Oswyn Eygris

Oswyn Eygris

A seemingly kind though perpetually nervous and unremarkable young man. He is eager to please and endear himself to those around him as he tries to find somewhere he might fit in despite his past and his strange... condition.

Physical Description

General Physical Condition

Well toned. His timid demeanor makes him appear physically weaker than he is.

Identifying Characteristics

Heavy scarring on the back of his hands and his back.

Mental characteristics

Personal history

On the surface, Orde seems like a perfect place. A pristine metropolis ruled by a White Council devoted to the forces of good. This, however, belies a society that is, at times, driven to irrational hatred and even violence by a blind, single-minded zealotry. In no story is this made more apparent than in that of Oswyn.   Oswyn spent his early years in a relatively well-off home in a quaint and moderately-sized town just within the borders of Orde. His father, Henric Eygris, was a respected Paladin who faithfully served his country before he was tragically forced into an early retirement.  This was due to an injury sustained, as the story goes, while combating an underground cabal of witches plotting against the nation of Orde. Though he could no longer serve directly, Henric was well-liked by the people of his town and was renowned for his valor and devotion to the White Pantheon. Not long after his retirement, Henric settled down with a bard by the name of Erina, who had gained local fame for the almost enchanting sound of her flute-playing.   It was only a few years after Oswyn was born that it was discovered that Erina had been doing the intolerable: dabbling in witchcraft. As it turned out, her family had a history of practicing minor witchcraft which had served to pique Erina's interest. While her shallow exploration of the wiccan arts had only served little more than a mild curiosity to Erina, Henric and the people of the Ordesian town in which the family lived were not inclined to entertain such distinctions. Their devotion to the light was strong and fanatical, even by the typical standards of Orde. Having moved here only a year before meeting her future husband, Erina could scarcely imagine the consequences her flippant use of witchcraft would bring upon her and her son.   Henric, at least by his own distorted view, was not an unreasonable man. He was a well respected and influential man in town and so was able to grant her an "opportunity" for penance. She was to fully devote herself to Vavren. In so doing, Erina would supposedly have the chance to earn redemption for herself. However, stubborn prejudices are not so easily quelled. Her years of suffering and devoted service seemed to bring her no closer to redemption in the eyes of her husband or the general public.   The young Oswyn fared little better. Viewed as a "witch spawn", he was treated as an outcast both in his own home and the town at large. Oswyn was made to work himself to the bone each day and was harshly punished for even the most minor of offenses in the hopes of "cleansing his tainted soul". He was told that evil ran through his veins. He was told that it was only by the grace of the White Pantheon that he was granted mercy. He was told that he must repay this mercy through whatever penance was asked of him. Much like his mother, however, none of his attempts to prove himself good and devout seemed to ever be quite good enough for his father or anyone else.   In truth, when Henric looked at his wife, he no longer saw his wife. When he looked at Oswyn, he no longer saw his boy. Henric saw the witches who had maimed him and cut his promising career short. In his sorrow at being robbed of his ability to defend the country he loved, he had finally found some amount of happiness with his newly formed family. However, in his mind, when he learned of what his wife had done and of her background it was as though even this last bit of happiness had been taken from him by witches. Henric was a man consumed by bitterness and resentment and would never be satisfied.   Nonetheless, as part of the communal effort to bring the young boy into the light, Oswyn, when not toiling, would be told stories of gallant and brave heroes who displayed a selfless desire to help others regardless of the consequences to themselves. As it happened, adventurers were not a terribly uncommon sight in town. In the eyes of a young boy, these were gallant and remarkable figures which matched or even exceeded the descriptions in the tales. These brave adventurers would, in fact, often see Oswyn and his mother and notice the way they were treated. Many, of course, believe that the boy's father was clearly crossing the line. Yet, Oswyn watched as these heroic people witnessed the cruel treatment of his mother and himself and then... look away... and continue on as if they had seen nothing. These adventurers already had their task set before them. They could not spare the time to offend a man of considerable local influence just to spare one boy and his mother. A pragmatic choice for the greater good. However, the young boy naturally came to wonder: did the heroes he heard about actually exist? Or perhaps he simply didn't deserve their help? Maybe he really was as evil and wretched as he had been told he was.   Oswyn's only respite came from a simple possession of his. A doll: some might consider this a bizarre thing for a little boy to own, but it was the only toy Oswyn had. He is not clear on when he found or received it. It was such a long time ago after all. Regardless, he cherished his only possession and kept it hidden away from the watchful eye of his father and his servants. As children sometimes do, he imagined a persona or a character for this toy. He placed a paper crown atop her head and decided she would be royalty. Even if imaginary, she would perhaps be the only figure in his life that would recognize Oswyn as being someone of worth.   All of this went on for about 5 years. However, one day, in seeking to prove her dedication to good, Erina offered aid and shelter to a man who had collapsed in the street. What she did not know was that this man was a recently escaped warlock fugitive. Already being on probation, her aiding and abetting of such a criminal sealed Erina's fate. By Henric's own judgement, she would be burned at the stake by his own hands. Even now, Oswyn only has very vague recollections of the moments after his mother's execution. The cheers and jeers of the crowd. A feeling of overwhelming despair. Intense hjeat. A raging inferno. A demonic creature cloaked in fire. Screaming. Darkness.   Those tasked with investigating the calamity that occurred in the town square had little patience for the boy's tall tales of fire demons. No such creatures were found at the scene or anywhere nearby. It was eventually concluded that the death and destruction at the town square was caused by a curse. A final act of revenge by Erina Eygris on her late husband as she parted with the mortal world. Oswyn was thus shipped off to a church in a nearby town where he spent the rest of his childhood. Though he was spared the rampant abuse he had suffered in his early years, his reputation had preceded him. Oswyn found himself shunned by the other children and though the church's caregivers did not exactly treat Oswyn poorly they seemed to subconsciously treat him with a certain palpable coldness compared to how they treated the other children.   Oswyn lived a lonely, but largely peaceful 10 years as a child of the church. However, as he grew up he felt what could only be described as an occasional itch inside the back of his head. This feeling only grew in frequency and intensity as he grew older. Being as socially isolated as he was, Oswyn spent much of his time studying in the church's library, but never had he found anything describing such a condition. When Oswyn finally came of age, he simply woke up one morning in the wilderness outside of town. Aside from the clothes on his back, he only had two other items on his person. A crudely crafted leather mask and a doll. The same doll from his early childhood that he had thought lost to the flames.   From then on, Oswyn would suffer from bizarre gaps in his memory. Spans of time he could not completely account for aside from vague memories of violence and fire as though he were trying to remember a dream he had. Eventually he came to believe that he was possessed by demon or some sort of evil spirit. He thought it likely that it was the same one he remembered seeing at the town square execution. Oswyn aspired to travel across Kalkatesh in order to research his condition and try free himself. During his travels he observed a group of thugs harassing a woman in a local tavern. Seeing that no one was going to do anything and recalling all of those who had ignored his plight as young boy, he decided to intervene. In the ensuing scuffle, "it" took over. The thugs were slain and the tavern was burned to the ground. Though the rest of those in the tavern escaped the blaze, Oswyn found himself under arrest for arson when he woke up. Given the situation he found himself in, Oswyn opted to join the Shackled Legion. It is his hope that here he might discover the truth behind his current state and, if not cure himself, use the power of that which lurks inside for some sort of positive end.

