Sylmaer Quildesir

Stub

Sir Sylmaer Quildesir

Sylmaer is the loyal bodyguard of Lady Ilyran Venramoir. Sylmaer is a rather quiet and observant fellow who seems perfectly content to following things from the sidelines, smirking as he does. He is very courteous to the lady's wishes and knows how to be out of the way when he isn't needed, but also rushes to her aid when she summons him with a moments notice.

Sylmaer enjoys playing card games and other games of chance. He has infectious laughter.

Mental characteristics

Personal history

Sylmaer was born and raised in the small town of Kholathal, on the 19th of Febor in 3820 AoS. His family worked in a stone quarry, which could have been his fate as well until he showed significant bravery against a threat against his town.

Relationships

Sylmaer Quildesir

Bodyguard

Towards Ilyran Venramoir

0

Ilyran Venramoir

Lady

Towards Sylmaer Quildesir

0

Species
Ethnicity
Date of Birth
19th of Febor
Year of Birth
3820 AoS 227 Years old
Spouses
Siblings
Children
Gender
Male
Eyes
Grey-blue
Hair
Blond
Skin Tone/Pigmentation
Rosey
Height
193 cm (tall)
Weight
67 kg (average)
Aligned Organization


Character Portrait image: Sylmaer Quildesir by Portrait Workshop (beta)

Sylmaer Quildesir

Medium High Elf Bodyguard, Lawful Good

Armor Class 16 (Chain Shirt, Shield)
Hit Points 52 (8d8+2)
Speed 30ft

STR

14 +2

DEX

12 +1

CON

12 +1

INT

10 +0

WIS

12 +1

CHA

10 +0

Saving Throws Str 1d20+5
Skills Athletics 1d20+5 , Intimidation 1d20+3 , Perception 1d20+2
Senses Darkvision, passive Perception 12
Languages Elvish
Challenge Rating Sidekick lvl6

Proficiencies. All armour, Shields, simple weapons.

Defender. The sidekick can use its reaction to impose a disadvantage on the attack roll of a creature within 5 feet of it whose target isn’t the sidekick, provided the sidekick can see the attacker.

Second Wind. The sidekick can use a bonus action on its turn to regain hit points equal to 1d10+6 (its level) in this class. Once it uses this feature, it must finish a short or long rest before it can use it again.

Improved critical. The sidekick’s attack rolls score a critical hit on a roll of 19 or 20 on the d20.

Actions

Extra attack. The sidekick can attack twice, instead of just once, whenever it takes the Attack action on its turn.

Spear. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: ( 1d8+1 ) piercing damage. two-handed

Spear. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: ( 1d6+1 ) piercing damage.

Spear. Ranged Weapon Attack: +3 to hit, reach 20/60 ft., one target. Hit: ( 1d6+1 ) piercing damage.

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