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Fana

9 Level (0/64000 XP for level-up) Haunted One Background Human :) Race / Species / Heritage Very Good Alignment
Psionic Warlock
Level 9
Hit Dice: 9/9
1d8+4 Class 1

STR
8
-1
DEX
14
+2
CON
19
+4
INT
13
+1
WIS
8
-1
CHA
22
+6
84
Hit Points
+2
Initiative (DEX)
14
Armor Class (AC)
+4
Prof. Bonus
40
Speed (walk/run/fly)
Spellcasting ...
+10 Attack mod
CHA Ability
+6 Abi Mod
18 Save DC
+8 Expertise Bonus
+4 Proficiency Bonus
-1 Strength
+2 Dexterity
+4 Constitution
+1 Intelligence
+3 Wisdom
+10 Charisma
saving throws
+2 Acrobatics DEX
-1 Animal Handling WIS
+5 Arcana INT
-1 Athletics STR
+10 Deception CHA
+1 History INT
-1 Insight WIS
+14 Intimidation CHA
+1 Investigation INT
skills
-1 Medicine WIS
+1 Nature INT
-1 Perception WIS
+6 Performance CHA
+6 Persuasion CHA
+5 Religion INT
+2 Sleight of Hand DEX
+6 Stealth DEX
-1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Spell Book

Invocations

Agonising Blast
Eldritch Mind
Maddening Hex
Protection of the Talisman
Eyes of the Runekeeper


Pact Stuff

Pact of Talisman


Feats and ASIs

Level 4 ASI: Skill Expert, +1 CHA. Intimidation Expertise, Stealth Prof
Level 8: +2 CHA


Human :)

Among the Masses
Some fear base creatures have the ability to shapeshift into humanoid forms in order to hide among humans and spread fear. It takes one minute to switch between your true form into a single humanoid disguise. Once a fear based creature obtains a humanoid disguise it can not be changed to a different one.

Feed on Fear
As a reaction to a creature within your vision being frightened you may choose to feed on that fear.
Feeding on that fear grants temporary hit points equal to your level. After feeding you do not need to eat or drink for seven days.
This ability may be used once per long rest.
Any creatures who are fed on this way experience further side effects of being frightened at a later time. Should a fear based creature feed enough they grow in power.

Claustrophobic Isolation:
Your manifestation of fear grants you the ability to trap people within their own mind. As an action you may target a humanoid creature within 30 feet of you and attempt to put them into the fearful illusion of being trapped in a room.
The creature must pass a DC 8+proficiency+(int, wis, char. Choose the stat upon obtaining this ability.) wisdom save or be trapped in the illusion.
They have advantage on this save if any creature is within 10 feet of them. They may repeat the saving throw at the end of each of their turns.
While trapped in the illusion the creature is considered frightened and are considered blinded, and deafened, to anything beyond 10 feet of them.
You may use this ability a number of times equal to your proficiency bonus per long rest.

Languages.
You can speak, read, and write Common and two other languages of your choice.

Darkvision
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.


Background
Freeport
The hustle and bustle of the major trade town on the new continent found you never wanting things to do.
You know where to get the details from the grapevine of a large city. While in Freeport, or other similar sized settlements, you can learn about all current rumors floating about as well as who to speak to should you wish to delve deeper into said rumor.

Visiting Someone's Dream:
You must have frightened this individual in the past 24 hours. (This may be through a mechanical frighten effect or of them being effected by you spreading fear)
Both you and the target must be asleep
You must be within 60 feet of the target
Neither of you should be awoken (this is an important one)
You can control the content of the dreams by introducing stimuli. You do not have full control but have significant control

Features & Traits
Light Crossbow
20 bolts
Component Pouch
Scholar's Pack
Studded Leather Armour
2 daggers
Shortsword
x2 Holy Symbol (River that diverges and reforms.)
Monster Hunter's Pack
Common Clothes
A vial of perfume, the scent of which only certain creatures can detect
Tears inside a gem worth 300gp
1 healing potion
Mask for da level 6 feature wow
dagger
extra mask thing that costs 50gp
Infernal Calling material (999gp ruby)

Mask of Turmoil

A mask powered up by getting absolutely fucking clobbered by a Bwuh. Ouch.

Your Constitution score is increased by 2.

Strength in the Face of Adversity.
You reach inwards for the strength during your hardest moments. For the next five rounds you gain a bonus to attack and damage rolls in proportion to your current HP compared to your maximum HP. Being knocked unconscious ends this effect.
+3 Bonus: 25% max HP
+2 Bonus: 50% max HP
+1 Bonus: 75% max HP
When you activate Strength in the Face of Adversity you may choose to sacrifice any amount of hitpoints. You regain these hitpoints when strength in the face of adversity ends. You may use this ability once, regaining its use upon finishing a long rest.
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Hermit's Portable Hole?

A strange little copyright free ball. Upon opening it one only sees a black void. Trying to enter it is probably a bad idea.

Your Charisma score cap is increased by 2.

Play With Me! As an action you can call out one of the monsters living on Nadia’s farm. The creature appears on a square adjacent to you. Only one creature may be called out with Play with Me at a time.

Do What I Want! Once per turn you may give the creature summoned through Play With Me! A verbal command to do what you want.
Make a Charisma (Intimidation) check The DC is equal to 20 minus the creatures intelligence. If you succeed you may control the creature however you wish this turn. If you fail the creature follows its base instincts this turn.

Come Back! As a reaction to the creature summoned through Play With Me! Reaching 0 hp you may use your reaction to recall it to Nadia’s farm. If you do not recall the monster it dies. If the creature does not reach 0 HP Come Back! May be used as a standard action at any time.
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+1 Rod of the Pact Keeper

While holding this rod, you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your warlock spells.

In addition, you can regain one warlock spell slot as an action while holding the rod. You can't use this property again until you finish a long rest.
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Cultist’s Dagger of Summoning

A curvy dagger meant for drawing out the blood of the wielder. A must have for every demonic summoning bound to go wrong!

When casting any conjuration spell that conjures forth a creature you may add your own blood to the material components. Take damage equal to five times the spells level when casting it. The duration for the spell is doubled.

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 5258, Platinum: 0 Money
Cantrips:
Eldritch Blast
Chill Touch
Prestidigitation
Reap

Level 1:
Hex
Cause Fear

Level 2:
Detect Thoughts

Level 3:
Summon Shadowspawn
Fear
Fly

Level 4:
Charm Monster
Phantasmal Killer
Dimension Door

Level 5:
Infernal Calling
Spellcasting
Armor: light armor
Weapons: none
Tools:Navigator's Tools
Saving Throws: Wisdom, Charisma
Skills: Arcana, Deception, Insight, Investigation, Persuasion, and Religion.
Languages: Common, Abyssal

Languages & Proficiencies


™ & © 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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