Veyr Alden
Veyr Alden
Sheet
AC 13 · HP 109 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Weapons
Tools
Languages
Features
24 featuresAlways on
- Twinned Spell
When When casting an eligible spell targeting one creature
Veyr can cast a spell that affects one additional creature within range, provided the spell is incapable of targeting more than one creature at the spell's current level.
- Subtle Spell
When When casting a spell
Veyr can cast a spell without providing verbal or somatic components by spending sorcery points.
- Careful Spell
When When casting a spell that forces saving throws
Veyr can choose creatures that automatically succeed on their saving throws against a spell he casts, protecting selected allies from his area magic.
- Dragon WingsLevel 14
When As a bonus action
Veyr manifests spectral black wings and gains a flying speed of 60 feet.
- Draconic PresenceLevel 18
When As an action, by spending 5 sorcery points
Veyr can unleash an aura of supernatural authority that charms or frightens nearby creatures.
- SpellcastingLevel 1
Veyr is a 18th-level spellcaster. His spellcasting ability is Charisma. He knows six sorcerer cantrips and fifteen sorcerer spells, using Charisma as his spellcasting ability.
- Draconic BloodlineLevel 1
Veyr's sorcerous power comes from a vampiric strain of ancient draconic magic, mechanically represented by the Draconic Bloodline. His chosen draconic ancestor is a black dragon, granting acid affinity.
- Dragon AncestorLevel 1
Veyr gains proficiency in the History skill. He speaks, reads, and writes Draconic. His bloodline is also permanently reflected in his unnatural resilience and predatory presence.
- Draconic ResilienceLevel 1
His hit point maximum increases by 1 for each sorcerer level. His unarmored AC equals 13 while he is not wearing armor, due to his draconic resilience.
- Font of MagicLevel 2
Veyr gains 2 sorcery points. He can use them to create spell slots or fuel Metamagic. He regains all expended sorcery points after a long rest.
- MetamagicLevel 3
Veyr knows three Metamagic options: Careful Spell, Subtle Spell, and Twinned Spell. He can use only one Metamagic option on a spell when he casts it unless the option says otherwise.
- Ability Score ImprovementLevel 4
Veyr can increase one ability score by 2, increasing Charisma from 16 to 18.
- Elemental AffinityLevel 6
When Veyr casts a spell that deals acid damage, he can add his Charisma modifier to one damage roll of that spell. He can also spend 1 sorcery point to gain resistance to acid damage for 1 hour.
- Ability Score ImprovementLevel 8
Veyr can increase one ability score by 2, increasing Charisma from 18 to 20.
- Ability Score ImprovementLevel 12
Veyr can increase one ability score by 1 and another by 1, increasing Charisma from 20 to 21 and Constitution from 13 to 14 before applying the level 16 adjustment. The final Charisma score is capped at 20, with the remaining increase represented by the War Caster feat.
- Ability Score ImprovementLevel 16
Veyr gains the War Caster feat. He has advantage on Constitution saving throws made to maintain concentration, can perform somatic components while holding weapons or a shield, and can cast a spell in place of an opportunity attack when the spell targets only that creature.
- DarkvisionHigh ElfVeyr can see in dim light within 60 feet as if it were bright light and in darkness as if it were dim light.
- Fey AncestryHigh ElfVeyr has advantage on saving throws against being charmed, and magic cannot put him to sleep.
- TranceHigh ElfVeyr meditates deeply for 4 hours instead of sleeping for 8 hours.
- Keen SensesHigh ElfVeyr is proficient in Perception.
- High Elf CantripHigh ElfVeyr knows one wizard cantrip, chosen as Minor Illusion, using Intelligence as its spellcasting ability.
- Extra LanguageHigh ElfVeyr speaks Undercommon.
- TraitHigh ElfVampirism is a narrative condition in this rules profile and does not grant additional monster traits, resistances, or actions.
- Position of PrivilegeNoble
Veyr is welcome in high society and may secure an audience with local nobility. Common folk also treat him as a person of standing, although his reputation and unnerving age may complicate such hospitality.
Spells
22 spellsSpellcasting. Veyr Alden casts with Charisma (spell save DC 19, to hit with spell attacks).
