Mythological Figures: Aladdin (5E)

What a fantastic subject for Mythological Figures! Aladdin is our first entry from the Middle East and an interesting example of what makes a myth just that—for starters, 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.

What a fantastic subject for Mythological Figures! Aladdin is our first entry from the Middle East and an interesting example of what makes a myth just that—for starters, 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 banner.jpg


That said you can use the standard Spy NPC in lieu of the class build below for a more authentic version of the original character, upping his Intelligence to a 15.

GMs that are keen to something a little more exciting (and durable) should use the House-of-Maus version of Aladdin below—complete with a feat for the gimmicky and sneaky throwing of things and skill bonuses to support plenty of fun rogue action. Regardless of which version of the character you use, be very wary of giving him a proper magic lamp (ie a ring of wishes) because nothing gets adventurers to instantly lose their valor like the prospect of wishes only one quick thief’s death away.

As ever we’re keen to add onto the list of characters to design for this column so comment with who you want to see!

Design Notes: At the end of the day Aladdin’s a proper thief and that’s the build I went with, although picking out feats was a little bit of a struggle. Eventually I landed on “Fortune” and “Stealther” to represent his narrative power—when using him as an NPC, utilize his high skill bonuses and lucky nature to play politic or bait the party into a chase (or dungeon, or cave hidden beneath the desert sands, or the plans of a corrupt vizier in a nearby city).

Aladdin
Medium humanoid (human), neutral good rogue (thief) 8

Armor Class 14 (padded)
Hit Points 52 (8d8+16)
Speed 30 ft.

STRDEXCONINTWISCHA
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.
 

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Mike Myler

Mike Myler

Eltab

Lord of the Hidden Layer
As Popeye (referenced above) says clearly - and speaking clearly is unusual for him in the black-and-white cartoons - the magic words to open the Cave of Forty Thieves is: "Open, Sez Me."

In my childhood, I had a vinyl record of Ali Baba and the 40 Thieves where Ali Baba's uncle had discovered the secret, plundered the thieves' stolen loot, and was ready to leave. He knew the secret word was a grain but could not remember which one.
Uncle: "Open wheat. Open barley. Open corn. No, that's not it."
Distant muffled voice: "Open sesame"
Uncle: "Yes, that's it! Open sesame!"
The stone door opens. Uncle picks up his big bag of loot and prepares to leave. Lo and behold, just outside the door ... 40 thieves. 40 now very unhappy thieves.
... oops ...
 

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