Ximker
Ximker
Sheet
AC 13 · HP 52 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingSTR
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
16 featuresReaction
- Entropic WardLevel 6
When When a creature misses Ximker with an attack
Ximker can use Entropic Ward as a reaction when a creature misses him with an attack, imposing disadvantage on that creature's next attack against him before the end of its next turn. Once per short or long rest.
Always on
- Eldritch Blast
When Action
Ximker releases a beam of crackling, otherworldly energy. Make a ranged spell attack using +6 to hit. On a hit, the target takes 1d10 + 3 force damage, and Repelling Blast can push it up to 10 feet away.
- Misty Step
When Bonus action
Ximker can teleport up to 30 feet to an unoccupied space he can see.
- Pact MagicLevel 1
Ximker's otherworldly patron grants him access to warlock spellcasting. He knows three cantrips and eight warlock spells, and he regains both of his spell slots after a short or long rest. His spell slots are always cast at 4th level.
- Otherworldly Patron, The Great Old OneLevel 1
Ximker has formed a pact with a Great Old One from beyond the stars and seas. He can communicate telepathically with any creature he can see within 30 feet, and the creature understands him if it knows at least one language.
- Eldritch InvocationsLevel 2
Ximker learns Agonizing Blast, adding his Charisma modifier to the damage of Eldritch Blast, Repelling Blast, pushing a creature hit by Eldritch Blast up to 10 feet away, Devil's Sight, granting darkvision to 120 feet and the ability to see normally through magical and nonmagical darkness, and Book of Ancient Secrets, granting a Book of Shadows and the ability to record ritual spells.
- Pact Boon, Pact of the TomeLevel 3
Ximker's Book of Shadows contains the cantrips Guidance, Message, and Shape Water. He can cast ritual spells recorded in the book, beginning with Find Familiar and Comprehend Languages.
- Ability Score ImprovementLevel 4
Ximker increases his Charisma score by 2, from 15 to 17.
- Eldritch Invocation ImprovementLevel 5
Ximker gains a fourth Eldritch Invocation known.
- Eldritch Invocation ImprovementLevel 7
Ximker gains a fifth Eldritch Invocation known.
- Ability Score IncreaseGithzeriConstitution +2 and Dexterity +1, already included in the ability scores.
- DarkvisionGithzeriXimker can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
- Unending BreathGithzeriXimker can hold his breath indefinitely while he is not incapacitated.
- Mingle with the WindGithzeriXimker can cast Levitate once per long rest without using a spell slot. Constitution is his spellcasting ability for this spell.
- Elemental NatureGithzeriXimker does not need to eat, drink, or breathe, and he has resistance to environmental extremes associated with his elemental nature.
- Ship's PassageSailor
Ximker can secure free passage on sailing ships for himself and his adventuring companions, provided he behaves as a trusted crew member. He knows the general principles of ship operation and can navigate by stars, wind, and current.
Spells
8 spellsSpellcasting. Ximker casts with Charisma (spell save DC 14, to hit with spell attacks).
1st level: ,
2nd level: ,
3rd level: , ,
4th level (2 slots):
Gear
10 itemsWeapons
- Light crossbowA light crossbow suitable for ranged combat, with a simple wooden stock and iron fittings.
- Belaying pinA belaying pin used aboard ships and functioning as a club in combat.
Armor
- Leather armorA reinforced leather cuirass and shoulder pieces.
Gear
- 20×Crossbow boltsAmmunition for the light crossbow.
- Arcane focusA polished piece of storm-worn driftwood wrapped in copper wire, used as an arcane focus.
- Scholar's packA leather pack containing writing supplies, books, parchment, and other scholarly necessities.
- 50×Silk ropeStrong silk rope used for climbing, tying, and securing equipment aboard ship.
- Lucky charmA small brass compass recovered from the Azure Gull, kept as a lucky charm.
- Common clothesPractical, salt-stained clothing suitable for life aboard a ship.
Purse
- 10×Gold piecesCoins saved from years of maritime work.
Appearance
Ximker is a lean male air genasi with pale blue-gray skin that seems faintly translucent around the fingers. His white hair constantly lifts as though caught in an unseen breeze, and his silver eyes shimmer like moonlight on rough water. Wisps of mist curl around his boots when he is agitated. He wears weathered leather armor beneath a dark sailor's coat, decorated with brass charms, knotted cords, and fragments of sea glass. His arcane focus is a polished piece of storm-worn driftwood wrapped in copper wire.
Mannerisms
Ximker constantly checks the direction of unseen drafts, even indoors. He speaks in nautical metaphors, pauses to listen to empty air, and touches his driftwood focus whenever someone mentions the deep ocean.
Personality
Ximker is cheerful, superstitious, and fiercely loyal. He treats every journey like a voyage and every stranger like a potential crewmate until proven otherwise. He has an instinctive hatred of bullies and tyrants, but he is also fascinated by forbidden knowledge and will often investigate dangerous mysteries long after everyone else has suggested leaving.
Ideals
Freedom. No captain, god, or ancient thing from beneath the waves has the right to own another person's will. The sea is dangerous enough without surrendering your choices to it.
Bonds
The crew of the Azure Gull are his family, and he will risk almost anything to repay the debt he owes them. He also carries a broken piece of the ship's figurehead, the only relic recovered after the vessel vanished in a supernatural storm.
Flaws
Ximker is terrified that his patron can hear every private thought he has. He hides this fear behind reckless confidence and sometimes obeys strange whispers before stopping to question whether they were truly commands.
Quirks
Background
Ximker was born during a midnight squall aboard the merchant vessel Azure Gull. The crew claimed that the storm paused when he first cried, leaving the ship floating in a perfect circle of calm water. His mother, a human navigator, raised him among sailors, rigging, and salt spray. He learned to read cloud banks before he could read letters, and he became a skilled deckhand whose uncanny sense for wind saved the Azure Gull from reefs more than once. His life changed when the ship found a black, glassy island that appeared on no chart. Beneath its cliffs, Ximker heard a voice speaking from the ocean floor, promising the power to command the unseen currents of the world. He accepted the bargain to save his drowning crewmates, but the entity did not grant him ordinary magic. Instead, it opened a door in his mind, allowing him to hear distant thoughts and glimpse shapes moving beyond the stars. Now Ximker serves as a warlock to a Great Old One hidden beneath the sea. He adventures to learn what answered his call, protect sailors from powers that lurk below, and ensure that his patron's whispers never become commands.
“The crew claimed that the storm paused when he first cried, leaving the ship floating in a perfect circle of calm water.”
- Background
- Sailor
Connections
Species
Githzeri
Media
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