Nowhere

Quick Info
Class: Warlock, Level 3 Subclass: The Fiend
Race: Tiefling Alignment: Lawful Evil
Background: Criminal Game: Peril of the Fire Druid


Combat

Quick Combat Info
Armor Class (AC): 13 Initiative Bonus: +0
Max HP: 22 Speed: 30ft, Walking and Flying
Attacks
Name Range Attack Roll Resources Expended Damage Notes
Eldritch Blast, Ranged Ranged, 120ft 1d20+6 N/A 1d10 Force Damage N/A
Eldritch Blast, Melee Melee 1d20+6 N/A 1d12 Force Damage N/A
Chill Touch Ranged, 60ft 1d20+6 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+2 1 Bolt 1d8 Piercing Damage N/A
Dagger Melee, Thrown 20/60ft 1d20+3 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+3 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+3 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.
Other
Name Range Saving Throw Resources Expended Damage Notes
Hellish Rebuke 60ft, when damage is taken DC14 Dex Level 2 Spell Slot 3d10 Fire Damage, half if successful Save N/A
Magnify Gravity 60ft, 10ft-Radius Sphere DC14 Strength Level 2 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.

Stats

Ability Scores
Strength: +1 (12) Dexterity: 0 (11) Constitution: +1 (13)
Intelligence: +3 (17) Wisdom: 0 (11) Charisma: +4 (18)
Saving Throws
Ability Score Proficiency Total Bonus
Strength (+1) No +1
Dexterity (0) No +0
Constitution (+1) No +1
Intelligence (+3) No +3
Wisdom (0) Yes (+2) +2
Charisma (+4) Yes (+2) +6
Skills
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 (+4) Yes (+2) +6
History Intelligence (+3) No +3
Insight Wisdom (0) No +0
Intimidation Charisma (+4) No +4
Investigation Intelligence (+3) No +3
Medicine Wisdom (0) No +0
Nature Intelligence (+3) No +3
Perception Wisdom (0) Yes (+2) +2
Performance Charisma (+4) No +4
Persuasion Charisma (+4) No +4
Religion Intelligence (+3) No +3
Sleight of Hand Dexterity (0) Yes (+2) +2
Stealth Dexterity (0) Yes (+2) +2
Survival Wisdom (0) No +0

Proficiencies

Languages. Common, High-Speech
Armor. Light Armor
Weapons. Simple Weapons
Tools. Thieve's Tools, Dragon-Chess

Features

Warlock Features

Draw on Power. Twice per Long Rest, you can use an Action to regain all expended Spell Slots.

The Fiend Features

Dark One’s Blessing. When you kill a creature, you gain temporary hit points (Temp HP) equal to your Charisma modifier (+4) plus your warlock level (3), total: 7.

Eldritch Invocations

Eldritch Strike. You can attack as a melee attack with Eldritch Blast, it deals 1d12 Force Damage but has a 5ft range.

Mask of Many Faces. As an Action, you cast the Disguise Self spell, which is briefly detailed below. "You make yourself--including your clothing, armor, weapons, and other belongings on your person--look different until the spell ends or until you use your action to dismiss it. You can change your height by 1 foot, and change your build and body shape. You cannot change your body form, such as limb arrangement. The changes made by this spell are not real and physical object pass through them. A creature can make an DC 14 Intelligence (Investigation) check to determine if the illusion is fake.

Tiefling Features

Darkvision. You can see in Dim Light within 60ft of you as if it were normal Bright Light, and you can see in Darkness within 60ft of you as if it were Dim Light

Hellish Resistance. You have Resistance to Fire Damage, meaning, whenever you take Fire Damage, you take half damage, rounded down.

Criminal Feature

Criminal Contact. 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 2 Spell Slots

Cantrips

Chill Touch
Level: Cantrip Casting Time: 1 Action Necromancy
Range: 120ft Duration: 1 Round Components: VS

Choose a creature within 120ft of you and make a Ranged Spell Attack (1d20+6). On a hit, the target takes 1d8 Necrotic Damage and can't heal until the start of your next turn.

If you hit an Undead creature, it has Disadvantage (roll 2d20, taking the lower result) on attack rolls against you until the end of your next turn.


Lightning Lure
Level: Cantrip Casting Time: 1 Action Evocation
Range: 15ft Duration: Instant Components: V

You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.

This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).


Spare the Dying
Level: Cantrip Casting Time: 1 Action Necromancy
Range: Touch Duration: Instant Components: VS

You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.


Toll the Dead (Cleric, Warlock, Wizard)
Level: Cantrip Casting Time: 1 Action Necromancy
Range: 60ft Duration: Instant Components: VS

You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.

The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).


Eldritch Blast
Level: Cantrip Casting Time: 1 Action Evocation
Range: 120ft Duration: Instant Components: VS

Choose a target within 120ft of you and make a Ranged Spell attack (roll 1d20+6). On a hit, the target takes 1d10 Force Damage.


Level 2

Disguise Self (Does not use spell slots)
Level: 2 Casting Time: 1 Action (Ritual) Illusion
Range: Self Duration: 1 Hour Components: VS

You make yourself--including your clothing, armor, weapons, and other belongings on your person--look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.


Drown
Level: 2 Casting Time: 1 Action Conjuration
Range: 60ft Duration: 1 Minute (Concentration) Components: VSM (teeth, seaweed, and seawater)

You conjure a globe of magical water to surround a foe's head and drown it. Choose one creature in range that you can see. The target must make a Strength saving throw. On a failed saving throw, the target cannot breathe or speak and has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight or hearing until the spell ends. While the spell continues, the target loses 2d8 hit points at the start of each of its turns. At the end of each of its turns, the target can repeat the saving throw. On a success, it breaks free and the spell ends. Creatures that can breathe water or do not have to breathe automatically succeed on the saving throw.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage dealt increases by ld8 for each slot level above 2nd When you cast this spell using a spell slot of 5th level or higher, the duration increases to Concentration up to 10 minutes, and the target can only hold its breath for up to 30 seconds before suffocating.


Hellish Rebuke
Level: 2 Casting Time: 1 Reaction (when you are damaged by a creature within 60ft of you that you an see) Evocation
Range: 60ft Duration: Instant Components: VS

When a creature within 60ft of you deals damage to you, you can use your Reaction to force them to make a DC14 Dexterity Saving Throw. Roll 3d10, if the target fails the Save, it takes Fire Damage equal to your roll, if it succeeds it takes half that damage, rounded down.


Magnify Gravity
Level: 2 Casting Time: 1 Action Transmutation
Range: 60ft Duration: 1 Round Components: VS

Using your Action, you choose a point within 60ft of you. Each creature within a 10ft radius sphere of that point makes a DC 14 Constitution Saving Throw. Roll 3d8, on a failed Save, a creature takes Force Damage equal to the roll and its speed is halved until the end of its next turn. On a successful Save, the creature takes half that damage, rounded down and its speed isn't reduced.
Until the start of your next turn, In order to pick up an object that isn't being worn or carried, a creature must make a DC14 Strength check to pick up or move the object.


Protection From Evil and Good
Level: 2 Casting Time: 1 Action Abjuration
Range: Touch Duration: 10 Minutes (Concentration) Components: VSM (holy water or powdered silver and iron, which the spell consumes)

Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, elementals, fey, highlings, and undead.
The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.