Jhaxaryon Virind Jiquen Character in The Sundered Worlds | World Anvil
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Jhaxaryon Virind Jiquen (jack-SAIR-ee-on VEER-ind jih-KWEHN)

CW: blood, physical violence, harm to loved ones, children witnessing harm

The past is never really past.
Virind fled to Lilyr'ythra to escape his violent life, the allies he'd betrayed, and the enemies he'd made. He thought to lay low someplace where no one would ask questions, sell his mercenary skills for a time, then move on someplace else. Same as always.
Until he fell in love.
With the man, the city, the people who care so genuinely and understand how to discover exactly what each heart needs to heal. He fell in love with the gentle, twinkling magic all around him and the comfort of the shadows. He fell in love with his own life for the very first time. Virind found the deepest contentment and joy in his husband Eldantir, who learned every horrible thing Virind had ever done and still wanted to have dinner with him. He found a best friend in Nathda, Eldantir's partner and eventual bearer of their three children. Like Lilryth remaining in the Demonweb Pits, he chose to keep his {DRACONIC ETHNICITY) name when they married, and the three of them took the Draconic word for acceptance as their family name. He found fulfillment in fatherhood.
Witness, Winter, and Wonder became Virind's entire purpose. He approached parenting with a studiousness and dedication that he had never applied to anything else in his life. Devoting himself fully to his children, he left his warhammer and well-worn armor to gather dust, but never got rid of them. In his heart of hearts, he blames this refusal to completely relinquish his past.
More than a decade after Virind had fled sins of his past, they found him. His former guild destroyed his home and attacked Eldantir, leaving his husband in critical condition and his children terrified. Swearing an oath of vengeance to Nathda, Virind has left Lilyr'ythra and promised not to return until his past can never hurt their family again. She honors his decision reluctantly. Faithful Vorvenn, a family friend and the votary currently caring for Eldantir, encouraged Virind to seek redemption before he left. It was offered to him, after all, and no one can heal while they are being tormented.
Virind does not know what he will do.

Personality

Keeping his mouth shut has always been Virind's most valuable skill. As an enforcer, his guild trusted him not to talk to authorities and let enemies blab their way into a corner. As a Mythalenairran father, it left him room to listen and observe.
He spent most of his life without room for hobbies or interests, unless you count beating the shit out of people. Which he does not. Anymore.
Discovering a life worth living introduced him to the satisfaction of rock climbing, but most of his free time was dedicated to raising his children. He learned to play the rock harp when encouraging Witness' interest in music, bred dancing spiders for a time with Winter, and studied magic to spend time with Wonder. His quiet delight nurtured creativity and curiousity in his children and he was always looking for the next thing to share with them.
Virind spent most of his life with few bonds or strongly held beliefs. Now, he is wholly dedicated to Mythalenairran wellness philosophies and the intrinsic dignity every living thing possesses. Without the catalyst of the attack on his family, he wouldn't have believed it necessary to root out harmful actors, just to heal whatever came his way. Now, on his own and worried for his family, he wonders if he has a duty to ensure as many people as possible are protected the way he is protecting his own.

Presentation

Virind is weighty in both physical stature and presence. He exudes an aura of command that can be as menacing or comforting as he wills it, a versatility he utilizes to its fullest extent. His black scales are dull and cracked, covered in tattoos made by etching designs into them and filling the scrapes with ink. Grey, segmented horns curve around his chin, and a transluscent fin runs from the top of his head to the nape of his neck. A silver earring dangling from one scaly spike in front of right ear hole is his only jewelry.
His clothing is simple and unadorned, in dark earth tones. A dark tunic over lighter trousers, cut loose to not snag on his scales. A thick, white cloak is most often rolled into his pack but is large enough to keep him warm against wind and snow. He does his best to keep his clothing clean and becomes mildly distraught when he notices stains and tears. His armor, in contrast, is a tarnished bronze breastplate with no noticable insignia and the maker's mark hammered out. Wrapped around his meaty forearm is the white silk blanket each of his children were swaddled in at their respective births. Tucked under a twist of the fabric is a corner stained dark. Eldantir used the blanket against a wound after the attack.
A scarred leather pack from his criminal days carries his equipment and supplies, the weight of it far too familiar for his comfort.

Fighting & Casting Styles

Virind allows his weight to carry him into and through fights. He attacks the nearest enemy to him and carves his way toward the greatest threat, heavy swings pulling him across the battlefield. The magic of his oath sizzles and burns, acid clearing away both sins and virtues.
Whenever he either pursues vengeance or permits redemption, a tiny purple spider crawls across the blanket wrapped around his wrist. His connection to Lilryth is weaker than most Mythalenairra, and privately he worries that not understanding the sign is mark of failure itself. Regardless of the inciting action, he begins every sentence with the phrase "forgive me" for the next day or so after noticing the spider.
Current Status
Bringing justice to those who harmed his family
Ancestry
Black Dragonborn
Ethnicity
Age
43
Children
Pronouns
he/him
Gender
man
Presentation
masculine
Eyes
bright green, reptilian, concerned
Skin Tone/Pigmentation
dull black scales, cracked and tattooed
Height
imposing
Weight
solid, grounded

