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Revision as of 20:37, 8 November 2023 by Warden (talk | contribs) (Added to WW category)
Mirth
"It is a pleasure to meet you all."
Relatives Unknown
Languages Common, Sylvan
Affiliations (N/A for now)
Marital Status Single
Species Reanimated Human (Reskinned Warforged)
Gender Non-binary (They, He, Her)
Height 6'10"
Weight 270
Eye Color Gray


Mirth is undead paladin of Agape. A masked acolyte dedicated to sharing their deity's warmth to those willing to listen, as they too were embraced by it. They aim to help the world where they can, while trying to find out who they were in their past life.

Physical Appearance

Standing at 6'10", Mirth is a towering figure that never leaves an inch of greenish gray skin exposed. Under the mask, however, their gray eyes are their most noticeable features. Next to all that, rotting skin of course. Their hair is black and kept at a long with wild white streaks stemming from the sides of their head. Mirth is never seen without flowers decorating their body.

Mask off and on.

Personality

Although they seem to aim to intimidate, Mirth always tries to be sociable. This sect of Agape aims to practice chivalry over anything else, which made Mirth into a gentleman-y type when interacting with others. But, this has left them with a posture that's hard to crack. Their strong suit is manners, not humor. Mirth takes things literally, no matter the tone. Be careful when trying to make jokes with this one.

History

Originally their purpose was to be the bride of a desperate scientist. Wanting no part in a life that delegated them to be a literal object of affection, they were able to escape from their creator turned captor. Fortunately, the deity Agape heard their please for true love and granted them as such. It promised that it would grant them unconditional devotion under Its light, as long as they served under it. Willing and able, Mirth joined a group of paladins that committed themselves to the deity and its message.

After training under this sect for most of their un-life, they decided to join the Tempests' Adventuring Company in hopes of further proving themself worthy of Agape's warmth and to find out who they were before reanimation.

Languages

Common; Sylvan

Powers and Abilities

Immunities: disease

---------------Actions--------------

Channel Divinity: Sacred Weapon. Make a weapon magical, with a +2 attack bonus and magical light (20 ft./20 ft.) (lasts 1 minute).

Channel Divinity: Turn the Unholy. Each undead or fiend within 30 ft. must make a DC 12 WIS save or be turned for 1 min. (lasts 1 minute).

Divine Sense. Within 60 ft., detect presense of undead, celestial, or fiend. Also detect consecrated or desecrated object or place (use 3 times/long rest).

Lay on Hands. You have a healing pool of 15 HPs, with it you can heal a creature or expend 5 points to cure disease or neutralize poison (use 15 times/long rest).

-----------Other Traits------------

Channel Divinity. Your oath provides specific options (use once/rest).

Constructed Resilience. You were created to have remarkable fortitude, represented by the following benefits: You have advantage on saving throws against being poisoned, and you have resistance to poison damage. You don’t need to eat, drink, or breathe. You are immune to disease. You don’t need to sleep, and magic can’t put you to sleep.

Defense Fighting Style. While you are wearing armor, you gain a +1 bonus to AC.

Divine Health. Immune to disease.

Divine Smite. When you hit with melee weapon attack, you can expend 1 X-th level spell slot to deal extra (X+1)d8 radiant damage, up to 5d8. Additional d8 on fiend or undead.

Integrated Protection. Your body has built-in defensive layers, which can be enhanced with armor: You gain a +1 bonus to Armor Class. You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way. While you live, your armor can’t be removed from your body against your will.

Sentry’s Rest. When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal. Shelter the Faithful. You and your companions can expect free healing at an establishment of your faith.

Specialized Design. You gain one skill proficiency and one tool proficiency of your choice.

Attacks and Weapons 

Mace

Rapier

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