Malak Blackfyre

Paladin - Erik



Malak Blackfyre
Medium humanoid (human), Draconic Bloodline (Red), lawful neutral
Armor Class 16 (chain mail)
Hit Points 27 (Hit Dice 2d10 / 1d6)
Speed 30 ft.
STR 16 (+3)
DEX 10 (+0)
CON 14 (+2)
INT 8 (-1)
WIS 8 (-1)
CHA 16 (+3)
Proficiencies (+2 proficiency bonus)
Saving Throws Con (+4), Cha (+5)
Skills Athletics (+5), Insight (+1), Intimidation (+5), Perception (+1), Persuasion (+5)
Tools gaming dice, vehicles (land)
Armor all armor, shields
Weapons simple weapons, martial weapons
Senses passive (Perception) 11
Languages Common, Draconic
Age 31
Height 6’2"
Weight 200 lb.
Eyes Blue
Skin Fair
Hair Blonde
Race (Human: Variant) – Feat: Great Weapon Master (PHB 167)
Background (Soldier) – Feature: Military Rank (PHB 140)
1st (Paladin 1) – Divine Sense (PHB 84), Lay on Hands (PHB 84)
2nd (Paladin 2) – Fighting Style: Great Weapon Fighting (PHB 84), Spellcasting (PHB 84)
3rd (Sorcerer 1) – Spellcasting (PHB 101), Sorcerous Origin: Draconic Bloodline (Red) (PHB 102)
You were a professional soldier. You traveled to foreign lands, led troops into danger, fought wars under the banners of different commanders. You were falsely imprisoned, and thrown out of your order. Now you are out on your own, living by your wits, taking orders from no one.
Military Rank. You were a low-ranked officer in a military organization. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank.
Faction. You are an ex-member of the Order of the Shattered Star, a devout and vigilant group that seeks to protect others from the depredations of evildoers.
Personality Trait. You can stare down a hell hound without flinching.
Ideal. When people follow orders blindly, they embrace a kind of tyranny.
Bond. You fight for those who cannot fight for themselves.
Flaw. My hatred of my enemies is blind and unreasoning.
Divine Sense (4; Recharges after a Long Rest). As an action, you can open your awareness to sense strong evil and powerful good. 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, as with the hallow spell.
You can use this feature a number of times equal to 1 + your Charisma modifier.
Lay on Hands (10; Recharges after a Long Rest). You have a pool of healing power, with which you can restore up to 10 hit points. This pool replenishes after you finish a long rest.
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.
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. The weapon must have the two-handed or versatile property for you to gain this benefit.
Spellcasting (Paladin). Charisma is your spellcasting ability for your paladin spells. You use your Charisma whenever a spell refers to your spellcasting ability.
To cast a spell, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
Spell save DC: 13
Spell attack modifier: +5
Spells Known:
1st level (3 slots): bless, command, cure wounds, shield of faith
Divine Smite. When you hit a creature with a melee weapon attack, you can expend one paladin spell slot to deal an extra 2d8 radiant damage to the target (3d8 radiant damage if it is an undead or a fiend).
Dragon Ancestor (Red). Whenever you make a Charisma check when interacting with dragons, your proficiency is doubled if it applies to the check.
Draconic Resilience (Red). As magic flows through your body, it causes physical traits of your dragon ancestor to emerge. Your hit point maximum increases by 1 at 1st level and whenever you gain a sorcerer level.
Additionally, parts of your body are covered by a thin sheen of dragon like scales. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.
Spellcasting (Sorcerer). Charisma is your spellcasting ability for your sorcerer spells. You use your Charisma whenever a spell refers to your spellcasting ability.
To cast a spell, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
Spell save DC: 13
Spell attack modifier: +5
Spells Known:
Cantrips (at will): booming blade, fire bolt, green-flame blade, light
1st level (3 slots): feather fall, shield
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 that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.
Greatsword – martial melee weapon, heavy, two-handed
Chain mail – heavy armor
Holy symbol (amulet) – adventuring gear
Explorer’s pack – adventuring gear
Hand crossbow – martial ranged weapon, ammunition (range 30/120), light, loading
Leather armor – light armor
Handaxe (5) – simple melee weapon, light, thrown (range 20/60)
Shortsword (2) – martial melee weapon, finesse, light
Copper (cp) – 8
Silver (sp) – 7
Electrum (ep) – 0
Gold (gp) – 10
Platinum (pp) – 0
EXPLORER’S PACK (from above)
Mess Kit
9 torches
8 days of rations
50 feet of hempen rope
Insignia of rank
Dagger (trophy taken from a fallen enemy)
Deck of cards
Set of common clothes
Belt pouch
10 gp (captured in Wealth section above)


**Born in the land of Murghom, where Dragon Princes have ruled for the last eighty years.

Dragon cults are widespread in the area, and have been actively engaged on experimentation on the population. His father was abducted at a young age, and was the subject of such experiments until eventually being released and meeting Malak’s future mother. Shortly after his birth his family fled to Thay to escape the Dragon overlords, fearing that something similar would happen to the son.

Since a young age he has felt honor bound to help others – knowing first hand the horror his own family suffered due to oppression. He joined the Thayan army, hoping to make a difference and help people. He served dutifully for many years, rising through the military ranks; he travelled to foreign lands, led troops into danger, fought wars under then banners of different commanders, and eventually gained entry to the elusive Order of the Shattered Star.

The Order was everything he had hoped for. He took an oath to uphold justice and righteousness, to stand with the good against the encroaching darkness, to hunt the forces of evil whereever they lurked, and to hold true to the Code: “Death Before Dishonor”. In short, he had found his brothers amongst the knights of the order.

Not long into his third campaign he began having episodes that offered a first glimpse into some hidden sorcerous power awakening within him. At first the signs were small (nightmares, high temperatures, a short temper), and he did his best to hide them, but before long they were impossible to conceal. This posed a significant problem, as Thayans were known to persecute any sorcerer who appeared in Thay, seeing sorcery as a threat to the nation’s power structure, which was based on a Magocracy.

Everything came to a head while on an assignment to defend a village from dragon cultists. His unit was attacked, and they were on the verge of being overrun. With comrades being cut down all around him, an uncontrollable anger erupted – causing a wave of flame to subconsciouslyy erupt forth from him. It laid waste to the attackers, members of his own unit, and even some of the villagers. In the wake of the episode, his own brothers turned on him and expelled him from the Order, handing you over to the authorities for punishment.

Transported to the Ember Island Prison and sentenced to death, he has begun to feel an anger growing inside him, like nothing he has ever known before. Disavowed by his own Order, betrayed by those he called Brothers, all because of a power he never wanted, he decided in that moment to forsake all his sacred oaths to the Order. Whatever light burning in his heart was extinguished, until only darkness remained.

Malak Blackfyre

The Hunt rsquires04 erik_strong99