Sylkarn
Sylkarn
Sheet
AC 11 · HP 20 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
15 featuresAlways on
- Eldritch Blast
When When Sylkarn makes a ranged spell attack against a creature within 120 feet.
A beam of crackling green-black force strikes one creature within 120 feet. On a hit, the target takes 1d10 force damage. Agonizing Blast adds Sylkarn's Charisma modifier to the damage, which is currently +0.
- Mage Hand
When When Sylkarn needs to manipulate an object at range.
A spectral, floating hand appears at a point within 30 feet and can manipulate objects, open unlocked doors, retrieve items, or stow objects.
- Otherworldly Patron, The FiendLevel 1
Sylkarn has entered into a pact with a powerful fiend. He can call upon the fiend's influence to survive deadly encounters.
- Pact MagicLevel 1
Sylkarn's arcane power comes from his pact. He can cast warlock spells using Charisma as his spellcasting ability and regain all expended pact spell slots after a short or long rest.
- SpellcastingLevel 1
Sylkarn can read, write, and speak Common and Elvish. He also knows Infernal through his pact and magical studies.
- Dark One's BlessingLevel 1
When Sylkarn reduces a hostile creature to 0 hit points, his patron grants him temporary hit points equal to 3, his Charisma modifier plus his warlock level.
- CantripsLevel 1
Sylkarn has learned the Eldritch Blast and Mage Hand cantrips. Eldritch Blast deals 1d10 force damage on a hit, and Mage Hand creates a spectral hand that can manipulate objects at range.
- Eldritch InvocationsLevel 2
Sylkarn knows two eldritch invocations. He has chosen Agonizing Blast, adding his Charisma modifier to Eldritch Blast damage, and Devil's Sight, allowing him to see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
- Pact Boon, Pact of the ChainLevel 3
Sylkarn has chosen Pact of the Chain. He can cast Find Familiar as a ritual and summon a special familiar such as an imp, pseudodragon, quasit, or sprite. His familiar can attack when he uses his action to forgo one of his own attacks.
- TraitElfDarkvision, Sylkarn can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light, seeing only in shades of gray.
- TraitElfKeen Senses, proficiency in the Perception skill.
- TraitElfFey Ancestry, advantage on saving throws against being charmed, and magic cannot put Sylkarn to sleep.
- TraitElfTrance, Sylkarn meditates deeply for 4 hours instead of sleeping for 8 hours.
- TraitElfElf Weapon Training, proficiency with the longsword, shortsword, shortbow, and longbow.
- City SecretsUrchin
Sylkarn knows the secret patterns and hidden routes of cities. He and his companions can travel between any two locations in an urban area twice as quickly as normal, provided he is not being closely observed.
Spells
4 spellsSpellcasting. Sylkarn casts with Charisma (spell save DC 12, to hit with spell attacks).
1st level: , ,
2nd level (2 slots):
Gear
10 itemsWeapons
- Light crossbowA simple ranged weapon with ammunition for combat and hunting.
- Small knifeA small, well-used knife kept hidden in a sleeve or boot.
Gear
- 20×Crossbow boltsBolts suitable for the light crossbow.
- Component pouchA pouch containing arcane materials used to cast spells.
- Scholar's packA pack containing bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
- Map of the cityA crude map of the city where Sylkarn grew up, marked with secret passages and safe houses.
- Pet mouseA tame mouse named Cinder, descended from the creature that watched over Sylkarn as a child.
- Token from childhoodA brass button belonging to Nessa, Sylkarn's lost childhood friend.
- Common clothesPatched clothing suitable for an impoverished street survivor.
Purse
- 10×Gold piecesMoney saved from years of small thefts and odd jobs.
Appearance
Sylkarn is a lean male wood elf with weathered bronze skin, narrow green eyes, and long ash-brown hair usually tied with scraps of colored cord. His pointed ears are decorated with tiny copper rings, and a pale burn scar circles his left wrist, the mark left by the infernal pact that awakened his power. He dresses in patched gray travel clothes beneath a dark leather coat, carrying a battered crossbow, a spell component pouch, and a small wooden cage for his familiar.
Mannerisms
Sylkarn constantly checks exits, windows, and rooftops whenever he enters a room. He speaks softly and rarely uses a person's name unless he trusts them. When nervous, he rubs the burn scar around his wrist and counts nearby doors under his breath.
Personality
Sylkarn is watchful, understated, and difficult to impress. He notices small details others overlook and prefers practical solutions to grand speeches. Beneath his guarded manner is a fierce instinct to protect strays, outcasts, and anyone who reminds him of the children he once knew in the alleys.
Ideals
Freedom. No one should own another person's choices, not nobles, fiends, guildmasters, or gods. Sylkarn will endure almost anything rather than become someone's possession.
Bonds
The first person who treated Sylkarn as family was an old street orphan named Nessa, who vanished after taking the blame for one of his thefts. Sylkarn carries her brass button and searches for clues to her fate. He also feels responsible for a small network of abandoned children who still use his old safe houses.
Flaws
Sylkarn assumes every kindness has a hidden price. He is also prone to making reckless bargains when someone vulnerable is in danger, even though he knows exactly what such bargains can cost.
Quirks
Background
Sylkarn was born in a distant elven woodland, but he remembers little of it. As a child, he was separated from his family during a caravan raid and eventually found himself alone in the crowded alleys of a human city. He survived by stealing food, carrying messages, and learning which doors opened for pity, which opened for coin, and which were best left untouched. Though he was an outsider among humans, his keen senses and quiet feet made him an excellent scout for thieves, smugglers, and desperate families who needed someone to move unseen through the city.
“As a child, he was separated from his family during a caravan raid and eventually found himself alone in the crowded alleys of a human city.”
- Background
- Urchin
Connections
Species
Elf
Media
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