Nowhere
Class: Warlock, Level 6 | Subclass: The Undead |
Race: Tiefling | Alignment: Lawful Evil |
Background: Criminal | Game: Peril of the Fire Druid |
Combat
Armor Class (AC): 13 | Initiative Bonus: +0 |
Max HP: 46 | Speed: 30ft, Walking and Flying |
Name | Range | Attack Roll | Resources Expended | Damage | Notes |
---|---|---|---|---|---|
Eldritch Blast, Ranged | Ranged, 120ft | 1d2+8 | N/A | 1d10+5 Force Damage | N/A |
Eldritch Blast, Melee | Melee | 1d20+8 | N/A | 1d12+5 Force Damage | N/A |
Alchemist's Fire Thrower | Ranged | 1d20+8 | 1 Charge | 1d6+5 Fire Damage | The target takes 1d6 Fire Damage at the start of its next turn. |
Chill Touch | Ranged, 60ft | 1d20+8 | N/A | 1d8 Necrotic Damage | Target cannot heal for one round, if it's an Undead, it has Disadvantage on attack rolls against you. |
Light Crossbow | Ranged, 80/320ft | 1d20+3 | 1 Bolt | 1d8 Piercing Damage | N/A |
Dagger | Melee, Thrown 20/60ft | 1d20+4 | N/A | 1d4+1 Piercing Damage | After attacking with a dagger, handaxe, or club, you can use a Bonus Action to attack again with the dagger, however you only deal 1d4 Piercing damage. |
Club | Melee | 1d20+4 | N/A | 1d4+1 Bludgeoning Damage | After attacking with a dagger, handaxe, or club, you can use a Bonus Action to attack again with the club, however you only deal 1d4 Bludgeoning damage. |
Handaxe | Melee, Thrown (20/60) | 1d20+4 | N/A | 1d6+1 Slashing Damage | After attacking with a dagger, handaxe, or club, you can use a Bonus Action to attack again with the handaxe, however you only deal 1d6 Slashing damage. |
Name | Range | Saving Throw | Resources Expended | Damage | Notes |
---|---|---|---|---|---|
Poison Spray | 10ft | DC16 Constitution | N/A | 1d12 Poison Damage | N/A |
Hellish Rebuke | 60ft, when damage is taken | DC16 Dexterity | Level 3 Spell Slot | 3d10 Fire Damage, half if successful Save | N/A |
Magnify Gravity | 60ft, 10ft-Radius Sphere | DC16 Strength | Level 3 Spell Slot | 3d8 Force Damage | Target's speed halved |
War Horn | 15ft-radius Sphere | DC(1d20+1) Constitution | N/A | N/A | All creatures who fail become Deafened for one minute and can repeat the save at the end of their turn to end the effect. If a creature fails by 5 or more, they fall Prone. |
Alchemist's Line-Fire | 30ft long, 5ft wide Line | DC16 Dexterity | 10 Charges | 8d6 Fire Damage | N/A |
Stats
Strength: +1 (12) | Dexterity: 0 (11) | Constitution: +1 (13) |
Intelligence: +3 (17) | Wisdom: 0 (11) | Charisma: +5 (20) |
Ability Score | Proficiency | Total Bonus |
---|---|---|
Strength (+1) | No | +1 |
Dexterity (0) | No | +0 |
Constitution (+1) | No | +1 |
Intelligence (+3) | No | +3 |
Wisdom (0) | Yes (+3) | +3 |
Charisma (+5) | Yes (+3) | +8 |
Skill | Ability Score | Proficiency | Total Bonus |
---|---|---|---|
Acrobatics | Dexterity (0) | No | +0 |
Animal Handling | Wisdom (0) | No | +0 |
Arcana | Intelligence (+3) | No | +3 |
Athletics | Strength (+1) | No | +1 |
Deception | Charisma (+5) | Yes (+3) | +8 |
History | Intelligence (+3) | No | +3 |
Insight | Wisdom (0) | No | +0 |
Intimidation | Charisma (+5) | No | +5 |
Investigation | Intelligence (+3) | No | +3 |
Medicine | Wisdom (0) | No | +0 |
Nature | Intelligence (+3) | No | +3 |
Perception | Wisdom (0) | Yes (+3) | +3 |
Performance | Charisma (+5) | No | +5 |
Persuasion | Charisma (+5) | No | +5 |
Religion | Intelligence (+3) | No | +3 |
Sleight of Hand | Dexterity (0) | Yes (+3) | +3 |
Stealth | Dexterity (0) | Yes (+3) | +3 |
Survival | Wisdom (0) | No | +0 |
Proficiencies
Languages. Common, High-Speech
Armor. Light Armor
Weapons. Armor and Weapons#Simple WeaponsSimple Weapons
Tools. Thieve's Tools, Dragon-Chess (Gaming Set)
Features
Draw on Power
1st Level Warlock Feature
You can call on your patron to uphold their bargain as an Action. When you do so, you regain all expended Pact Slots. You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
Pact Boon
3rd Level Warlock Feature
Your otherworldly patron bestows a gift upon you for your loyal service.
Pact of the Tome. Your patron gives you a grimoire called a Book of Knowledge. You gain the . While the book is on your person, you can cast those Cantrips as if they were Warlock Spells. They don’t count against your number of Cantrips Known.
