Nowhere

Quick Info
Class: Warlock, Level 6 Subclass: The Undead
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: 46 Speed: 30ft, Walking and Flying


Attacks
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.


Other
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

Ability Scores
Strength: +1 (12) Dexterity: 0 (11) Constitution: +1 (13)
Intelligence: +3 (17) Wisdom: 0 (11) Charisma: +5 (20)


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 (+3) +3
Charisma (+5) Yes (+3) +8


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 (+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

Bloatbomb

Level: 3 Casting Time: 1 Action Necromancy Maledictor, Warlock, Wizard
Range: 60ft Duration: Instant Components: VS Arcane

You attempt to excite a volatile reaction within a living creature. Roll 5d8. If the target creature has fewer current Hit Points than the result of the dice, it immediately drops to 0 Hit Points. The next creature to touch the target within the next minute causes an explosion in a 10ft Radius Sphere, centered on the target. Creatures in the explosion make a Dexterity Saving Throw. On a failed Save, a creature takes 3d6 Acid Damage, and a creature takes half as much Damage on a successful Save.
At Higher Levels. When you cast this Spell using a Spell Slot of 4th Level or higher, you increase the Hit Points effected by 1d8 and the Damage dealt by 1d6 for each Slot Level above 3rd.

Drown

Level: 3 Casting Time: 1 Action Conjuration Artificer, Druid, Maledictor, Shaman, Sorcerer, Warlock, Wizard
Range: 60ft Duration: 1 Minute (Concentration) Components: VSM (teeth, seaweed, and seawater) Arcane, Primal

You conjure a globe of magical water to surround a foe's head and drown it. Choose one creature within Range that you can see. The target makes a Strength Saving Throw. On a failed Save, 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.
At the start of the target's turns, it loses 3d8 Hit Points, and at the end of each of its turns it repeats the Saving Throw. On a successful Save the Spell ends. If the creature can breathe water, it automatically succeeds the Saving Throw.


Hellish Rebuke

Level: 3 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 4d10 Fire Damage, and it takes half as much Damage on a successful Save.


Magnify Gravity

Level: 3 Casting Time: 1 Action Transmutation Artificer, Sorcerer, Warlock, Wizard
Range: 60ft Duration: 1 Round Components: VS Arcane

The gravity in a 10ft Radius Sphere centered on a point you can see within Range increases for a moment. Each creature in the Sphere when you cast the Spell makes a Constitution Saving Throw. On a failed Save, a creature takes 4d8 Force Damage and is Slowed, or half as much Damage on a successful Save and is not Slowed.
Until the start of your next turn, any object that isn't being worn or carried in the sphere requires creatures to use an Action to make a Strength (Athletics) Check against your Spell Save DC. On a successful Save, the creature is able to move the object.

Misty Step

Level: 3 Casting Time: 1 Bonus Action Conjuration Bard, Maledictor, Shaman, Sorcerer, Warlock, Wizard
Range: Self Duration: Instant Components: V Arcane, Primal

Briefly surrounded by silvery mist, you teleport up to 60ft to an unoccupied space that you can see.

Protection From Evil and Good

Level: 3 Casting Time: 1 Action Abjuration Cleric, Paladin, Shaman, Warlock, Wizard
Range: Touch Duration: 10 Minutes (Concentration) Components: VSM (holy water or powdered silver and iron, which the spell consumes) Divine, Arcane

Until the spell ends, up to three willing creatures you touch is protected against certain types of creatures: Aberrations, Elementals, 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 Saving Throw against the effect.

Petrify Limb

Level: 3 Casting Time: 1 Action Transmutation Druid, Maledictor, Shaman, Warlock, Wizard
Range: 30ft Duration: 1 Minute (Concentration) Components: VSM (a petrified bone or amber worth at least 75GP)

A beam of amber earthen energy lances from your finger toward one creature that you can see within range. Make a Ranged Spell Attack against the target. On a hit, it takes 5d10 Necrotic Damage, and it makes a Constitution Saving Throw if it has any limbs. On a failed Save, you choose one of its limbs to affect. That limb is turned to stone until the Spell ends, and cannot be used to make Attacks. This Spell also has an additional effect based on which limb you chose as follows:

  • Arm. The target can no longer hold anything with the affected arm. If it only has one functional arm remaining, it can't hold anything with two hands, and it can hold only a single object at a time. If no arms remain, it can't hold anything at all.
  • Leg. The target is Slowed while walking. If half or more of its legs are not functional or replaced by prosthetics, it must use a cane or crutch to move. If it does not, it falls Prone if it takes the Dash Action, and it has Disadvantage on all Dexterity Saving Throws it makes. If no legs remain, it can't walk at all, and must crawl.
  • Wing. The target is Slowed while flying. If half or more of its wings aren't functional or replaced by prosthetics, it cannot fly without the aid of magic.
  • Tail. The target is Slowed while swimming or climbing, except those granted by magic, unless the limb is replaced by a prosthetics.
  • Fin. The target is Slowed while swimming unless it is granted by magic or the limb is replaced by a prosthesis.

For the Duration, the target must repeat the Constitution Saving Throw at the end of each of its turns. If it has two successful Saves, the Spell ends.
If you maintain your Concentration on this Spell for the full Duration, the limb stays petrified until the effect is dispelled or removed. Any effect that can end the Petrified Condition or restore a missing limb can also end this effect. If the affected limb is physically broken while petrified, it suffers from similar deformities if it reverts to its original state.
Undead, Constructs, and creatures that cannot be Petrified are unaffected by the Spell.
At Higher Levels. When you cast this Spell using a Spell slot of 4th Level or higher, the Damage dealt increases by 1d10 for each Slot Level above 3rd.

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.