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Nara

7 Level (0/34000 XP for level-up) Violeta - Cerberus - Modeus - The Shallow Yards Background Archdemon of Darkness Race / Species / Heritage Chaotic Neutral Alignment
Warlock (Genie) [Efreeti]
Level 7
Hit Dice: 7/7
1d8+3 Class 1
Warlock (Undead)
Level 1
Hit Dice: 1/1
1d+3 Class 2

STR
16
+3
DEX
18
+4
CON
17
+3
INT
16
+3
WIS
16
+3
CHA
24
+7
79
Hit Points
+4
Initiative (DEX)
20
Armor Class (AC)
+3
Prof. Bonus
30/30/40
Speed (walk/run/fly)
Spellcasting ...
+10 Attack mod
CHA Ability
+7 Abi Mod
18 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+3 Strength
+4 Dexterity
+3 Constitution
+3 Intelligence
+6 Wisdom
+10 Charisma
saving throws
+4 Acrobatics DEX
+3 Animal Handling WIS
+6 Arcana INT
+3 Athletics STR
+10 Deception CHA
+3 History INT
+6 Insight WIS
+10 Intimidation CHA
+6 Investigation INT
+3 Martial WIS
skills
+3 Medicine WIS
+6 Nature INT
+3 Perception WIS
+7 Performance CHA
+13 Persuasion CHA
+3 Religion INT
+4 Sleight of Hand DEX
+4 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
dagger +6 STR 1d4+3 piercing
 Finesse, light, thrown (range 20/60)
Light Crossbow +7 DEX 1d8+4 piercing
 Ammunition (range 80/320), loading, two-handed
Quarterstaff +6 STR 1d6+3 Bludgeoning
 Versatile (1d8)
Light bowgun +7 DEX Variable+4 Variable
 Variable
Attacks

Spell Book

Demon Scourge Racial
Devilsight. You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Hellish Resistance. You have resistance to necrotic damage and fire damage.

Demonic Touch. As an action, you can touch a creature and cause it to lose hit points equal to your level and you heal that damage (Necrotic). Once you use this trait, you can't use it again until you finish a long rest
.
Darkness Bearer- You know the Darkness Spell casted at level 2 twice per longrest free if you were to cast darkness with a spellslot it is turned into a bonus action

Consumption. Starting at 3rd level, you can use your action to unleash the demonic energy within yourself, causing a deep darkness to radiate from you, pour out of your eyes and mouth, and threaten to corrupt you.
Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you shed darkness in a 20 feet, and at the end of each of your turns, you and each creature within 20 feet of you take Necrotic damage equal to half your level (rounded up). In addition, once on each of your turns, you can deal extra Necrotic damage to one target when you deal damage to it with an attack or a spell. The extra Necrotic damage equals your level. Once you use this trait, you can't use it again until you finish a long rest.


Archdemons Boon
When a creature is in darkness/magical darkness crit range changes to 18-20



Form of Dread
You manifest an aspect of your patron's dreadful power. As a bonus action, you transform for 1 minute. You gain the following benefits while transformed:

You gain temporary hit points equal to 1d10 + your warlock level.
Once during each of your turns, when you hit a creature with an attack roll, you can force it to make a Wisdom saving throw, and if the saving throw fails, the target is frightened of you until the end of your next turn.
You are immune to the frightened condition.
You can transform a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

The appearance of your Form of Dread reflects some aspect of your patron.


Genie's Wrath.
Once during each of your turns when you hit with an attack roll, you can deal extra damage to the target equal to your proficiency bonus. The type of this damage is determined by your patron: bludgeoning (dao), thunder (djinni), fire (efreeti), or cold (marid).
The vessel's AC equals your spell save DC. Its hit points equal your warlock level plus your proficiency bonus, and it is immune to poison and psychic damage.
If the vessel is destroyed or you lose it, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and the previous vessel is destroyed if it still exists. The vessel vanishes in a flare of elemental power when you die.


Bottled Respite.
As an action, you can magically vanish and enter your vessel, which remains in the space you left. The interior of the vessel is an extradimensional space in the shape of a 20-foot-radius cylinder, 20 feet high, and resembles your vessel. The interior is appointed with cushions and low tables and is a comfortable temperature. While inside, you can hear the area around your vessel as if you were in its space. You can remain inside the vessel up to a number of hours equal to twice your proficiency bonus. You exit the vessel early if you use a bonus action to leave, if you die, or if the vessel is destroyed. When you exit the vessel, you appear in the unoccupied space closest to it. Any objects left in the vessel remain there until carried out, and if the vessel is destroyed, every object stored there harmlessly appears in the unoccupied spaces closest to the vessel's former space. Once you enter the vessel, you can't enter again until you finish a long rest.


The Undead: Grave Touched
Your patron's powers have a profound effect on your body and magic. You don't need to eat, drink, or breathe.

