Aladdin: The Desert Rogue
“Aladdin: The Diamond in the Rough Who Unleashed a Genie’s Power!”
- Alias: Aladdin
- Gender: Male
- Race: Human
- Occupation: Formerly a street urchin and thief
- Religion: Not explicitly mentioned in the original tales
- Allies: The genie, Princess Badroulbadour (the Princess of Zarqarim whom he marries)
- Enemies: The sorcerer who tricks him into retrieving the magic lamp from the cave
- Abode/Base of Operations: Initially, the streets of The bustling city of “Zarqarim.”; later, the royal palace
- Nationality: Zarqarim
- Languages: Arabic
- Alignment: Generally considered Neutral Good
- Affiliation(s): Initially a street urchin, later aligned with the royal family of China
- Significant Others: Princess Badroulbadour (whom he marries)
Aladdin, a central figure within the timeless tales of “The Book of One Thousand and One Nights,” finds his story woven amidst the tapestry of a mythical Arabian world. He emerges as a young and spirited individual, his heart pulsating with aspirations that reach far beyond the boundaries of his humble origins. Aladdin harbors a profound fear of a life consigned to obscurity, a fate marked by the relentless grip of poverty and insignificance.
Yet, Aladdin’s character is not defined by his modest beginnings alone. Beneath his exterior, he possesses a natural charisma and resourcefulness, a testament to his enduring spirit. Despite the daily struggle for survival as a street urchin, there resides within him an unquenchable thirst for something greater. His actions are propelled by an unwavering determination to transcend the limitations imposed by his circumstances and to uncover a destiny that holds more profound purpose.
The dreams that dance within Aladdin’s heart are boundless, akin to the sweeping desert winds. He yearns for adventures uncharted, to traverse lands untouched, and to embark on a life steeped in grandeur and significance. Yet, his aspirations extend beyond the personal; they are rooted in the belief that he can rise above his station, leaving behind a legacy that defies his humble origins. In the depths of his being, Aladdin seeks to unearth the true potential concealed within him, transforming from an ordinary street urchin into an exemplar of courage, love, and boundless adventure.
Location: The bustling city of “Zarqarim.”
Zarqarim is a thriving city located in a desert oasis, known for its vibrant marketplaces, intricate palaces, and winding alleyways. It draws inspiration from the rich tapestry of Middle Eastern and South Asian cultures, featuring colorful bazaars, grand palatial structures, and a diverse population. Aladdin, the street-smart protagonist, navigates the bustling streets of Zarqarim, where he encounters mysticism, adventure, and a chance to fulfill his dreams.
Aladdin 5e
Aladdin 5e
Aladdin
Medium humanoid (human), neutral good
Armor Class 13 (studded leather) Hit Points 88 (8d8 + 48) Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 16 (+3) | 18 (+4) | 14 (+2) | 14 (+2) | 16 (+3) |
Skills Acrobatics +5, Persuasion +5, Sleight of Hand +5 Senses Passive Perception 12 Languages Common, Arabic Challenge 8 (3,900 XP)
Actions
- Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 3) slashing damage.
- Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
- Sneak Attack. Once per turn, Aladdin can deal an extra 16 (5d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Aladdin that isn’t incapacitated and he doesn’t have disadvantage on the attack roll.
- Multiattack. Aladdin makes two melee attacks, one with his scimitar and one with his dagger.
- Nimble Escape. Aladdin can take the Disengage or Hide action as a bonus action on each of his turns.
Equipment
- Studded Leather Armor
- Scimitar
- Dagger
- Thieves’ Tools
- Coin Purse with 50 gold pieces
Features
Streetwise Expertise. Aladdin has proficiency with the Acrobatics, Sleight of Hand, and Persuasion skills.
Quick Reflexes. Aladdin gains a +2 bonus to initiative rolls.
Uncanny Dodge. When an attacker that Aladdin can see hits him with an attack, he can use his reaction to halve the attack’s damage against him.
Evasion. If Aladdin is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage on a successful save and half damage on a failed save.
Cunning Action. Aladdin can take a bonus action on each of his turns in combat to take the Dash, Disengage, or Hide action, or to make a Dexterity (Sleight of Hand) check to use his thieves’ tools.
Flying Carpet. Aladdin possesses a magical flying carpet. As an action, he can command the carpet to fly, carrying him and one additional Medium or smaller creature. The carpet has a flying speed of 60 feet and can hover. It can carry a total weight of up to 400 pounds.
Genie’s Assistance. Aladdin has the ability to summon a powerful genie to aid him once per day. The genie can cast spells such as “Wish” or “Invisibility” and can perform other extraordinary feats at Aladdin’s request.
CR Level. 8 (3,900 XP)
Genie (Summoned by Aladdin)
Large elemental, neutral
Armor Class 15 (natural armor) Hit Points 135 (18d10 + 36) Speed 60 ft., fly 60 ft. (hover)
STR 20 (+5) DEX 16 (+3) CON 14 (+2) INT 16 (+3) WIS 18 (+4) CHA 20 (+5)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
20 (+5) | 16 (+3) | 14 (+2) | 16 (+3) | 18 (+4) | 20 (+5) |
Saving Throws Str +8, Con +6, Wis +7, Cha +8 Skills Arcana +7, Persuasion +8 Senses Darkvision 120 ft., passive Perception 14 Languages Common, Arabic, Celestial, Infernal, Primordial Challenge 10 (5,900 XP)
Magic Resistance. The Genie has advantage on saving throws against spells and other magical effects.
