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Aldy Valor - AI-generated fantasy Character

Aldy Valor

Elf · Cleric (Life Domain) · Level 1 · Acolyte

Aldy Valor

Aldy is calm, observant, and service-minded.
AC17
HP10/10
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 17 · HP 10 · 35 ft.
AlignmentTrue NeutralGenderMaleAge126 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

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

Armor

Light armor,
Medium armor,
Heavy armor,
Shields

Weapons

Simple weapons,
Martial weapons

Tools

Calligrapher's Supplies

Languages

Common,
Elvish,
Dwarvish

Features

20 features

Always on

  • Sacred Flame

    When A creature within 60 feet is a valid target.

    Aldy calls on divine radiance to scorch one creature he can see within 60 feet. The target makes a Dexterity saving throw, taking 1d8 Radiant damage on a failure or half as much on a success.

  • Guidance

    When A willing creature is within touch range and is about to make an ability check.

    Aldy blesses one creature, granting it a 1d4 bonus to one ability check before the spell ends. The creature can roll the die before or after making the check.

  • Thaumaturgy

    When A minor supernatural effect is useful.

    Aldy invokes a brief sign of divine authority, creating one of several minor magical effects, such as causing flames to flicker, opening or closing an unlocked door, or producing a sound.

  • Bless

    When Several allies are about to enter danger.

    Up to three creatures gain a 1d4 bonus to attack rolls and saving throws for the spell's duration.

  • Cure Wounds

    When A creature within touch range is injured.

    A creature Aldy touches regains 2d8 plus 4 Hit Points.

  • Guiding Bolt

    When A hostile creature is within 120 feet and needs to be exposed to divine light.

    A creature within 120 feet makes a Dexterity saving throw and takes 4d6 Radiant damage on a failure, or half as much on a success.

  • Healing Word

    When An ally within 60 feet needs immediate healing.

    A creature within 60 feet regains 2d4 plus 4 Hit Points.

  • Sanctuary

    When A creature Aldy can touch needs protection from immediate attack.

    A warded creature gains a +2 bonus to AC for the spell's duration.

  • Shield of Faith

    When An ally within touch range is about to face weapon attacks.

    A willing creature Aldy touches gains a +2 bonus to AC for the spell's duration.

  • Light

    When A mundane light source is needed.

    Aldy creates a small sphere of light that illuminates the surrounding area.

  • Spare the Dying

    When A creature within touch range has 0 Hit Points and is making Death Saving Throws.

    Aldy channels restorative divine energy into a creature he touches, stabilizing its condition or aiding its recovery.

  • Resistance

    When A willing creature is about to attempt a saving throw.

    Aldy chooses one creature he can see within touch range. The target gains a 1d4 bonus to its next saving throw before the spell ends.

  • SpellcastingLevel 1

    Aldy can cast Cleric spells, using Wisdom as his spellcasting ability. He can prepare five Cleric spells after a Long Rest and has three Cleric cantrips. He can use a Divine Focus, such as his holy symbol, as a spellcasting focus for Cleric spells.

  • Divine OrderLevel 1

    Aldy has chosen Protector. He gains proficiency with Martial weapons and training with Heavy armor.

  • TraitElfDarkvision, allowing Aldy to see in dim light within 60 feet as if it were bright light and in darkness as if it were dim light.
  • Elven Lineage, Wood ElfElfAldy knows the Druidcraft cantrip. At level 3, he can cast Longstrider without a spell slot once per Long Rest, and at level 5, he can cast Pass without Trace without a spell slot once per Long Rest.
  • TraitElfFey Ancestry, granting Advantage on saving throws to avoid or end the Charmed condition.
  • TraitElfKeen Senses, granting proficiency in the Perception skill.
  • TraitElfTrance, allowing Aldy to finish a Long Rest in 4 hours without sleeping. When he finishes a Long Rest, he gains two weapon or tool proficiencies of his choice until he finishes his next Long Rest.
  • RitualistAcolyte

    Aldy can perform the religious ceremonies of his faith. He and his adventuring companions can receive free healing and care at a temple, shrine, or other established presence of his faith, although they must provide any material components needed for spells.

