Sir Tybalt

Human, Noble, Paladin.

Knight of Araby, Pegasus Knight of Bretonnia, Inner Circle of the Knights Eschaton

Neutral Good

Strength Dexterity Constitution Intelligence Wisdom Charisma
14 [+2] 13 [+1] 12 [+1] 12 [+1] 10 [+0] 16 [+3]

HP: 53 [+D10+Con per level]
Saving Throws: Wisdom, Charisma, +3 to all.
Experience: 23,730 [Level 7- Next 8]
AC: 17 (19 with Shield)


  • Human Traits:
    • 30ft Move. Medium size.
  • Position of Privilege:
    • Common people try to do right by you and nobles accommodate you.
  • Injuries:
    • Lost Eye: Eye lost to the blade of a Clan Eshin Skaven assassin. Disadvantage to Wisdom (Perception) and Ranged attacks.
    • Superficial Scarring: Scars across the back from the claws of a swamp Chule. No mechanical effect.

Proficiencies: [+3]
Weapon: Simple Weapons, Martial Weapons.
Armour: All Armour, Shields.
Tools: Card Set.
Languages: Common, Araby.
Skills: Athletics, History, Persuasion, Religion, Handle Animal.

Feats and Abilities:

  • Divine Sense:
    • Uses = Cha Mod +1 per long rest.
    • As an Action reach out mind and detect any Celestial, Fiend or Undead within 60ft. Also detects locations that have been consecrated or desecrated.
  • Lay on Hands:
    • As an Action may allocate an amount of points to heal.
    • Points = Paladin Level x 5. [30]
    • Takes 5 points to cure a disease or poison.
  • Fighting Style:
    • Defence: +1 AC.
  • Divine Smite:
    • Can expend one Paladin spell slot level to deal extra radiant damage. 2D8 for 1st Level Slot + 1D8 per slot higher (to a maximum of 5D8).
    • Does a bonus D8 damage if your target is Undead or a Fiend.
  • Divine Health:
    • Immune to Disease.
  • Channel Divinity: Oath of Devotion
    • Sacred Weapon: As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon. The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration. You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
    • Turn the Unholy: As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet o f you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
  • Extra Attack:
    • Attack twice as a single Action.
  • Mounted Combatant:
    • Advantage against Large or smaller creatures that are unmounted while you are mounted.
    • Damage dice on weapons increased while mounted (D6>D8 etc).
    • You can force a target to attack you instead of your mount.
    • When mount is forced to make a Dex saving throw on a pass it takes no damage and on a fail it takes half damage.
  • Aura of Protection:
    • +3 to Saving throws for you or anyone within 10ft of you. Must be conscious to grant the bonus.
  • Aura of Devotion:
    • You and allies within 10ft of you cannot be Charmed.

Oath of Devotion
Honesty- Don’t lie or cheat. Let your word be your promise.
Courage- Never fear to act, though caution is wise.
Compassion- Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.
Honour- Treat others with fairness, and let your honourable deeds be an example to them. Do as much good as possible while causing the least amount of harm.
Duty- Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.

Strictures of Myrmidia
Act with honour and dignity.
Respect Prisoners of War.
Show the enemies of humanity no mercy.
Obey your betters.
Only disobey a command if it forces you to break another stricture.


  • Myrmidian Spear: A golden and bronze spear taken by Tybalt from his family's crypt in Araby. In Tor Estelle the Azur servants of the keep rebuilt it to be magically fierce
    • +6 to hit; D8+Str+1; Piercing; Versatile [D10]
    • Bears Holy Symbol of Myrmidia.
  • Lance (+5 to hit; D12+Str; Pierce; Reach) [Features a token of the Handmaiden of Quenelle].
  • Ilthmar Half-Plate: Half plate taken from slain Elven warriors in Tor Estelle. Made from a strange light metal, it shines bright in the sun.
    • 15+Dex AC
  • Amulet of Felicienne: Amulet of wreathed flame gifted by the witch Felicienne. Protects the wearer from breath attacks.
    • Advantage on Dex tests against breath based attacks.
  • Greathelm of Watchful Sentinel: A tall helm with a flowing crest of horse hair, this was once the helmet of a famed knight whose name has been long forgotten.
    • Bearer has advantage on initiative rolls but cannot surprise. +1 Dex. [Attune]
  • Holy Symbol of Myrmidia
  • Shield (+2 AC)
  • Fine Tabard with the Bright Company Sigil, Signet Ring
  • Dagger
  • Backpack (Bedroll, Mess Kit, Scroll of Pedigree, Tinderbox, 10x Torches, Waterskin, 50ft Rope)