Limited Wish. The Genie can cast the “Limited Wish” spell once per day, using Charisma as its spellcasting ability. The spell’s effects are subject to the DM’s discretion.
Invisibility. As a bonus action, the Genie can turn invisible until it attacks or casts a spell or until its concentration ends (as if concentrating on a spell). Any equipment the Genie wears or carries is invisible with it.
Multiattack. The Genie makes two scimitar attacks.
Scimitar. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 5) slashing damage.
Whirlwind (Recharge 5-6). Each creature in the Genie’s space must make a DC 17 Strength saving throw. On a failure, a target takes 21 (6d6) bludgeoning damage and is flung up 20 feet away from the Genie in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 1d6 bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 17 Dexterity saving throw or take the same damage and be knocked prone.
Elemental Form. The Genie can enter a state of elemental form, transforming into air, earth, fire, or water. While in this form, it is immune to all damage and conditions but cannot take any actions. The Genie can remain in this form for up to 1 hour.
Actions
Limited Wish (Recharge 6). The Genie casts the “Limited Wish” spell (9th-level) without expending a spell slot. The effects of the spell are subject to the DM’s discretion.
Plane Shift. The Genie and up to five willing creatures within 5 feet of it magically teleport to a different plane of existence.
Genie’s Lamp. The Genie carries a magic lamp that Aladdin used to summon it. If the lamp is rubbed by a creature other than Aladdin, the Genie is compelled to serve the one who rubbed the lamp for 1 hour, following their commands to the best of its abilities.
CR Level. 10 (5,900 XP)
This Genie is a formidable ally with potent spellcasting abilities and the power to transform into an elemental form. However, its loyalty and service are bound to Aladdin and those who possess the magic lamp.
Aladdin
Originally Posted by Mike Myler the Enworld forums.
Despite being the most popular character from 1,001 Arabian Nights, he’s a late addition to the book by a Frenchman translator (who heard it from a Syrian storyteller from Aleppo, a Maronite scholar named Youhenna Diab). Incidentally as well despite what we’re all likely to think, the character was originally Chinese. This amalgamation of misconceptions and changes (from storyteller to translator to now) are one of the defining traits of a myth and what makes it a wonderful cultural artifact. Mythology is win.
Aladdin
Medium humanoid (human), neutral good rogue (thief) 8
Armor Class 14 (padded)
Hit Points 52 (8d8+16)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
11 (+0) | 16 (+3) | 14 (+2) | 12 (+1) | 12 (+1) | 14 (+2) |
Saving Throws Dex +6, Int +5
Skills Acrobatics +9, Athletics +6, Deception +5, Perception +4, Sleight of Hand +9, Stealth +9; thieves’ tools +6
Senses passive Perception 14
Languages Common, Thieves’ Cant
Challenge 3 (700 XP)
Cunning Action (1/turn). Aladdin can take a bonus action to take the Dash, Disengage, Hide, Use Object action, Dexterity (Sleight of Hand) check, or to use thieves’ tools to disarm a trap or open a lock.
Evasion. When Aladdin is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.
Feat: Fortune Points (3/long rest). Aladdin can spend 1 fortune point to reroll an attack roll, ability check, or saving throw, or to force an attacker to reroll an attack made against him.
Feat: Stealther. Aladdin can attempt to hide even when he is only lightly obscured from a creature he’s trying to hide from. In addition, Aladdin’s position isn’t revealed when he misses with a ranged weapon attack against a creature he’s hidden from, and he does not have disadvantage on Wisdom (Perception) checks in dim light.
Second-Story Work. Climbing does not cost Aladdin extra movement. When he makes a running jump, the distance he covers increases by 3 feet.
Sneak Attack (1/turn). Aladdin deals an extra 14 (4d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Aladdin that isn’t incapacitated and Aladdin doesn’t have disadvantage on the attack roll.
ACTIONS
- Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or thrown 20/60 ft., one target. Hit: 5 (1d4+3) piercing damage.
- Stone. Ranged Weapon Attack: +6 to hit, range 20/40 ft., one target. Hit: 4 bludgeoning damage.
REACTIONS
Uncanny Dodge. When an attacker Aladdin can see hits him with an attack, Aladdin can use his reaction to halve the attack’s damage against him.
Currently in the World
Aladdin, dressed in simple yet weathered attire, wears a tattered vest and loose-fitting pants, both adorned with patches that hint at countless adventures. His head is wrapped in a faded turban, its once-vibrant colors now muted by time and the harsh sun. He moves with the grace of a seasoned explorer, his bare feet quick and nimble as he navigates the golden sands of the desert.
Currently, Aladdin finds himself beneath the shimmering desert sun, surrounded by rolling dunes that stretch as far as the eye can see. His mood is one of determination, for he embarks on a quest to seek treasure hidden within a distant cavern. His eyes reflect a spark of hope and a touch of mischief, emblematic of the daring spirit that propels him forward in this timeless Arabian tale.