Lady Aldreda

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D&D 5th Edition
D&D on White.png
Level 13
Sir Elric, Human Champion
Marigold Banks, Halfling Attendent
Gleeman Alastar, Tiefling Harald
Lady Aldreda, Half-Elf Schemer
Gion of Velen, Human Mystery
Sir Farin Quarrymeade Dwarf Noble

Lady Aldreda is a neutral good, tenth level half-elf warlock and the foster sister of Sir Elric in the Hoard of the Dragon Queen/Rise of Tiamat pickup game. Lady Aldreda fills a multifunction, generalist party role as a secondary healer, support caster and ranged attacker. Lady Aldreda is played by Adam.


Lady Aldreda is a blond half-elven female of medium build who could pass for human in most situations (at least with her ears covered), though her sylvan ancestry and connection gives her a slightly uncanny beauty that is both alluring and off-putting. Despite having never been claimed as a legitimate child, Lady Aldreda holds herself with a bearing of superiority that comes from secure belief in her nobility and elevation by her patron. She has a particular decorative fondness for gold, which compliments both her appearance and her patron.

Serious and practical, Lady Aldreda comes across as far more logistically and politically minded then the idealistic Sir Elric. She has a great understanding of her (and Elric's) responsibilities and acts on a strongly felt noblesse oblige when considering those she views as under her responsibility. Her feelings of superiority, however, can leave her seeming isolated from most of her fellows, though she retains a strong connection to her brother and a few close family friends (such as Sir Farin). While she can be charming, she cannot usually be bothered to be diplomatic, relying instead on tricking or willfully forcing others into seeing things her way.

Lady Aldreda is fluent in Common, Elvish, Dwarvish, Sylvan, Druidic.


Aldreda as a child
One day, when Sir Elric was a lad of only two years, his father left on a hunting trip into the deep forests of his realm. He returned to the castle with not only a stag but a baby girl as well. Despite some rumors and questions, he took the new child, who he named Aldreda, into his care and raised her as a daughter - even if he likewise never claimed she was more then a promising foundling. That promise made itself clear early on, as she displayed notable intelligence, willfulness, and presences, even as a child. While Sir Elric, whom she called and considered her brother, took to his martial skill, she instead took to statecraft. She sat attentively by her father's side, taking in the examples of lessons of court, thinking that she may have found her place.

Another destiny would call her, however. In the summer after her twelfth birthday, during an adventurous exploration of the forest, she happened upon a mysterious hut in the woods. There, she met a mysterious enchantress who presented herself as Aldreda's mother - though later conversation made it unclear if she was speaking biologically, metaphorically, or as some strange Faywild mirror of either. She presented the young woman with an offer: If Aldreda would but accept her as a patron, she would the young lady miraculous powers. The young Aldreda, head still full of stories of myths and adventurers accepted this alluring offer. At that moment, her training as a Warlock began.

As Lady Aldreda grew up, she split her time between the enchanted forests and the manor house, learning invaluable skills in both. Her emerging supernatural powers did not remain hidden long and only helped to fuel the divide between the Lady and the common folk she worked to rule and protect. Although rumors circulated about the source of her powers, be they divine, scholarly or from her blood, she did little to confirm or deny any of the speculations, preferring to leave the question open.

Portrait of Aldreda & Elric
When Sir Elric first left on his fool's quest, Aldreda was torn between her loyalties to her brother and her father. Ultimately, however, her father forbade her from following the wandering knight, appealing to the dangerous and uncertain future and his own need for her presence and skills at the Greenfield Manor. Seeing the logic of the situation, she agreed to stay but awaited all news of Sir Elric's activities with both anticipation and concern.

When news came to Greenfields that Sir Elric had succeeded in not only discovering but also reclaiming the strange lost title, Aldreda once again asked for her father's leave to join him. More persuasive this time, bolstered by the argument that he would need somebody of civil competence to help him administer the castle, Aldreda was able to convince her father. She set off less than a week later, accompanied by spare and newly hired retainers to aid in the administration of the newly held family lands.

In the days before Sir Elric took up the sword again to start his new quest, Lady Aldreda was struck with visions sent to her by her patron. The upcoming conflict and her brother's role in it were of incredible importance to her patron's desires, and the Lady Aldreda was being tapped to ensure that things went according to her designs. Persuaded and with little choice to do otherwise, she set the castle into one of the retainer's hands and rode off to join her brother on his quest.



Personality Trait: "No one could doubt by looking at my regal bearing that I am a cut above the unwashed masses."
Ideal: "It is my duty to protect and care for the people beneath me."
Bond: "Nothing is more important to me than other members of my family."
Flaw: "If you do me injury, I will crush you, ruin your name, and salt your fields."

Character Statistics

Basic Statistics

Passive Skills: Insight: 15 (20 with advantage)
Perception: 15 (20 with advantage)

Speed: 30 feet
Maximum Hit Points: 57
Armor Class: 15


Strength 10 (+0)   Dexterity 14 (+2)   Constitution 14 (+2)
Intelligence 14 (+2)   Wisdom 14 (+2)   Charisma 18 (+4)


Proficiency bonus: +5

Proficient Saves

  • Wisdom
  • Charisma

Proficient Weapons & Armor

  • Simple Weapons
  • Light Armor
  • Medium Armor

Proficient Skills

  • Animal Handling
  • Arcana
  • Deception
  • History
  • Insight
  • Investigation
  • Intimidation
  • Perception

Proficient Tools

  • Cards
  • <>

Spells & Abilities

Cantrips (2 & 4 & 1 known)
  • Guidance: Target gains +1d4 on the next attribute roll. (1 action, Concentration to 1 minute)
  • Mage Hand Spectral hand our to 30 ft. 10lb limit
  • Minor Illusion Minor sound or image for 1 minute.
  • Druidcraft: Manifest minor wonder (Predict Weather, Flower Bloom, Minor sensory effect, light/extinguish a small fire)
  • Prestidigitation: Manifest minor wonder (Soil or clean an object, Chill/warm/flavor an item, Small color or mark, temporary trinket/illusion, Minor sensory effect, light/extinguish a small fire)
  • Eldritch Blast: Cast three bolts of force with a 120ft range. Ranged spell attack at +10 (4/4/1), dealing 1d10 damage each.
  • Ray of Frost: Ray of cold with a 60ft range. Ranged spell attack at +10, dealing 3d8 damage and reduces speed by 10 feet.

