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Mavos Telvanni

Dark Elf Race
Dolten/Night Guard Aspirant Origin
Great Old One Warlock / Planeswalker Shadowfell Lvl 12 Class & Level
Lawful Good Alignment
Babylon Deity
Night Guard Faction
Quartermaster Rank/Position
3 Loyalty
Dark Pact Company

Strength 11
+0
Dexterity 14
+2
constitution 15
+2
intelligence 20
+5
wisdom 17
+3
charisma 22
+6
Total Hit Dice 12
Hit Die
1d8+2
+4 proficiency bonus
+0 Strength
+2 Dexterity
+2 Constitution
+5 Intelligence
+7 Wisdom
+10 Charisma
saving throws
+2 Acrobatics
+3 Animal Handling
+13 Arcana
+0 Athletics
+6 Deception
+4 History
+7 Insight
+10 Intimidation
+8 Investigation
+3 Martial
+3 Medicine
+4 Nature
+7 Perception
+6 Performance
+12 Persuasion
+4 Religion
+2 Sleight of Hands
+2 Stealth
+7 Survival
skills

 
66
MV
5
Prestige
3
Attunement Slots
17
Armor Class
100
Hit Points
+4
Initiative
30
Speed
Attacks
Saving Throws

  • Wisdom
  • Charisma

  •  
    | Skills

  • Intimation (Warlock)
  • Investigation (Warlock)
  • Perception, except in sunlight (Night Guard/Racial)
  • Arcana (Factionless)
  • Persuasion (Lip Service)

  •  
    | Armor

  • Light Armor
  • Crimson Mail
  • Shields

  • Weapons

  • Simple Weapons (Warlock)
  • Rapiers (Racial)
  • Short Swords (Racial)
  • Hand Crossbows (Racial)
  • | Tools

  • Alchemist's Supplies (Great Coven)
  • Cook's Utensils Expertise (Great Coven/Academy)
  • Carpenter's Tools (Factionless)
  • Calligrapher's Supplies (Academy)
  • Thieves' Tools (Rogue)

  •  
    | Languages

  • Deep Speech (Flayer)
  • Elven (Dark)
  • Common
  • Necril
  • Primordial

  •  

    Proficiences
    Spell Save DC = 18 | 19 in Dim/Darkness

    Cantrips


  • Chill Touch
  • Dancing Lights (Racial)
  • Eldritch Blast
  • Guidance (Tome)
  • Mage Hand (Tome)
  • Prestidigitation
  • Toll the Dead
  • Vicious Mockery (Tome)
  • Level 1 Spells


  • Faerie Fire (Racial) 1/day
  • Hex
  • Level 2 Spells


  • Darkness (Racial) 1/day
  • Level 3 Spells


  • Counterspell
  • Dispel Magic
  • Remove Curse
  • Sending
  • Level 4 Spells


  • Blight
  • Dimension Door
  • Evard's Black Tentacles
  • Shadow of Moil
  • Level 5 Spells


  • Telekinesis
  • Synaptic Static
  • Level 6 Spells


  • True Seeing

  • Rituals in Book of Shadows

    1st Level Rituals


  • Alarm
  • Ceremony
  • Comprehend Languages
  • Detect Magic
  • Detect Poison and Disease
  • Find Familiar
  • Identify
  • Illusory Script
  • Purify Food and Drink
  • Speak with Animals
  • Tenser's Floating Disk
  • Unseen Servant
  • 2nd Level Rituals


  • Animal Messenge
  • Augury
  • Gentle Repose
  • Magic Mouth
  • Silence
  • Skywrite
  • 3rd Level Rituals


  • Feign Death
  • Leomund's Tiny Hut
  • Meld into Stone
  • Phantom Steed
  • Water Breathing
  • Water Walk
  • 4th Level Rituals


  • Divination
  • 5th Level Rituals


  • Commune
  • Contact Other Plane
  • Rary's Telepathic Bond

  •  

    Spellcasting

    Wearable


    The Bond of Brothers Grim Set

    Crafted Set:
    - Locket of the Bonemancer
    - Wand of the Flesh Warper

    The Flesh Provides (Very Rare, 4400gp)
    You gain the following effect while attuned to two items in the set:
  • While in combat, you can use an action to gain temporary hit points which last until combat ends equal to half the damage dealt to you since the end of your last turn. You can use this ability once before finishing a long rest.
  • [Base Material, Enchantment, Spell Invocation x 2]


