Clarence the Wizened
Strength Dexterity Constitution Intelligence Wisdom Charisma
5 [-3] 10 [+0] 14 [+2] 13 [+1] 10 [+0] 18 [+4]

4, 9, 13, 12, 9, 15
+1 all Stats

Human, Warlock [The Great Old One], Charlatan

  • Size: Medium [6’2”, 154 lb]
  • Speed: 30
  • HP: 69 (5 + Con Modifier) [+D8 per Warlock Level].
  • Level Proficiency: +4 [Level 9].
  • Saving Throws: Wisdom, Charisma.
  • Passive Perception: 0
  • AC: 14

Traits and Features:

Scam: Forge letters/Shave coins
Trait: I have a joke for every occasion, especially occasions where humour is inappropriate.
Trait: I lie about almost everything, even when there is no good reason to.
Ideal: I am a free spirit— no one tells me what to do.
Bond: I swindled and ruined a person who didn’t deserve it. I seek to atone for my misdeeds but might never be able to forgive myself.
Flaw: I can’t resist swindling people who are more powerful than me.

False Identity:You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy.
Identity: [Retired Mercenary Old Merl 'One-Eye']
Trait: I’m full of inspiring and cautionary tales from my military experience relevant to almost every combat situation.
Trait: I face problems head-on. a simple, direct solution is the best path to success.
Ideal: Might. In life as in war, the stronger force wins.
Bond: I’ll never forget the crushing defeat my company suffered or the enemies who dealt it.
Flaw: My hatred of my enemies is blind and unreasoning.


  • Awakened Mind: One way telepathic with creature within 30ft, they must be able to understand ANY language to understand you.
  • Pact of Tome: Book of Shadows: guidance, shocking grasp and spare the dying.
  • Entropic Ward: Impose disadvantage on attack, if it misses you gain advantage on attack rolls against target before end of your next turn 1/short rest.
  • LVL 10
  • LVL 14


  • Agonizing Blast: add CHA bonus to Eldritch Blast
  • Book of Ancient Secrets: can copy ritual spells into book
  • Sculptor of Flesh: Polymorph 1/long as warlock spell slot
  • Repelling Blast: Eldritch blast hits can knockback up to 10ft (large or smaller targets)


  • Actor: +1 Cha, Advantage on performance/deception(Cha) when posing as another, can mimic another's voice if listened to for 1 min.


  • Weapon Proficiency: Simple Weapons
  • Armour Proficiency: Light Armour.
  • Tool Proficiencies: Disguise Kit, Forgery Kit


  • Languages: Common, Elven.
  • Proficient: Arcana(Int) [x2], Deception(Cha), Investigation(Int), Sleight of Hand(Dex),

Equipment: 42/75lb

  • Dragons Staff: Forged from various other staves, this ivory staff is worked with gold and rubies.
    • D6 Bludgeoning, D8 Versatile. +D6 Poison damage.
    • +1 AC. Cast Mage Armour (1) or Shield (2) [7 charges, D6+1 recharge at dawn]
    • Cast Spider Climb (1) or Web (2) [10 charges, D6+4 recharge at midnight]
    • Magic Missile [7 charges, D6+1 at dawn]
    • Reality Anchor: Advantage to tests to resist displacing effects.
    • [Attune]
  • Obsidian Spear: Dark steel spear covered in glowing runes.
    • +2 spear. Also gives +2 to casting spells, spell damage and spell save DC.
    • [Attune]
  • Sickle of the Lady: Curved blade bearing runes.
    • +1; D6+1; Slashing.
    • [Attune]
    • Attuned person can expend spell slots. +D8 necrotic damage per spell slot on hit.
  • +1 Studded Leather Armour
    • 13 + Dex Modifier
  • Cloak of Elvenkind: Adv. on stealth checks
  • Bone Ring: Ring of carved bone from some strange creature, gifted by the Elves.
    • Daily Adv. vs mind controlling abilities at GM's discretion.
  • Silver Starburst Amulet (+1 all saving throws)
  • Flame Amulet
  • Book of Shadows: A rotting tome wrapped in black leather and written on fine vellum, it contains secrets the mortal mind was not meant to know.
    • Tome of Secrets.
    • Counts as Arcane Focus. Counts as Components Pouch for components up to 100gp worth.
  • Necromancer's Robes:
    • +1 to hit and Spell Save DC when casting necromantic spells.
  • Arcane Focus rod2lb
  • Ritual staff with bronze brazier on top
  • Fine Clothes 6lb
  • Studded Leather Armour 13lb
  • Spellbook [Chill Touch C, False Life 1, Ray of Sickness 1, Animate Dead 3, Blight 4, Finger of Death 7].
  • Necromancers Journal
  • Backpack 5lb: 27/30lb
    • Waterskin 5lb
    • 5 rations 10lb
    • Steel Mirror 0.5lb
    • 10 candles
    • 3 pieces of chalk
    • Book of Lore 5lb
    • Writing Utensils + forgery utensils
    • Documentation of other identity.
    • half floorplan of temple (trinket)
    • Small Knife
    • 10 sheets of parchment in 3 scroll cases 2lb
      • Misty Step, Darkness, Charm Person, Command, (Finger of Death?)
    • 20x Quarrels 1.5lb
    • Disguise Kit 3lb
    • dice set
    • 2 pearls
    • Vials of:
      • dragon's bile
      • mercury
      • powdered nightshade
    • 1X Familiar spell components
    • potion of divination
    • potion of longevity
    • healing draught 2d4+4
Tome of Secrets:

