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Aelwyn of the Elderwood - AI-generated fantasy Character

Aelwyn of the Elderwood

Elf · Paladin (Oath of the Ancients) · Level 20 · Hermit

Aelwyn of the Elderwood

Aelwyn is observant, blunt, patient with suffering, and impatient with ceremony.
AC18
HP164/164
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 18 · HP 164 · 30 ft.
AlignmentChaotic NeutralGenderFemaleAgeApproximately 750 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingSTR
  • ArcanaINT
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • IntimidationINT
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

All armor,
Shields

Weapons

Simple weapons,
Martial weapons

Tools

Herbalism kit

Languages

Common,
Elvish,
Sylvan,
Draconic

Features

32 features

Action

  • Nature's Wrath

    When A creature within 10 feet that Aelwyn can see

    As an action, choose one creature within 60 feet. It must succeed on a Strength or Dexterity saving throw or be restrained for 1 minute. The restrained creature repeats the save at the end of each of its turns.

  • Extra AttackLevel 5

    You can attack twice when you take the Attack action.

  • Cleansing TouchLevel 14

    You can use your action to touch yourself or a willing creature and end one spell affecting the target. You can use this feature five times per long rest.

Bonus action

  • Elder ChampionLevel 20

    When As an action, once per long rest

    Aelwyn regains 10 hit points at the start of each turn, can cast paladin spells with a casting time of 1 action as a bonus action, and imposes disadvantage on nearby enemies' saving throws against her paladin spells and Channel Divinity options.

Always on

  • Turn the Faithless

    When As an action while presenting her holy symbol

    Each fey or fiend within 30 feet that can hear Aelwyn must make a Wisdom saving throw. A failed save turns the creature for 1 minute or until it takes damage.

  • Divine SenseLevel 1

    You can use a holy symbol to sense the presence of strong evil or good nearby. You can also expend a use to cast detect evil and good. You can use this feature five times per long rest.

  • Lay on HandsLevel 1

    Your healing pool restores a total of 100 hit points per long rest. You can expend 5 points to cure a target of one disease or neutralize one poison.

  • Fighting Style, DefenseLevel 2

    You adopt the Defense fighting style, gaining a +1 bonus to AC while wearing armor.

  • Divine SmiteLevel 2

    When you hit with a melee weapon attack, you can expend a spell slot to deal radiant damage, adding 2d8 for a 1st-level slot plus 1d8 per slot level above 1st, to a maximum of 5d8. The damage increases by 1d8 against undead or fiends.

  • SpellcastingLevel 2

    You can cast paladin spells using Charisma. You prepare a number of paladin spells equal to your Charisma modifier plus half your paladin level, rounded down.

  • Divine HealthLevel 3

    You gain immunity to disease.

  • Sacred Oath, Oath of the AncientsLevel 3

    You swear the Oath of the Ancients, gaining oath spells and Channel Divinity options. Nature's Wrath restrains a creature within 10 feet until it succeeds on a Strength or Dexterity saving throw. Turn the Faithless turns fey and fiends as though using Turn Undead.

  • Oath SpellsLevel 3

    You gain an oath spell that is always prepared at the listed paladin levels: ensnaring strike and speak with animals at 3rd level, moonbeam and misty step at 5th, plant growth and protection from energy at 9th, ice storm and stoneskin at 13th, commune with nature and tree stride at 17th.

  • Channel DivinityLevel 3

    You gain an additional use of Channel Divinity between rests at 3rd level, with three uses at 18th level. Your Channel Divinity options are Nature's Wrath and Turn the Faithless.

  • Ability Score ImprovementLevel 4

    You gain an Ability Score Improvement or feat. The requested ability scores do not include additional unspecified improvements.

  • Ability Score ImprovementLevel 8

    You gain an Ability Score Improvement or feat. The requested ability scores do not include additional unspecified improvements.

  • Ability Score ImprovementLevel 12

    You gain an Ability Score Improvement or feat. The requested ability scores do not include additional unspecified improvements.

  • Ability Score ImprovementLevel 16

    You gain an Ability Score Improvement or feat. The requested ability scores do not include additional unspecified improvements.

  • Ability Score ImprovementLevel 19

    You gain an Ability Score Improvement or feat. The requested ability scores do not include additional unspecified improvements.

  • Aura of ProtectionLevel 6

    You and friendly creatures within 10 feet add your Charisma modifier to saving throws. A creature can benefit from this feature from only one paladin at a time.

  • Aura of CourageLevel 10

    You and friendly creatures within 10 feet cannot be frightened while you are conscious.

  • Improved Divine SmiteLevel 11

    Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage.

  • Aura ImprovementsLevel 18

    Your aura range increases to 30 feet.

  • Aura of WardingLevel 7

    You gain resistance to damage from spells. In addition, friendly creatures within 10 feet have resistance to damage from spells while you are conscious.

