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Aeldrannel - AI-generated fantasy Character

Aeldrannel

Half-Elf · Warlock (Fiend) · Level 20 · Criminal

Aeldrannel

Patient, sly, and theatrical in private, Aeldrannel prefers influence over open violence, though he is perfectly comfortable with either.
AC11
HP83/83
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 11 · HP 83 · 30 ft.
AlignmentNeutral EvilGenderMaleAge134
STR
DEX
CON
INT
WIS
CHA

Saving throws

WISCHADEXSTRINTCON

Skills

  • ArcanaINT
  • DeceptionCHA
  • InsightWIS
  • IntimidationCHA
  • Sleight of HandDEX
  • StealthDEX

Armor

Light armor

Weapons

Simple weapons,
Light crossbows,
Daggers,
Rapiers,
Shortswords

Tools

Thieves' tools,
One gaming set

Languages

Common,
Elvish,
Abyssal

Features

33 features

Always on

  • Chain Familiar

    When When he summons or directs his pact familiar

    A familiar formed by infernal favor scouts, spies, and distracts on his command.

  • Eldritch Blast

    When When he attacks at range with spellfire

    A bolt of crackling force tears through foes, often accompanied by a smug one-liner.

  • Hurl Through HellLevel 14

    When When a target is dragged into infernal torment

    He vanishes into shadow and reappears where it hurts most, burning enemies with hellish force.

  • Otherworldly Patron, FiendLevel 1

    You have made a pact with an otherworldly being. As a Fiend warlock, you gain expanded options for your warlock spells and a set of patron features tied to infernal power.

  • CantripsLevel 1

    At 1st level, you have two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips at higher levels.

  • Spells KnownLevel 1

    At 1st level, you know two 1st-level warlock spells of your choice. You learn additional warlock spells as you gain levels, and they are always cast using your pact magic slots.

  • Pact MagicLevel 1

    Also at 1st level, you can use an arcane focus as a spellcasting focus for your warlock spells.

  • Fiend Expanded SpellsLevel 1

    At 1st level, your patron grants you the ability to impose magical fear and command lesser wills through infernal influence. You can also add the Fiend expanded spells to your options.

  • Eldritch InvocationsLevel 2

    At 2nd level, you gain two eldritch invocations of your choice.

  • Ritual Caster UtilityLevel 2

    Also at 2nd level, you can perform a ritual to meditate over a spellbook or grimoire, expanding your understanding of magic through the occult.

  • Pact Boon, Pact of the ChainLevel 3

    At 3rd level, you choose a Pact Boon. Aeldrannel takes Pact of the Chain, gaining a familiar that serves as an arcane spy and accomplice.

  • Ability Score ImprovementLevel 4

    At 4th level, you gain an Ability Score Improvement or a feat.

  • Eldritch EmpowermentLevel 5

    At 5th level, your eldritch blasts and other warlock magic grow deadlier. You also gain access to 3rd-level pact magic slots.

  • Dark One's Own LuckLevel 6

    At 6th level, the Fiend lets you draw strength from the ruin of your enemies. When you reduce a hostile creature to 0 hit points, you gain temporary hit points plus your warlock level plus your Charisma modifier.

  • Mystic AdvancementLevel 7

    At 7th level, you learn a new invocation and your pact magic advances to 4th-level slots.

  • Ability Score ImprovementLevel 8

    At 8th level, you gain another Ability Score Improvement or feat.

  • Mystic AdvancementLevel 9

    At 9th level, you learn another invocation and your pact magic advances to 5th-level slots.

  • Fiendish ResilienceLevel 10

    At 10th level, you gain resistance to fire damage and can chose to shelter yourself or others from infernal punishment as your patron's influence deepens.

  • Mystic Arcanum, 6th levelLevel 11

    At 11th level, your pact magic slots become 5th-level slots, and you gain a Mystic Arcanum for one 6th-level spell you can cast once per long rest.

  • Ability Score ImprovementLevel 12

    At 12th level, you gain another Ability Score Improvement or feat.

  • Mystic Arcanum, 7th levelLevel 13

    At 13th level, you gain a Mystic Arcanum for one 7th-level spell you can cast once per long rest.

  • Mystic Advancement, 8th levelLevel 15

    At 15th level, you gain another invocation and a Mystic Arcanum for one 8th-level spell you can cast once per long rest.

  • Ability Score ImprovementLevel 16

    At 16th level, you gain another Ability Score Improvement or feat.

  • Mystic Arcanum, 9th levelLevel 17

    At 17th level, you gain a Mystic Arcanum for one 9th-level spell you can cast once per long rest.