Platinum: 207(337)
Gold: 1131(4)
Electrum: 11
Silver: 2006(8)
Copper: 323 (3)

Warlock: 2 spell casts, cast all spells at lvl 5 except for arcanum (lvl 11 onwards), can swap out 1 spell per level + new spell every second level.


  • Eldritch Blast 2(d10+6)
  • minor illusion, sound or image 1min 5ft3
  • prestidigitation,sparks puffs odour, light torch/fire, clean or dirty 1ft3, chill flavour or warm 1hr, mark or symbol 1 hr, trinket 1 rnd, up to 3 of above effects.
  • Book:
    • Guidance, d4 on ability checks
    • Shocking grasp, 2d8 , no reaction
    • spare the dying, stabilize 0 hp creature (not undead or construct)

Level 1:

  • Hex, +d6 dam on attacks that hit, choose 1 ability check for disAdv., bonus act, 90ft, conc 24hrs
  • Armour of Agathys, 25 thp, 25 cold damage to meleé attackers. ,act, self, 1hr

Level 2:

  • Hold Person, wis or paralysed, test end of every turn, 1 act, 60 ft, conc 1 min.
  • Invis., 4 creatures, ends on attack or spell cast. 1 act, touch, conc 1 hr
  • mirror image, 3 illusions, attacks only AC 10+dex, 6-20 (3), 8-20 (2), 11-20 (1), creature unaffected if doesnt use sight., act, self, 1 min.

Level 3:

  • Fly, 3 people, 60ft speed, act, touch, conc 10 mins.
  • Dispel Magic, lvl 5 or lower dispelled, higher is spell check DC 10+lvl, act, 120ft

Level 4:

  • Evard's Black Tentacles, 1st time per turn or start, dex or restrained and 3d6 bludg., if restrained 3d6 bludg. and str/dex end of turn to free, half movement through, 1 act, 90ft, 20ft3, conc. 1 min. (Restrained: 0 speed, adv to be hit, disAdv to hit, dis on dex saving)

Level 5:

  • Telekinesis
  • Dream or Scrying


  • Alarm, alerts tiny<, designate creatures not to set off, mental 1 mile or audible handbell 60ft for 10s, 20mins, last 8 hrs.
  • Comprehend languages, understand meaning of spoken language, can touch writing to understand, 1 min/page 1hr
  • Detect Magic, 30ft range, conc up to 10mins, see auras, 1 action to learn school, blocked thin lead sheet, 1" metal, 1' stone, 3" wood/dirt
  • Animal Messenger,flying/land, 50miles/day / 25miles/day. 7 days duration, 30ft 10mins.
  • Leomuds tiny hut, 10ft radius dome, 10 creatures sleep inside, nothing can pass through, dome opaque any colour from outside, lasts 8 hrs or until you leave.
  • waterbreath, up to 10 creatures, 24hrs also keep normal breathing
  • Water walk, <10 creatures, 1 hr, wlk on any liquid/quasi liquid as solid, if submerged rise at 60ft/round
  • find familiar 1hr 10mins,
  • Identify, 10mins
  • tensers floating disk, carries weight follows behind you, if change altitude too much it dissappears. 1hr duration.
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