  • TraitElfDarkvision, you can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
  • TraitElfKeen Senses, proficiency in the Perception skill.
  • TraitElfFey Ancestry, advantage on saving throws against being charmed, and magic cannot put you to sleep.
  • TraitElfTrance, you do not need to sleep and can complete a long rest in 4 hours of meditation.
  • TraitElfElf Weapon Training, proficiency with the longsword, shortsword, shortbow, and longbow.
  • High Elf Cantrip, know one wizard cantripElfThe cantrip uses Intelligence as its spellcasting ability.
  • TraitElfExtra Language, you can speak, read, and write one additional language.
  • DiscoveryHermit

    Aelwyn discovered a profound truth during her years of isolation. She can identify many medicinal plants, recognize common natural poisons, and use her experience to find shelter, food, and water in the wilderness. The exact nature of her revelation remains private unless she trusts someone deeply.

Spells

24 spells

Spellcasting. Aelwyn of the Elderwood casts with Charisma (spell save DC 19, to hit with spell attacks).

1st level (4 slots): , , , , , , , ,

2nd level (3 slots): , , ,

3rd level (3 slots): ,

4th level (3 slots): , , , ,

5th level (2 slots): , , ,

Gear

9 items

Weapons

  • Longsword
    A versatile martial weapon used for warding rather than ceremony.

Armor

  • Chain mail
    A well-maintained suit of chain mail, inherited from Aelwyn's years of formal service.
  • Shield
    A polished wooden shield bearing a simple white flower emblem.

Tools

  • Herbalism kit
    A small collection of dried medicinal plants and practical remedies.

Gear

  • Holy symbol
    A holy symbol of the natural world, carved from elderwood.
  • Priest's pack
    A priest's pack containing a backpack, blanket, ten torches, tinderbox, ten days of rations, and a waterskin.
  • Scroll case of notes
    A scroll case filled with notes from Aelwyn's years of study.
  • Hermit's supplies
    A winter blanket, common clothes, herbalism kit, and five gold pieces from her hermit background.
  • Battered philosophy book
    A battered philosophical treatise covered in pressed flowers and handwritten arguments.

Appearance

Aelwyn is a tall High Elf with silver-blond hair usually braided with dried herbs and narrow, attentive green eyes. Years in the Elderwood have weathered her pale skin with sun, wind, and the faint staining of plant work beneath her fingernails. She wears well-maintained chain mail beneath a moss-green cloak, carries a polished shield marked with a simple white flower, and keeps her battered philosophy book wrapped in oilcloth. Within a minute of meeting her, most people notice the small gap between her front teeth, visible whenever she eats, smiles, or laughs unexpectedly.

Mannerisms

Aelwyn studies the hands of anyone speaking to her, watching for tremors, stains, calluses, or signs of injury. She pauses before answering difficult questions, often touching the cover of her philosophy book. When thinking, she rubs dried herb dust between her fingers and names plants under her breath.

Personality

Aelwyn is observant, blunt, patient with suffering, and impatient with ceremony. She prefers useful questions to comforting speeches and often notices a person's exhaustion before noticing their name. She is protective without being openly affectionate, offering clean bandages, food, or a sharpened blade instead of reassurance. Her chaotic nature appears in her refusal to respect tradition when tradition conflicts with practical mercy.

Ideals

Protection is not measured by the enemy defeated, but by the life preserved. Duty that demands abandoning the vulnerable is merely obedience wearing ceremonial clothes.

Bonds

The battered philosophy book is the closest thing Aelwyn has to a confessor. She also carries the memory of the person she failed to protect, and will risk herself to shield those who are overlooked, frightened, or unable to defend themselves.

Flaws

Aelwyn mistakes emotional distance for wisdom. She will leave a conversation rather than admit fear, grief, or attachment, and she can become cruelly dismissive toward anyone who glorifies heroic victories without counting the people left unprotected.

Quirks

She presses flowers from every place where someone was saved, never from a battlefield.
She gives injured animals names based on the sound they make when breathing.
She argues aloud with the dead philosopher whose book she carries.
She refuses to waste clean water, even at formal banquets.
She can identify many people by the way they walk before seeing their faces.

Background

Aelwyn was born among the High Elves, where every child was expected to inherit some portion of the people’s vast memory. She learned history, etiquette, arcane theory, and the rituals of old families, but practical knowledge held her attention more than ancient glory. She preferred studying medicinal plants, cleaning wounds, observing animals, and wandering beyond the polished paths of her home. When she entered service as a young paladin, she understood strength less as a weapon and more as a shelter built by someone strong enough to endure the storm. That belief was tested during a conflict when Aelwyn chose to pursue and defeat a dangerous foe instead of remaining beside the person she had sworn to protect. She won the battle. The person died. No victory, title, or praise could make the choice feel less final. Aelwyn abandoned public service and vanished into the Elderwood, intending to stay only until she understood what had gone wrong. Weeks became months, and months became twenty years. She tended injured animals, learned the properties of roots and fungi, treated travelers who found her hut, and argued in the margins of a battered philosophy book with an author who had been dead for centuries. Her isolation did not make her gentler, but it made her precise. Aelwyn now believes protection is measured by what remains alive when the fighting ends, and she has returned to the wider world to test whether that belief can survive responsibility.

“She learned history, etiquette, arcane theory, and the rituals of old families, but practical knowledge held her attention more than ancient glory.”
From their backstory
Background
Hermit

Connections

Species

Elf

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