Adalric Norman
  1. Characters

Adalric Norman

Butler
NPC

Adalric is the main butler to Diana Voxville. He was appointed to her at a very young age and has assisted in her growth since her mother's passing. He has been Diana's best friend growing up, and only friend after her sister Dria Voxville had passed. Adalric loves Diana dearly and wants nothing more for her than to see her safe and happy.

Personality

Mannerism
Very stern yet caring. He can be stubborn just like his master but it comes from a good heart.

Appearance

Adalric stands at about 6 feet tall with a slender build. His skin is a dark ashen purple with short white hair parted in the middle. One grey eye is visible while the other is covered by a elegantly decorated mask. The mask sits on half of his face with scarred skin lining the edges. Along his neck is a scar which hides behind a high collar of his uniform. The black and red jacket of the Divelinson servants is well kept and maintained suggesting the deep care Adalric has for his position.

The Past

Adalric Norman was once a young Drow living within the The Sylvan Glade in the Under Depths. Long ago, he travelled to Divelinson in the hopes of finding a new life of adventure and wonder. He perused this after learning of the darkness that was covering the land. He believed that this was going to be the best place for him to start his new life.

During his travels he was met face to face with an unfortunate encounter. This encounter left him in the middle of the road to Noctilis bloodied, bruised, broken, and barely alive. Everything he owned was taken for him as he was clinging onto his life. He thought that it was all over, until he could hear the sweet voice of Queen Harmony Voxville. She was the last thing he saw before everything went dark. 

He woke up on an operating table with The Plague Doctor staring down at him through her mask. Everything was a blurred, but he could remember the glowing eyes that peered through that mask. On the operating table she had taken the opportunity to work on Adalric and granted him a new life. Not the new life he wanted, but a new life, nonetheless. 

His body was modified due to the severity of his injuries, and he was put on a series of trials and tests as part of the Dr's experimentations. It was proven to be successful, but it was becoming clear that he was merely just another cog in her machine. 

During his recovery he was appointed to be the butler and protector of the two Princesses of Divelinson; Dria and Diana Voxville. Despite becoming the abomination and tool to the Doctor, he had grown to learn and to love the two girls. He vowed, to do everything that he could to make sure that these two girls would forever be safe in his hands. 

His vow broken after what was believed to be the death of Dria soon after the Queen. Heartbroken, he lost control and kept himself as far away from Diana as possible. She was sent away to a prestigious school while he worked on controlling the beast that he was becoming. The repercussions of the experiments he had undergone was causing him to lose control of his sense of humanity. Eventually, he gained enough control to rejoin Diana during her studies. She was constantly brought back and forth between Divelinson and Frecia Academy of Magic due to the same illness that was believed to be the cause of death of her sister and mother. 

He watched over the poor girl the best that he could and eventually watched her bloom into the woman that she is now. He reinstated his vow to do whatever he can to make sure Diana stays safe, and this time he meant it. 

Night at the Opera House

One day he and The Plague Doctor escorted Diana to the Harmony Opera House. Here is where she and Walden Stein had hired The Investigators to solve a haunting mystery that had befallen the building where murders had occurred.

The Forgotten Dragons

Adalric was present when Diana was attempting to hire individuals for an expedition. The two were in Noctilis where she ended up hiring a group of individuals who would act as her escort. He was worried for the well-being of the princess as this was the first time the two would be separated for long periods of time since she graduated. He was concerned that she would run out of medication that she was required to take. The two got into an argument before she departed leaving him to warn Gidget that he would always be watching them. 

Adalric became distraught when he had learned of the disappearance of Diana and her escort team. He disobeyed his orders and left the castle in search of Diana himself.

Title
Butler

Type
NPC

Race
Abomination

Race
Drow

Families
Norman

Age
108

Gender
Male

Pronouns
He/Him

Mannerism
Very stern yet caring. He can be stubborn just like his master but it comes from a good heart.

Feats

Blade Dancer - Feat

When wielding your weapon of choice you are so fluid and graceful that combat becomes more like a dance than actual fighting for you.

