Relatives | Large family and community of relatives in his home village |
---|---|
Languages | Common,Elvish |
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
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.
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 soon grew tired of the job, wanting to do more than carry boxes and barrels.
One day the merchant caravan 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. The paladin, having recently lost his apprentice, and sensing great promise in the boy, agreed. He trained him in combat, focusing on defensive postures. He trained him in elvish ways, teaching him to understand and write elvish. And he trained him to be a disciple of Mielikki. Elrohir gave him a new name, "Acorn" saying he would grow from his humble beginnings into a powerful oak. 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.
Adventures
Adventure logs go here
Physical Appearance
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
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
Common, Elvish, Auran
Powers and Abilities
Kenku features:
- Kenku Recall
- 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
- 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
- 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 (Learn 2 cleric cantrips)
- Smite
- 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
- 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.
- Immunity to disease
- Once per day can channel to restore a proficiency or 2 spell slots using a bonus action
- Nature's Wrath
- Vou 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 feet 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
Attacks and Weapons
Weapon | Hit | Damage | Range |
---|---|---|---|
Longsword | +5 | 1d8+3 slashing | 5 ft |
Javelin | +5 | 1d6+3 piercing | 30ft / 120 ft |
Spells
- Channeled Divinity
- Ensnaring Strike
- Speak with Animals
- 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).
- Toll the Dead (Xanathar's Guide to Everything)
Proficiencies
Armor
- Light armor
- Medium armor
- Heavy armor
- Shields
Weapons
- Simple weapons
- Martial weapons
Tools
- One type of musical instrument
Equipment
- Chain mail
- Shield
- Longsword
- Javelin (x5)
- Priest's pack
- Holy symbol
- Staff
- Hunting trap
- Trophy
- Set of traveler's clothes
- Belt pouch