Flock
Flock
Sheet
AC 13 · HP 20 · 30 ft., fly 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- InsightWIS
- IntimidationSTR
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
15 featuresAlways on
- Eldritch Blast
When Flock uses his action to make a ranged spell attack.
Flock fires a beam of crackling eldritch energy. On a hit, the target takes 1d10 force damage, and Repelling Blast can push the target up to 10 feet away if the beam hits.
- Aerial Feint
When Flock is within reach of a hostile creature.
Flock lashes out with a dagger or his talons, relying on speed and misdirection rather than brute force.
- Diving Encore
When Flock is flying and can move safely after attacking.
Flock dives from above, releases a mocking chord, and retreats beyond easy melee reach.
- Pact MagicLevel 1
Flock can cast his known Warlock spells using Charisma as his spellcasting ability. His Pact Magic spell slots are regained when he finishs a short or long rest.
- Otherworldly Patron, The FiendLevel 3
Flock has made a pact with a fiendish patron. He gains the Fiend patron’s expanded spell options and Dark One’s Blessing.
- Dark One’s BlessingLevel 3
When Flock reduces a hostile creature to 0 hit points, he gains temporary hit points equal to his Warlock level plus his Charisma modifier, minimum 1 temporary hit point.
- Eldritch InvocationsLevel 2
Flock learns two Eldritch Invocations. His chosen invocations are Repelling Blast and Pact of the Tome.
- Pact of the TomeLevel 3
Flock can conjure a magical Book of Shadows. The tome contains three cantrips chosen from any class’s spell list, and Flock can cast those cantrips through the tome using Charisma. He also gains ritual access to selected 1st-level spells recorded in the book.
- Origin Feat, AlertLevel 1
Flock’s Alert feat grants a bonus to initiative equal to his proficiency bonus and allows him to exchange initiative results with a willing ally after initiative is rolled.
- FlightAarakocraFlock has a flying speed of 30 feet. He cannot fly while wearing medium or heavy armor.
- TalonsAarakocraFlock’s talons are natural weapons that deal 1d6 slashing damage plus his Strength modifier on a hit.
- MediumAarakocraFlock is a Medium Humanoid.
- Creature TypeAarakocraFlock is a Humanoid.
- TraitAarakocraAarakocra heritage grants Common, Aarakocra, and Auran language proficiency.
- AlertCriminal
Alert. Flock adds his proficiency bonus to initiative rolls and can swap initiative results with a willing ally immediately after initiative is rolled, provided neither character is incapacitated.
Spells
8 spellsSpellcasting. Flock casts with Charisma (spell save DC 9, to hit with spell attacks).
Cantrips (at will): ,
1st level: , , ,
2nd level (2 slots): ,
Gear
8 itemsWeapons
- 2×DaggerA simple blade with a blackened iron hilt, suitable for close defense and stage misdirection.
Armor
- Leather ArmorLight protective armor made from dark leather, worn beneath his coat so that he can fly freely.
Tools
- CrowbarA sturdy metal bar useful for forcing doors, prying chests, and improvising percussion.
- Thieves’ ToolsA set of thieves’ tools used for locks, traps, and delicate stage mechanisms.
Gear
- Arcane FocusA small fiend-marked brass tuning fork used as his arcane focus.
- Scholar’s PackA pack containing bedroll, mess kit, tinderbox, torches, rations, waterskin, and other adventuring necessities.
- Traveler’s ClothesDark travel clothes with a hood and hidden inner pockets.
Purse
- 16×Gold PiecesLoose coin left from old performances and newer crimes.
Appearance
Flock is a lean, long-legged aarakocra with charcoal-gray feathers tipped in rust red, a narrow hooked beak, and bright amber eyes. His flight feathers are carefully trimmed and bound with tiny brass rings engraved with old musical notation. He wears a weathered leather coat over a performer’s sash, with a battered lute case converted into a spellcasting satchel. He smells faintly of cedar oil, lamp smoke, and bitter herbs, a scent he insists is part of his stage presence. His voice is naturally melodious but unusually low for an aarakocra, and when frightened or angry, his speech breaks into breathy clicks and involuntary fragments of old songs.
Mannerisms
Flock taps rhythms with his talons whenever he is thinking. He hums under his breath before answering difficult questions, and he always turns his head slightly sideways when someone lies. When danger appears, he inhales sharply, his feathers lift along his neck, and his next sentence comes out in a soft, perfectly controlled whisper.
Personality
Flock is theatrical, suspicious, and relentlessly observant. He treats ordinary conversation like a performance, assigning people roles and testing whether they follow the script. He is quick with a joke, quicker with a theft, and genuinely protective of anyone who reminds him of the troupe members he abandoned. Beneath the bravado, he is terrified that his patron has rewritten something essential in him.
Ideals
Freedom. No patron, law, troupe leader, or audience gets to decide what song I sing next.
Bonds
He will risk anything to find the surviving members of the Nine Breezes and free the troupe’s youngest performer, who was imprisoned because of his crimes.
Flaws
Flock cannot resist proving that he is the cleverest person in the room, even when silence would keep everyone alive. He also assumes every offer of help conceals a price, because in his experience that has usually been true.
Quirks
Background
Flock was once the lead singer, comic relief, and occasional knife juggler for the traveling troupe called the Nine Breezes. His performances were clever, his timing was excellent, and his hands were faster than anyone in the audience realized. The troupe’s real business was burglary. They used festivals, weddings, and public performances as cover for robbing nobles, merchants, and anyone foolish enough to leave a window unlatched. The turning point came when Flock stole a black feather from a sealed reliquary beneath an abandoned theater. The feather belonged to a fiend who had been trapped in the building’s foundation, and it offered Flock power in exchange for a voice that could carry through locked doors and sleeping minds. When the pact was made, Flock’s music changed. His songs began to contain words he had never learned, and one disastrous performance ended with an entire audience confessing their secrets aloud. The troupe scattered, several members were arrested, and Flock fled into the wider world. He now works as a warlock and occasional thief, trying to determine whether his patron wants freedom, revenge, or simply an encore.
“His performances were clever, his timing was excellent, and his hands were faster than anyone in the audience realized.”
- Background
- Criminal
Connections
Species
Aarakocra
Media
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