Emrys Idris Character in Verum | World Anvil

Emrys Idris

Sir Emrys Idris

Physical Description

General Physical Condition

Pale skinned, red headed sprite. Well built for his small stature. Wings made of blackish bone hide under his cape.

Facial Features

Strong face, with gentle eyes. Almost always smiling.

Identifying Characteristics

Nose pierced on left side.(Stud) Lip pierced on right side.(Loop)

Apparel & Accessories

Iconic Myrmidon Hkari armor

Mental characteristics

Gender Identity

Male

Sexuality

Virgin.

Accomplishments & Achievements

  • Slayed an undead giant in almost one strike

Mental Trauma

  • Fear of being crushed by large objects

Personality Characteristics

Motivation

Emrys dreams to become strong an famous, spreading his exploits across the land in hopes that someone will know who he really is.

Virtues & Personality perks

  • Patient
  • Calm
  • Respectful

Vices & Personality flaws

  • Doesn't know when to quit
  • Won't share any known secrets

Social

Religious Views

Follower of The Seven
Species
Year of Birth
1170 35 Years old
Birthplace
Unknown
Children
Current Residence
The Black Spire
Gender
Male
Eyes
Green
Hair
Red
Height
3'
Weight
25 Ibs
Known Languages
Common, Sylvan

Emrys Idris

Sprite Race
Soldier-In-Training Origin
Paladin 5 Class & Level
Chaotic Good Alignment
The Seven Deity
Hkari Faction
Member Rank/Position
6 Loyalty
Company

Strength 18
+4
Dexterity 13
+1
constitution 12
+1
intelligence 10
+0
wisdom 10
+0
charisma 14
+2
Total Hit Dice 5
Hit Die
1d10+1
+3 proficiency bonus
+4 Strength
+1 Dexterity
+1 Constitution
+0 Intelligence
+3 Wisdom
+5 Charisma
saving throws
+1 Acrobatics
+0 Animal Handling
+0 Arcana
+7 Athletics
+2 Deception
+0 History
+0 Insight
+5 Intimidation
+0 Investigation
+0 Martial
+3 Medicine
+0 Nature
+0 Perception
+2 Performance
+5 Persuasion
+0 Religion
+1 Sleight of Hands
+4 Stealth
+0 Survival
skills

 
14
MV
0
Prestige
1
Attunement Slots
21
Armor Class
44
Hit Points
+1
Initiative
20 Walk/30 Fly
Speed
WeaponAttackDamage
Longsword 1d20+7 1d8+4
Javelin 1d20+7 1d6+4 (Range 30/120)
Daborakian Claymore 1d20+7 2d6+5 (Reach(10ft) - You can use this weapon to make the Shove action on a creature, dealing damage to the target equal to the weapon’s damage dice on a success. You have advantage on the ability check to shove a target off of a mount with this weapon.)
Attacks
Tools: Smith Tools
Armor: Light Armor, Medium Armor, Heavy Armor, Shields
Weapons: Simple Weapons, Martial Weapons, Daborakian Claymore
Languages: Common/Sylvan

Proficiences
Spell DC: 13 | Spell Attack: 5

Bless - Casting Time 1 Action Range/Area 30 ft Components V, S, M * Duration(Concentration 1 Minute) School Enchantment Attack/Save None Damage/Effect Buff ----- You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. At Higher Levels. --------------When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Shield Of Faith - Casting Time 1 Bonus Action Range/Area 60 ft Components V, S, M * Duration Concentration 10 Minutes School Abjuration Attack/Save None Damage/Effect Buff (...) ----- A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

Find Steed Conjuration • V, S Casting Time: 10 Minutes Instantaneous 30 ft Summoning Level 2nd Range/Area 30 ft Components V, S Duration Instantaneous School Conjuration Attack/Save None Damage/Effect Summoning You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose: a warhorse, a pony, a camel, an elk, or a mastiff. (Your GM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak. Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed. When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum. While your steed is within 1 mile of you, you can communicate with each other telepathically. You can't have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.

Protection From Evil and Good - Casting Time: 1 action Range: Touch Components: V S M (Holy water or powdered silver and iron, which the spell consumes) Duration: Up to 10 minutes. Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can’t be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

Sanctuary - Casting Time: 1 bonus action Range: 30 feet Components: V S M (A small silver mirror) Duration: 1 minute. You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn’t protect the warded creature from area effects, such as the explosion of a fireball. If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.

Detect Magic - Casting Time: 1 Action Range/Area: Self (30 ft ) Components: V, S Duration: Concentration 10 Minutes. For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Zone of Truth Enchantment • V, S 1 Action 10 Minutes 60 ft (15 ft ) CHA Save Control Level 2nd Casting Time 1 Action Range/Area 60 ft (15 ft ) Components V, S Duration 10 Minutes School Enchantment Attack/Save CHA Save Damage/Effect Control You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw. An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.

