Thumm
Thumm
Sheet
AC 12 · HP 45 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationSTR
- InvestigationINT
- MedicineWIS
- NatureWIS
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
19 featuresAlways on
- Eldritch Blast
When Action
A beam of crackling eldritch energy streaks toward a creature within 120 feet. Make a ranged spell attack. On a hit, the target takes 1d10 force damage plus 3 damage from Agonizing Blast.
- Healing Hands
When Action
Thumm touches a creature and restores hit points equal to 7. Once used, she must finish a long rest before using this trait again.
- Light Bearer
When Action
Thumm causes an object she touches that is no larger than 10 feet in any dimension to shed bright light in a 20-foot radius and dim light for an additional 20 feet. The effect lasts until she ends it.
- Entropic WardLevel 6
When Reaction
When a creature Thumm can see within 30 feet makes an attack roll against her, she can impose disadvantage on the roll. If the attack misses, she cannot use this feature again until she finishes a short or long rest.
- Otherworldly Patron, The Great Old OneLevel 1
Thumm's patron is the Great Old One, an incomprehensible entity that grants her fragments of occult power. She can communicate telepathically with any creature she can see within 30 feet, and does not need to share a language with it.
- Pact MagicLevel 1
Thumm can cast warlock spells using Charisma as her spellcasting ability. She knows three warlock cantrips and eight warlock spells, and regains her spell slots after a short or long rest.
- Awakened MindLevel 1
Thumm can telepathically speak to any creature she can see within 30 feet, without sharing a language. This feature is granted by her Great Old One patron.
- Eldritch InvocationsLevel 2
Thumm has learned the eldritch invocation Agonizing Blast, adding her Charisma modifier to the damage of each beam of eldritch blast, and Book of Ancient Secrets, allowing her Pact Tome to contain ritual spells and letting her cast them as rituals.
- Pact Boon, Pact of the TomeLevel 3
Thumm gains a Pact Boon in the form of a Pact of the Tome. Her patron gives her a shadow-bound grimoire called The Book of Unremembered Doors. She learns three additional cantrips from any class.
- Ability Score ImprovementLevel 4
Thumm increases her Charisma score by 2, raising it from 15 to 17.
- Eldritch Invocation, Book of Ancient SecretsLevel 5
Thumm's Pact Tome contains the ritual spells Find Familiar and Comprehend Languages. She can cast these spells as rituals, and can add other ritual spells she finds to the tome if they meet the requirements of Book of Ancient Secrets.
- Eldritch Invocation, Agonizing BlastLevel 2
Thumm's eldritch blast is empowered by her Charisma. When she casts eldritch blast, she adds her Charisma modifier to the damage of each beam that hits.
- Pact Magic Spell SlotsLevel 1
Thumm can regain all expended warlock spell slots by finishing a short or long rest. At 7th level, both of her spell slots are 4th level.
- TraitAasimarDarkvision to 60 feet
- TraitAasimarCelestial Resistance, resistance to necrotic and radiant damage
- TraitAasimarHealing Hands, once per long rest, restore hit points equal to level to a creature touched
- TraitAasimarLight Bearer, know the Light cantrip, using Charisma as the spellcasting ability
- TraitAasimarCelestial heritage, aasimar are descended from celestials and have an innate connection to the Upper Planes
- DiscoveryHermit
Thumm's isolation led to a unique and powerful discovery. The nature of this discovery is known only to her, represented by her unexplained connection to an unknowable patron and the fragments of celestial and eldritch knowledge she records in her scroll case. She can uncover further information about this mystery during the campaign.
Spells
12 spellsSpellcasting. Thumm casts with Charisma (spell save DC 14, to hit with spell attacks).
Cantrips (at will): , , ,
1st level: , ,
2nd level: , , ,
3rd level:
4th level (2 slots): no spells
Gear
12 itemsWeapons
- QuarterstaffA blackened wooden staff used as a spellcasting focus and walking stick.
- Light crossbowA light crossbow with a case containing twenty bolts.
Armor
- Leather armorStudded leather armor worn beneath Thumm's traveling cloak.
Tools
- Herbalism kitA kit containing herbs, mortar and pestle, vials, and simple tools for preparing remedies.
Gear
- 20×Crossbow boltAmmunition for the light crossbow.
- Component pouchA pouch containing material components for spells without a listed cost.
- Scholar's packA pack containing a backpack, a book of lore, ink, a pen, ten sheets of parchment, a little bag of sand, and a small knife.
- Scroll caseA scroll case containing Thumm's fragmented notes and inexplicable diagrams.
- Winter blanketA woolen blanket used during years of solitude in the wilderness.
- Common clothesPlain clothing suitable for a hermit's life and long journeys.
- Mysterious pendantA scorched silver pendant bearing a shifting, unknown symbol.
Purse
- 5×Gold piecesThe remaining coins from Thumm's hermit supplies.
Appearance
Thumm is a tall, lean aasimar woman with ash-pale skin, silver-white hair, and faintly luminous blue eyes that sometimes shine with a color she does not recognize. A pair of subtle golden markings curve from her temples like unfinished celestial script. She wears weathered leather armor beneath a charcoal traveling cloak, and carries a blackened wooden staff covered in tiny, shifting symbols. Her expression is usually distant, as if listening to a voice just beyond the edge of memory.
Mannerisms
Thumm pauses in the middle of conversations to listen to empty air. She often answers questions a few seconds late, tilts her head toward distant sounds, and writes short notes on her palm whenever a forgotten image surfaces.
Personality
Thumm is quiet, observant, and strangely agreeable, often accepting bizarre events with the calm of someone who has already forgotten them. She is compassionate toward lost people and animals, but has little patience for rigid authority. Her curiosity is intense and occasionally reckless, especially when she encounters symbols, songs, or places that stir a half-remembered sensation.
Ideals
Freedom. No god, patron, prophecy, or memory has the right to decide what Thumm becomes. She will choose her own path, even if she must walk it through darkness.
Bonds
The scorched silver pendant is the only object connected to Thumm's forgotten past. She will risk almost anything to discover who gave it to her and what the shifting symbol means.
Flaws
Thumm follows sudden impulses as if they were instructions from her forgotten patron, even when doing so is dangerous or irrational. She distrusts anyone who claims to know her past, because part of her fears that recovering her memories will reveal something monstrous.
Quirks
Background
Thumm was found wandering barefoot through a snowbound mountain pass, unable to remember her name, her home, or the circumstances that had brought her there. The only thing she possessed was a scorched silver pendant engraved with a symbol that seemed to change whenever she looked away. A secluded hermit took her in, taught her to gather herbs, read old religious texts, and survive the wilderness. Thumm learned quickly, but her memories never returned. Instead, strange powers began to answer her gestures, speaking through shadows, whispers, and brief flashes of impossible stars. Eventually, Thumm left the hermit's refuge to search for the source of her magic. She believes a patron granted her power, but she cannot remember making a pact, meeting the entity, or even knowing its name. Her dreams contain fragments of a vast presence hidden behind a veil of silver light, yet every morning the details vanish. She wanders from place to place, following instinctive hunches and recording every vision in her scroll case. Though she is an aasimar touched by celestial power, something alien has threaded itself through that radiance, leaving her uncertain whether she is being guided, manipulated, or slowly remembered.
“The only thing she possessed was a scorched silver pendant engraved with a symbol that seemed to change whenever she looked away.”
- Background
- Hermit
Connections
Species
Aasimar
Media
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