Apath Attic

  • Archfey Warlock
  • Class
  • N/A
  • Background
  • 10
  • Level
  • Starborn Elf
  • Race
  • Neutral
  • Alignment
  • INTJ-T
  • MBTI

Strength

12

+1

Dexterity

13

+1

Constitution

14

+2

Intelligence

18

+4

Wisdom

13

+1

Charisma

11

+0

+4
Proficiency
❤︎
Inspiration
Saving Throws
+1 Strength
+1 Dexterity
+2 Constitution
+4 Intelligence
+5 Wisdom
+4 Charisma
Skills
+1 Acrobatics (Dex)
+1 Animal Handling (Wis)
+8 Arcana (Int)
+1 Athletics (Str)
+0 Deception (Cha)
+4 History (Int)
+1 Insight (Wis)
+4 Intimidation (Cha)
+4 Investigation (Int)
+1 Medicine (Wis)
+4 Nature (Int)
+5 Perception (Wis)
+0 Performance (Cha)
+4 Persuasion (Cha)
+8 Religion (Int)
+1 Sleight of Hand (Dex)
+1 Stealth (Dex)
+1 Survival (Wis)

13

Armor

+1

Initiative

30ft

Speed

Hit Points
89
Hit Dice
10d8
Favorite Attacks
Name Bonus Damage Type
Eldritch Blast +8 1d10+4 Force
Cosmic Radiance DC16 3d8 Radiant
Vampiric Touch +8 3d6 Necrotic
Dagger +5 1d4+1 Piercing
Equipment
Name Summary Attuned
Daggers If magic doesn't work, stab it.
Studded Leather Armor Protection is important!
Crystals For channeling arcane energy through.
Book of Shadows An arcane tome full of spells granted by a patron.
Journal Personal musings and important reminders.
Money
CP SP EP GP PP
9 15 0 404 0
Proficiencies
Light Armour
Medium Armour
Heavy Armour
Simple Weapons
Martial Weapons
Shields
Common
Elven
Orcish
Infernal
Celestial
Abyssal
Primordial
About

Personality Traits

I find my emotions to only get in the way, so I shove all my feelings down and focus only on what is neccessary.

I spent so long without a body that I am now terrified of losing myself completely. I cannot lie about myself without it making me feel dread.

Ideals

Redemption. I will undo my father's actions and bring my people back from destruction.

Bonds

I am grateful to the ones who brought me back, as well as the only other current survivor of my people.

Flaws

My time as a specter has left me very unprepared for socialising and basic upkeep of my own body. I have difficulty with both.

Storage
Painter's Supplies
Weaver's Tools
Playing Cards
Book of the Stormlord
Glittery Tome
Incense
Map of Ayenhone
Blood Wine
Stack of Parchment
Wardrobe's Worth of Clothing
Racial Traits
Fey Ancestry
Darkvision
Trance
Astral Connection
Call to the Weave
Constellation
Backstory

Was born Apath Zerther Ashjalin, prince of Ashjal'viir. Was very close to his mother, spending time between studies with her. One of their favourite activities was riding pegasi, soaring through the skies of Ashjal'viir. Unfortunately, when he was very young, the war of gods began and eventually ended, with the surviving deities being confined to the Astral Plane, no longer being able to walk among mortals. The conflict left the kingdom devastated, lacking in food and resources. Toril, Apath's mother, was forced to leave Ashjal'viir for a long time to work on diplomacy with other kingdoms.

Apath's father, Thananil, ordered Apath to spend their time studying, moving them to reside within a tall tower of the palace. While they were not forbidden from leaving their room, the disapproval and animosity that came from doing so made it so they rarely came down, spending their days reading through tomes and journals, recording their learnings. During this time, Thananil became more and more desperate trying to keep the kingdom from ruin, ordering those in his court to perform many morally dubious acts that eventually lead to subjecting anyone within Ashjal'viir who committed even a minor offense to being test subjects for new magic, with the result being a whole new kind of necromancy. The one who discovered this magic had been horrified to discover the innocence of the subjects, alongside the acts he'd committed. All this happened while the heir to the throne was still spending all their time by their lonesome in the tall peak of the palace's tower, unaware of the true state of their home.

Everything came to a head one faithful day, when the king attempted to 'save' Ashjal'viir through a deal with the Soul Herder, a deity who required him to sacrifice the entirety of his people, promising to bring them back as the undead- unneeding to eat, far less intensive on resources, so much more beneficial for the kingdom. Dain, the chief magician, discovered and tried to stop the ritual, but it was too late, so he informed the others in the castle of what was happening, and one of the guards fetched the prince from his tower and brought him away from Ashjal'viir, making him drink the waters of the River Styx, taking his memories of their now devastated home and instead raising the former prince as his adopted child in a small town, until eventually the guard died from his old age and Apath took off on his own, forming a band of misfits to travel the land with, stealing from nobles and partying in taverns.