0 Platinum
27 Gold
7 Bretonnian Crowns
9 Silver
0 Copper

Mounts and Followers

Grace: Pegasus gifted by Myrmidia

Strength Dexterity Constitution Intelligence Wisdom Charisma
18 [+4] 15 [+2] 16 [+3] 10 [+0] 15 [+2] 13 [+1]

AC: 16
HP: 59
Speed: 60ft, fly 90ft
Passive Perception: 16

  • Attacks: Hooves: +6 to hit, 2D6+4 Bludgeoning
    • Trample Attack: After a successful hit on the charge an enemy of Medium of smaller must make a successful DC 14 Strength saving throw or be knocked prone. If knocked prone the horse may make another attack.
  • Items:
    • Saddlebags
    • Military Saddle
    • Mail Shirt Barding: 14+Dex (16)
    • Horse Tabard


Spell DC: 14 [8 + Prof + Cha]
Spell Slots: 1st- 4, 2nd- 3
Spells Known: 7 [1/2 Paladin + Cha]

Paladin Spells:

  • Bless (+D4 to attack and saves. Concentration) [Level 1]
  • Compelled Duel [Level 1]
  • Magical Weapon (+1 magic weapon for 1 minute) [Level 1]
  • Shield of Faith (+2 AC. Concentration) [Level 1]
  • Thunderous Smite (+2D6 Thunder, Con or 10ft and prone. Concentration) [Level 1]
  • Heroism (Immune to frightening. Gain 3 Temporary HP for the duration. Concentration, 1 minute.) [Level 1]
  • Find Steed [Level 2]
  • Protection from evil and good [Oath]
  • Sanctuary (In order to attack, must make Wisdom save) [Oath]
  • Lesser Restoration (Cures conditions) [Oath]
  • Zone of Truth (Cha saving throw or truth) [Oath]


The House Tolm was large and powerful in Araby, having come to that land during the first crusade as part of the Estalian fighting force. Bearing blood from the Empire, Estalia and Araby itself the house flourished in the coming years, building a mighty fortress at Giant's Rest. As a noble Tybalt spent his youth as part of his fathers army and learning about politics and religion. He thrived in the teachings of Myrmidia, and soon became a devout follower of that war Goddess. He married, settled down and ran a keep of his own before the fall of Araby.

Tybalt's own journey to Tilea is one that mirrors that of the Bright Company. He speaks little of it, his eyes become downcast whenever asked about how he survived the fall of Al Haikk. It is known however that he made his way to Tilea, gripped by a cold rage after having watched his home and nation burn. Leaving his family name behind he became simply known as Sir Tybalt of Araby, and launched into a crusade to help those disadvantaged by the civil war, gathering a small group of allied mercenaries and travelling the land protecting the weak from those who would prey upon them. He held true to his oath of devotion to myrmidia, swearing to cast down wrong-doers wherever he found them and protect the weak. He would, he hoped, one day atone for the loss of his family and nation to the forces of evil. Eventually he met with the company of Balin the Bold, and joined forces with them to crusader towards the Empire.

He is an honourable man and piously devoted to Myrmidia, the goddess of logic and war. Having grown up with stories of the crusaders he is eager to join with the Bold Company and forge a path north to the Empire, throwing back the minions of darkness wherever they are found. Quick to act he is nevertheless not dim witted, and well versed in the politics and diplomacy of nobles.

Background [Noble]
Personality- The common folk love me for my generosity and kindness.
Despite my noble birth, I do not place myself above other folk. We have the same blood.
Ideal- It is my duty to protect and care for the people beneath me [Good]
Bond- I will face any challenge to honour my family.
Flaw- By my words and actions, I often bring shame to my family.

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