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Keldrin - AI-generated fantasy Character

Keldrin

Elf · Cleric (Trickery Domain) · Level 2 · Urchin

Keldrin

Keldrin is quick-witted, irreverent, and vividly curious.
AC18
HP19/19
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 18 · HP 19 · 30 ft.
AlignmentChaotic NeutralGenderMaleAgeAbout 135 years old, a young adult by elven standards
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

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

Armor

Light armor,
Medium armor,
Shields

Weapons

Simple weapons,
Hand crossbows,
Longswords,
Rapiers,
Shortswords

Tools

Disguise kit,
Thieves' tools

Languages

Common,
Elvish,
Undercommon

Features

14 features

Action

  • Channel Divinity, Turn UndeadLevel 2

    As an action, Keldrin presents his holy symbol and commands undead within 30 feet that can see or hear him to make Wisdom saving throws. Failed creatures are turned for 1 minute or until they take damage.

Bonus action

  • Invoke Duplicity

    When As a bonus action, using Channel Divinity

    Keldrin creates an illusory duplicate of himself within 30 feet. The duplicate lasts for up to 1 minute while he concentrates, and he can move it up to 30 feet as a bonus action. While it is within 5 feet of a creature, Keldrin has advantage on attack rolls against that creature.

  • Channel Divinity, Invoke DuplicityLevel 2

    Keldrin can use a bonus action to create a perfect illusion of himself that lasts for 1 minute, requires concentration, and can be moved up to 30 feet on his turn. While the illusion is within 5 feet of a creature, Keldrin has advantage on attack rolls against that creature.

Always on

  • Blessing of the TricksterLevel 1

    When As an action

    Keldrin touches a willing creature other than himself, granting it advantage on Dexterity (Stealth) checks for 1 hour or until he uses this feature again.

  • Turn Undead

    When As an action, using Channel Divinity

    Keldrin presents his holy symbol and forces undead within 30 feet that can see or hear him to make Wisdom saving throws. Undead that fail are turned for 1 minute or until they take damage.

  • SpellcastingLevel 1

    Keldrin is a spellcaster who uses Wisdom as his spellcasting ability. He can prepare a number of cleric spells equal to his Wisdom modifier plus his cleric level, and he can use a holy symbol as a spellcasting focus.

  • Divine Domain, Trickery DomainLevel 1

    Keldrin chooses the Trickery Domain. He gains domain spells at the appropriate cleric levels, proficiency with disguise kits, and the Blessing of the Trickster feature.

  • TraitElfDarkvision, 120 feet
  • TraitElfFey Ancestry, advantage on saving throws against being charmed, and magic cannot put Keldrin to sleep
  • TraitElfTrance, Keldrin meditates deeply for 4 hours instead of sleeping
  • TraitElfKeen Senses, proficiency in Perception
  • TraitElfDrow Magic, Keldrin knows the dancing lights cantrip. He can cast faerie fire once per long rest starting at 3rd level and darkness once per long rest starting at 5th level, using Charisma as his spellcasting ability
  • TraitElfSunlight Sensitivity, disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight while Keldrin or his target is in direct sunlight
  • City SecretsUrchin

    Keldrin knows the secret patterns and shortcuts of cities, allowing him and companions traveling with him to find routes through urban environments twice as quickly. He can also find food and simple shelter for himself and his companions in a city, provided the city offers such resources.

Spells

10 spells

Spellcasting. Keldrin casts with Wisdom (spell save DC 14, to hit with spell attacks).

Cantrips (at will): , ,

1st level (3 slots): , , , , , ,

Gear

12 items

Weapons

  • Mace
    A simple martial weapon with a long blade, useful for defense and ceremonial gestures.
  • Light Crossbow
    A light crossbow with a case of 20 bolts.
  • Small Knife
    A small knife used for cutting food, rope, and occasionally purses from inattentive belts.

Armor

  • Scale Mail
    Medium armor made of interlocking metal scales, granting AC 14 plus Dexterity modifier up to +2. Wearing it imposes disadvantage on Dexterity (Stealth) checks.
  • Shield
    A wooden shield reinforced with metal, granting a +2 bonus to Armor Class.

Tools

  • Disguise Kit
    A disguise kit containing cosmetics, wigs, clothing pieces, and other tools for altering appearance.