Druid spells

Castings: 2 First-Level per day

Spells Prepared: 3 Spells (*) Spell DC: 14

First Level Spells
  • Animal Friendship
  • Charm Person
  • Create or Destroy Water
  • Cure Wounds*
  • Detect Magic
  • Detect Poison and Disease
  • Entangle
  • Farie Fire*
  • Fog Cloud*
  • Goodberry
  • Healing Word
  • Jump
  • Longstrider
  • Purify Food & Drink
  • Speak with Animals
  • Thunderwave

Warlock spells

Castings: 3 Fifth-Level per Short Rest
Spell DC: 17+1

Known Spells
  • Find Familiar
  • Invisibility
  • Hold Person
  • Crown of Madness
  • Counterspell
  • Fear
  • Dimension Door
  • Blight
  • Banishment
  • Contact other Plane
  • Hold Monster
  • Dominate Person

Mystic Arcanum

  • Conjure Fey: Summon a CR6 Fey or Fey-Spirit Fey.

Pact Boons


Pact of the Chain: Learn find familiar, Expanded familiars, may forgo own action to allow familiar to attack as a reaction.
Fey Presence: Once per short rest, as an action, Charm or Frighten all creatures in a 10ft cube from you. (DC 15)
Misty Escape: Once per short rest, as a reaction, turn invisible and teleport 60 feet away. Remain invisible until the start of my next turn or until attack/spell.
Beguiling Defenses: Immune to being charmed, may turn back on caster.

Eldritch Invocations

Voice of the Chain Master: May speak through the Familiar, Telepathy with Familiar anywhere on same plane.
Armor of Shadows: May cast Mage Armor at will.
Eldritch Sight: May cast Detect Magic at will.
Agonizing Blast: Add charisma modifier to eldritch blast damage.
Repelling Blast: May push a target of eldritch blast back 10 feet.
Eyes of the Rune Keeper: You can read all writing.

Special Rules

Darkvision: See one shade lighter up to 60ft. {Half-Elf}
Fay Ancestry: Advantage vs. Charm effects, cannot be put to sleep. {Half-Elf}
Position of Privilege: People respect my peerage. {Noble}
Proficient: Cards {Noble}

Feats / Increases

Untaken (Free/Starting)
Ability Increases (Warlock 4th)
Skilled (Warlock 8th)
Spell Sniper (Warlock 12th)

  • Double attack spell ranges. Ignore cover. Add 1 Cantrip.


Encumbrance: 50lb (Light, -10); 100lb (Heavy, -20); 150lb (Maximum)

Weapons & Armor

  • Dagger: +5 Attack, 1d4+2 damage, Finesse, Light, 10ft range.


(Italicized items are typically on Lady Aldreda’s person.)

  • Signet Ring
  • Scroll of Pedagree
  • Traveler's Clothes
  • Fine Clothes
  • Winter Clothes
  • Component Pouch
  • Ink & Pen
  • Paper (5 sheets)
  • Parchment (5 sheets)
  • Scroll/Map case (2)
  • Rope (50 feet)
  • Backpack
  • Bedroll
  • Rations (10 day)
  • Mess kit
  • Waterskin (Full) x2
  • Purse (17 gp, 38 sp, 20 cp)

Magical Items

  • Snakecharm Ring: Grants Poison Resistance.
  • Rod of the Pact Keeper: +1 DC, +1 to hit, Restore Spell Slot 1/day.
  • Rune of the Claw: While displayed, gain resistance to breath attacks. Present to dragon within 30ft, Constitution save or become vulnerable to all damage, 1/day.


Familiar (Pusdodragon) Tiny Dragon, Neutral Good


Speed 15 ft, fly 60ft
Armor Class 13
Hit Points 7 (2d4+2)

Strength 6 (-2)   Dexterity 15 (+2)   Constitution 13 (+1)
Intelligence 10 (+0)   Wisdom 12 (+1)   Charisma 10 (+0)

Perception (passive) 13 / 18
Perception +3, Stealth +4



Language: Common, Draconic (understand only)
Keen Senses: Automatic advantage on perception necks that rely on sight, hearing or smell.
Magic Resistance: Automatic advantage on saving throws against spells and magical effects.
Limited Telepathy: Buiawen can magically communicate simple ideas, emotions and images telepathically with any creature within 100ft of it that can understand a language.


Bite: Melee Weapon Attack: +4 to hit, Hit: (1d4 + 2) piercing damage.
Sting: Melee Weapon Attack: +4 to hit, Hit: (1d4 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake.


Riding Horse Large Animal, Unaligned


Speed 60ft
Armor Class 12
Hit Points 11 (2d8+2)

Strength 16 (+3)   Dexterity 10 (+0)   Constitution 12 (+1)
Intelligence 2 (+4)   Wisdom 10 (+0)   Charisma 7 (+3)

Perception (passive) 10
Encumbrance: 160lb. (Light -10ft), 320lb. (Heavy -20ft), 480lb. (Maximum) )




Hooves: Melee Weapon Attack: +2 to hit, Hit: (2d4 + 3) bludgeoning damage.