    Wand of The Flesh Warper

    Wand (Wondrous) - Very Rare (4500gp) - Attunement
    The favored wand of the necromancer Flesh, who sought to attain lichdom through the mastery of flesh necromancy and pestilence. His abilities were strengthened alongside his brother Bone, as they fused their bodies together in an attempt to gain greater power.
  • Your Constitution and Intelligence scores increase by 1 to a maximum equal to your ability score caps.
  • Harden the Muscle: As an action, you can choose up to three willing allies within 20 feet of you. Those targeted suffer a movement speed reduction of 5 feet, but gain 2 damage reduction against physical damage for 10 minutes. You can use this ability once before finishing a long rest.
  • Living Armaments: As an action, you can launch a missile of rotten flesh towards an enemy within 30 feet of you that you can see. All enemies within a 10 feet of the target must make a DC 15 Dexterity saving throw or suffer 4d6 necrotic damage. You can use this ability three times before finishing a long rest.
  • Shape the Flesh: Once before finishing a long rest, you can alter your physique, giving you advantage on one Strength or Dexterity skill check roll of your choice (no action required).
  • [Base Material, Adornment, Spell Invocation]
    Attuned

    Locket of The Bone Lich

    Arcane Focus (Wondrous) - Very Rare (4300gp) - Crippling Attunement
    The Locket of the Necromancer Bone. Their attempts to become a master of bone based necromancy can be felt in this locket.

    Upon attunement, the locket is forced into the throat of the wielder and fuses to the vocal cords. Unattuning from this locket severs the wielder's vocal chords, dealing 3d6 piercing damage, silencing them, and rendering them unable to speak or perform verbal spell components. The wielder must have vocal chords to attune to this locket.
  • Your Intelligence score increases by 2 to a maximum equal to your ability score cap.
  • You can speak and understand Necril.
  • Skeletal Commander: As an action, you can summon a Skeletal Commander to aid you in battle. This Skeletal Commander will follow commands given to the best of its ability. Otherwise, it will defend itself and it's summoner if either is attacked.
  • Necrotic Regeneration: When you cast a damage dealing necrotic spell up to 5th level, you can heal for up to half of the damage dealt. This can happen twice per long rest.
  • [Base Material, Enhancement, Enchantment, Spell Invocation]
    Attuned

    Order's Vestments

    Robes (Wonderous)- Major Rare (2750 gp)

    This elegant garment is made from exquisite black cloth, with frostbitten steel woven in between the threads, and adorned with blue Majitalian runes.
  • These robes function as the Holy Symbol for Lawful aligned Deities.
  • Runeword: Mit'haam. If the wearer of these robes are lawful, then they gain +1 AC. This AC is considered the same as from a shield. As a reaction, you can activate the defensive power of a rune. Until the start of your next turn, you have an additional +1 bonus to your AC. You can activate a rune three times in this way, with all uses refreshing at the next dawn.
  • [Base Material: Order's Vestments, Adornment:Majitalan Arcane Rune, Enchantment: Frostbitten Steel]
    4 Lbs.

    Memento Mori

    +1 Staff – Very Rare (4,450gp) – Attunement
    A wooden staff, subjected to the dissonant whispers of a warlock's ancient eldritch patron. As such indiscernible voices can be heard from the staff's faces in quiet moments. The head of the staff has two faces, that of terror and Insanity. The shaft of the staff is adorned with a Night Feathers intricately woven around it. The bottom of staff has a Throwing Stone set in it.
  • Your Charisma score is increased by 2, to a maximum equal to your ability score cap.
  • While you are holding this staff, you gain a +1 bonus to spell attack rolls. In addition, when you hit a target with a spell attack you deal an extra 1d6 psychic and radiant damage.
  • A Darker Pact: As a bonus action, you can roll a d8 and add the result to your next attack roll. If the attack hits, the target must make a DC 15 Wisdom saving throw or be frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the attack misses, you take double the amount rolled on the d8 as psychic damage. Once you use this ability, you cannot do so again until you finish a short or long rest.
  • [Base Material, Adornment, Enhancement, Enchantment, Spell Invocation x2]
    4 Lbs.

