Altrox Vanguard
Born into a renowned family from one of the 20 tribes of the Abyss, Altrox became a knight during his first century of life. For many years, he protected the Tiefling race from being hunted and driven out of the continent of Hom. After a controversial battle against the Celestials, Altrox was exiled to the human lands and sent into battle against the threat of dragons.
Origins
Born into a renowned family from one of the 20 tribes of the Abyss, Altrox became a knight during his first century of life. For many years, he protected the Tiefling race from being hunted and driven out of the continent of Hom. After a controversial battle against the Celestials, Altrox was exiled to the human lands and sent into battle against the threat of dragons.
A faithful follower of the All-Seeing Entity, one night he was visited by an Eye, the sigil of this deity, with a proposition: in exchange for greater power and a mental presence within him, Altrox would dedicate his life to a greater purpose that the All-Seeing Entity had in store for him. It was in this context that Altrox founded his mercenary group, The All-Seeing Eye.
He was aboard a ship heading to an island off the coast of Hom called Lumeria. He received information from his clients that there would be a ritual that could change the world as you know it. He was charged with a mission to stop it at any cost, but during the mission he found a powerful dark entity that challenged them to betray his colleague.
The last known of this character, he was fighting the Roghnaithe to flee the island.
Weapon used
Black Covenant, Blade of the Throne Unseen
Weapon (Greatsword), artifact (requires attunement by a Paladin/Warlock)
Damage: 2d6 slashing (or 1d8 slashing if one-handed)
Properties: Heavy, martial
Bonus: +3 to attack and damage rolls
While attuned to this weapon:
- You may use Charisma instead of Strength or Dexterity for attack and damage rolls.
- This weapon deals necrotic damage instead of radiant damage.
- When you expend a Warlock spell slot to Divine Smite, the target takes extra necrotic damage equal to your Paladin level, and has disadvantage on saving throws against your spells until the end of your next turn.
- Once per short rest, when you reduce a hostile creature to 0 hit points, you may regain one expended Warlock spell slot.
Stand as One. When an ally within 5 feet of you is subjected to an effect that would push or pull it, you can take a Reaction to prevent that ally from being pushed or pulled. To receive this benefit, the ally can’t have the Incapacitated condition.
Vigilant. When you take the Ready action, the next attack roll made against you has Disadvantage before the start of your next turn.
Concentration. You have Advantage on Constitution saving throws that you make to maintain Concentration.
Reactive Spell. When a creature provokes an Opportunity Attack from you by leaving your reach, you can take a Reaction to cast a spell at the creature rather than making an Opportunity Attack. The spell must have a casting time of one action and must target only that creature.
Somatic Components. You can perform the Somatic components of spells even when you have weapons or a Shield in one or both hands.