Gender Identity

Male

Sexuality

Straight

Mental Trauma

Abusive Childhood
Witnessed his Mother's Execution
Suppressed Anger and Resentment

Morality & Philosophy

Oswyn:
Unconvinced of the concept of a "greater good". Sympathetic towards the poor, the orphaned and the outcast.   Traveler:
The world demands strength.
Enemies cannot be left alive.
The young are not yet ready.
They must be shielded.
Mercy is cruelty.

Personality Characteristics

Virtues & Personality perks

Oswyn:
Kind, Agreeable   Traveler:
Protective of children

Vices & Personality flaws

Oswyn:
Timid, Nervous, Somewhat desperate for approval   Traveler:
Vindictive, Violent, Unforgiving

Personality Quirks

Oswyn:
Has a habit of scratching the back of his head.   Traveler:
Claims to be able to hear the blood of his enemies "singing" to him. Believes himself to be a knight from a kingdom he calls "Clearwater" and that he is bound to the service of its ruler (Lorita).

A seemingly average, perpetually nervous young man trying to figure out his place in the world given the bizarre condition he seems to have...

View Character Profile
Alignment
Neutral
Age
18
Birthplace
Orde
Children
Current Residence
Shackled Legion
Gender
Male
Eyes
Green
Hair
Red
Height
5ft 9in.
Weight
175 lbs.
Known Languages
Common, Wicked

Oswyn Eygris

Variant Human Race
Orde (Church Child) Origin
Cleric (Rage) 6 Class & Level
Neutral Alignment
Lorita Deity
Shackled Legion Faction
Prisoner Rank/Position
1 Loyalty
Company

Strength 17
+3
Dexterity 12
+1
constitution 14
+2
intelligence 10
+0
wisdom 16
+3
charisma 12
+1
Total Hit Dice 6
Hit Die
1d8+2
+3 proficiency bonus
+3 Strength
+1 Dexterity
+2 Constitution
+0 Intelligence
+6 Wisdom
+4 Charisma
saving throws
+1 Acrobatics
+3 Animal Handling
+3 Arcana
+3 Athletics
+1 Deception
+3 History
+3 Insight
+4 Intimidation
+0 Investigation
+6 Martial
+6 Medicine
+0 Nature
+3 Perception
+1 Performance
+1 Persuasion
+3 Religion
+1 Sleight of Hands
+1 Stealth
+3 Survival
skills