Spells

13 spells

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

Cantrips (at will): , , , , , ,

1st level (2 slots): , , , , ,

Gear

10 items

Weapons

  • Mace
    A blunt-headed mace used both as a weapon and as a ceremonial instrument.

Armor

  • Chain Shirt
    A protective shirt of linked metal rings, worn beneath Aldy's vestments. With his Dexterity modifier and shield, it contributes to his AC of 17.
  • Shield
    A wooden shield bearing a simple silver leaf symbol.

Tools

  • Calligrapher's Supplies
    Fine tools for copying prayers, maintaining sacred records, and producing illuminated religious text.

Gear

  • 2×
    Holy Symbol
    A divine emblem used as Aldy's holy symbol and spellcasting focus.
  • Priest's Pack
    A pack containing a backpack, bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin.
  • Book of Prayers
    A collection of copied hymns, seasonal rites, and practical instructions for temple service.
  • 10×
    Parchment
    Ten sheets of clean parchment.
  • Robe
    Plain green and gray ceremonial clothing suitable for temple service and travel.

Purse

  • 8×
    Gold Pieces
    Unspent starting currency from the Acolyte equipment package.

Appearance

Aldy Valor is a tall wood elf with a compact, sturdy build and an unusually deliberate posture. He stands with both feet planted squarely, hands folded over the head of his mace whenever he waits, as though bracing himself against an unseen current. His moss-green vestments are reinforced with a chain shirt, and a wooden holy symbol hangs beside ink-stained calligrapher's tools. Within a minute of meeting him, most people notice that his eyes travel first to doorways, windows, and the hands of everyone in the room before settling on their faces. His expression is calm, attentive, and faintly judgmental, like a priest listening for an omitted verse.

Mannerisms

When listening, Aldy angles his head slightly and traces invisible letters against his thumb. Before entering a new room, he pauses long enough to count the exits. During prayer, he taps the head of his mace three times against the ground, never four.

Personality

Aldy is calm, observant, and service-minded. He speaks in measured sentences, dislikes theatrical displays of faith, and prefers solving problems through small, repeatable acts of care. He is surprisingly direct when someone is hungry, injured, or frightened, but becomes awkward when asked to discuss his own feelings. He treats every stranger as a person whose circumstances deserve investigation before judgment.

Ideals

Balance. Mercy without judgment becomes indulgence, and judgment without mercy becomes cruelty. Aldy seeks the narrow path where both remain useful.

Bonds

The woodland shrine that raised Aldy entrusted him with its oldest prayer book. He will risk almost anything to recover it if it is lost, stolen, or defaced.

Flaws

Aldy mistakes patience for wisdom and often waits too long to act because he wants every possible consequence accounted for. He is also quietly contemptuous of people who speak confidently about subjects they have not studied, despite regularly doing exactly that himself.

Quirks

He gives every book a name based on the first prayer copied into it.
He counts doorways and windows before sitting down.
He refuses to begin a meal until everyone nearby has been offered food.
He corrects badly drawn religious symbols by redrawing them in the air with one finger.

Background

Aldy Valor was raised in a woodland shrine where the seasons were treated as sacred arguments rather than simple weather. His first lessons were not sermons but repetitions, copying prayers into clean books until every letter carried the same weight. The shrine's priests valued his patience and his exceptionally strong memory for ritual, even if his poor grasp of abstract study made theological debate a painful spectacle. Aldy understood faith best when it was practical: a hand washing before a burial, a roof repaired before winter, a fever tended through the night. His divine calling arrived during a spring flood. While the other acolytes argued over which rite should be performed, Aldy stepped into the water and began reciting the oldest blessing he knew. The river did not stop, but a trapped child was carried safely into his arms, and the shrine's bell rang without anyone touching it. Since then, Aldy has served as a wandering cleric, seeking places where sacred tradition has become detached from the people it was meant to protect. He adventures not to spread a single perfect doctrine, but to observe what survives hardship, preserve what proves useful, and quietly remove whatever causes needless suffering.

“His first lessons were not sermons but repetitions, copying prayers into clean books until every letter carried the same weight.”
From their backstory
Background
Acolyte

Connections

Species

Elf

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