Flock
Flock
Sheet
AC 12 · HP 20 · 25 ft., fly 50 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
14 featuresAlways on
- Eldritch Blast
When On his turn, when a target is within 120 feet.
Flock makes a ranged spell attack, dealing 1d10 force damage on a hit. Agonizing Blast adds his Charisma modifier to one damage roll of the spell, for a total of 1d10 minus 1 on that roll.
- Winged Flight
When Whenever he moves while not wearing medium or heavy armor.
Flock can fly at a speed of 50 feet. He cannot use this flying speed while wearing medium or heavy armor.
- Talons
When When he makes an unarmed strike.
Flock can make unarmed strikes with his talons, dealing 1d4 slashing damage plus his Strength modifier on a hit.
- SpellcastingLevel 1
You can cast Warlock spells using Charisma as your spellcasting ability. You have two cantrips and four prepared level 1 or higher Warlock spells. Your Pact Magic spell slots are level 2 and return after a Short or Long Rest.
- Eldritch InvocationsLevel 1
You gain three Eldritch Invocations. Flock has chosen Agonizing Blast, Mask of Many Faces, and Pact of the Tome. Agonizing Blast lets him add his Charisma modifier to one damage roll of Eldritch Blast. Mask of Many Faces lets him cast Disguise Self without expending a spell slot. Pact of the Tome grants a Book of Shadows containing three additional cantrips, chosen here as Guidance, Light, and Vicious Mockery.
- Magical CunningLevel 2
Once per Long Rest, Flock can perform a brief occult ritual lasting one minute to regain one expended Pact Magic spell slot.
- Fiend PatronLevel 3
Flock has made a pact with a fiendish patron. He gains the Fiend's expanded spell options and the Dark One's Blessing feature.
- 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, for a total of 2 temporary Hit Points. He can gain these temporary Hit Points even if he already has temporary Hit Points, replacing the previous amount.
- TraitAarakocraMedium size
- TraitAarakocraWalking Speed 25 feet
- TraitAarakocraFlight speed 50 feet, unavailable while wearing medium or heavy armor
- TraitAarakocraTalons, natural weapon dealing 1d4 slashing damage plus Strength modifier on a hit
- LanguagesAarakocraCommon, Aarakocra, and Auran
- AlertCriminal
You gain a +5 bonus to Initiative rolls. Immediately after rolling Initiative, you can swap your Initiative with the Initiative of one willing ally in the same combat, provided neither of you is Incapacitated.
Spells
12 spellsSpellcasting. Flock casts with Charisma (spell save DC 9, to hit with spell attacks).
Cantrips (at will): ,
1st level: , , , , ,
2nd level (2 slots): , , ,
Gear
11 itemsWeapons
- SickleA simple melee weapon suitable for close combat and spellcasting emergencies.
- 2×DaggersSimple blades used for defense, burglary, and throwing.
Armor
- Leather ArmorLight armor made from boiled leather and dark cloth.
Tools
- Thieves' ToolsTools for opening locks and disabling mundane traps.
- Old LuteA battered three-string lute from his bardic years, repaired with mismatched wood and black thread. It is a personal keepsake rather than a reliable professional instrument.
Gear
- Arcane FocusA focus for Warlock spells, shaped like a black feather set in a tarnished silver frame.
- Scholar's PackA pack containing basic adventuring supplies, including bedroll, mess kit, tinderbox, torches, rations, and rope.
- CrowbarA sturdy iron bar useful for forcing doors and prying objects loose.
- 2×PouchesSmall leather containers for coins, tools, and stolen valuables.
- Traveler's ClothesPlain, durable clothing suitable for travel and avoiding attention.
Purse
- 16×Gold PiecesMoney retained from criminal work.
Appearance
Flock is a lean, medium-sized aarakocra with charcoal-gray feathers tipped in rust red, long black talons, and bright amber eyes. His wings are broad and slightly ragged at the outer edges from years of rooftop flights and hurried escapes. He dresses in worn leather armor beneath a dark travel coat, with a tiny silver bell tied to one wrist and a battered lute case strapped across his back. His speaking voice is unexpectedly low and dry for a birdfolk, while his old bardic training emerges in precise rhythm and theatrical timing. When frightened, his breath comes in rapid clicking chirps and his feathers lift along his neck and shoulders. His hands are nimble and unusually callused across the fingertips from strings, lockpicks, and constant handling of thieves tools.
Mannerisms
Flock taps rhythms against his beak or wrist whenever he is thinking. He punctuates serious statements with tiny wing flicks, and he unconsciously lowers his voice into a dramatic storyteller's register whenever he begins telling a lie.
Personality
Flock is quick-witted, theatrical, and suspicious of anyone who speaks with absolute certainty. He treats conversation like a performance, testing people with false compliments, sudden pauses, and carefully chosen changes in tone. Beneath the swagger is a deeply loyal survivor who wants to belong to a troupe again, though he would rather call it a crew than admit he misses having a family.
Ideals
Freedom. No master, patron, gang, noble, or audience gets to own another person's voice. Every promise deserves an escape clause.
Bonds
The scattered members of the Rooftop Refrain are his family. He will risk almost anything to find them and recover the troupe's stolen instruments.
Flaws
Flock cannot resist performing when silence would be wiser. He lies automatically when cornered, often inventing elaborate stories that create more problems than they solve. He is terrified that his patron chose him not because he is special, but because he was desperate enough to say yes.
Quirks
Background
Flock was once the lead performer of the Rooftop Refrain, a traveling aarakocra troupe that played taverns, markets, and noble balconies. He had a talent for turning a crowd's attention exactly where he wanted it, which made him valuable to more than honest audiences. While his bandmates played, Flock learned to lift purses, copy keys, and pass coded messages through improvised verses. He told himself it was clever theater, until one of his patrons demanded a performance that concealed a murder in plain sight. Flock refused, and the criminal syndicate answered by burning the troupe's instruments and scattering its members. Flock survived by taking smaller jobs, but his confidence collapsed with every failed performance. During a desperate burglary, he found a black feather tucked inside a sealed music box. When he played the box's silent mechanism like a lute, something answered from the darkness between notes. The entity offered him power enough to make every audience listen again. Flock accepted, though he still does not know whether his patron is a fiend, a dead composer, or the echo of every lie he ever sang. Now he works as a warlock and thief, seeking the surviving members of the Rooftop Refrain while trying to discover what his patron truly wants from the final verse.
“He had a talent for turning a crowd's attention exactly where he wanted it, which made him valuable to more than honest audiences.”
- Background
- Criminal
Connections
Species
Aarakocra
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