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Ardath Salufangari

5 Level (0/14000 XP for level-up) Haunted One Background Human (Variant) Race / Species / Heritage Chaotic Neutral Alignment
Warlock
Level 5
Hit Dice: 5/5
1d8+2 Class 1

STR
8
-1
DEX
10
+0
CON
14
+2
INT
12
+1
WIS
14
+2
CHA
19
+4
50
Hit Points
+0
Initiative (DEX)
10
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
Spellcasting ...
+7 Attack mod
CHA Ability
+4 Abi Mod
15 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
-1 Strength
+0 Dexterity
+2 Constitution
+1 Intelligence
+5 Wisdom
+7 Charisma
saving throws
+0 Acrobatics DEX
+2 Animal Handling WIS
+4 Arcana INT
-1 Athletics STR
+10 Deception CHA
+1 History INT
+5 Insight WIS
+7 Intimidation CHA
+1 Investigation INT
skills
+2 Medicine WIS
+1 Nature INT
+2 Perception WIS
+4 Performance CHA
+7 Persuasion CHA
+1 Religion INT
+0 Sleight of Hand DEX
+0 Stealth DEX
+5 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Spell Book

Actor (wlock lvl4)

Features & Traits

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Charisma
Spellcasting
Common
Infernal [race, in tandem w/ Designers seems reasonable]
Deep Speech [background, works w/ patron]
Undercommon [from the City]
Draconic, cause year4 Draconic Studies

Languages & Proficiencies
Secretive and confident. You can know what I do but not why or why I do something but not what.

Personality Traits
Freedom. Chains are meant to be broken, as are those who would forge them.

Ideals
Get rid of infernals by any means necessary.

Bonds
I'm convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure.

Flaws
Standard point array
Var. Human +1Cha/+1Con, Persuasion, Skill Expert [Insight prof, Deception Exp, Cha+1]
Don't have Grazilaxx, so went w/ standard stuff
backgr: Arcana, Survival
Warlock: Deception, Intimidation
Warlock lvl4: Actor (+1Cha)

Notes
Ardath, even though her mind can sometimes wander on its own, uses a very narrow window to reach her patron drifting through the Hungry Dark. The power is very alien and so are the spells she weaves from said power. She prefers to meddle with the minds but not in the way the illusionist do - she goes for the psyche and makes herself welcome there regardless if she actually is. Tapping into One Flesh is always hazardous and Ardath did suffer unexpected, and definitely unwanted, side effects on some occasions, but that won't stop her. She'll just leech for the power little bit more and more each time she opens the connection.
The process of sharing the mind is not very pleasant Imagine having your brain wrapped in a moist, succulent, meaty tentacles in random spots. Then imagine those tentacles having cockroach legs alongside suckers. That's pretty much that. You get used to it after some time, but it does dig deep into the mind. Using it is just unwrapping some of the braid there is and extending it. It's actually almost a relief to let it loose.

Spellcasting process


™ & © 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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[block: Pact Magic Awakened Mind Pact of the Talisman EI: Eldritch Sight EI: Agonizing Blast EI: Mask of Many Faces]

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Level 0 Spells

Tasha's Cauldron of Everything

Mind Sliver

0-level (Cantrip) Enchantment

Casting Time: 1 Action
Range/Area: 60 ft
Components: Verbal
Duration: Instantaneous
You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.
At higher levels: This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Available for: Sorcerer, Warlock, Wizard

Basic Rules

Prestidigitation

0-level (Cantrip) Transmutation

Casting Time: 1 Action
Range/Area: 10ft
Components: Verbal, Somatic
Duration: 1 Hour
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
   
  • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
  • You instantaneously light or snuff out a candle, a torch, or a small campfire.
  • You instantaneously clean or soil an object no larger than 1 cubic foot.
  • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
  • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
  • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
  If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Available for: Artificer, Bard, Sorcerer, Warlock, Wizard

Eldritch Blast

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 120 ft
Components: V, S
Duration: Instantaneous
A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target.
On a hit, the target takes 1d10 force damage.
At higher levels: The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
Available for: Warlock

Level 1 Spells

Enchantment Magic

Dissonant Whispers

1-level Enchantment

Casting Time: 1 action
Range/Area: 60 feet
Components: V
Duration: Instantaneous
You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn't move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn't have to move away. A deafened creature automatically succeeds on the save.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Available for: Bard

Player's Handbook

Hex

1-level Enchantment

Casting Time: 1 Bonus Action
Range/Area: 90ft
Components: Verbal, Somatic, Material
Materials: The petrified eye of a newt
Duration: Concentration, 1 Hour
You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.
    If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.   A remove curse cast on the target ends this spell early.
At higher levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
Available for: Warlock

Level 2 Spells

Xanathar's Guide To Everything

Mind Spike

2-level Divination

Casting Time: 1 Action
Range/Area: 60 ft
Components: Somatic
Duration: Concentration, 1 Hour
You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw, taking 3d8 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, you also always know the target’s location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can’t become hidden from you, and if it’s invisible, it gains no benefit from that condition against you.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Available for: Sorcerer, Warlock, Wizard

Basic Rules

Misty Step

2-level Conjuration

Casting Time: 1 Bonus Action
Range/Area: Self
Components: Verbal
Duration: Instantaneous
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
Available for: Sorcerer, Warlock, Wizard, Circle of the Land (Coast), Fey Wanderer, Horizon Walker, Oath of the Ancients, Oath of Vengeance

Level 3 Spells

SRD

Counterspell

3-level Abjuration

Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell
Range/Area: 60 feet
Components: S
Duration: instantaneous
You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used
Available for: Sorcerer, Warlock, Wizard

SRD

Hunger of Hadar

3-level Conjuration

Casting Time: 1 action
Range/Area: 150 feet
Components: VSM
Materials: A pickled octopus tentacle, or focus
Duration: Concentration, up to 1 minute
You open a gateway to the dark between the stars, a region infested with unknown horrors. A 20-foot-radius sphere of blackness and bitter cold appears, centered on a point with range and lasting for the duration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within the area are blinded.
The void creates a warp in the fabric of space, and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 cold damage. Any creature that ends its turn in the area must succeed on a Dexterity saving throw or take 2d6 acid damage as milky, otherworldly tentacles rub against it.
Available for: Warlock

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