Skald
Skald
Sheet
AC 13 · HP 9 · 30 ft.Saving throws
Skills
- ArcanaINT
- HistoryINT
- InsightWIS
- PerceptionWIS
- ReligionINT
Armor
Weapons
Languages
Features
9 featuresAlways on
- Pact MagicLevel 1
You can cast known warlock spells using your pact slots which recover on a short rest.
- Magical CunningLevel 1
Once per day, you can spend 1 minute to regain half your expended Pact Slots (minimum of 1).
- Eldritch Invocations: Pact of the TomeLevel 1
A grimoire that grants three cantrips and two level 1 rituals from any spell list.
- Eldritch Invocations: Armor of ShadowsLevel 1
You can cast Mage Armor on yourself at will without expending a spell slot or material components.
- Awakened MindLevel 1
You can touch the minds of others. You can telepathically speak to any creature you can see within 30 feet of you.
- ResourcefulHumanYou gain Inspiration whenever you finish a Short or Long Rest.
- SkillfulHumanYou gain proficiency in one skill of your choice (Perception).
- VersatileHumanYou gain one extra Origin feat of your choice (Alert).
- Magic Initiate (Cleric)Acolyte
You know two cantrips and one 1st-level spell from the Cleric list. You use Wisdom as your casting ability for these spells.
Spells
10 spellsSpellcasting. Skald casts with Charisma (spell save DC 9, to hit with spell attacks).
Cantrips (at will): , , , , ,
1st level (1 slot): , , ,
Gear
6 itemsWeapons
- 2×DaggerSimple melee weapon, finesse, light, thrown (range 20/60).
Armor
- Leather ArmorLight armor providing 11 + Dex AC.
Gear
- Arcane Focus (Crystal)An orb of glass that seems to contain trapped sea water.
- Scholar's PackIncludes backpack, book of lore, ink, pen, parchment, sand, and knife.
- Holy SymbolA silver disc engraved with an eye inside a spiral.
- Prayer BookA damp, vellum-bound book of coastal liturgies.
Appearance
Skald is a tall, unnervingly thin man with pale, translucent skin that often appears clammy. His hair is dark and stringy, constantly looking as if he just walked out of a heavy fog. He wears simple acolyte vestments of deep slate gray, now worn and stained with sea salt. His most striking feature is his eyes, which are a piercing, unnatural shade of violet that never seem to blink. He carries a heavy, black leather tome that emits a faint smell of ozone and brine.
Mannerisms
He tends to hum low, discordant tones when he is thinking. When he speaks, he does not look at the person's eyes but rather at the center of their forehead.
Personality
He is an intellectual recluse who speaks in precise, academic terms. He lacks social warmth, often staring past people as if calculating their obsolescence in the face of the cosmos. He is not prone to anger, but rather a chilling, detached cruelty that prioritizes his research above the lives of others. He considers emotion to be a chemical distraction from the true work of the universe.
Ideals
Inevitability. The universe is governed by laws far older and more powerful than gods or kings, and I am their witness.
Bonds
I am tethered to the Black Tome, for it contains the only true record of the voices I heard in the cave.
Flaws
I am utterly convinced of my own intellectual superiority and often treat allies as disposable instruments for my research.
Quirks
Background
Skald was raised in the Sunken Maw cult on a remote, mist-shrouded coast. The cult worshipped the Great Kraken, viewing the ocean's depths as the only holy ground left in a corrupted world. Skald excelled as a ritualist, his sharp mind devouring every scroll and tablet the cult had salvaged from shipwrecks and ancient ruins. He sought a deeper communion than his peers, wanting to understand the logic behind the monsters they feared. He believed that if he could map the kraken's mind, he could control the tides themselves. During a solitary ritual conducted in a flooded sea cave, Skald pushed his consciousness further than any acolyte before him. He did not find the beast of the depths. Instead, his mind slipped through a crack in reality and brushed against a presence so vast and ancient it made the krakens look like minnows. This cosmic entity, Cthulhu, did not speak in words but in a flood of forbidden mathematics and starlight. The experience hollowed out Skald's soul, leaving him with an intellect sharpened like a razor but a heart as cold as the void. He abandoned his cult, realizing their worship of terrestrial sea beasts was provincial and small-minded. He now travels the world as a seeker of cosmic fragments, believing himself the chosen harbinger of a reality that will eventually supersede this one. He views himself not as a servant, but as a student of the inevitable, documenting the slow decay of the world until the Great Dreamer finally awakens.
“The cult worshipped the Great Kraken, viewing the ocean's depths as the only holy ground left in a corrupted world.”
- Background
- Acolyte
Connections
Species
Human
Media
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