Unfortunately, it truly seems as though the misfortune of going through historical events will follow Apath through his life, as another war began around them, the dead being risen from graves and tearing through the land, forcing people to fortify their homes and fight against the undead hordes without truly knowing what their purpose is. Fighting through the undead themselves, Apath and his compatriots were eventually captured, the unknowing royal being dragged to a temple of the Soul Herder and petrified, their body a statue and their soul being stored... until something breaks the container, shoving Apath's soul out into the world to wander as a spirit until over a thousand years later he meets an adventurer who can see his spirit, leading to his revival within the old temple he had died.

Appearance
  • 1328
  • Age
  • 5'10"
  • Height
  • 110lbs
  • Weight
  • Vitiligo(ish...)
  • Distinguishing Marks
  • Bright Green
  • Eyes
  • Brown
  • Skin
  • Dark Blue
  • Hair
  • Mental
  • Scars

A very thin figure with three distinct patches of skin colour and glowing constellations spreading across their body. Apath's hair is long enough to go past his ankles, floating around him by the residual magic leaking out of his cosmic form, as he originates from the astral plane. His eyes are narrow, with piercing green irises peeking out from under heavy eyelids. His nose is straight, with little curve to the bridge.

Has oversized elven ears, being longer than his hands. Typically dresses in blues and purples, with silver jewellery. Is almost always wearing his crescent moon earrings, the set having been a gift from his lover.

Class Features
  • Pact Magic 1st lvl

Your arcane research and the magic bestowed on you by your patron have given you facility with spells.

Cantrips: You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.

Spell Slots: The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spells Known of 1st Level and Higher: At 1st level, you know two 1st-level spells of your choice from the warlock spell list.

The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level or higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability: Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus: You can use an arcane focus as a spellcasting focus for your warlock spells.

  • Expanded Spell List 1st lvl

Spell Level : Spells

1st : Fearie Fire, Sleep

2nd : Calm Emotions, Phantasmal Force

3rd : Blink, Plant Growth

4th : Dominate Beast, Greater Invisibility

5th : Dominate Person, Seeming

  • Fey Presence 1st lvl

Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.

Once you use this feature, you can't use it again until you finish a short or long rest.

  • Eldritch Invocations 2nd lvl

In your study of occult lore, you have unearthed Eldritch Invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.

At 2nd level, you gain two eldritch invocations of your choice. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table. A level prerequisite refers to your level in this class.

Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.

  • Agonizing Blast: When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.
  • Book of Ancient Secrets: You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class's spell list (the two needn't be from the same list). The spells appear in the book and don't count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag. On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.
  • Eyes of the Rune Keeper: You can read all writing.
  • Far Scribe: A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your proficiency bonus. You can cast the sending spell, targeting a creature whose name is on the page, without using a spell slot and without using material components. To do so, you must write the message on the page. The target hears the message in their mind, and if the target replies, their message appears on the page, rather than in your mind. The writing disappears after 1 minute. As an action, you can magically erase a name on the page by touching it.
  • Gift of the Protectors: A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your proficiency bonus. When any creature whose name is on the page is reduced to 0 hit points but not killed outright, the creature magically drops to 1 hit point instead. Once this magic is triggered, no creature can benefit from it until you finish a long rest. As an action, you can magically erase a name on the page by touching it.
  • Pact Boon 3rd lvl

At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.

  • Pact of the Tome
  • Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class's spell list (the three needn't be from the same list). While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. If they don't appear on the warlock spell list, they are nonetheless warlock spells for you.
  • If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.
  • Misty Escape 6th lvl

Starting at 6th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.

Once you use this feature, you can't use it again until you finish a short or long rest.

  • Beguiling Defenses 10th lvl

Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage.

Spell ATK Bonus
8
Spell Save DC
16
Cantrips Known
7
Magic Item
Name Summary Attuned
Potions of Healing Magical restoration, a classic necessity for any adventurer.
Winged Boots Enchanted footwear that allow the wearer to soar through the air.
Ring of Water Walking This piece of jewellery allows the wearer to walk on liquid surfaces as if they were solid land.
Ring of Corporeal Spirits A spirit with this ring can become corporeal for a minute once a day.
Arcane Circlet An enchanted headpiece with magical nodes floating around it that can be shot out at enemies.
Jewellery of Far Speaking Matching sets of rings and earrings that allow the wearers to telepathically speak with each other.
Common Glamerweave Cloak A cloak enchanted with illusory magic, letting it display moving patterns.
Cantrips and Spells Known
0 Eldritch Blast
0 Sword Burst
0 Mage Hand
0 Prestidigitation
0 Thaumaturgy
0 Guidance
0 Dancing Lights
1 Ceremony
1 Find Familiar
1 Disguise Self
1 Magic Missile
2 Scorching Ray
2 Hold Person
2 Levitate
3 Tongues
3 Fly
3 Vampiric Touch
3 Phantom Steed
3 Water Breathing
3 Slow
4 Dimension Door
4 Greater Invisibility
4 Cosmic Radiance
5 Seeming
5 Dream
5 Arcane Hand
Spell Slots Available
5th lvl