Keldrin
Keldrin
Sheet
AC 18 · HP 19 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
13 featuresAction
- Channel Divinity: Invoke DuplicityLevel 2
Keldrin can use Channel Divinity once between rests. As an action, he creates a perfect illusion of himself that lasts for 1 minute, allowing him to cast spells as though occupying the illusion’s space. He can move the illusion up to 30 feet on his turn.
Always on
- Invoke Duplicity
When As an action, once per short or long rest
Keldrin creates an illusory duplicate of himself in an unoccupied space within 30 feet. For 1 minute, he can move the duplicate up to 30 feet on his turn and cast cleric spells as though he were in the duplicate’s space.
- SpellcastingLevel 1
Keldrin is a divine spellcaster. Wisdom is his spellcasting ability. He can use a holy symbol as a spellcasting focus and prepares a number of cleric spells equal to his Wisdom modifier plus his cleric level.
- Divine Domain: TrickeryLevel 1
Keldrin chooses the Trickery Domain, gaining domain spells and proficiency with the disguise kit. His domain magic centers on deception, misdirection, and freedom from restraint.
- Blessing of the TricksterLevel 1
Keldrin can use his action to touch a willing creature other than himself, granting it advantage on Dexterity (Stealth) checks for 1 hour or until he uses this feature again.
- DarkvisionElfKeldrin can see in dim light within 120 feet as if it were bright light, and in darkness as if it were dim light. He cannot discern color in darkness, only shades of gray.
- Keen SensesElfKeldrin has proficiency in the Perception skill.
- Fey AncestryElfKeldrin has advantage on saving throws against being charmed, and magic cannot put him to sleep.
- TranceElfKeldrin does not need to sleep. He meditates deeply for 4 hours each day and gains the same benefit that a human gains from 8 hours of sleep.
- Drow MagicElfKeldrin knows the dancing lights cantrip. At 3rd level he can cast faerie fire once per long rest, and at 5th level he can cast darkness once per long rest. Charisma is his spellcasting ability for these spells.
- Drow Weapon TrainingElfKeldrin is proficient with rapiers, shortswords, and hand crossbows.
- Sunlight SensitivityElfKeldrin has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when he, his target, or whatever he is trying to perceive is in direct sunlight.
- Position of PrivilegeNoble
Keldrin can secure an audience with local nobles, claim the hospitality of aristocrats, and use his knowledge of noble etiquette and family connections to gain access to influential circles.
Spells
10 spellsSpellcasting. Keldrin casts with Wisdom (spell save DC 14, to hit with spell attacks).
Cantrips (at will): ,
1st level (3 slots): , , , , , , ,
Gear
11 itemsWeapons
- MaceA simple mace with an ornate, removable pommel.
- Light crossbowA light crossbow with a compact case of bolts.
Armor
- Chain mailChain mail armor, carefully maintained and darkened to reduce its shine.
- ShieldA steel shield bearing a silver laughing mask.
Gear
- 20×Crossbow boltsA case containing twenty crossbow bolts.
- Priest's packA priest’s pack containing a backpack, blankets, tinderbox, ten torches, ten days of rations, waterskin, and fifty feet of hempen rope.
- Fine clothesA dark set of fine clothes altered for travel and movement.
- Signet ringA signet ring bearing the seal of Keldrin’s former noble house.
- Scroll of pedigreeA scroll recording Keldrin’s noble lineage and family history.
Purse
- PurseA small purse containing starting wealth.
- 25×Gold piecesTwenty-five gold pieces.
Appearance
Keldrin is a slender male drow with obsidian skin, silver-white hair worn in a loose braid, and vivid lavender eyes. He wears well-maintained chain mail beneath a dark traveling coat whose hem has been repeatedly repaired with mismatched thread. His shield bears a polished silver mask, the symbol of Erevan Ilesere, and his holy symbol is deliberately hidden among several identical rings. His hands are callused from climbing stone passages and handling lockpicks, while his clothing carries the faint dust of the Underdark despite his years on the surface.
Mannerisms
Keldrin rarely gives a direct answer when a more entertaining answer is available. He rolls a ring across his knuckles while thinking, tilts his head whenever someone lies, and gives an exaggerated little bow before doing anything reckless. When entering a new room, he casually notes every exit, reflective surface, and person who appears to be in charge.
Personality
Keldrin is witty, theatrical, suspicious, and relentlessly curious. He enjoys turning rigid social rules inside out, especially when doing so exposes hypocrisy. Beneath the jokes is a fiercely independent survivor who is more compassionate than he wants anyone to notice. He trusts clever actions more than solemn promises and prefers allies who can laugh when a plan goes wrong.
Ideals
Freedom. No one should be owned by a bloodline, a god, a throne, or a prophecy. The moment someone claims absolute control, Keldrin feels morally obligated to introduce uncertainty.
Bonds
Erevan Ilesere gave Keldrin the freedom to choose his own life, and Keldrin will not allow that freedom to be taken from anyone who truly needs it. He secretly protects a younger relative still trapped within his former house, sending coded messages and supplies whenever he can.
Flaws
Keldrin cannot resist proving that he is the cleverest person in the room, even when silence would be safer. He habitually assumes that every offer of kindness conceals a chain, and his instinctive answer to authority is to test how easily it can be embarrassed.
Quirks
Background
Keldrin was born to a noble drow house deep beneath the earth, where every gesture was calculated, every friendship was political, and his future had been arranged before he could understand what freedom meant. He was trained to speak beautifully, obey gracefully, and lie without blinking. Yet he learned that the most dangerous deception was the one a tyrant told himself, namely that control was the same thing as order. Keldrin began quietly undermining his family’s plans, redirecting messages, forging invitations, and turning rival ambitions against one another until the house could no longer tell which threats were real. His escape was not a single dramatic flight, but a chain of improbable accidents that he had carefully arranged in advance. He crossed the Underdark disguised as a minor functionary, bribed a gatekeeper with a family heirloom, and followed smugglers toward the surface. In a forgotten cavern shrine, he encountered the laughing presence of Erevan Ilesere, the elven god of mischief, change, and freedom. Keldrin understood that divinity did not have to demand obedience. It could instead invite motion, surprise, and the glorious collapse of anyone who believed they had everything controlled. Now he travels as a cleric of the Trickery Domain, treating every tyrant as a puzzle, every locked door as an insult, and every solemn gathering as an opportunity for improvement.
“He was trained to speak beautifully, obey gracefully, and lie without blinking.”
- Background
- Noble
Connections
Species
Elf
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