 
16
MV
0
Prestige
1
Attunement Slots
16
Armor Class
51
Hit Points
+1
Initiative
30
Speed
Heavy Star and Chain 1d20+6 1d10+3
Mace 1d20+6 1d6+3
Flame Blade 1d20+6 3d6
Attacks
Armor - Light armor, medium armor, shields
Weapons - Simple weapons
Saving Throws - Wisdom, Charisma
Tool Proficiencies - Alchemist's supplies, Flute
Skills - Medicine, Religion, Arcana, Intimidation, History, Martial
Proficiences
Heavy Star and Chain (silvered)
Half Plate Armor
Mace
Scale Mail
Light crossbow + x18 bolts
Shield
Doll with a paper crown sewed to its head (holy symbol)
x2 Bandoliers
x2 Potion of Healing (2d4+2)
Explorer's Pack (Includes a backpack, a bedroll, a mess kit, a tinderbox, 8 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.)
Leather Mask
Crafting tokens: 20
1 week's worth of cheese
Flute
1 Sheet Music
Equipment
Shackled Legion
Faction
Mad Man
Stat Array
----Variant Human----
ASI: +1 DEX, +1 WIS
Size Medium
Speed 30 ft.

! Skill Proficiency: Arcana

Languages: Common, Wicked

1 Feat: Warcaster

----Rage Cleric----
Armor: Light armor, medium armor, shields
Weapons: Simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Medicine, Religion

Starting Equipment: Mace, scale mail, light crossbow + 20 bolts, explorer's pack, a shield, a doll (holy symbol)

Ritual Casting
You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus
You can use a holy symbol as a spellcasting focus for your cleric spells.

Domain Spells
1st - Searing Smite, Hellish Rebuke

Sibling of Wrath
Cast as Cleric Cantrip: Green-Flame Blade
Skill Proficiency: Martial

Restless Fury
From 1st level, you can cast a spell or cantrip that requires you to make a spell or melee weapon attack as a bonus action instead of its normal casting time. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once), and regain these uses when you finish a long rest.

Channel Divinity: Dire Aura
Starting at 2nd level, you can use your Channel Divinity as an action to create an aura 30 feet around you for 1 minute. All creatures within this aura can score critical hits on a roll of 19 or 20. All creatures that start their turn inside the aura gain a 10 foot bonus to their movement speeds as long as they move in a straight line towards a hostile creature.

Insatiable Savagery
Starting at 6th level, you gain resistance to fire damage. When you cast a spell that deals physical or fire damage, you can add your Wisdom modifier to one physical or fire damage roll of that spell against one of its targets.

----Deity: Lorita----
Church Boon: +1 STR
Skill Proficiency: Intimidation

----Origin: Orde (Church Child)----
ASI: +1 CHA
Skill Proficiency: History

You gain a cantrip from the cleric spell list and may cast it at character level: Spare the Dying

----Faction: The Shackled Legion----
(10MV) Arson - Benefit: Whenever you would deal fire damage, you do 3 extra fire damage. This effect can only occur once for each source of fire damage.

Tool Proficiencies - Alchemist's supplies, Flute
Improved Starting Equipment - x2 Bandoliers, x3 Potion of Healing, Antitoxin

Loyalty Benefits:
  • The Iron Brand Prerequisite – Loyalty 1 Gain 5 additional hit points

  • ----Feats----
    Warcaster:
    -You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
    -You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
    -When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

    Weapon Master:
    +1 STR
    1 Exotic Weapon Proficiency: Heavy Star and Chain
    4 Weapon Proficiencies:
  • Longsword
  • Glaive
  • Pike
  • Warhammer
  • Add your proficiency bonus against attacks made by a: Longsword

    ----Cantrips----
    Green-Flame Blade
    Toll the Dead
    Word of Radiance
    Light
    Guidance
    Spare the Dying

    ----1st Level Spells Prepared----
    Searing Smite
    Hellish Rebuke
    Bane
    Inflict Wounds
    Guiding Bolt
    Cure Wounds

    ----2nd Level Spells Prepared----
    Flame Blade
    Shatter
    Aid
    Spiritual Weapon
    Hold Person

    ----3rd Level Spells Prepared----
    Bestow Curse
    Enemies Abound
    Dispel Magic
    Spirit Guardians

    ---Permanent Madness---
    Dissociative Identity Disorder:
    This is the infamous multiple personality disorder that has provoked the production of many films and books. Each personality a character harbors has a distinct name, behavior, and possibly, even gender. The player needs to keep track of each of the character’s different personalities (each character has the same ability scores and games statistics, but different goals, outlooks, attitudes and so on).

    Dissociative Amnesia:
    This is the inability to recall important personal information by trying to avoid unpleasant memories or events. The character must make a DC 20 Intelligence check to recall such details or the cause of amnesia OR the details of events that took place when a different personality was in control. This check can be tried once per day after benefiting from a long rest.
    Class/Racial Features & Traits