Apath Attic
12
13
14
18
13
11
| +1 | Strength | |
| +1 | Dexterity | |
| +2 | Constitution | |
| +4 | Intelligence | |
| +5 | Wisdom | |
| +4 | Charisma |
| +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
+1
30ft
| 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 |
| 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. |
| CP | SP | EP | GP | PP |
| 9 | 15 | 0 | 404 | 0 |
| Light Armour | |
| Medium Armour | |
| Heavy Armour | |
| Simple Weapons | |
| Martial Weapons | |
| Shields |
| Common |
| Elven |
| Orcish |
| Infernal |
| Celestial |
| Abyssal |
| Primordial |
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.
Redemption. I will undo my father's actions and bring my people back from destruction.
I am grateful to the ones who brought me back, as well as the only other current survivor of my people.
My time as a specter has left me very unprepared for socialising and basic upkeep of my own body. I have difficulty with both.
| 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 |
| Fey Ancestry |
| Darkvision |
| Trance |
| Astral Connection |
| Call to the Weave |
| Constellation |
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.
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.
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.
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
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.
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.
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.
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.
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.
| 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. |
| 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 |
| 5th lvl |