    Crimson Mail

    (Scale Mail)
    The iconic crimson armor of the Night Guard is not only a distinct indicator as to their authority, but also a potent piece of equipment in its own right.
  • This armor does not provide disadvantage on stealth checks.
  • It is also infused with the eldritch power of the witches and allows the wearer to gain advantage on saving throws against compulsion, fear, and curse effects.
  • 45 Lbs.

    The Last Kiss

    Wondrous (Spellcasting Focus) – Minor Legendary [10,000gp] – Attunement, Seeker
    http://orig10.deviantart.net/521e/f/2013/252/1/0/magic_wand_concept_art_by_giovannyarce-d6lnc6z.jpg
    This smooth piece of redwood twists and curves like a mountain river. It emanates a cool-blue glow, upon its base lies several small sapphires in the shape of tears. and upon the top lies a perfectly smooth and round sapphire, hovering over the staffs core. It has strange carvings circling throughout the wood.

    While attuned to this spellcasting focus, you gain the following abilities and features:

  • Kiss of the Night: You can make a ranged spell attack with this wand, make a single attack against a creature with 60 feet that you can see, on hit that creature suffers 2d8 points of necrotic damage, you heal for half of the damage dealt. Activating this ability requires the expenditure of a spell slot of at least 1st level, for every spell level above 1st used, the damage increases by 1d8. If you do not possess the ability to cast spells through the spellcasting or pact magic feature, or if you are out of spell slots for the day, you can instead suffer a level of exhaustion which remains for 24 hours, in this case, the spell is cast at 3rd level.
  • Mother's Grief: Once per long rest, while within 30 feet of a dying or dead allied creature, you can empower yourself with the strength and the will to fight for your fallen comarades. For the next minute, while you remain within 30 feet of a dead or dying allied creature, you gain a +2 bonus to armor class, 5 temporary HP at the start of your turn, and you add your spellcasting modifier to all cantrip damage rolls. Should you be closely related or connected to one of the dead or dying allies (mother/father, daughter/son, husband/wife), the bonus to Armor Class is doubled, and you critically hit on spell attack rolls on a 19 or 20, instead of 20.
  • Sorrowful Farewell: As an action, you can present this wand and speak words for the fallen. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw, DC equal to your spellcasting DC. If the creature fails its saving throw it is turned for 1 minute or until it takes any damage. Using this ability requires the expenditure of a 2nd level spell slot or higher, and can only be used once per long rest. The user can instead expend a 5th level spell slot or higher to destroy any undead within the area of the turn of CR 1 or lower.
  • Fluid Power: Your Spellcasting ability score is increased by 2, up to a maximum equal to your score cap. Once chosen, this ability cannot be changed by that attuned user.
  • Extended Grasp: Once per short rest, you can double the range of a spell you are about to cast. If this spell is a touch spell, the range is instead increased to 30 feet.
  • You gain proficiency in the Insight skill, if you are already proficient you instead gain Expertise, and if you already have Expertise, you instead gain a +2 bonus.
  • -This item is Glorybound.
    Attuned

    Night Blade

    +1 Longsword
    This magical blade is standard issue amongst the elite Night Guard. It is creature from a carefully sanctified infernal steel, allowing the weapon to draw strength from evil and safeguard the wielder from nefarious influence.
  • This is a +1 longsword that counts as it's enhancement bonus double versus evil undead, evil shapechangers, and evil fae.
  • 3 Lbs.

    Quillano

    Ring (Wondrous) - Common (125gp)
    Ever found yourself without a pen, a quill, or any writing implement when you just really really need to write something important down in case you don’t forget it? Easy!
  • With this ring, you can just snap your fingers, and summon a pen from the ether, with which you can write. You can summon this pen at any time, but never more than 2 hours per day, so be careful!
  • After the two hours have passed, the pen disappears back into its little dimension, and can only be summoned the next dawn.
  • [Base Material]


    Masterwork Bandolier 1 Lb
  • 2 Potion of Greater Healing 4 Lbs.
  • 2 Potion of Superior Healing 4 Lbs.
  • Masterwork Bandolier 1 Lb.
  • Scroll of Dimension Door 1Lbs.
  • 3 Scroll of Hex
  • Component Pouch 2 Lbs.
  • 5 Illusory Script Components
  • 3 Find Familiar Components
  • Pearl (100g)
  • Cold Weather Clothing 5 Lbs.

