Edrin Vale
Edrin Vale
Sheet
AC 12 · HP 10 · 30 ft.Saving throws
Skills
- ArcanaINT
- DeceptionCHA
- InsightWIS
- PersuasionCHA
Armor
Weapons
Tools
Languages
Features
8 featuresAction
- Fey PresenceLevel 1
As an action, choose one creature within 10 feet of you. It must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed or frightened by you, your choice, until the end of your next turn. Once you use this feature, you cannot use it again until you finish a short or long rest.
Always on
- Otherworldly Patron, ArchfeyLevel 1
You have made a pact with a mysterious patron, the Archfey. You gain the expanded spell list associated with your patron, and your patron grants you a supernatural feature at 1st level.
- Pact MagicLevel 1
You can use Charisma as your spellcasting ability for warlock spells. You know two 1st-level warlock spells and two cantrips of your choice. You have one 1st-level spell slot, which refreshes on a short or long rest.
- Cantrips KnownLevel 1
You know the warlock cantrips Eldritch Blast and Minor Illusion.
- Spells KnownLevel 1
You know two 1st-level warlock spells, and you can replace one of them when you gain a warlock level.
- TraitHumanAbility Score Increase, +1 to all ability scores.
- TraitHumanExtra Language, you can speak, read, and write one extra language of your choice.
- Guild MembershipGuild Artisan
You can identify and communicate with other guild members, and when you need to, you can usually secure hospitality, information, or a safe place to work from your guild contacts and associated merchants.
Spells
4 spellsSpellcasting. Edrin Vale casts with Charisma (spell save DC 14, to hit with spell attacks).
Cantrips (at will): ,
1st level (1 slot): ,
Gear
10 itemsWeapons
- DaggerA simple weapon chosen for starting adventurers.
- Light crossbowA useful ranged weapon for a lightly armored spellcaster.
Armor
- Leather armorA leather armor suit, worn under a tailored guild coat.
Tools
- Calligrapher's suppliesA set of artisan's tools chosen to reflect his guild trade.
Gear
- 20×Crossbow boltsBolts for the light crossbow.
- Arcane focusA practiced method for focusing warlock spells.
- Scholar's packA pack suited to a wandering spellcaster.
- Letter of introductionA letter that identifies him as a member in good standing of his guild.
- Traveler's clothesTravel clothing appropriate for a guild representative.
- Belt pouchA pouch holding his remaining coin.
Appearance
A lean human man with alert amber eyes, dark hair tied back with a brass clasp, and a faint silver-green sheen to his smile when he is amused. He dresses like a respectable guild negotiator at a distance, but closer inspection reveals a leather coat stitched with tiny moon-and-vine motifs, a signet ring worn on a cord, and a habit of carrying charm tokens in every pocket.
Mannerisms
He speaks as though he is always one phrase away from closing a deal, tapping two fingers against his ring when thinking. He smiles at the worst possible moments, bows to opponents before negotiations, and unconsciously quotes guild invoices when he is nervous.
Personality
Charming, brisk, and irreverent, Edrin treats life like a negotiation with the universe. He is quick to laugh, quicker to spot hypocrisy, and happiest when he can turn a tense room into an opportunity. Beneath the wit is a stubborn compassion, and once someone earns his loyalty he becomes fiercely protective and surprisingly gentle.
Ideals
Freedom. Contracts should serve people, not cage them. He believes rules are only worth keeping when they protect the powerless, and he will break a law without guilt if it exists only to enrich the cruel.
Bonds
He still keeps the first guild seal he ever delivered, and he will risk almost anything to protect the workshop and colleagues who once treated him like family.
Flaws
He cannot resist making a bargain, especially if it sounds clever, and he sometimes assumes every problem can be talked into behaving. When frightened or cornered, he defaults to sarcasm and half truths, even with friends. He also has a dangerous habit of underestimating anyone who looks boring, meek, or bureaucratic.
Quirks
Background
Born to a small mercantile guild that dealt in fine inks, luxury stationery, and sealed correspondence, Edrin Vale learned early that a well chosen word could be worth more than a sword. His human restlessness made him an impatient apprentice, always asking why rules mattered when the people enforcing them were often crueler than the rules themselves. He became the guild's best messenger and negotiator, the young man sent to soothe feuds, collect debts, and talk down angry customers with a grin and a clever apology. That talent drew the attention of something older than any ledger. While carrying a diplomatic packet through a moonlit garden outside the city, Edrin followed a voice laughing from behind the hedges and stepped into the hidden court of an Archfey. The bargain was never written down, only implied, but from that night onward his silver tongue carried a little of the Feywild's impossible grace. He uses his new powers as a weapon against bullies, corrupt factors, and petty tyrants, telling himself that if the world expects a charming liar, he will become one who lies for the right reasons.
“That talent drew the attention of something older than any ledger.”
- Background
- Guild Artisan
Connections
Species
Human
Media
0 imagesNo images yet.
Turn Edrin Vale into a sheet
A high-res, share-ready sheet you can post or print.