Cantrips (at will): , , , , ,
1st level (4 slots): , ,
2nd level (3 slots): , ,
3rd level (3 slots): , ,
4th level (3 slots): ,
5th level (3 slots):
6th level (1 slot):
7th level (1 slot):
8th level (1 slot):
9th level (1 slot):
Gear
8 itemsWeapons
- Crossbow and boltsA light crossbow with 20 bolts
- 2×DaggerA dagger used for ritual cutting, field surgery, and self-defense
Gear
- Component pouchA component pouch for spellcasting
- Scholar's packA scholar's pack containing a backpack, a book of lore, ink, a pen, ten sheets of parchment, a little bag of sand, and a small knife
- Fine clothesFine but subdued court clothing suitable for an estate lord
- Signet ringA signet ring bearing the Alden estate mark
- Scroll of pedigreeA scroll of pedigree establishing Veyr's noble lineage
Purse
- 25×Gold piecesA purse containing 25 gp from his noble starting wealth
Appearance
Veyr Alden is a tall, lean high elf with weathered bronze skin, long iron-gray hair, and calm red-brown eyes that darken almost black when he is hungry. His features retain an austere, handsome sharpness, but centuries of stillness have left his expression unusually controlled. He dresses in severe dark wool, old silver, and burgundy silk, favoring practical riding boots and a high-collared coat marked with his estate's plain iron clasp. His hands are elegant but scarred from sword practice, laboratory work, and the repeated accidents of dangerous magic.
Mannerisms
Veyr speaks softly and precisely, pauses to straighten crooked objects, and touches his signet ring whenever someone mentions family. He never eats in public. When considering a problem, he silently counts on his fingers in an old elven rhythm, then gives his answer as though it had been obvious for years.
Personality
Veyr is patient, observant, and relentlessly courteous, even when delivering a threat. He prefers competent people to impressive people and has a habit of asking servants, soldiers, and scholars the same question: what is the one thing everyone else has overlooked? He genuinely enjoys learning and will spend an evening discussing irrigation, anatomy, astronomy, or sword balance with equal seriousness. Beneath his restraint is a dry, work-worn humor and a deep, almost parental protectiveness toward those who depend on him.
Ideals
Order. A land is safest when every person knows the law, every debt is recorded, and every ruler accepts responsibility for the consequences of command.
Bonds
Alden Hall and its people are Veyr's responsibility. He will defend the estate even when doing so costs him allies, wealth, or the chance to regain his mortality.
Flaws
Veyr treats mercy as a resource to be allocated, and he can justify almost any cruelty if the ledgers suggest it will preserve the estate. He is terrified of becoming dependent on anyone again, so he often turns affection into employment, obligation, or debt. Hunger makes him secretive and irritable, while the possibility of a genuine cure can make him reckless enough to endanger the very people he claims to protect.
Quirks
Background
Veyr Alden was born into a minor elven household whose wealth came from mills, orchards, and a stubborn stretch of riverland. In life he was a physician, surveyor, and occasional duelist, an unusually practical scholar who believed every mystery deserved to be measured before it was worshiped. His talent for magic appeared late, first as a talent for making lamps burn without oil and later as a frightening command of blood, breath, and corrosive green fire. He studied under court arcanists, hedge witches, battlefield surgeons, and anyone else willing to exchange knowledge for his labor. At the end of his mortal life, Veyr was betrayed by a patron who wanted his research into longevity. The experiment did not grant immortality as intended. It left Veyr dead, hungry, and bound to the blood of the people he had once protected. He destroyed his maker after decades of servitude, then returned to Alden Hall and rebuilt his family's estate into a disciplined domain. The living tend the farms, kitchens, workshops, and records. A small militia of his elven kin patrols the borders and enforces his laws. Convicted criminals may be sentenced to supply blood under strict medical supervision, a practice Veyr calls both punishment and public service. He has ruled for centuries through contracts, favors, terrifying patience, and a web of allies and enemies scattered through universities, noble courts, mercenary companies, monasteries, and criminal houses. Though he practices arcane magic openly, he has never stopped searching for a cure that would let him die without abandoning the people under his protection.
“He studied under court arcanists, hedge witches, battlefield surgeons, and anyone else willing to exchange knowledge for his labor.”
- Background
- Noble
Connections
Species
High Elf
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