech: As an action, you can force a creature within 30 feet to make a DC 14 wisdom saving throw or become incapacitated for 1 minute. This effect ends if the creature takes damage.
Another creature can spend it's action to stop this effect.

You can do this twice. You regain these uses when you finish a long rest.

Electrifying: As a bonus action, you can have the blade glow light blue for a minute. For the duration, it deals an additional 1d6 Lightning damage on a successful hit. You can use this ability once before finishing a long rest.

Static Conducting: When you move, you can take a reaction to feel the power of lightning coursing through your body, increasing your walking speed by 10 feet for a minute. This does not double with a dash action.You can use this feature once, regaining the use after finishing a short or long rest.

Equipment
Linnorm Lords
Faction
Mad Man
Stat Array
Darkvision
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Sunlight Sensitivity
You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Vampiric Guile
You gain proficiency with one of the following skills of your choice: Deception, Intimidation, or Persuasion.

Blood Curse
Once per week, Dhampirs must partake in the blood of another humanoid in order to replace their own blood to survive. If a Dhampir fails to do so, they gain one point of exhaustion per day afterwards that cannot be removed until they consume the blood of another humanoid.

Fangs
Your fangs are a natural weapon which you can use to make unarmed strikes. Your fangs count as a finesse weapon, and as such if you hit with it, you deal piercing damage equal to 1d4 + your Strength or Dexterity modifier.

Invigorate
Once per long rest, when you successfully attack a living humanoid with blood using your fangs, you can spend one Hit Die to heal yourself (no action required). Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total. Using this ability counts as a source of blood for the blood curse effect.

Predatory Charm
You can magically beguile the mind of creatures, twisting their perception of you. You can cast the spell Charm Person once with this trait. At 7th level, you can cast the spell Charm Monster with this trait instead. You regain the ability to cast it this way when you finish a long rest. Charisma is your spellcasting ability for this spell.

Draconic Ancestor
Rhagdas: Fire / Radiant / Primal

Linnorm Prowess
As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. Starting at 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Additionally, you grow sharp claws that increase in potency as you gain levels using the following progression:
At 1st Level: Your claws deal 1d4 Slashing
At 6th Level: Your claws deal 1d6 Slashing
At 14th Level: Your claws deal 1d6 Slashing + extra 1d6 Primal damage
At 18th Level: Your claws deal 1d6 Slashing + extra 1d6 that is every element your chosen Linnorm governs.
Attacks with these claws use your Strength modifier, and you can use your bonus action to make an attack with a claw. These claw attacks are considered magical for the purpose of bypassing resistances.

Crovux - Linnormous Blessing
You are blessed with life energy, increasing your hit point maximum by 10.

Bleak Blessed
You receive a +3 bonus to saving throws versus poison.

Extended Linnorm Blessings-
Eldos Daikura - You gain lightning resistance. In addition, you deal an additional 2 lightning damage per lightning damage source. (This effect is additive and stacks with other blessings.)
Fone - You gain cold resistance. In addition, you deal an additional 2 cold damage per cold damage source. (This effect is additive and stacks with other blessings.)

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 next 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 1 + your Charisma modifier. 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 hit points equal to your paladin level × 5.

As an action, you can touch a creature and draw power from 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.

Fighting Style: Defense
While you are wearing armor, you gain a +1 bonus to AC.

Divine Smite
Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.

Channel Divinity: Conquering Presence
You can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.

Channel Divinity: Guided Strike
You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

Level 4 feat: Athlete
Increase your Strength or Dexterity by 1, to a maximum of 20.
When you are prone, standing up uses only 5 feet of your movement.
Climbing doesn't cost you extra movement.
You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.
Class/Racial Features & Traits

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