  • Eldritch InvocationLevel 18

    At 18th level, you gain another invocation and your patron's influence becomes nearly impossible to resist.

  • Ability Score ImprovementLevel 19

    At 19th level, you gain another Ability Score Improvement or feat.

  • Eldritch MasterLevel 20

    At 20th level, you can regain all of your warlock spell slots with one minute of meditation and communion with your patron.

  • TraitHalf-ElfDarkvision, 60 ft.
  • TraitHalf-ElfFey Ancestry, advantage on saving throws against being charmed, and magic cannot put you to sleep.
  • TraitHalf-ElfSkill Versatility, proficiency in two skills of your choice.
  • TraitHalf-ElfLanguages, Common, Elvish, and one extra language.
  • TraitHalf-ElfAbility Score Increase, +2 Charisma and +1 to Dexterity and Constitution.
  • Criminal ContactCriminal

    He has a reliable network of contacts who can provide information, safe houses, or illicit assistance in the underworld.

Spells

18 spells

Spellcasting. Aeldrannel casts with Charisma (spell save DC 17, to hit with spell attacks).

Cantrips (at will): , , ,

1st level: ,

2nd level: ,

3rd level: ,

4th level: ,

5th level (4 slots): ,

6th level:

7th level:

8th level:

9th level:

Gear

8 items

Weapons

  • 2×
    Dagger
    A simple blade kept clean and lethal.
  • Light Crossbow
    A compact ranged weapon with a case of bolts.

Armor

  • Leather Armor
    A suit of fitted dark leather armor, worn beneath a traveler's coat.

Tools

  • Crowbar
    A heavy tool used to force locks, break doors, and threaten witnesses.

Gear

  • Arcane Focus
    A focus for warlock spells, fashioned as a black iron reliquary.
  • Dungeoneer's Pack
    A pack containing bedroll, tinderbox, rations, waterskin, rope, and standard travel gear.
  • Common Clothes
    Dark common clothes suited for slipping through streets unnoticed.
  • Belt Pouch
    A small pouch of coin gained from a lifetime of necessary crimes.

Appearance

Aeldrannel is a tall half-elf with angular features, pale skin, and dark hair worn long and tied back with a black cord. His eyes look ember-gold in firelight, and a faint scent of smoke follows him like a warning. He favors a tailored dark coat, fine boots, and a silver ring etched with infernal sigils that he never removes. His posture is relaxed, almost elegant, but every movement seems chosen to conceal how dangerous he is.

Mannerisms

He speaks softly and never wastes a word, often letting silence pressure others into finishing his thoughts. When amused, he taps one ringed finger against his thumb, as if counting invisible debts. He smiles without showing teeth, and he rarely blinks when negotiating.

Personality

Patient, sly, and theatrical in private, Aeldrannel prefers influence over open violence, though he is perfectly comfortable with either. He enjoys secrets, late-night bargains, and the moment an opponent realizes they have already lost. He presents himself as refined and reasonable, but beneath the polish is a predator who thinks every relationship has a price.

Ideals

Control. The world is ruled by those who can make others kneel, and mercy is only useful when it creates dependency.

Bonds

He still carries the iron reliquary that first answered him, and he protects it with a devotion bordering on worship. One day, he intends to learn the true name of the entity bound within, not to free it, but to ensure it can never leave him.

Flaws

He trusts leverage more than people, and he is always searching for a way to make kindness profitable. If a choice offers power now or safety later, he will usually choose power and assume he can survive the consequences.

Quirks

He always counts coins by touch, even when they are not his.
He never sits with his back to a door unless he has already trapped the room.
He keeps one glove on at all times, as if hiding a mark on his hand.
He murmurs fragments of contracts under his breath when thinking.

Background

Aeldrannel was born between worlds and learned early that belonging is a currency, not a birthright. Too human for the courts of his elven kin, too elf-blooded for the alleys where he learned to survive, he became a thief, a forger, and a messenger for people who preferred their truths hidden. He was clever, patient, and unremarkable enough to be overlooked, until the night he stole a sealed iron reliquary from a vault beneath a magistrate's manor and found something inside that answered when he whispered to it. The voice was ancient, amused, and hungry. It promised him power, protection, and a place where no one would ever dare look down on him again. Aeldrannel accepted before the last lock had even finished breaking. Since then, he has turned from petty crime to deliberate corruption, using charm, blackmail, and eldritch force to build a quiet empire of debt and fear. He does not seek chaos for its own sake. He seeks leverage, and he is willing to feed his patron every broken vow and ruined life it desires if it keeps his throne made of shadow intact.

“It promised him power, protection, and a place where no one would ever dare look down on him again.”
From their backstory
Background
Criminal

Connections

Species

Half-Elf

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