Gear

  • 20×
    Crossbow Bolts
    A case containing 20 bolts for the light crossbow.
  • Holy Symbol
    A holy symbol of Erevan Ilesere shaped like a silver theatrical mask with a crooked grin.
  • Burglar's Pack
    A small collection of burgled trinkets and keepsakes from Keldrin's street years.
  • Token of a Lost Parent
    A keepsake from Keldrin's early life, wrapped in cloth and never shown without a joke or distraction.
  • Common Clothes
    A set of common clothes patched and altered so often that no two pieces quite match.

Purse

  • 10×
    Gold Pieces
    Coins saved from street work, petty theft, and inconveniently successful wagers.

Appearance

Keldrin is a lean, sharp-featured drow with dark violet skin, long white hair usually tied back with a strip of faded red cloth, and luminous lavender eyes. His scale mail is mismatched and carefully maintained, decorated with tiny copper bells that he insists are purely ornamental. He frequently checks the position of his holy symbol, a silver mask bearing a crooked grin, and rolls a black gaming die across his knuckles when thinking. His hands are callused from years of climbing, lockpicking, and surviving on city streets. He carries himself with restless confidence, as though every room is a puzzle he has already begun solving.

Mannerisms

Keldrin constantly adjusts the silver mask hanging at his throat and checks that the clasp is secure. He speaks with exaggerated courtesy when lying, pauses before answering simple questions as though selecting from several possible truths, and punctuates jokes by rolling a black die across his fingers. When entering a new place, he instinctively counts exits, windows, guards, and unattended valuables.

Personality

Keldrin is quick-witted, irreverent, and vividly curious. He treats conversation as a game of feints and openings, but beneath the amusement is a fierce sensitivity to coercion. He is generous toward fugitives, children, servants, and anyone being bullied by a superior. He enjoys making pompous people look ridiculous, especially when they believe their rank makes them untouchable.

Ideals

Freedom is sacred. No one should own another person's choices, name, future, or faith. If a rule exists only to keep the powerful comfortable, breaking it is a public service.

Bonds

Erevan Ilesere gave Keldrin the first choice that truly belonged to him, and Keldrin will never allow anyone to turn that gift into a chain. He secretly watches for signs of his former noble house and dreams of dismantling its power without ever giving them the satisfaction of catching him.

Flaws

Keldrin cannot resist proving that he is the cleverest person in the room, even when silence would be safer. He treats sincere authority with suspicion, assumes kindness has a hidden price, and sometimes turns a manageable problem into a spectacular one simply because the simpler solution feels too much like obedience.

Quirks

He names every lock he successfully opens, usually after someone who annoyed him.
He leaves small silver paper masks in places where he has caused trouble.
He refuses to sit with his back to a door, even in friendly homes.
He occasionally answers questions with a technically truthful statement that is deliberately misleading.
He gives coins to street children, but disguises the gesture as payment for information.

Background

Keldrin was born beneath the earth into a noble drow house, where every gesture, friendship, and ambition was selected for him by people who claimed ownership of his future. He learned early that the powerful rarely watched the servant who carried the message, the child who delivered the wine, or the noble who smiled at exactly the right moment. Keldrin became adept at slipping through guarded corridors, changing names, forging little permissions, and turning one person's certainty against another. His escape began with a lie so elaborate that even he sometimes forgets which parts were true. He fled through abandoned tunnels, smugglers' routes, and forgotten ruins, eventually reaching the surface with nothing but a stolen holy symbol and a talent for appearing harmless at exactly the right time. On the surface, Keldrin survived as an urchin, sleeping in lofts, alleys, bell towers, and beneath market stalls. He stole when hungry, lied when cornered, and learned that freedom meant more than simply escaping a prison. In a broken roadside shrine, he encountered the presence of Erevan Ilesere, the elven god of mischief, change, and freedom. Whether Erevan truly spoke to him or whether Keldrin heard his own hopes in the silence, the result was the same. Keldrin became a cleric of the Trickery Domain, treating every locked door as an invitation and every rigid law as a dare. He now wanders by choice, helps those trapped by tyrants when the opportunity amuses him, and causes trouble wherever complacency has grown too comfortable.

“His escape began with a lie so elaborate that even he sometimes forgets which parts were true.”
From their backstory
Background
Urchin

Connections

Species

Elf

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