Aldraz Dova Imerios
Aldraz Dova Imerios
Sheet
AC 16 · HP 12 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureWIS
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionWIS
- Sleight of HandINT
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
9 featuresAction
- Divine SenseLevel 1
As an action, Aldraz can open his awareness to detect strong evil or good until the end of his next turn. He knows the location of any celestial, fiend, or undead within 60 feet that is not behind total cover, and he knows the type of any being whose presence he senses, but not its identity. He can also detect consecrated or desecrated places and objects. He can use this feature 3 times per long rest.
Always on
- Cold Breath
When After using the breath weapon, short or long rest required before reuse.
Aldraz exhales freezing air in a 15-foot cone. Each creature in the area makes a DC 12 Dexterity saving throw, taking 2d6 cold damage on a failed save, or half as much on a successful one. After using this trait, he cannot use it again until he finishes a short or long rest.
- Lay on HandsLevel 1
Aldraz has a pool of healing power that replenishes when he finishes a long rest. With an action, he can touch a creature and restore a total number of hit points from the pool, up to 5 hit points per long rest. He can spend 5 points to cure one disease or neutralize one poison, with multiple conditions requiring separate expenditures.
- TraitDragonbornDraconic Ancestry, silver ancestry, cold damage type.
- TraitDragonbornBreath Weapon, 15-foot cone, DC 12 Dexterity saving throw, 2d6 cold damage on a failed save and half damage on a success, usable once per short or long rest.
- TraitDragonbornDamage Resistance, resistance to cold damage.
- TraitDragonbornDraconic Language, Aldraz can speak, read, and write Draconic.
- TraitDragonbornSpeed, 30 feet.
- Rustic HospitalityFolk Hero
Aldraz is an ordinary person who has accomplished an extraordinary deed. Common folk recognize him as one of their own and provide shelter, food, and basic assistance when they can, though they will not risk their lives for him.
Gear
10 itemsWeapons
- GlaiveA reach martial melee weapon. On a hit, it deals 1d10 slashing damage. It has the heavy and two-handed properties.
- HandaxeA light martial melee weapon. On a hit, it deals 1d6 slashing damage and can be thrown, with a normal range of 20 feet and long range of 60 feet.
- 5×JavelinSimple ranged weapons that deal 1d6 piercing damage each and can be thrown, with a normal range of 30 feet and long range of 120 feet.
Armor
- Chain mailHeavy armor providing AC 16. While wearing it, the wearer has disadvantage on Dexterity (Stealth) checks and cannot add a Dexterity modifier to AC.
Tools
- ShovelA shovel used for digging, fieldwork, and practical labor.
Gear
- Priest's packIncludes a backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, and a waterskin.
- Iron potA sturdy iron cooking pot useful for camp cooking and improvised utility.
- Common clothesPlain common clothing suitable for a rural laborer and traveler.
- Belt pouchA belt pouch containing starting wealth.
Purse
- 10×Gold piecesStarting currency from the Folk Hero background.
Appearance
Aldraz is a tall, broad-shouldered silver dragonborn with smooth, pale metallic scales that catch the light like hammered steel. He wears practical chain mail beneath a weathered blue-green cloak and carries a glaive whose haft is wrapped in strips of old festival banners from his village. His voice is normally a low, careful rumble, but when anger or fear takes hold, each word becomes clipped and his breath whistles audibly through his teeth. Within a minute of meeting someone, it is noticeable that his eyes continually travel toward doors, windows, and the hands of anyone nearby. He keeps a small sprig of hardy green herb tucked into his belt as a reminder of the life he protects.
Mannerisms
He plants the butt of his glaive before speaking on an important matter, as though making his words stand upright. When calm, he breathes slowly through his nose. When rattled, his breath hisses and thin wisps of cold mist escape between his teeth. He looks toward exits and observers whenever he enters a room, then deliberately turns his attention back to the person speaking.
Personality
Aldraz is patient with frightened people, practical with problems, and quietly protective of anyone doing honest work. He prefers promises that can be kept today over grand declarations about tomorrow. He speaks with measured respect to common folk and blunt suspicion toward self-important authorities. Beneath his calm manner is a fierce, almost agricultural stubbornness, he believes good things survive because someone keeps tending them.
Ideals
The living world is worth defending, and hope is a duty rather than a feeling. Power should shelter the vulnerable, not make them smaller.
Bonds
The valley that raised him is his family, and he will return whenever it is threatened. He carries a strip of the old granary banner and has sworn that no tyrant will ever make his people beg for the right to eat.
Flaws
Aldraz is too willing to shoulder every burden himself, and he quietly judges anyone who refuses a dangerous responsibility. He can mistake caution for cowardice and becomes stubbornly direct when he believes someone is exploiting the helpless. Praise also unsettles him, making him dismissive or awkward when others treat him like a legend.
Quirks
Background
Aldraz Dova Imerios was raised among orchard keepers, charcoal burners, and shepherds in a valley where silver dragonborn were rare enough to become the subject of every fireside story. He learned early that strength was useful only when placed between danger and someone who could not withstand it. His first weapon was a long-handled pruning hook, later replaced by a glaive made by the village smith. He became known for using its reach to drive wolves, raiders, and worse things away from the valley without taking lives whenever another path remained open. His folk-hero reputation began during a winter when a band of marauders seized the village granary and held several families hostage. Aldraz rallied farmers with hunting spears, cooking tools, and courage, then led a night assault through the irrigation tunnels. He broke the captives free, opened the granary, and stood alone at the gate long enough for everyone to escape. The villagers called it a miracle when his silver breath froze the attackers' weapons to the ground. Aldraz calls it preparation, luck, and the refusal to leave anyone behind. Since then, he has taken the first steps toward becoming a paladin, drawn to ancient stories of knights who defended living things and preserved hope. He does not yet bear an oath, but he believes his future lies with the Oath of the Ancients.
“He learned early that strength was useful only when placed between danger and someone who could not withstand it.”
- Background
- Folk Hero
Connections
Species
Dragonborn
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