Aelwyn Thalanil

Level 1 Moon Elf Elf Wizard (future enchanter?)

Available with DM subscription
STR
8 (-1)
DEX
16 (+3)
CON
10
INT
17 (+3)
WIS
14 (+2)
CHA
12 (+1)

Defense

Armor Class 13 (Unarmored (10 + Dexterity modifier; Mage Armor not currently active))
Hit Points 6 (1d6 0)
Speed 30 ft.

Proficiencies & Skills

Saving Throws Intelligence, Wisdom
Skills Arcana +5, History +5, Insight +4, Investigation +5

Features

Spellcasting

Wizard Level 1

You can cast wizard spells using Intelligence as your spellcasting ability. You can prepare a number of wizard spells equal to your Intelligence modifier plus your wizard level. You have two 1st-level spell slots.

Magic Initiate (Wizard)

Background
Once per Long Rest for the 1st-level spell; at will for cantrips

You know two wizard cantrips and one 1st-level wizard spell. You can cast the 1st-level spell once without expending a spell slot, and you regain that ability when you finish a Long Rest.

Elf Traits

Elf

You have Darkvision, advantage on saving throws against being Charmed, immunity to magical sleep, and proficiency in Perception. You also trance instead of sleeping.

Arcane Recovery

Wizard Level 1
Once per Long Rest

After a Short Rest, you can choose expended spell slots to recover, provided the total slot level is no greater than half your wizard level (rounded up).

Sage

Background

A scholarly background focused on research, study, and formal learning. Aelwyn is trained in the habits of libraries, archives, and disciplined inquiry.

Moon Elf Magic

Moon Elf

Moon elves are keen-minded and quick of thought. Aelwyn's lineage emphasizes grace, curiosity, and an affinity for the hidden currents of magic.

Spellcasting

Intelligence DC 13 +5 to hit Level 1: 2 slots

Prepared wizard spells equal Intelligence modifier + wizard level. Spell save DC 13; spell attack bonus +5. Cantrips are always known and do not count against prepared spells. Magic Initiate grants the listed cantrips and one free casting of Charm Person per Long Rest.

Mage Hand

Cantrip Wizard
conj 1 action 30 feet V, S

Creates a spectral hand that can manipulate objects at range.

Minor Illusion

Cantrip Wizard
illus 1 action 30 feet S, M

Creates a sound or image no larger than a 5-foot cube.

Prestidigitation

Cantrip Wizard
trans 1 action 10 feet V, S

Performs minor magical tricks, such as cleaning, chilling, warming, or flavoring small objects.

Ray of Frost

Cantrip Wizard
evo 1 action 60 feet V, S

A frigid beam of frost strikes a creature, dealing cold damage and reducing its speed.

Message

Cantrip Magic Initiate (Wizard)
trans 1 action 120 feet S, M

You point at a creature and whisper a magical message only it can hear.

Shocking Grasp

Cantrip Magic Initiate (Wizard)
evo 1 action Touch V, S

A lightning-charged touch deals lightning damage and prevents the target from taking reactions until the start of its next turn.

Charm Person

Level 1 Wizard
ench 1 action 30 feet V, S

You attempt to charm a humanoid target; on a failed save it is charmed for the duration and regards you as a friendly acquaintance.

Behind the character

Character Information

Aelwyn Thalanil is the sort of wizard who seems to be listening to three conversations at once, even when he is standing still in complete silence. His face is youthful but thoughtful, all sharp attention and sudden, private amusement. He carries himself with a scholar’s careful poise, yet there is a restless energy in him that never fully settles. He loves books, catalogues, diagrams, and puzzles of every sort, but he is never interested in knowledge for its own sake alone.

To Aelwyn, every fact is a tool, every theory a key, and every obscure page a possible road to advantage. He is ambitious enough to want mastery, clever enough to pursue it cautiously, and sensitive enough to notice when his hunger for progress begins to make him cruel. That awareness makes him more controlled than reckless, though not especially obedient to rules he does not respect.

He is deeply drawn to herbs, especially those that soothe, sharpen, or preserve. He likes the smell of drying leaves, the precision of mixing remedies, and the quiet satisfaction of knowing which plant can calm a fever or numb a wound. When he is tired or lonely, he plays the flute softly, not to perform, but to organize his thoughts. Music, like spellwork, gives shape to feeling.