Choose one bladed melee weapon type you are proficient. When wielding this weapon you gain the following benefits:

  • You may use your charisma (performance) modifier in when rolling attacks (but not damage) with this weapon.
  • If the weapon is not already it counts a finesse weapon when you wield it.
  • You have advantage on any performance and intimidation checks made using the weapon.
  • Whenever you score roll a crit against or kill an enemy you may make an additional weapon attack as part of that action.

Charger - Feat

When you use the Dash action, you can use a bonus action to make a melee weapon attack or shove a creature.

If you move at least 10 ft. in a straight line before using this bonus action, you either gain a +5 bonus to the damage roll (if you chose to make a melee attack and you hit) or push the target up to 10 ft. away from you (if you chose to shove and you succeed).

Charger: 1 Bonus Action

Dagger Master - Feat

Few people practice throwing their weapons away; you, however, have become a master at it.

  • Drawing a dagger as part of an attack with it does not use your free object interaction for the turn.
  • Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls with a dagger.
  • Attacking at long range doesn't impose disadvantage on your ranged attack rolls with a dagger.
  • You can make a bonus action attack with a dagger.

Defensive Duelist - Feat

When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add 6 to your AC for that attack.

Defensive Duelist: 1 Reaction

Weapon Specialist - Feat

You have spent countless hours of focused training and study with a selected weapon. As you become one with this chosen weapon, you reach levels of deadly accuracy that few others could begin to fathom. 

  • You gain a +1 bonus to your primary combat ability score, to a maximum of 20.
  • Choose one weapon to specialize in, if you are not already proficient with this weapon, you now gain proficiency with it.
  • Your command over this weapon grants you a +1 bonus to the weapon's critical range (i.e. you score a Critical Hit on a 19 or 20).
    At higher levels you can choose this feat option again, to gain an additional +1 bonus to your chosen weapon's critical range, for a maximum bonus of +2 (i.e. you score a Critical Hit on a 1819 or 20). Conversely, you can also pick this feat option again at higher levels, to gain proficiency and a +1 bonus to critical range with a different weapon.

Fighter

Champion - Subclass

The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.

Improved Critical

Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.

Remarkable Athlete

Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus.

In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.

Additional Fighting Style

At 10th level, you can choose a second option from the Fighting Style class feature.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Superior Critical

Starting at 15th level, your weapon attacks score a critical hit on a roll of 18–20.

Survivor

At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points.

Rogue

Inquisitive - Subclass

As an archetypal Inquisitive, you excel at rooting out secrets and unraveling mysteries. You rely on your sharp eye for detail, but also on your finely honed ability to read the words and deeds of other creatures to determine their true intent. You excel at defeating creatures that hide among and prey upon ordinary folk, and your mastery of lore and your keen deductions make you well equipped to expose and end hidden evils.

Inquisitive Features

Rogue LevelFeature
3rdEar for Deceit, Eye for Detail, Insightful Fighting
9thSteady Eye
13thUnerring Eye
17thEye for Weakness

Ear for Deceit

When you choose this archetype at 3rd level, you develop a talent for picking out lies. Whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8.

Eye for Detail

Starting at 3rd level, you can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover or decipher clues.

Insightful Fighting

At 3rd level, you gain the ability to decipher an opponent’s tactics and develop a counter to them. As a bonus action, you can make a Wisdom (Insight) check against a creature you can see that isn’t incapacitated, contested by the target’s Charisma (Deception) check. If you succeed, you can use your Sneak Attack against that target even if you don’t have advantage on the attack roll, but not if you have disadvantage on it.

This benefit lasts for 1 minute or until you successfully use this feature against a different target.

Steady Eye

Starting at 9th level, you have advantage on any Wisdom (Perception) or Intelligence (Investigation) check if you move no more than half your speed on the same turn.

Unerring Eye

Beginning at 13th level, your senses are almost impossible to foil. As an action, you sense the presence of illusions, shapechangers not in their original form, and other magic designed to deceive the senses within 30 feet of you, provided you aren’t blinded or deafened. You sense that an effect is attempting to trick you, but you gain no insight into what is hidden or into its true nature.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Eye for Weakness

At 17th level, you learn to exploit a creature’s weaknesses by carefully studying its tactics and movement. While your Insightful Fighting feature applies to a creature, your Sneak Attack damage against that creature increases by 3d6.