Jhaxaryon Virind Jiquen

10 Level (0/85000 XP for level-up) Criminal Background Black Dragonborn, Mythalenairra Race / Species / Heritage Alignment
Paladin
Level 10
Hit Dice: 10/10
1d10+1 Class 1

STR
18
+4
DEX
12
+1
CON
12
+1
INT
11
+0
WIS
5
-3
CHA
14
+2
69
Hit Points
+1
Initiative (DEX)
15
Armor Class (AC)
+4
Prof. Bonus
30
Speed (walk/run/fly)
50 / 50
Lay on Hands
Spellcasting ...
+6 Attack mod
CHA Ability
+2 Abi Mod
14 Save DC
+8 Expertise Bonus
+4 Proficiency Bonus
+4 Strength
+1 Dexterity
+1 Constitution
+0 Intelligence
+1 Wisdom
+6 Charisma
saving throws
+1 Acrobatics DEX
-3 Animal Handling WIS
+0 Arcana INT
+8 Athletics STR
+6 Deception CHA
+0 History INT
-3 Insight WIS
+2 Intimidation CHA
+0 Investigation INT
skills
-3 Medicine WIS
+0 Nature INT
-3 Perception WIS
+2 Performance CHA
+6 Persuasion CHA
+0 Religion INT
+1 Sleight of Hand DEX
+5 Stealth DEX
-3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Vitriolic Hammer +10 STR 1d10+4 bludgeoning
 + 1d6 acid
Heavy Crossbow +8 STR 1d10+4 piercing
 100/400
Attacks

Spell Book

Ancestry: Dragonborn (black)
  • Breath Weapon: As an action, you can exhale magical energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw. On a failed save, the creature takes 1d10 damage of the type associated with your Chromatic Ancestry. On a successful save, it takes half as much damage. This damage increases to 2d10 when you reach 5th level, 3d10 at 11th level, and 4d10 at 17th level. You may use this feature a number of times equal to your proficiency bonus and regain all expended uses when you finish a long rest.
  • Damage Resistence: You have resistance to the damage type associated with your Chromatic Ancestry (acid).
  • Chromatic Warding: Starting at 5th level, as an action, you can channel your draconic energy to protect yourself. For 1 minute, you become immune to the damage type associated with your Chromatic Ancestry. Once you use this trait, you can’t do so again until you finish a long rest.
  • Culture: Mythalenairra
  • Superior Darkvision: If you have darkvision from your ancestry, it has a radius of 120 feet. If you do not have darkvision from your ancestry, you have adapted to a life of underground darkness. 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 grey.
  • Twinkling Tricks: Mythalenairran culture honors Lilryth by incorporating her magic into everyday life. You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. You do not need material components to cast these spells in this way.
  • Sunlight Sensitivity: You've spent a signficant portion of your life underground, far away from the sunlight. 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. This trait no longer affects you when you have been above ground for one year.
  • Background: Criminal
  • Criminal Contact: You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. you know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
  • Class: Paladin
  • 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 x 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.
  • Spellcasting: You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
  • Spellcasting Focus
  • 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.
  • Divine Health: By 3rd level, the divine magic flowing through you makes you immune to disease.
  • Extra Attack: Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
  • Aura of Protection: Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus. At 18th level, the range of this aura increases to 30 feet.
  • Aura of Courage: Starting at 10th level, you and friendly creatures within 10 feet of you can't be frightened while you are conscious. At 18th level, the range of this aura increases to 30 feet.
  • Fighting Style: Great Weapon Fighting
  • When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
  • Sacred Oath: Vengeance
  • Channel Divinity
  • Abjure Enemy: As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw. On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature's speed is 0, and it can't benefit from any bonus to its speed. On a successful save, the creature's speed is halved for 1 minute or until the creature takes any damage.
  • Vow of Enmity: As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.
  • Relentless Avenger: By 7th level, your supernatural focus helps you close off a foe's retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn't provoke opportunity attacks.
  • Feats
  • Charger: When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature. If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack’s damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed).

  • Features & Traits
    Dungeoneer's pack, breastplate, Vitriolic Warhammer,

    Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 100, Platinum: 0 Money
    Sylvan, Abyssal, Common, Thieves' Cant, thieves' tools, dice

    Languages & Proficiencies
    "I am always calm, no matter what the situation. I never raise my voice or let my enemies know my emotions."
    "The first thing I do in a new place is note the layout for exits, hazards, and potential traps or spies."

    Personality Traits
    "There's a spark of good in everyone."

    Ideals
    "People I care about have been hurt because of my past. One way or another, it will never happen again."

    Bonds
    "Preventing my mistakes from harming those I care about may be more important than giving others a chance to do the right thing."

    Flaws


    ™ & © Wizards of the Coast - D & D 5e Character Sheet v2.06, made by Tillerz - Updated: 2023-02-09
    To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.


    Cover image: by Athevra via Adobe Spark

    Comments

    Author's Notes

    The concept of this character is, "If a paladin who swore an oath of vengeance shows mercy or allows redemption, does that make them an oathbreaker?" Throughout the course of his adventures, Virind must choose to maintain the principles of salvation his chosen home embodies or follow through with the retribution his past would normally demand. If he takes vengeance on those who harmed his family, does that mean he never really changed and is still a violent criminal? If he permits them redemption, will the magic of his oath break him for it? Would his goddess, to whom he has sworn nothing, intervene either way? Would he want her to?


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