Cataracts the Boneless | Character Sheet (latest) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

Remove these ads. Join the Worldbuilders Guild

Cataracts the Boneless

10 Level (0/85000 XP for level-up) Background Mortem Skeleton Race / Species / Heritage Evil Alignment
Warlock
Level 10
Hit Dice: 10/10
1d8+3 Class 1

STR
10
+0
DEX
16
+3
CON
16
+3
INT
10
+0
WIS
14
+2
CHA
20
+5
83
Hit Points
+3
Initiative (DEX)
22
Armor Class (AC)
+4
Prof. Bonus
30/60/30
Speed (walk/run/fly)
2 / 2
Spell Slots (5th Level)
Spellcasting ...
+9 Attack mod
CHA Ability
+5 Abi Mod
17 Save DC
+8 Expertise Bonus
+4 Proficiency Bonus
+2 Strength
+5 Dexterity
+5 Constitution
+2 Intelligence
+8 Wisdom
+11 Charisma
saving throws
+3 Acrobatics DEX
+2 Animal Handling WIS
+4 Arcana INT
+0 Athletics STR
+13 Deception CHA
+0 History INT
+10 Insight WIS
+9 Intimidation CHA
+8 Investigation INT
skills
+2 Medicine WIS
+0 Nature INT
+6 Perception WIS
+5 Performance CHA
+13 Persuasion CHA
+4 Religion INT
+3 Sleight of Hand DEX
+3 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Spell Book

Pact Magic
Your arcane research and the magic bestowed on you by your patron have given you facility with spells.

Cantrips
You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.

Spell Slots
The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell Witch Bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spells Known of 1st Level and Higher
At 1st level, you know two 1st-level spells of your choice from the warlock spell list.

The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level or higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability
Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your warlock spells.

Eldritch Invocations
In your study of occult lore, you have unearthed Eldritch Invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.

At 2nd level, you gain two eldritch invocations of your choice. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table. A level prerequisite refers to your level in this class.

Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.

Pact Boon
At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.



Pact of the Talisman
Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. When the wearer fails an ability check, they can add a d4 to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.
If you lose the talisman, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous amulet. The talisman turns to ash when you die.


Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.


Form of Dread
At 1st level, you manifest an aspect of your patron’s dreadful power. As a bonus action, you transform for 1 minute. You gain the following benefits while transformed:

You gain temporary hit points equal to 1d10 + your warlock level.
Once during each of your turns, when you hit a creature with an attack, you can force it to make a Wisdom saving throw, and if the saving throw fails, 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, and you regain all expended uses when you finish a long rest.

The appearance of your Form of Dread reflects some aspect of your patron. For example, your form could be a shroud of shadows forming the crown and robes of your lich patron, or your body might glow with glyphs from ancient funerary rites and be surrounded by desert winds, suggesting your mummy patron.

Grave Touched
At 6th level, 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 and roll damage against the creature, you can replace the damage type with necrotic damage. While you are using your Form of Dread, you can roll one additional damage die when determining the necrotic damage the target takes.

Necrotic Husk
At 10th level, Your connection to undeath and necrotic energy now saturates your body. You have resistance to necrotic damage. If you are transformed using your Form of Dread, you instead become immune to necrotic damage.

In addition, when you are reduced to 0 hit points, you can use your reaction to drop to 1 hit point instead and cause your body to erupt with deathly energy. Each creature of your choice that is within 30 feet of you takes necrotic damage equal to 2d10 + your warlock level. You then gain 1 level of exhaustion. Once you use this reaction, you can’t do so again until you finish 1d4 long rests.

Features & Traits
Class Features
As a warlock, you gain the following class features.

Hit Points
Hit Dice: 1d8 per warlock level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per warlock level after 1st

Proficiencies
Armor: Light armor
Weapons: Simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion

Equipment
You start with the following equipment, in addition to the equipment granted by your background:

(a) a quarterstaff
(a) a component pouch
(a) a scholar's pack
  • Studded Leather Armour

  • Bag of Holding


  • Filled to the brim with corpses

    • Libram of Souls and Flesh


    Attuned Spells - animate dead, circle of death, false life, finger of death, speak with dead, summon undead, and vampiric touch.

    • Robe of the Archmagi


  • If you aren't wearing armor, your base Armor Class is 15 + your Dexterity modifier.
  • You have advantage on saving throws against spell and other magical effects.
  • Your spell save DC and spell attack bonus each increase by 2.

    • Tome of Leadership and Influence


    +2 Charisma

    • Voyager Staff


    You gain a +1 bonus to attack and damage rolls made with this magic quarterstaff. While you hold it, you gain a +1 bonus to spell attack rolls.
    This staff has 10 charges. While holding it, you can use an action to expend 1 or more of the staff's charges to cast one of the following spells from it, using your spell save DC: banishment (4 charges), blink (3 charges), misty step (2 charges), passwall (5 charges), or teleport (7 charges).

