Thomas Bakerton

With a knack for parlor tricks and smiling even in the most dire of circumstances, the Meddling Monk of Morganbury is nevertheless a force to be reckoned with. He delighted in keeping both friends and foes alike off guard with oddball humour and curious pranks, often playing the fool to lull his opponents into underestimating him.

Description
Baker was born in Morganbury. His mother was a maid to the local lord and his father was a seaman. At an early age, he became a novice religious brother. The Meddling Monk of Morganbury is bohemian-like in nature and stands apart from others.

Though not inclined to use physical violence, The Meddling Monk of Morganbury would react aggressively if he has no alternative but to defend himself. He is almost completely devoid of fear.

Thomas Bakerton adores candied ginger, offering them as a greeting. Bakerton wears a distinctively dirty potato-colored habit, and always keeps his ridiculously long scarf around his neck, even in the very hottest days of summer.

Class- Warlock
Saving Throws: Wisdom, Charisma

Pact of the Wand
You can use your action to create a wand in your empty hand. The appearance of your pact wand is at your discretion, and like an ordinary wand, it can be used as an arcane focus for spells you cast. While you are holding your pact wand, you gain a +1 bonus to your spell save DC, and a +1 bonus to any attack rolls you make when casting a spell that requires an attack roll. Your pact wand disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the wand (no action required), or if you die. You can transform one magic wand, such as wand of magic missiles, into your pact wand by performing a special ritual while you hold the wand. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the wand, shunting it into an extradimensional space, and it appears whenever you create your pact wand thereafter. You can’t affect an artifact or a sentient wand in this way. The wand ceases being your pact wand if you die, if you perform the 1-hour ritual on a different wand, or if you use a 1-hour ritual to break your bond to it. The wand appears at your feet if it is in the extradimensional space when the bond breaks.

Fey Presence
Starting at 1st level, as an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throw are all charmed or frightened by you (your choice) until the end of your next turn.

Once you use this feature, you can't use it again until you finish a short or long rest.

Misty Escape
Starting at 6th level, when you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.

Once you use this feature, you can't use it again until you finish a short or long rest.

Beguiling Defenses
Beginning at 10th level, you are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage.

Traits and Proficiencies
you can't use it again until you finish a short or long rest.
 * Ingenuity: You gain one additional language, tool, or skill proficiency of your choice.
 * Giant Ancestry: When you take damage, you can use your reaction to roll a d6. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait,


 * Proficiencies: Religion, Arcana, Persuasion, History, and Insight

Spellcasting
Spell save DC = 16

Spell Attack modifier = 8

Eldritch Invocations

 * Armor of Shadows: You may cast Mage Armor at will.
 * Devil's Sight: You can see normally in darkness, both magical and non-magical, to a distance of 120 feet
 * Eldritch Sight: You can cast Detect Magic at will, without expending a spell slot.
 * Eyes of the Rune Keeper: You can read all writing. You can comprehend any written word or symbol, should it hold any linguistic meaning
 * Gaze of Two Minds: You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.

Equipment
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