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Acorn
Acorn the Paladin
Relatives Large family and community of relatives in his home village
Languages Common,Elvish,Celestial
Affiliations Oath of the Ancients
Aliases An inarticulable screetch, Beaks
Marital Status Single
Place of Birth Amusa
Date of Death n/a
Place of Death n/a
Species Kenku
Gender Male
Height 5'7"
Weight 150lbs
Eye Color Black


Acorn is a Kenku Oath of the Ancients Paladin in the Within the Wicked Wilds campaign.

History[edit | edit source]

Acorn, whose birth name is a screech impossible to recreate in Common, had a humble upbringing. His loving parents operated a seed farm which provided for his family of 5 brothers and sisters. They lived in a small Kenku village on the coast of Amusa. He toiled tirelessly in his family's fields, and before long had grown to be the strongest of his family. But Acorn grew restless at the farm, and wanted more.

When Acorn became of age, he journeyed away from his village to seek out a trade of his own. He soon found work as a hired hand for a traveling merchant. The kenku loaded wagons and tended to the horses as they traveled throughout the cities of Amusa. The crew called him "Beaks", a name that he resented. He again grew tired of this work, knowing that there was something more for him out there. But what?

One day the merchant caravan Acorn worked on was attacked by a group of goblin bandits led by a large hobgoblin. Acorn fled the scene, hiding in the nearby forest as his boss was killed, and his fellow workers tied up as the bandits ransacked the caravan.

Suddenly a figure flashed into the path. Vines and thorns rose from the ground, disabling most of the bandits as an elvish paladin, Elrohir, quickly dispatched their leader and sent the remaining brigands running. The noble paladin sensed the young kenku, and summoned him over to tend to him and the surviving crew.

Amazed by the skill and power of this elf, who had effortlessly carved through the bandits, Acorn begged Elrohir to take him in and teach him to fight. This warrior was the most interesting person Acorn had ever encountered, and he immediately idolized him. The paladin, having recently lost his apprentice, and sensing great promise in the boy, agreed to train him. But he realized that to become a paladin, the boy's motivation had to be about more than just vanity.

Acorn had much to learn. Elrohir trained him in combat, focusing on defensive postures which were the specialty of his order. He trained him in elvish ways, teaching him to understand and write elvish. And he trained him to be a disciple of Mielikki. Through this training he learned to harness the power of the gods and nature in combat, as well as in defense and in healing.

Acorn had a tendency to be overconfident, stemming from his experiences as a youth being surprisingly strong for his race, but he had a good heart and it never crossed into cockiness. He enjoyed his training, and was a dedicated student.

Elrohir gave him a new name, "Acorn" saying he would grow from his humble beginnings into a powerful oak. Following years of training under Elrohir, Acorn joined the ranks of the paladins, taking the Oath of the Ancients, to uphold the principles of good above any concerns of law or chaos. His master set him on his own. This was his calling: to fight for justice.

Adventures[edit | edit source]

Adventure logs go here.

Physical Appearance[edit | edit source]

A kenku with black feathers and a gray beak, Acorn is slightly smaller in stature than an average human, but has a remarkably powerful build. A lifetime of hard work, along with the training he went through with his elvish master and the blessings of Mielikki have given Acorn great strength and constitution.

Personality[edit | edit source]

Acorn has a friendly personality, always looking to help. However he can sometimes be prideful, ever since his youth when he was the strongest kenku in his village. In his training, Elrohir zeroed in on this and made an effort to teach Acorn humility, an important tenant of any paladin.

Kenku's tend to have a reputation as untrustworthy, and Acorn feels an obligation to change people's perception of his race. He is proud of his village and of his kenku heritage.

Acorn's Oath of the Ancients involves these 4 tenants:

  • Kindle the Light
    • By demonstrating mercy, kindness, and forgiveness, ignite the flame of hope in the world, pushing away feelings of hopelessness.
  • Shelter the Light
    • Stand against the forces that seek to engulf the good, beauty, love, and laughter in the world. Take a stand where life thrives and resist the powers that aim to turn it into a desolate wasteland.
  • Preserve Your Own Light
    • Find joy in singing and laughter, in art and beauty. If you let the light within your own heart fade, you won't be able to sustain it in the world.
  • Be the Light
    • Radiate as a splendid beacon of hope for those who are burdened by despair. Allow the radiance of your joy and bravery to illuminate all your actions.

Languages[edit | edit source]

Common, Elvish, Celestial

Powers and Abilities[edit | edit source]

Kenku features:

  • Kenku Recall (Mordenkainen Presents Monsters of the Multiverse 24)
    • Thanks to your supernaturally good memory, you have proficiency in two skills of your choice.
    • Moreover, when you make an ability check using any skill in which you have proficiency, you can give yourself advantage on the check before rolling the d20. You can give yourself advantage in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
  • Mimicry (Mordenkainen Presents Monsters of the Multiverse 24)
    • You can accurately mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations only with a successful Wisdom (Insight) check against a DC of 8 + your proficiency bonus + your Charisma modifier.

Outlander features:

  • Wanderer (PHB 136)
    • You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

Paladin features:

  • Fighting Style: Blessed Warrior (Tasha's Cauldron of Everything 52)
    • You learn two cantrips of your choice from the cleric spell list. They count as paladin spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the cleric spell list.
  • Divine Smite (PHB 85)
    • When you hit with a melee attack, you can expend 1 spell slot to do (1+spell level)d8 radiant damage, plus 1d8 extra vs undead/fiends
  • Lay on Hands (PHB 84)
    • 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 leveI 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 multipIe diseases and neutralize multipIe 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.
  • Divine Health (PHB 85)
  • Harness Divine Power (Tasha's Cauldron of Everything 53)
    • Once per day can expend a channel divinity and bonus action to restore a spell slot, the level of which can be no higher than half your proficiency bonus rounded up.
    • Number of times it can be used is: level 3 -> 1, level 7 -> 2, level 15 -> 3
    • Regain all expended uses on long rest
  • Turn the Faithless (PHB 87)
    • You can use your Channel Divinity to utter ancient words that are painful for fey and fiends to hear. As an action, you present your holy symbol, and each fey or fiend within within 30 ft of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage.

Attacks and Weapons [edit | edit source]

Weapon Hit Damage Range
Longsword +5 1d8+3 slashing 5 ft
Javelin +5 1d6+3 piercing 30ft / 120 ft

Spells[edit | edit source]

  • Channeled Divinity
    • Nature's Wrath
      • You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause spectral vines to spring up and reach for a creature within 10 ft of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish.
    • Turn the Faithless
      • You can use your Channel Divinity to utter ancient words that are painful for fey and fiends to hear. As an action, you present your holy symbol, and each fey or fiend within 30 ft of you that can hear you must make a Wisdom saving throw. On a failed save, the creature 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 ft 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. If the creature's true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.
  • Cantrips
    • Toll the Dead (Xanathar's Guide to Everything)
      • Necromancy cantrip Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage. At Higher Levels. The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).
  • Paladin Spells
    • Number of known spells: = Cha modifier + half paladin level rounded down
    • Spell Slots at level 3
      • 1st level: 3

Proficiencies[edit | edit source]

Armor

  • Light armor
  • Medium armor
  • Heavy armor
  • Shields

Weapons

  • Simple weapons
  • Martial weapons

Tools

  • One type of musical instrument

Equipment[edit | edit source]

  • Chain mail
  • Shield
  • Longsword
  • Javelin (x5)
  • Priest's pack
  • Holy symbol
  • Staff
  • Hunting trap
  • Trophy
  • Set of traveler's clothes
  • Belt pouch
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