Tiefling - Fighter/Paladin
Played by Dan Reedy

Back Story

The orphaned son of a paladin of helm and an vile succubus, Sorrow was raised by an aging Tiefling fighter who'd retired to a tranquil farm. Upon maturity, nightmares of devils, demons, and fiends began to plague his sleep. At his mentor's encouragement, he was sent off to follow these feelings and slay the evil things in the world. Leaving with what training he'd received and his father's great sword, Sorrow set off on his journey.


My hatred of fiends drives my anger as I travel from region to region. I tend to cause alarm in people, but once they see that I have come to dispose of evil works, they change their opinion of me.

  • Strength 20 +5
  • Dexterity 12 +1
  • Constitution 14 +2
  • Intelligence 10 0
  • Wisdom 8 -1
  • Charisma 16 +3
  • Passive
+4 Proficiency Bonus

Saving Throws

  • +9 Strength
  • ° +1 Dexterity
  • +6 Constitution
  • ° 0 Intelligence
  • ° -1 Wisdom
  • +7 Charisma


  • ° +1 Acrobatics
  • ° -1 Animal Handling
  • ° 0 Arcana
  • +9 Athletics
  • ° +3 Deception
  • ° 0 History
  • ° -1 Insight
  • +7 Intimidiation
  • ° 0 Investigation
  • ° -1 Medicine
  • ° 0 Nature
  • ° -1 Perception
  • ° +3 Performance
  • +7 Persuasion
  • ° 0 Religion
  • ° +1 Sleight of Hand
  • ° +1 Stealth
  • +3 Survival
19 AC
+1 Initiative
30 Speed
130 Current Hit Points
135 Max HP
8d10 / 3d10 Hit Dice
0 Death Saves

MedalsView All

  • Bone Breaker
    Bone Breaker
  • Underdark Journeyman
    Underdark Journeyman
  • 7th Level
    7th Level
  • Combat Star
    Combat Star
  • 6th Level
    6th Level
  • Friendly Fire
    Friendly Fire
  • Touched by an Angel
    Touched by an Angel
  • You are a Falconier
    You are a Falconier
  • Inspiring
  • 5th Level
    5th Level
  • Off With Their Head
    Off With Their Head

Other Stats View All

  • Inspiration Received
  • Enemies Slain


level Spell Name School Range
1 Bane Enchantment 30 feet

Duration Concentration, up to 1 minute

Components V, S, M (a drop of blood)

Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

1 Divine Favor Evocation Self

Duration Concentration, up to 1 minute

Components V, S

Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.

1 Hellish Rebuke Evocation 60 feet

Duration Instantaneous

Components V, S

You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.

1 Hunter's Mark Divination 90 feet

Duration Concentration, up to 1 hour

Components V

You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.

1 Protection from Evil and Good Abjuration Touch

Duration Concentration, up to 10 minutes

Components V, S, M (holy water or powdered silver and iron, which the spell consumes)

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.

1 Purify Food and Drink Transmutation 10 feet

Duration Instantaneous

Components V, S

All nonmagical food and drink within a 5-foot radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.

1 Shield of Faith Abjuration 60 feet

Duration Concentration, up to 10 minutes

Components V, S, M (a small parchment with a bit of holy text written on it)

A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

2 Darkness Evocation 60 feet

Duration Concentration, up to 10 minutes

Components V, M (bat fur and a drop of pitch or piece of coal)

Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. If any of this spell’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.