# Dock
Tortle Wizard - Level 5
Arcane Tradition: Chronurgy
Alignment: Neutral Good
## Description:
Dock is a 6' 400lbs Tortle Time Wizard. He has a thick grey and blue shell and deeply wrinkled dark red and bright blue skin. His shell is colorfully spotted with orange/gold/pink/ochre.
Dock has an idiosyncratic sense of style, as is common with wizards: he wears soft tweed robes with reinforced knee and elbow patches, and a cravat. Dock wears a soft vest covered in pockets and carries an arcane focus on a gold fob in one vest pocket. It has a clamshell design with a crystal inside. His other vest pockets bulge with implements, tools, candles, material components for spells and crafting supplies sticking out. He has a component pouch in the form of a tooled leather belt he wears like a gunslinger. Around his neck he wears a whistle and a bell on a plain string. Dock also wears wizard’s guild patches identifying him as a wizard-for-hire.
Though Dock presents himself as a successful traveling wizard-for-hire, much of his magical work is done on a pro bono basis for “deserving” clients, with little regard for collecting payment. His financial success comes from gambling, and he uses his time-bending skills to “improve his odds” of success against other gamblers.
Dock is a hardy traveler, considers his shell to be his home, and is usually accompanied by Marty, a celestial familiar who commonly takes the form of a Hare, depending on the situation. Dock writes copious notes on small bits of paper and tucks them into random pockets.
When traveling or adventuring, Dock wears a wide brimmed hat or a hood and a shabby adventurer's pack bulging with a variety of hunting, camping, fishing and wizarding gear. There's a shiny portable brazier turned upside down and tied atop it. Dock walks briskly with his quarterstaff, at the top of the staff is a stone on which he has cast continual flame. He often ties a simple cloth over the stone to hide the flame.
In every situation, Dock is looking around for materials to add to their stockpile or a vest pouch. Marty often brings him odd findings. He is not shy about taking small inexpensive things which he thinks will not be missed, but also gives freely and leaves things where he feels they may be needed. He will definitely go out of his way to acquire interesting or unusual materials, and catalogs them carefully (in contrast to his note-taking.)
Dock is attentive and engaged, but has social trouble due to his use of unusual and cosmic idioms, even though what he is describing is (for him) quite practical. "If you want to play the song of the moment, strum the strings of time” "That’s the way the rocks are floating” Uses “Shell” instead of “back” (eg. “shellward” “shellside”), “More skeletons than I have cracks in my shell”
Last but not least, Dock has a bag of holding that he keeps secreted under his robes. “Let me see what I have in my shell.” Dock often stows his adventurer’s pack in the bag of holding when he’s in polite company.
## Spellbook
Dock’s spellbook is in the form of a necklace of rough, uncut gemstone beads, one for each spell. The gems are not particularly valuable for their physical properties, and range from pea to walnut-sized and have arcane symbols carved in their surface. Each stone is unique and each represents one of Dock’s spells.
The original necklace was passed down from Dock’s father in his magical patrilineage and is the product of many generations of researchers. Tortles live just about a year after giving birth, and young tortles learn unbelievably quickly. In his first year Dock absorbed all of the collective arcane knowledge of his forebears, and developed a deep commitment to his magical lineage.
Dock has a discipline of copying the spells onto fresh gems, based on stone and color/size. He copies stones for an hour or two each evening as meditation and relaxation.
It isn’t immediately obvious, but some of the spots of color on Dock’s shell are also the same arcane symbols, dyed on his shell magically by his familiar when Dock learns a new spell. If Dock lost his spellbook, he would eventually be able to restore it from the copy on his shell.
## Background:
Dock was born into a timeline where Tortles in Toril were more common and just as powerful a species as elves. While experimenting with time-portal magic during his adolescence, Dock managed to open a time portal and travel briefly back in time, but something went wrong. Upon his return to his native time, Dock’s timeline had radically changed, and Humans had taken much of the power in Toril. Dock is now on a quest to restore Tortle Timeline Prime, and ever since the incident he calls the Timeslip, Dock has felt guilty and out of place in the human-centered universe.
Once during his youngling (first year), a party of adventurers came crashing into Young Dock’s room through a magical portal. That night Young Dock met Future Dock, an older version of himself traveling as part of the adventuring party, along with a Tabaxi, Dwarf, Elf, and Half-Orc. Future Dock demonstrated some magic for Young Dock, and gave him a small stuffed goblin doll which Dock has carried ever since.
Future Dock and his party had come to speak with Dock’s Father about the details of an advanced time-spell that future Dock was having trouble with. It turned out there had been a slight miscopying of one of Dock’s gemstones. Once Future Dock understood his error and hugged his father, he reopened the portal and Young Dock watched the party charging into a legendary future battle with an epic monster. After that night, Young Dock worked diligently on his Arcane skills and looked forward to his adventure until his timeslip disrupted tortle timeline prime.