Lesser Restoration Abjuration • V, S 1 Action Instantaneous Touch Healing Level 2nd Casting Time 1 Action Range/Area Touch Components V, S Duration Instantaneous School Abjuration Attack/Save None Damage/Effect Healing You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
-----------------------------------------------------
Enlarge/Reduce - Casting Time: 1 action Range: 30 ft Components: V S M (A pinch iron powder) Duration: Up to 1 minute You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect. If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once. Enlarge. The target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category - from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attack with them deal 1d4 extra damage. Reduce. The target's size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category - from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deal 1d4 less damage (this can't reduce the damage below 1).
Spellcasting
|Total| |PP| |GP| |EP| |SP| |CP|
|41| |3| |11| |0| |0| |0|

Crafting Tokens: 22
1 tier 3 food token

Hkari Plate(20): Full-Plate (Requires Attunement) – This legendary armor, passed down to all members of the order, is forged and infused with secret rituals and the souls of Hkari past. This armor contains a +1 enhancement bonus, and increases in might as the wearer gains in strength. At 5th level, it becomes +2, and at 10th level, +3. You gain proficiency with this armor if you don't have it. This armor also provides a +3 to any hit point gained from any source of healing. However, such power comes at a cost; if your character should ever die, to protect it from the evil constantly waiting for it, the armor seals your soul within it to keep it safe and to power the next Hkari. A Hkari can never be resurrected. The armor can be taken off, but no matter where it is, your soul returns to it once you have attuned to it, you attune to it when you join the order.

Old Moss Covered Bulwark (PHB base Shield, has symbol of Silloway on it.)

2 Bandolier Potion Belts Equipped. 1)Potion of Greater Healing/Potion of Greater Healing/Potion of Superior Healing | 2) Potion of Growthx3
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INVENTORY
Explorers Pack
Smiths Tools
Hourglass
Everburning Torch
Lapis Lazuli(10GP)
1 Tier 1 Rare Ingredient (The Mushrooms)
Fine Carved Statue of Silloway: Lady Summer
Potion of Superior Healing(1)
Potion of Greater Healing(4)
Potion of Healing(2)
Hooded Lantern+1 Oil
Daborakian Claymore
Longsword(Imbued with 3rd level Continual Flame)
Crowbar
Potion of Growth(9)
Painters Supplies
1 Carved and Painted Dire Wolf Totem
Ration of Spicy tomato, garlic, and "Meat" soup. (PHB Ration, just reheat em!)
Holy Symbol Of The Seven(Imbued with 3rd level Continual Flame)
Antitoxin
Banded Agate(10GP)
Javelins(6)
Holy Water(1)
Herbalism Kit
Truth Serum



Equipment
Hkari
Faction
The Specialist
Stat Array
Pissant(2 Use) Pissant Poor Special Crafter Usable for anything, but specializes in weapons and armor for small folk, as he is a goblin. Dexterity Aligned Simple Weapons, Armor, Stealth 25% faster craft time

Soldier-In-Training: You gain proficiency with a martial weapon of your choice. If you already possess all martial weapon proficiencies, you may instead choose one weapon and gain a +1 to damage rolls with weapons of that type.(Greatsword)

Darkvision: Accustomed to twilight forests and the night sky, you have superior vision in dark and dim conditions. 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.

Fey Creature: Sprites are creatures with the fey subtype.

Laughing Mad: Sprites are immune to the confusion spell and forms of madness that are not fey in origin.

Iron Wing: Your wings are tough and chitinous like a beetle or boned like a skeleton. You can wield two handed and heavy weapons.

Great Weapon Master: On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action. -Before you make a melee attack with a heavy weapon with which you are proficient, you can choose to take a -5 penalty to the attack roll. If you do so and the attack hits, it deals +10 damage.

Divine Sense: As an action, 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 of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated. 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: 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.

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.

Spellcasting: By 2nd level, you have learned to draw on Divine Magic through meditation and prayer to cast Spells as a Cleric does.

Divine Health: The Divine Magic flowing through you makes you immune to disease.

Channel Divinity: Your oath allows you to channel divine energy to fuel magical Effects. Each Channel Divinity option provided by your oath explains how to use it. When you use your Channel Divinity, you choose which option to use. You must then finish a short or Long Rest to use your Channel Divinity again. Some Channel Divinity Effects require Saving Throws. When you use such an effect from this class, the DC equals your Paladin spell save DC.

Sacred Weapon: As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to Attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the Duration. You can end this effect on Your Turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall Unconscious, this effect ends.

Turn The Unholy: As an action, you present your holy Symbol and speak a prayer censuring Fiends and Undead, using your Channel Divinity. Each fiend or Undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Extra Attack: Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.

Shove: Using the Attack action, you can make a Special melee Attack to shove a creature, either to knock it prone or push it away from you. If you’re able to make multiple attacks with the Attack action, this Attack replaces one of them.The target must be no more than one size larger than you and must be within your reach. Instead of Making an Attack roll, you make a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you win the contest, you either knock the target prone or push it 5 feet away from you.

Myrmidon Echelon: The armor takes on a sharper more sinister shape, as dozens of mouths with sharp teeth form closed all around the armor.
Loyalty 1 - As a bonus action you grow dozens of tiny maws on your armor, consuming the blood of those you slay. For 1 minute whenever you kill an enemy you heal 1 hitpoint. You must complete a long rest before you can use this ability again.
Loyalty 2 - Whenever you use the Divine Smite class feature on an evil outsider, you deal an additional 1d8 damage. If you do not have access to the Divine Smite class feature, you can use it once per day as if with a first level spell slot. The extra damage does not count toward the dice maximum provided by the ability.

Fadesteel Gorget
Whenever you would be subject to a critical hit, you reduce the damage taken by 5.
Class/Racial Features & Traits

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