Flock
Flock
Sheet
AC 13 · HP 22 · 30 ft., fly 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
14 featuresAlways on
- Flight
When While moving
Flock launches himself into the air or lands without spending movement, provided he is not wearing heavy armor or incapacitated.
- Eldritch Blast
When Action
Flock makes a spell attack with eldritch power, dealing 1d10 force damage on a hit. Agonizing Blast adds his Charisma modifier to its damage.
- Hex
When Bonus Action
Flock marks one creature he can see within range. Until the spell ends, he deals an extra 1d6 necrotic damage to the target whenever he hits it with an attack, and the target has disadvantage on ability checks made with one chosen ability.
- Pact MagicLevel 1
Flock knows two Warlock cantrips and has two Pact Magic spell slots. His spellcasting ability is Charisma, and he can use an arcane focus as a spellcasting focus. His Pact Magic slots are always cast at their highest available level and return after a Short or Long Rest.
- Eldritch InvocationsLevel 1
Flock knows two Eldritch Invocations. He has chosen Agonizing Blast, allowing him to add his Charisma modifier to the damage of one damaging Warlock cantrip, and Pact of the Tome, granting a Book of Shadows containing three additional cantrips and two level 1 ritual spells.
- Magical CunningLevel 2
Flock can perform a one-minute esoteric rite to regain expended Pact Magic slots equal to half his maximum, rounded up. Once used, this feature cannot be used again until he finishes a Long Rest.
- Warlock SubclassLevel 3
Flock has chosen the Fiend as his Warlock subclass. He gains the Fiend subclass features available at level 3, including Dark One’s Blessing and the Fiend expanded spell options.
- Dark One’s BlessingLevel 3
When Flock reduces a hostile creature to 0 Hit Points, he gains temporary Hit Points equal to his Charisma modifier plus his Warlock level, with a minimum of 1 temporary Hit Point.
- FlightAarakocraFlock has a Fly Speed of 30 feet. He cannot use this Fly Speed while wearing Medium or Heavy armor.
- TalonsAarakocraFlock has talons that can deal 1d6 plus his Strength modifier slashing damage on an unarmed strike.
- Creature TypeAarakocraFlock is a Humanoid.
- SizeAarakocraFlock is Medium.
- Criminal OriginAarakocraAs an Aarakocra using the legacy species option with 2024 character creation, he gains no species-based ability score increases.
- Criminal ContactCriminal
Flock has an underground network of former accomplices, fence contacts, street performers, and petty criminals. He knows how to obtain illicit goods, pass messages through criminal channels, and identify the signs of a hidden safehouse or covert meeting.
Spells
10 spellsSpellcasting. Flock casts with Charisma (spell save DC 9, to hit with spell attacks).
Cantrips (at will): , , , ,
1st level: , , , ,
2nd level (2 slots): no spells
Gear
9 itemsWeapons
- 2×DaggerA simple dagger balanced for throwing or close work
Armor
- Leather ArmorA fitted suit of supple leather armor reinforced with dark stitching
Tools
- Thieves’ ToolsTools for opening locks and disabling mundane traps
Gear
- CrowbarA heavy iron bar useful for prying doors and crates
- 2×PouchSmall belt pouches for coins, components, and lifted valuables
- Traveler’s ClothesPlain traveler’s clothing modified with slits for his wings
- Arcane Focus, folding luteA rebuilt folding lute used as both an instrument and arcane focus
- Book of ShadowsA worn book of shadowed notation, the physical manifestation of Pact of the Tome
Purse
- 16×Gold PiecesLoose coin remaining from his criminal career
Appearance
Flock is a lean, long-limbed male aarakocra with rust-red and charcoal plumage, a cream-colored throat, and bright amber eyes. His feathers are meticulously groomed around his head and shoulders, but the flight feathers of his left wing are permanently bent at their tips from years of cramped travel and rooftop escapes. He wears a weathered entertainer’s sash beneath a dark leather cuirass, its brass music-note clasp worn smooth where his talons worry it. His old bard’s lute has been rebuilt into a narrow, collapsible instrument that doubles as an arcane focus, with black thread wound around its neck and tiny pages of forbidden notation tucked beneath the bridge.
Mannerisms
Before speaking, Flock takes a sharp breath through his beak and pauses as though waiting for a note only he can hear. He taps rhythms against his brass music-note clasp when nervous, and he unconsciously turns ordinary sentences into fragments of melody.
Personality
Flock is theatrical, suspicious, and impossible to intimidate for long. He treats every conversation like a stage performance, assigning people roles before they have finished introducing themselves. Beneath the swagger is a former performer who misses being admired for something harmless. He is unexpectedly protective of outsiders, failed artists, and anyone being exploited by a powerful institution.
Ideals
Freedom. No law, patron, guild, or god owns the sky, and Flock will break any chain that claims otherwise.
Bonds
The old criminal troupe is still being hunted because of the magistrate’s ledger. Flock intends to find every surviving member before the law or their former employers do, even if they deserve what is coming.
Flaws
Flock cannot resist showing off when a quiet solution would be safer. He lies reflexively, even when the truth would earn him trust, and he is terrified that his patron did not erase his greatest song but is slowly teaching it to someone else.
Quirks
Background
Flock began as a traveling bard, though “bard” was generous. He played quick tunes on market corners, rooftops, and tavern rafters, using music to distract listeners while his troupe lifted purses, forged seals, and emptied unattended rooms. His aarakocra instincts made him an exceptional lookout, and his songs carried coded warnings across entire neighborhoods. He never considered himself cruel. To Flock, crime was simply another kind of performance, with better costumes and less honest applause. The troupe eventually betrayed him over a stolen ledger that implicated a powerful magistrate. Trapped in a bell tower with the city watch closing in, Flock sang a desperate final verse into the dark. Something answered from beyond the clouds, a patron that spoke through the vibration of every bell in the city. The bargain was simple. Flock would surrender the last pure song he had ever written, and in return he would be given the power to escape. He survived, but the song vanished from his memory, replaced by occult harmonies that crawl into his thoughts whenever he is afraid. Now he travels as a warlock with a stolen book of shadowed notation, trying to discover whether his patron rescued him, recruited him, or merely bought the right to finish the song through his voice.
“His aarakocra instincts made him an exceptional lookout, and his songs carried coded warnings across entire neighborhoods.”
- Background
- Criminal
Connections
Species
Aarakocra
Media
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