A few years into Dock’s quest to restore the tortle timeline prime, a much Older Future Dock appeared from another portal, this version of Future Dock was mortally wounded, and told Dock desperately: "Never go to Murgatroyd!" Once Younger Dock promised Older Future Dock he would never go to Murgatroyd, Older Future Dock (apparently very painfully) disintegrated into paradox.
During his travels through The Great Rift, Dock had a near fatal crisis when he slipped while climbing. Just before Dock’s strength gave out and he would have fallen to certain death, Old, Old, Old Future Dock came through the portal and saved him. Old, Old, Old Future Dock was accompanied by a fey familiar in the form of a white hare named Marty. OOOFD taught Dock the "Find Familiar" spell to summon Marty to lead him towards restoring Tortle Timeline Prime. After passing on the magical gift, and some reassuring words, (but refusing to tell Dock what the future holds for him) OOOFD faded peacefully away into the quantum mists of time.
Dock follows Marty now. Dock’s not sure where Marty is leading, but he hopes that Marty does.
A little while before Dock met the party in the Yawning Portal, he was beset in the forest near Waterdeep by a collective intelligence swarm of squirrels. Dock’s typical battle strategy is to avoid or escape the situation. (His Temporal Awareness makes him difficult to surprise, and a common tactic would be to daze his foe with Hypnotic Pattern, move out of range with Misty Step, and then hide in an extradimensional bubble created by Rope Trick and have a short rest. If the malefactors seem particularly sinister (or well-heeled) Dock might take a moment to deprive them of their weapons, or even rob them. When the baddies wake up, they generally wander away dazed, wondering how Dock managed to disappear).
This time, however, the squirrels waited and hid until he came out and swarmed Dock again before he could come up with a plan. Fortunately for Dock, the Tabaxi Shadow Monk Gienah was camping nearby and she helped him rout the squirrels. Dock recognized Gienah from Future Dock’s adventuring party, and he hired her for companionship and stealthing skills. Gienah and Marty also have a strong connection.
Dock has followed Marty to the Yawning Portal and was unsure what to do next until the saw the other members of his future party enter the Portal. When the party invited Dock to stay at Trollskull Manor, the path before him was clear.
## Game Stats
### Max HP: 37
### Initiative Bonus: +10
(+2 dex, +3 int, +5 alert)
### Proficiency bonus: +3
### Armor Class: 17
### Speed: 30
### Ability Scores
| Ability | score | Modifier | Save Modifier |
| ------------ | ----- | -------- | ------------- |
| Strength | 8 | -1 | -1 |
| Dexterity | 14 | +2 | +2 |
| Constitution | 16 | +3 | +3 |
| Intelligence | 17 | +3 | +6 |
| Wisdom | 10 | +0 | +3 |
| Charisma | 8 | -1 | -1 |
### Skills Bonuses
#### Arcana: +3
#### Insight: +3
### Tortle Traits
Claws: 1d4 + [Str] slashing damage
Hold Breath: Can hold breath for up to an hour at a time
Natural Armor: Base AC of 17, no armor, but can use shields normally
Shell Defense: can withdraw into shell as an action.
+4 bonus to AC.
prone, speed: 0,
disadvantage on dex saving throws
Only action is Bonus Action to emerge from shell
### Feats:
#### Alert
- You can't be surprised while you are conscious.
- You gain a +5 bonus to initiative.
- Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you
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### Weapon proficiencies
Daggers
Darts
Slings
Light Crossbow
Quarterstaff
### Skills
Arcana
Insight
Survival
### Languages
Aquan
Celestial
Common
Gnome
## Researcher
When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.
## Spellcasting
### Spell save DC = 14
(8 + your proficiency bonus + your Intelligence modifier)
### Spell attack modifier = 6 (3+3)
your proficiency bonus + your Intelligence modifier
### Prepared spells: 9
number equal to your Intelligence modifier + your wizard level
### Spell Slots: (4,3,2)
- #### 4x 1st level
- #### 3x 2nd level
- #### 2x 3rd level
### Arcane Tradition: Chronurgist
(Explorers guide to Wildemount)
#### Temporal Awareness
Starting at 2nd level, you can add your Intelligence modifier to your initiative rolls.
#### Arcane Recovery
Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
#### Chronal Shift
Starting at 2nd level, you can magically exert limited control over the flow of time around a creature. As a reaction, after you or a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can force the creature to reroll. You make this decision after you see whether the roll succeeds or fails. The target must use the result of the second roll.
You can use this ability twice, and you regain any expended uses when you finish a long rest.
### Spells Known
#### Cantrips
##### Mage hand

##### Mending

##### Prestidigitation

##### Ray of Frost (2d8 HP, ranged, +@ lvl 11, 17)

#### 1st Level
##### Alarm (ritual)

##### Detect Magic (ritual, concentration)

##### False Life (+1d4+4 HP, +5 per lvl)

##### Feather Fall (reaction)

##### Find Familiar (ritual)

##### Gift of Alacrity

##### Shield (Reaction, +5 AC)

##### Silvery barbs (Reaction)

#### 2nd Level
##### Continual Flame

##### Enlarge/Reduce (concentration, 1 min, Con Save)

Note: Character may pass through same square as another creature of larger or smaller size (difficult terrain)
##### Misty Step (Bonus Action)

##### Rope Trick

#### 3rd Level
##### Hypnotic Pattern (concentration, WIS Save)

##### Leomund’s Tiny Hut (ritual)

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