In addition, once during each of your turns, when you hit a creature with an attack roll and roll damage against the creature, you can replace the damage type with necrotic damage. While you are using your Form of Dread, you can roll one additional damage die when determining the necrotic damage the target takes.


The Genie: Elemental Gift
You begin to take on characteristics of your patron's kind. You now have resistance to a damage type determined by your patron's kind: bludgeoning (dao), thunder (djinni), fire (efreeti), or cold (marid).

In addition, as a bonus action, you can give yourself a flying speed of 30 feet that lasts for 10 minutes, during which you can hover. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.


Eldritch Invocations
Agonizing Blast -When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.

Book of Ancient Secrets - Find Familiar, Comprehend Languages
You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class's spell list. The spells needn't be from the same spell list. The spells appear in the book and don't count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag.

On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.

Eldritch Mind - You have advantage on Constitution saving throws that you make to maintain your concentration on a spell.

Eyes of the Runekeeper - You can read all Writing.

Beguiling Influence
You gain proficiency in the Deception and Persuasion skills.

Far Scribe


Pact of the tome
Pact of the tome: Prestidigitation, Mind Sliver, Message


Feats + ASI
Violeta Feat - Increase your Charisma by 1. Gain 2 Eldritch Invocations

ASI: +1 Str +1 Cha


Skill Expert
You have honed your proficiency with particular skills, granting you the following benefits:
Increase one ability score of your choice by 1, to a maximum of 20.
(Charisma)

You gain proficiency in one skill of your choice.
(Insight)

Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.
(Persuasion)

Features & Traits
450gp
Infernal Page of The Grimoire (story item)

Light-Bringer
Arcane Focus/+1 Rod
Aspect Of Infernus?
Exclusive Attunement: [Redacted] Race of the 9 Hells

----------------------------
Hells Favorite: You gain the essence of 9th circle of hell Nessus. Gaining an 5ft aura of terror. every creature you designate as an enemy must make upon entering your aura must succeed on a DC (8+Prof+Con Mod) Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, Ending the Effect on itself on a success. If a creature's saving throw is successful or the Effect ends for it, the creature is immune to Hells Favorite for the next 24 hours.

Hells First: The aura of Amon also lets you add your charisma modifier to saving throws. Only you. you are its favorite. (Doesnt stack with stinky paladin or any other aura. You are theirs.)

Hell Hound Stalker: Your shadow is not alone anymore, Barghest stalks you as you wield the rod of his master; you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your spells. Whenever, you make a spell attack roll, add 1d4 necrotic dmg to the roll as the hound emerges from the shadow of the attack to strike your foe. (But be warned. They are always watching over you.)
=========================================
The Great Fall: During TRUE COMBAT while in your True form; as an action you may expend your dragon vow putting yourself to 1hp; you are unable to be healed and gain temp hp till the end of combat; and gain 3 stacks of exhaustion as you expend all your lifeforce. You summon fourth the great gate of hell as it takes shape of a maw, cracking even the horizon above it.

Sounding the 1st Trumpet
First; every creature in front of you within 120ft Cone; First makes a Wis save (Based on your Spell Save) or be Restrained for 3 turns as chains from hell start piercing through the cracks.

Sounding the 2nd Trumpet
Second; every creature in that radius must make a Dex save (based on your Spell Save) or take 4d6 Radiant Fire Damage as the Sword of the First Light shapes above them/ half dmg on success.

Sounding the 3rd Trumpet
Lastly, every creature must make a Con save (based on your Spell Save) or take 8d6 Necrotic Fire Damage /half on success. As the sword plunges to the ground, punishing the wicked that fall to temptation.

The Aftermath
The hell gate disperses but the area is now difficult terrain with aching 1d4 Necrotic Fire dmg of upon starting their turn or entering till the End of True Combat.

Summoning Amon to the World. (This has a chance of True Death on the Contractor as they are loyal to Infernus.)

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Cantrip: Minor Illusion, Chill Touch, Eldritch Blast, Mage Hand, Mind Sliver, Message, Prestidigitation

1st Level: Detect evil and good, Burning hands, Comprehend Languages, Find Familiar, Hex, Bane, False life

2nd Level: Mirror Image, Invisibility, Phantasmal Force, blindness/deafness, Scorching Ray

3rd Level: Fireball, Create food and Water, Hold Person, Summon Undead Spirit, Dispel Magic, Remove Curse, Phantom Steed, Speak with dead, Spirit Shroud
Spellcasting
Armor: Light Armor
Weapons: Simple Weapons
Common, Celestial, Infernal, Arabel, ???(1 more learnable)

Languages & Proficiencies
Session 0 Benefit
=============
2-16s 1-18
+4 Cha Cap
Charisma instead of Con Mod for HP Calc
Patron - Cerberus

Learn Arabel - Ankh-Forge (look for Phoenix)

====================================
5/25/2020 Contract
Feat + Score Cap Increase (Skill expert + Con Increase)
6-11-2020 Contract
+1 ASI

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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