    The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes forever.

    x8 Potion of Greater Healing (Not for me)

    Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money

    x2 : 5th Level Spell Slots




    Cantrips

    • Eldritch Blast

    • Prestidigitation

    • Mind Sliver

    • Blade Ward


    1st Bane, False Life

    • Hellish Rebuke


    2nd Blindness/Deafness, Phantasmal Force

    • Mind Spike


    3rd Phantom Steed, Speak with Dead

    • Summon Undead

    • Counterspell

    • Dispel Magic


    4th Death Ward, Greater Invisibility

    • Banishment

    • Shadow of Moil


    5th Antilife Shell, Cloudkill

    • Danse Macabre

    • Hold Monster

    • Planar Binding





    Arcane Invocations




    • Agonizing Blast
      Prerequisite: Eldritch Blast cantrip
      When you cast Eldritch Blast, add your Charisma modifier to the damage it deals on a hit.

    • Eyes of the Rune Keeper
      You can read all writing.

    • Undying Servitude
      Prerequisite: 5th-level warlock
      You can cast Animate Dead without using a spell slot. Once you do so, you can't cast it in this way again until you finish a long rest. (Works like Conjure Animals - but for Undead - Up to CR5)

    • Trickster's Escape
      Prerequisite: 7th level
      You can cast Freedom of Movement once on yourself without expending a spell slot. You regain the ability to do so when you finish a long rest.

    • Protection of the Talisman
      Prerequisite: 7th level, Pact of the Talisman feature
      When the wearer of your talisman fails a saving throw, they can add a d4 to the roll, potentially turning the save into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.


    Spellcasting

    Mortem Skeleton



    +2 Dexterity, +1 Constitution

    You are considered Undead and that may never change.

    Medium size, 30ft walking speed and 30ft hovering speed

    Pallor Mortis: You were made to kill Death. You are vulnerable to radiant damage and immune to necrotic damage and get half healing from damage you would take instead. Self-inflicted necrotic damage gives full healing. You are also immune to poison damage, and are vulnerable to bludgeoning. You are immune to exhaustion. You have disadvantage on all Strength-related rolls.

    Algor Mortis: You were made to outlast Death. Mortem Skeletons do not sleep, need to breath, or eat, and are immune to flesh-related diseases. Mortem Skeletons instead enter a dream-like world, commonly known as “The Pale Throne'', where on top of a giant hill made of inanimate skeletons sits an empty ornate throne. They eternally run towards this throne but never seem to get any closer. In this dream-like world, they only need 4 hours of rest to gain the benefits of a long rest.

    Rigor Mortis: You were made to love Death. Your stat cap for Charisma is increased to 24. You may add half(rounded up)of your your Charisma modifier to your AC. You gain advantage on Intimidation checks but disadvantage on Persuasion checks on humanoid creatures.

    Livor Mortis: You were made to kill Death. You have free casts of the spell "Inflict Wounds" equal to your character level and the level of the Inflict Wounds is half of your proficiency bonus rounded up. In addition, all "Death" related subclasses(Necromancy Wizard, Death Cleric, Long Death Monk, etc) will have unique bonuses to them and this race also gives you access to Pale Death classes outside of Warlock.

    Darkvision: You can see in dim light within 120 feet of yourself as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

    Languages: Common(Mortalus Variant), and Necron.

    Anomaly Podcast



    Entree Level Boons

    • You gain Expertise in Persuasion, Deception, Insight, Investigation.

    • When talking to a crowd of people(5 or more), you gain advantage on Persuading and Deceiving them.

    • You gain the ability of Fake News: When a Charisma Check fails(Persuasion or Deception), you may add a +10 to your roll before the DM says the roll has succeeded or not and you may do this once a day. But you must feed them wrong or dishonest information.



    Origin



    • +1 Wisdom

    • Intimidation

    • Perception



    Feats



    • Level 4 ASI + Feat - +2 Cha & Observant

    • Level 8 Feat - Spell Sniper



    Languages & Proficiencies
    Is Boneless

    Personality Traits
    Is powered by Vecna = Like a battery

    Ideals
    Anomaly Podcast Reddit

    Bonds
    Is Boneless

    Flaws


    ™ & © Wizards of the Coast - D & D 5e Character Sheet v2.06, made by Tillerz - Updated: 2023-02-09
    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.

    The statblocks of your Weapons, armor and other important/magical equipment

    The statblocks of your class features

    Statblocks for your familiars, mounts etc.

    Statblocks for race/species of the character.

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Statblocks for your Trinkets, businesses, building, castles, empires.


    Created by

    OmegaSlant.

    Statblock Type

    Character Sheet (latest)

    Link/Embed