Sheldon
Sheldon
Sheet
AC 17 · HP 19 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Languages
Features
18 featuresBonus action
- Shell DefenseTortleAs an action, Sheldon can withdraw into his shell, gaining a +4 bonus to AC and advantage on Strength and Constitution saving throws. While withdrawn, he is prone, his speed is 0, he has disadvantage on Dexterity saving throws, and he cannot take reactions. He can emerge as a bonus action.
Always on
- Eldritch Blast
When Action
Sheldon fires a beam of crackling eldritch energy at a creature within 120 feet. On a hit, the target takes 1d10 plus 2 force damage.
- Dissonant Whispers
When Action
Sheldon whispers an unsettling phrase to one creature within 30 feet that can hear him. The target must succeed on a Wisdom saving throw or become frightened of him until the end of his next turn.
- Command
When Action
Sheldon speaks a word of authority to one creature within 60 feet that can hear him. The target must succeed on a Wisdom saving throw or follow a one-word command on its next turn.
- Mage Hand
When Action
Sheldon creates a visible spectral hand within 30 feet that can manipulate objects, open doors, retrieve items, and perform other simple tasks.
- Minor Illusion
When Action
Sheldon creates a sound or image within range that lasts for up to 1 minute and can be used to distract, communicate, or conceal minor details.
- Guidance
When Action
Sheldon touches a creature and grants it advantage on one ability check of its choice before the spell ends. The spell requires concentration.
- Prestidigitation
When Action
Sheldon creates a harmless sensory effect, such as a faint sound, odor, or visual mark, within range.
- Otherworldly Patron, The Great Old OneLevel 1
Sheldon has a pact with the Great Old One, an unknowable entity that grants him occult power. He can communicate telepathically with any creature he can see within 30 feet, provided the creature understands at least one language.
- Pact MagicLevel 1
Sheldon can cast warlock spells using Charisma as his spellcasting ability. His magic returns after a short or long rest.
- Pact of the TomeLevel 3
Sheldon can read all writing. He can also ritual-cast a spell if that spell has the ritual tag and is in his Book of Shadows.
- Eldritch InvocationsLevel 2
Sheldon has learned Agonizing Blast, adding his Charisma modifier to the damage of each beam of eldritch blast, and Book of Ancient Secrets, allowing him to record two 1st-level ritual spells in his Book of Shadows and cast them as rituals.
- Awakened MindLevel 1
When Sheldon hits a creature with an attack, he can use this feature to telepathically communicate with it until the end of his next turn, regardless of distance, if the creature is on the same plane of existence.
- Natural ArmorTortleSheldon has a base AC of 17 and cannot benefit from wearing armor. He can still use a shield, though he lacks shield proficiency.
- ClawsTortleSheldon has natural claw attacks that deal 1d4 slashing damage on a hit.
- Hold BreathTortleSheldon can hold his breath for up to 1 hour.
- Survival InstinctTortleSheldon has proficiency in the Survival skill.
- ResearcherSage
If Sheldon does not know a piece of information, he usually knows where and from whom it can be obtained. He can locate libraries, scholars, archives, or obscure specialists capable of providing the needed answer.
Spells
9 spellsSpellcasting. Sheldon casts with Charisma (spell save DC 12, to hit with spell attacks).
Cantrips (at will): , , , ,
1st level: ,
2nd level (2 slots): ,
Gear
12 itemsWeapons
- Light crossbowA simple ranged weapon with ammunition suitable for it.
Tools
- Small knifeA light blade useful as a tool and emergency weapon.
Gear
- 20×Crossbow boltsAmmunition for the light crossbow.
- Component pouchA pouch containing the material components for warlock spells.
- Scholar's packA pack containing a backpack, a book of lore, a bottle of ink, an ink pen, ten sheets of parchment, a little bag of sand, and a small knife.
- Book of ShadowsA blank occult book containing the three additional cantrips granted by Pact of the Tome.
- Book of loreA book of scholarly research with notes on aberrations, ancient civilizations, and extraplanar entities.
- InkA small bottle of black ink.
- QuillA writing quill.
- Mysterious letterA letter from a dead colleague posing a question Sheldon has not yet solved.
- Common clothesSimple travel clothing, carefully repaired at the seams.
Purse
- 10×Gold piecesLoose coins for ordinary expenses.
Appearance
Sheldon is a broad-shelled tortle with moss-green skin, amber eyes, and a blunt, powerful jaw. His small lower teeth show whenever he speaks with enthusiasm, and he chews thoughtfully even when he is not eating. He wears a carefully patched scholar's robe over practical travel clothes, with a leather satchel polished far more often than his boots. His shell is painted with faded concentric rings, each marked with tiny notes recording places, names, and dates.
Mannerisms
Sheldon pauses before answering, lightly tapping one claw against the edge of his shell as though consulting an internal index. He adjusts his spectacles even when they are perfectly positioned, and he often ends serious statements with a quiet, satisfied nod.
Personality
Sheldon is methodical, soft-spoken, and intensely curious. He approaches danger like an unsolved problem, preferring to gather observations before acting. Despite his formal manner, he is quietly protective of inexperienced travelers and has a surprisingly dry sense of humor.
Ideals
Knowledge must be catalogued before it can be judged. Ignorance is not innocence when the truth can be discovered through disciplined effort.
Bonds
The vanished scholar who first uncovered the Listener Beneath the Ink must be found, and Sheldon will not allow the truth of that disappearance to be buried.
Flaws
Sheldon treats every conversation as a potential source of evidence and often fails to recognize when people want sympathy instead of analysis. He also assumes that any bargain can be made safe through precise wording, even when dealing with beings that regard mortal language as a toy.
Quirks
Background
Sheldon was raised in a quiet tortle settlement where elders preserved history through stories, shell markings, and long seasonal walks. His appetite for written knowledge eventually carried him to a human university, where he became an assistant in the department of comparative cosmology. He was diligent, patient, and exceptionally good at copying damaged manuscripts, but his careful studies eventually revealed repeated references to an impossible intelligence called the Listener Beneath the Ink. When a senior scholar vanished after attempting to contact that entity, Sheldon found a response written inside a book that had previously been blank. The message offered answers in exchange for service, and Sheldon accepted, believing that dangerous knowledge was still preferable to ignorant fear. His pact with the Great Old One has given him strange insight and unsettling dreams, but he treats the arrangement as a formal academic contract. Now he travels as a researcher and warlock, collecting evidence about his patron while seeking the missing scholar and determining whether the Listener's promises can be trusted.
“When a senior scholar vanished after attempting to contact that entity, Sheldon found a response written inside a book that had previously been blank.”
- Background
- Sage
Connections
Species
Tortle
Media
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