Pock

Half-Elf, Cleric [2] (Knowledge Domain), Warlock [2] (Great Old One), Sage (Wizard's Apprentice)

Strength Dexterity Constitution Intelligence Wisdom Charisma
9 [-1] 11 [+0] 10 [+0] 13 [+1] 17 [+3] 13 [+1]

Speed: 30ft
Size: Medium [6ft, 149lbs]
Wounds: 22 (4D8)
Saving Throws: Wisdom, Charisma
Proficiency: +2
Experience:6 350
Age:36
AC: 12

the-sorcerers-apprentice-still-2.jpg

Proficiencies:
Weapons: All Simple Weapons
Armour: Light Armour, Medium Armour, Shields.
Skills: History, Religion [x2], Nature [x2], Arcana, Insight, Medicine, Perception, Investigation, Deception, Persuasion
Languages: Common, Draconic, Sylvan, Elvish, Abyssal, Celestial, Primordial

Feats and Abilities:

  • Dark Vision:You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern colour in darkness, only shades of grey.
  • Researcher: When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.
  • Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
  • Channel Divinity: Knowledge of the Ages Use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool.
  • Awakened Mind: You can communicate telepathically with any creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.
  • Eyes of the Rune Keeper: You can read all writing.

Equipment:

  • Equipped:
  • Leather Armour
  • Holy Tome (Holy Symbol incorporated into the bindings of the book.)
  • Letter from a dead colleague posing a question I have not yet been able to answer tucked into the Holy Tome I carry.
  • Carrying:
  • Priest's pack (Includes a backpack, a blanket, 10 candles, a tinderbox, an alms box, 2 blocks of incense, a censer, vestments, A crystal knob from a door, Bottle of Black Ink, Quill, Small Knife, 1 days of rations, 1 ration soaked in hallucinogenic sludge and a water-skin, common clothes)
  • Shield
  • Light Crossbow
  • 20 Bolts
  • Potion of Firebreath
  • Elemental Gem (Summons Water Elemental)
  • 'Theoretical Notes on Travel to the Shadowfell'- a book
  • Wagon:

Currency:
Platinum: 7
Gold: 95
Electrum: 0
Silver: 9
Copper: 3

Spellcasting:

Spellslots:
1st: 3

Cantrips:

  • Guidance [c]
  • Mending [c]
  • Thaumaturgy [c]

Level 1:

  • Command [c]
  • Identify [c]
  • Detect Magic [c]
  • Create or Destroy Water [c]
  • Guiding Bolt [c]

Pact Magic:

Spellslots:
1st: 2

Cantrips:

  • Eldritch Blast [w]
  • Prestidigitation [w]

Level 1:

  • Illusory Script [w]
  • Unseen Servant [w]
  • Hex [w]

Personality:

  • There’s nothing I like more than a good mystery.
  • I'm used to helping out those who aren’t as smart as I am, and I patiently explain anything and everything to others.

Ideal:

  • Beauty - What is beautiful points us beyond itself toward what is true. (Good)

Bond:

  • My life’s work is a series of tomes related to a specific field of lore.

Flaw:

  • Unlocking an ancient mystery is worth the price of a civilisation.
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