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Aladurn - AI-generated fantasy Character

Aladurn

Dwarf · Warlock · Level 1 · Acolyte

Aladurn

Aladurn is inquisitive, loyal, and a little too amused by forbidden things.
AC12
HP11/11
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 12 · HP 11 · 30 ft.
AlignmentChaotic GoodGenderMaleAge58
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • ArcanaINT
  • DeceptionCHA
  • InsightWIS
  • ReligionWIS

Armor

Light armor

Weapons

Simple weapons

Tools

Calligrapher's Supplies

Languages

Common,
Dwarvish

Features

14 features

Bonus action

  • TraitDwarfStonecunning, as a bonus action you gain tremorsense 60 feet for 10 minutes while on or touching stone, usable a number of times equal to your proficiency bonus per long rest.

Always on

  • Eldritch Blast

    When Action

    A crackling beam of occult force lashes out from Aladurn's focus, favored when he wants his enemies to feel judged from a distance.

  • Prestidigitation

    When Action

    He speaks a small glamour into existence, producing brief sensory effects, a tool of misdirection, emphasis, or sheer theatricality.

  • Guidance

    When Action

    A brief prayer to the old temple powers steadies a companion, restoring a burst of vitality at need.

  • Thaumaturgy

    When Action

    He intones a low litany that shivers through nearby foes and bells in the bones of the faithful.

  • Hex

    When Bonus Action

    A whispered curse marks a target for ruin, and Aladurn delights in using it on dangerous foes that underestimate him.

  • Healing Word

    When Bonus Action

    A sharp command and a burst of healing grace knit wounds shut, usually delivered with surprisingly tender impatience.

  • Charm Person

    When Action

    A charming but unsettling request twists a creature's judgment, one of Aladurn's most dangerous bargains with the world.

  • Pact MagicLevel 1

    You have formed a pact with a mysterious entity and can cast warlock spells using Charisma. You know two level 1 warlock spells and have one level 1 Pact Magic spell slot, which you regain on a Short or Long Rest.

  • Eldritch InvocationsLevel 1

    You gain one Eldritch Invocation of your choice. Aladurn has learned Pact of the Tome, gaining a grimoire of arcane and occult wisdom that suits his temple training and hunger for secret knowledge.

  • TraitDwarfDarkvision, 120 feet.
  • TraitDwarfDwarven Resilience, resistance to poison damage and advantage on saving throws to avoid or end the Poisoned condition.
  • TraitDwarfDwarven Toughness, your hit point maximum increases by 1, and increases by 1 again whenever you gain a level.
  • Shelter of the FaithfulAcolyte

    Aladurn can call on the goodwill, shelter, and practical aid of temples, shrines, and the faithful who respect his clerical training and vows.

Spells

7 spells

Spellcasting. Aladurn casts with Charisma (spell save DC 13, to hit with spell attacks).

Cantrips (at will): , , ,

1st level (1 slot): , ,

Gear

13 items

Weapons

  • Sickle
    A versatile simple weapon kept at his side for close defense.
  • 2×
    Dagger
    Balanced throwing blades for emergencies.

Armor

  • Leather Armor
    Protective worn armor provided by warlock starting equipment.

Tools

  • Calligrapher's Supplies
    A precisely kept writing set with ink, nibs, and tools for copying sacred and secret texts.

Gear

  • Arcane Focus (orb)
    An arcane focus used to shape warlock magic.
  • Book of Occult Lore
    A worn book filled with occult notes and marginalia.
  • Scholar's Pack
    A sturdy pack of scholarly travel supplies.
  • Book of Prayers
    A devotional book of prayers copied in his own hand.
  • Holy Symbol
    A symbol of the faith he once served and still reveres, though on his own terms.
  • 10×
    Parchment
    Sheets of parchment for notes, rites, contracts, and letters never sent.
  • Robe
    Simple temple garb appropriate for a low-ranking servant of the faith.

Purse

  • 15×
    Gold Pieces
    Coin remaining from his warlock training.
  • 8×
    Gold Pieces
    Coins carried from his background package.

Appearance

A compact dwarf with a weathered copper beard braided with black thread and tiny brass rings, Aladurn wears a travel-stained robe over practical leather armor, a holy symbol tucked beneath the collar and a carved orb of dark shale hanging at his belt. His eyes shine with fierce curiosity, as if he is always half listening to a sermon and half listening to a whisper only he can hear. His hands are ink-stained from scripture copying, but one palm is marked with an old, faint sigil that glows when he speaks a bargain out loud.

Mannerisms

He taps a knuckle against stone when thinking, murmurs half-finished prayers under his breath, and pauses before every bargain as if weighing the legal wording of fate itself. When nervous, he straightens imaginary wrinkles in his sleeves and traces tiny circles in the air with one ink-stained finger, like he is outlining invisible runes.

Personality

Aladurn is inquisitive, loyal, and a little too amused by forbidden things. He treats most authorities with polite skepticism, but he is fiercely kind to common folk, servants, and anyone trapped by vows they did not choose. He believes that sincerity matters more than orthodoxy, and he would rather be accused of heresy than of cowardice.

Ideals

Truth should be sought, not inherited. If gods are worthy of worship, then they should survive scrutiny, and if pacts can grant power, then they should be used to protect the helpless rather than enrich the cruel.

Bonds

He still sends anonymous offerings and repaired relics back to the temple that raised him, even if the elders would not welcome his name. He is also bound to his patron, whose true nature he has not yet uncovered, and he will not let others claim that his bargain was merely corruption when it felt, to him, like revelation.

Flaws

He cannot resist opening sealed doors, forbidden books, or badly written contracts, even when common sense begs him to walk away. He can also become sharply argumentative when someone claims that faith and curiosity must be enemies. Under stress, he hides uncertainty behind dry humor and a stubborn refusal to admit when he is frightened.

Quirks

He keeps every scrap of parchment, even torn grocery lists, if it might contain a useful phrase or omen.
He addresses his patron as if speaking to a difficult but respected senior priest.
He tastes the air before entering old crypts, claiming stone remembers what incense cannot hide.
He alphabetizes his prayers when anxious.

Background

Aladurn was raised in a mountain shrine where the hymns were carved into stone as often as they were sung. As a child he copied prayers for priests, ground incense for dawn rites, and listened to pilgrims tell stories about saints who defied kings, devils, and fate itself. He loved the temple, but he loved the forbidden annex beneath it even more, a sealed chamber of ancestral records and old bargains that the elders claimed were too dangerous to read. He read them anyway. The last tome he opened did not belong to any god the shrine served, but something older, patient, and amused. It answered his questions, and in return it asked for a voice in the world. When the temple learned that Aladurn had begun hearing that voice in prayer, the elders called it blasphemy. Aladurn called it honesty. He left before they could decide whether to exorcise him or exile him, taking only his calligrapher’s kit, a stolen holy symbol, and a patron who speaks through candle smoke, stone cracks, and the silence after thunder. He now walks the world as a warlock in search of a higher truth, determined to prove that power does not have to be cruel just because it is strange. He helps the lost, mocks tyrants, and treats every pact like a sacred text, something to be questioned, argued with, and, if needed, rewritten.

“The last tome he opened did not belong to any god the shrine served, but something older, patient, and amused.”
From their backstory
Background
Acolyte

Connections

Species

Dwarf

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