If you lose your Book of Shadows, you can perform a 1-hour ritual to receive a replacement from your patron. This ritual can be performed during a Short or Long Rest, and it destroys the previous Book of Shadows. The Book of Shadows turns to ash when you die.
Form of Dread
1st Level The Undead Feature
You manifest an aspect of your patron’s dreadful power. As a Bonus Action, you transform into your Form of Dread for 1 minute. You gain the following benefits while transformed:
- You gain Temporary Hit Points equal to 1d10 + your Warlock Level that last until your Form of Dread ends.
- 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. On a failed Save, 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, regaining expended uses at the end of a Long Rest.
Grave Touched
6th Level The Undead Feature
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, you can replace the Damage Type that you deal with Necrotic Damage. While you are in your Form of Dread form your Form of Dread feature, you can roll one additional Damage Die when determining the Necrotic Damage the target takes.
Eldritch Invocations
Eldritch Strike. You can Attack as a Melee Attack with Eldritch Blast, it deals 1d12 Force Damage but has a 5ft Range.
Agonizing Blast. When you cast Eldritch Blast, add your Spellcasting Modifier to the Damage it deals on a hit.
Mask of Many Faces. As an Action, you cast the Disguise Self Spell at will, without expending a Spell Slot.
Devil's Sight. You can see normally in magical and mundane Dim Light and Darkness, out to a Range of 120ft.
Cantrips
Tiefling Racial Trait
You have the Mage Hand and Vicious Mockery Cantrips. Charisma is your Spellcasting Ability for these Cantrips.
Darkvision
Tiefling Racial Trait
You can see in Dim Light within 60ft of you as if it were Bright Light, and in Darkness as if it were Dim Light in the same Range. You can’t discern color in darkness, only seeing things in shades of gray.
Hellish Resistance
Tiefling Racial Trait
You gain Resistance to Fire Damage.
Hellish Spells
3rd Level Tiefling Racial Trait
Choose one of the following Spells: Armor of Faethon, Charm Person, Disguise Self, Floating Disk, Hellish Rebuke, Ray of Sickness. Once per Long Rest you can cast the chosen Spell at 2nd Level, using Charisma as your Spellcasting Ability. You do not need Material Components for this Spell.
Heightened Hellish Spells
5th Level Tiefling Racial Trait
Choose one of the following Spells: Arcane Lock, Burning Hands, Crown of Madness, Darkness, Detect thoughts, Enthrall Flame Blade, Invisibility, Suggestion. Once per Long Rest you can cast the chosen Spell at 2nd Level, using Charisma as your Spellcasting Ability. You do not need Material Components for this Spell.
Criminal Contact
Criminal Feature
You have a trustworthy contact to access the criminal underworld. Also, Twice per Long Rest, when you roll Deception or Stealth and roll a 9 or lower on the die, you can instead treat the roll as a 10.
Spells
2, Level 3 Spell Slots
Hellish Rebuke
Level: 1 | Casting Time: 1 Reaction (when you are Damaged by a creature within 60ft of you that you an see) | Evocation | Warlock |
Range: 60ft | Duration: Instant | Components: VS | Arcane |
You point your finger, and the creature that Damaged you is momentarily surrounded by hellish flames, it makes a Dexterity Saving Throw. On a failed Save it takes 2d10 Fire Damage, and it takes half as much Damage on a successful Save.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, the Damage increases by 1d10 for each Slot Level above 1st.
Magic Items
Rare
Nowhere's Alchemist's Firethrower
Wondrous Item, Rare
This handheld metal device weighs 8 pounds and measures about 2 feet long and 6 inches across at its widest point. Parts of it resemble a crossbow, such as its stock and trigger, but is otherwise unique in its design. It has a pair of gaps in its wooden stock which can hold two flasks of Alchemist's Fire*, fitting the flasks' mouths into a hole in the bottom of the space. Upending a flask into one of the gaps in this way allows its contents to run through a hidden pipeline within the stock and into the rest of the machine, causing a glass-covered chamber on the top of the device to fill with bubbling liquid. When filled in this way, the two vertical slots at the front of the machine give off a warm and foreboding glow.
This item is a unique ranged weapon with the two-handed property that you are proficient with. The device can hold a maximum of 100 charges, and gains 50 charges for each bottle of Alchemist's Fire* that's loaded into its stock. You can use an Action to load a new flask into the stock while simultaneously discharging the old one. While a flask of Alchemist's Fire* is typically thrown, this device converts and concentrates a tiny portion of the sticky solution into a superheated discus that flies from the weapon instead, allowing the normally single-use flasks to power the machine for many attacks instead.
You can expend 1 charge to perform a Ranged Weapon Attack using Charisma with this item, which has a range of 30/90ft. On a hit, the target takes 1d6+Charisma Fire Damage, then, at the end of the targets next turn, it takes an additional 1d6 Fire Damage.
Also, once per day, you can also expend 10 charges to release a belching stream of concentrated Alchemist's Fire from the item in a 30ft long, 5ft wide line. Each creature in the line must succeed on a DC15 Dexterity Saving Throw, or your Spell Save DC, whichever is higher, taking 8d6 Fire Damage on a failed Saving Throw.
*Alchemist's Fire, Flask (50GP, 1lbs). This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist’s fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.