Nowhere
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.
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 3 Spell Slots
Cantrips
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.
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).
Level: Cantrip | Casting Time: 1 Action | Conjuration |
Range: 10ft | Duration: Instant | Components: VS |
You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.
- This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
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.
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).
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+7). On a hit, the target takes 1d10+5 Force Damage, you can also make a Melee Spell attack instead, and deal 1d12+5 Force Damage.
Level 2
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 a DC15 Intelligence (Investigation).
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.
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.
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.
Level: 2 | Casting Time: 1 Bonus Action | Conjuration |
Range: Self | Duration: 10 Minutes (Concentration) | Components: V |
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
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.
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.