Terrowin de Pendragast – D&D 5th Edition Update

By Ken Wai Lau

D&D 5th Edition

Artwork © by Michael Malkin

The Dungeons & Dragons 5th Edition Players Handbook  is finally out and since I now have a copy, I thought I’d update my paladin and convert him from D&D Next to the final release of D&D 5e.

As a reminder, this character is a male, human paladin called Terrowin De Pendragast who is neutral.

While he isn’t evil, Terrowin is a pretty ambitious individual and he seeks to obtain as much power as possible by fair means or foul.

His ultimate goal is to restore his family name, but he doesn’t mind taking a little bit extra too if needed.

Generating The Attributes

The number of points you have available for point buy has been reduced for Dungeons and Dragons 5e, so my last set of stats are no longer relevant.

Again, the +1 to all stats that all humans begin with have already been applied to these stats.

Attribute 4d6 Drop Lowest 3d6 in Order Array Point Buy
Strength 16 11 15 16
Dexterity 10 16 9 9
Constitution 14 15 14 16
Intelligence 14 10 12 10
Wisdom 13 16 10 10
Charisma 16 14 16 15

Some very good rolls.

You have your typical strong and sturdy, but somewhat clumsy knight in full plate under the 4d6 column and the exact opposite under the 3d6 column. Charisma is high in both builds, with the 4d6 version winning out by a couple of points.

Since Terrowin is a wannabe noble, the 3d6 stats are quite ideal for that. He is a little slight and frail but he is very agile and nimble and is well suited to wielding light weapons such as rapiers.

Both sets of randomly generated attributes represent a character with a great deal of competence to go with his ambition.

The Concept

Your average scoundrel will try to sell something worthless for exorbitant prices on the pretense that said item is worth far more than it really is. For me, it’s more like a real business. Once people have seen the value in what you do, it becomes much easier to charge far above the market value.

Terrowin De Pendragast.

Most, if not all, of what I’ve written in the previous article for this character still stands.

Interestingly, there is a little table of scams that you can choose from when you pick the charlatan background (which remains my choice for Terrowin).

Since I already have my own idea for a scam (asking for one off or continual ‘donations’ as quest rewards on the pretense that the money will sponsor the good works of the ‘church’), I will use that instead of what is provided in the table.

Personality & Traits

Terrowin is not afraid to massage the ego of whoever he is talking to whenever he wants something, but is careful not to elevate that person above himself, particularly when talking to those of lower social standing than his family once was.

This pretty much includes everyone other than the absolute upper rungs of society. He does not openly show his contempt, but he does flaunt his noble trappings openly. However, insightful observers cannot help but shake off the feeling that this is merely an act and that he is trying to convince himself more than he is trying to convince others.

Terrowin is ambitious and also a little impatient. If he sees a loophole in the law or a shortcut, he will take it – whatever gets him to his goal the quickest. For this reason, he is something of an anomaly as a paladin. Where others strictly abide by the law and serve justice, Terrowin is happy to do the same – so long as it suits him.

However, perhaps due to the lie he has been living since his family lost everything, he has found the path of the charlatan to be very effective, not to mention a little addictive.

For Terrowin, friends are there to be used and given the right circumstances, he is not above sacrificing them for his gain should it be necessary. As long as he feels he can justify it, he has no qualms, but in the meantime he treats them well and looks out for them.

Terrowin values his own personal oath over the gods and consequently, has little use for them. He does keep a number of different holy symbols, just in case, but these are typically used in tandem with the ‘church donation’ scam that he often pulls.

He is desperate to restore his family name, either by reclaiming what was lost or forging a new ’empire’ of his own. The oath he swore as a paladin was sworn at the spur of the moment, but he now genuinely believes that it is a path to greater things for him.

He is careful not to be overly bound by his oath since he views his oaths as nothing more than guidelines, although he is careful not to stray too far from them if only to avoid the wrath of the higher powers.

Losing all that he had has made him somewhat bitter and cynical to the point he is not above manipulating others for his own benefit when pursuing his goals.

For Terrowin, this is simply a case of the survival of the fittest and those who cannot hold onto what they have would be considered poor stewards of their wealth anyway.

His complacency can potentially get him into real trouble if karma decided to rear its head. He genuinely believes that he is immune to the kind of manipulative practices he employs and that makes him a target for those who value subterfuge and deception themselves.

Ultimately, it is one thing to be deceived by others, but the delusions of grandeur he exhibits from time to time is perhaps the most damaging of all.

Skills and Proficiencies

“At least this red-hot brand is far more economical than that tattoo you wanted to get. It might be more painful, but hey – you get what you pay for… wouldn’t you agree?”

Terrowin De Pendragast – interrogating a prisoner after a failed persuasion attempt…

Here is Terrowin’s revised skillset (notice he gets to pick two this time, instead of one in the playtest):

  • Intimidation – not afraid to threaten more extreme interrogation methods – not afraid to follow through either.
  • Persuasion – good at talking – essential for his line of work.

From the charlatan background:

  • Deception – he’s very good at talking – so much so that most people believe what he says, true or not.
  • Sleight of Hand – when he can’t talk others into giving him what he wants, he could just take it instead.
  • Disguise Kit – useful for when his face appears on the odd wanted poster or two…
  • Forgery Kit – just so you believe he is who he says he is…

I’m glad that intimidation has been added to the list of skills for the paladin, since it was something I wanted for this character concept due to his anti-hero approach to life.

This replaces insight, which appears to be no longer appropriate due to the fact Terrowin is complacent and does not believe others can fool him the way he fools others.

He also loses the religion skill which is now replaced by the persuasion skill. My aim is to create someone who is great at manipulating others and convincing them that he is their best friend.

Since Terrowin is quite intelligent, he still has a reasonably good chance of knowing the basics of the faith he claims to follow – and if he doesn’t, he can just wing it using deception.

Aside from that, everything remains the same, though with the addition of the forgery kit which might come in useful one day.


This is where it gets interesting.

The Player’s Handbook suggests planning ahead when it comes to deciding which Oath you will follow.

Terrowin is on a quest to find his own justice of sorts, seeking revenge as he tries to reclaim what he has lost.

He also has a neutral outlook to life and the manner in which he leads his life means that he needs a certain level of flexibility when crossed with moral choices, so as not to be hindered by mercy, compassion or even the law itself.

With this in mind, I feel the Oath of Vengeance is the most appropriate path for Terrowin.

Where’s My Anti-paladin?…

Not that I have a preference for evil characters, but I’m rather disappointed by the fact that they have not included an oath path suitable for evil paladins.

The paladin class description in the PHB indicates that there are exceptions, but if the Eldritch Knight and Assassin prestige classes of D&D 3.5 can make a reappearance in the form of class paths, then why not the Blackguard?

The path that comes closest is the Oath of Vengeance, which could represent radical religious views, e.g. infidels must turn from their evil ways and worship my god or be smitten.

But this is adapting a path that isn’t really geared towards evil, but brutal justice unhindered by mercy.

What are your thoughts on this? Would you like to see the return of the Blackguard? Let me know in the comments section below.

Finally, I have included four different versions of the character for download, so please feel free to use this character in your own adventures either as a character, ally or an NPC.

Each character sheet will be different and will have proficiencies, equipment, etc. in line with the stats generated.


  1. Sylvester October 6, 2014 5:34 am  Reply

    I think The Dungeon Master’s Guide has an alternative oath path called the ‘Oathbreaker’ path. It might be worth it to try that out if you want somebody that is an anti-hero or evil paladin.

    • Ken Wai Lau February 1, 2015 7:11 pm  Reply

      Thanks for the pointer. I’ll go check it out then .

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