Akzir AerumAkzir was born to famed gold merchant Aurto Aerum and his tiefling mistress in the same year as half-sister Alus, but was kept secret from the public eye, living with his mother. When Akzir was 14 years old, his mother was killed in a raid by the Red Cloaks, leaving him with nothing but his father’s name and the hatred of all bandits.
In his late teenage years, Akzir was taken under the wing of the City Guard and trained to become a paladin. He quickly rose through the ranks, earning the respect of his superiors and as a favorite of Eryndor, he has become a prominent figure in the force. Despite his natural talent, Akzir still feels like an outsider among the other City Guard members, as despite the city’s rich tiefling heritage, many of them come from more traditional human backgrounds.
Recently Akzir was welcomed back into his father’s household, where he is loved by half-sister Annis and loathed by Alus with equal measure
Akzir is a skilled fighter, with a strong sense of strategy and a powerful sense of justice. He is proficient in the use of swords and shields, and can cast a variety of paladin spells to protect himself and his allies. His tiefling heritage also grants him resistance to fire and the ability to cast darkness.
He stands at 6’2″ with a muscular build with jet black hair and piercing red eyes, a trait inherited from his tiefling mother.
Akzir is a natural leader, calm and measured in his decision making. He is devoted to his duties as a City Guard, and his commitment to justice and order is unwavering. He has a strong sense of right and wrong, and will not hesitate to take action when he feels that justice is being threatened.

Akzir Aerum

Medium Humanoid (Half-tiefling, Paladin: Level 6), Lawful Good

Armor Class: 21 (Plate 18 + Shield 2 + Defense Style 1)
Hit Points: 45 (6d10+12)
Speed: 30ft.
STR
16 (+3)
DEX
10 (0)
CON
14 (+2)
INT
10 (0)
WIS
12 (+1)
CHA
16 (+3)
Saving Throws: Wisdom +4, Charisma +6 (plus Aura of Protection)
Skills: Athletics +6, Insight +4, Intimidation +6, Perception +4
Damage Resistances: Fire (tiefling heritage)
Condition Immunities: Disease (Divine Health)
Senses: Passive Perception 14
Languages: Common, Infernal
Challenge: 5 Prof Bonus: +3
Actions

Multiattack. Akzir makes two melee attacks with his longsword.
Longsword. +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+3) slashing, or 9 (1d10+3) slashing if used two-handed.
Javelin (4). +6 to hit, range 30/120 ft., one target. Hit: 6 (1d6+3) piercing.
Divine Smite. When Akzir hits with a melee weapon attack, he can expend a spell slot to deal 2d8 radiant damage for a 1st-level slot, plus 1d8 per slot level higher than 1st (max 5d8; +1d8 vs undead/fiends).
Lay on Hands. Akzir has a healing pool of 30 HP per long rest; as an action, he can heal a creature he touches, up to the remaining pool (5 HP can cure a disease or neutralize a poison).

Features & Spellcasting

Divine Sense. Detect celestials, fiends, and undead within 60 ft. a number of times per long rest equal to 1 + CHA mod (4/day).
Fighting Style (Defense). +1 bonus to AC while wearing armor.
Channel Divinity (Oath of Devotion). Sacred Weapon; Turn the Unholy (fiends/undead). 1/rest.
Aura of Protection. Akzir and friendly creatures within 10 ft. add +3 (CHA) to all saving throws while he is conscious.
Spellcasting. Paladin 6th-level spellcaster (spell save DC 14, +6 to hit). Slots: 1st (4), 2nd (2). Prepared examples: bless, shield of faith, cure wounds, compel duel; lesser restoration, magic weapon, find steed, branding smite, searing smite.
Tiefling Heritage. Cast darkness 1/day (CHA is the casting ability).

Equipment

Plate armor, Shield, Longsword, Javelins (4), Holy symbol (Lady Bune), Explorer’s pack, Potions of healing (2)

Note: Nothing is set in stone, these are only suggested and partial details because Aranthaen characters are simply canvases for DMs to make their own!