Despite his cool intellect, Aelwyn is loyal to a fault once trust is earned. He protects his companions with a fierce, almost startling intensity, and he has little patience for bullies, oaths broken for convenience, or systems that value obedience over wisdom. He wants power, yes, but he wants the power to shield the vulnerable, outwit the arrogant, and choose his own path. In that balance of tenderness and calculation lies the true shape of his character.

Before the adventure

Character Background

Aelwyn Thalanil was born beneath pale moonlight in an elven settlement where the old trees grew close enough together to make every path feel like a corridor through living memory. His earliest recollections were of quiet voices, silver lamps, and shelves that reached high above his head. His family was not poor, but they were not especially influential either; they were caretakers of records, preservers of oral history, and makers of herbal tonics for the community.

From the beginning, Aelwyn was the child who asked why. Why did one leaf cool a fever while another soothed pain? Why did certain words in an old text repeat in patterns that looked almost like a spell? Why did some people command rooms by force, while others did so with a glance and a well-timed sentence?

His questions did not endear him to everyone. The elders found him bright but impatient, and the more traditional teachers sometimes mistook his curiosity for disrespect. Aelwyn, however, was not content to accept knowledge merely because it was old. He wanted knowledge to be useful, elegant, and proven. He learned early that if he wanted answers, he had to become the kind of person capable of finding them. That meant study, and more study, and the discipline to sit still long enough for insight to arrive.

It also meant learning how to be discreet. Aelwyn developed a habit of listening more than he spoke, of smiling when he understood something and saying little when others underestimated him. He realized, with some delight, that seeming harmless was a kind of power.

When he was still young, a visiting sage came through the settlement in search of old maps, medicinal formulae, and testimonies about lost ruins in the surrounding wilds. The sage noticed Aelwyn’s quick hands and quicker mind, and after several days of conversation, offered to take him on as an apprentice. It was not a glamorous life. Apprenticeship meant carrying books, grinding ink, sorting notes, and memorizing enough rules to be useful before he was allowed to improvise.

Yet Aelwyn loved it immediately. The sage taught him how to cross-reference sources, how to separate rumor from witness, and how to use one careful question to expose a dozen lies. More importantly, the sage taught him patience: that true power rarely arrived as a bolt from nowhere, but rather as the result of accumulated understanding.

Travel changed him. In libraries, he found structure; on the road, he found necessity. He learned that a person could need a healing herb in one village and a masking illusion in the next. He learned that charm, wit, and caution often prevented violence more effectively than a sword. He also learned that not all knowledge is innocent. Some secrets are guarded because they are dangerous, and some are dangerous because they are valuable.

That lesson sharpened his ambition rather than diminishing it. He began to imagine a future in which he was not merely a helper or a student, but a master of subtle magic, someone who could influence minds, protect allies, and shape events without needing to shout for attention.

His interest in enchantment emerged naturally from that ambition. Aelwyn is fascinated by the mechanics of persuasion: the difference between a spoken argument and a magically guided one, the thin line between comfort and compulsion, the elegance of making conflict dissolve before it begins. He does not yet fully trust the ethical simplicity of such power, which is part of why he approaches it with such care. He wants mastery, but he fears becoming the sort of wizard who sees people as pieces on a board.

That internal tension defines him. He is not a saint, and he does not pretend to be. He wants advancement, recognition, and the ability to decide his own fate. But he also remembers kindness given to him, the people who protected his mistakes, and the fragile beauty of those he cares for.

Aelwyn’s personality is a braid of sharpness and tenderness. He is witty, resourceful, and capable of reading a room in moments. He is also sensitive, and though he rarely shows it openly, criticism can linger in him like a splinter. He tends to become privately determined when wounded rather than openly angry. His loyalty is strongest toward those who have earned his trust, and once earned, that trust becomes difficult to break. He will lie for a friend, steal for a friend, and risk embarrassment or danger for a friend—provided the cause feels just to him. He has little patience for arbitrary authority, but he respects competence, knowledge, and courage.

His main bonds are simple: the mentors who taught him, the places where he first learned to read the world, and the companions who treat him as more than a clever pair of hands. His ideals lean toward freedom, self-determination, and the belief that wisdom should be used to protect rather than dominate. His flaw is that he can become too certain that he alone sees the hidden shape of a situation.

He is cunning enough to make plans, but not always humble enough to admit when those plans are incomplete. Even so, Aelwyn is still becoming himself, and he knows it. That is what keeps him moving forward. He studies because he must. He schemes because he can. He protects because, in the end, he chooses to.

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