    Total Carry Weight:
    90 / 150

    Items


    Thorn Witch’s Cauldron

    Wondrous (Cauldron) - Rare
    A cauldron used by Mister Linoli to make and store his power ravioli. Etched in its midsection of the exterior is a twisting thorn crown. A Brokentoof Warhorn adorns the handle of the cauldron and heated evenly into the inside of the cauldron are Cinders of Swiftness that glow ever so slightly as if still on fire.
  • This cauldron has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 2 feet deep. The cauldron can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The cauldron weighs 15 pounds, regardless of its contents. Retrieving an item from the cauldron requires an action.
  • In the Cauldron Boil and Bake. Once per day, you can cast Create Food and Water using this cauldron as the container and it tastes as though an unseen gourmet chef had cooked it. The food is enough to feed two people, who can choose one of the benefits to apply to both of them listed under the Culinary Benefits list, except for expertise. This stacks with both mid-rest cooking and food tokens.
  • [Base Material, Adornment, Enhancement, Spell Invocation x2]
  • 15 Lbs.

    Silencing Bow

    +1 Longbow
    This magical longbow is used by the royal guard of the Empress of the Shadowfell, they have been loaned to the Night Guard to assist their endeavors and only to recruits that have proven themselves worthy
  • This bow does not require traditional ammunition, although it can if the wielder wishes. otherwise it shoots shadowy arrows that act as normal arrows. These shadow arrows cannot be fired or exist in hallowed light.
  • 2 Lbs.

    Potions


  • 6 Potion of Supreme Healing 12 Lbs.
  • 7 Potion of Superior Healing 14 Lbs.
  • 10 Potion of Invulnerablility 20 Lbs.
  • 2 Potion of Greater Healing 4 Lbs.
  • 2 Potion of Gaseous Form 4 Lbs.
  • 6 Potion of Diminution 12 Lbs.
  • 1 Potion of Fire Breath 2 Lbs.
  • 8 Flask of Holy Water 8 Lbs.
  • 2 Potion of Invisibility 4 Lbs.
  • 9 Potion of Heroism 18 Lbs.
  • 2 Potion of Climbing 4 Lbs.
  • 2 Oil of Slipperiness 4 Lbs.
  • 2 Bottled Breath 4 Lbs.
  • 6 Antitoxin 12 Lbs.

  • Scrolls


  • 2 Scroll of Protection from Evil and Good 2 Lbs.
  • 2 Scroll of Comprehend Languages 2 Lbs.
  • 4 Scroll of Dissonant Whispers 4 Lbs.
  • 2 Scroll of Lesser Restoration 2 Lbs.
  • 5 Scroll of Cure Wounds 5 Lbs.
  • 2 Scroll of Healing Word 2 Lbs.
  • Scroll of Gentle Repose 1 Lbs.
  • 2 Scroll of Silence 2 Lbs.
  • 3 Scroll of Bless 3 Lbs.
  • 2 Scroll of Hex 2 Lbs.

  • Tools


  • Masterwork Carpenter's Tools : Blue Turtle Marked 6 Lbs.
  • Calligrapher's Supplies 5 Lbs.
  • Alchemist Supplies 8 Lbs.
  • Merchant's Scale 3 Lbs.
  • Mason's Tools 8 Lbs.
  • Thieves Tools 1 Lbs.
  • Forgery Kit 5 Lbs.

  • Equipment


  • Masterwork Lock (DC 20) 1 Lbs.
  • Length of Chain (10ft) 10 Lbs.
  • 250ft Silk Rope 25 Lbs.
  • Portable Ram 35 Lbs.
  • 10 Iron Spike 5 Lbs.
  • Manacles 6 Lbs.
  • Spyglass 1 Lbs.

  • Food and Drink


  • Waterskin 5 Lbs.

  • Miscellaneous


    Letter from Astraeus Sigmusson

    Dear Mavos Telvanni,
    To be put bluntly, I ride against the enemy. Names and titles forgotten, be damned I will do what is needed to keep of the order of the world standing. If my existence must be in spite of a color, what a shame for that color. Dolten will reign, her children will stand, and our watch will not fail. Regardless of status, I must let you know that you are among my trusted. You are among those that I would stand against with against the chaos of the world. With that in mind if you still think of me, remember my insurance. My finger still resides in the Thorn's Vault. My Diamonds within the Night Guard's. Do with that what you will, I trust you. Stay safe, stay well, be forged within the fire.
    Departing,
    Astraeus Sigmusson

    On the back in Mavo's Writting
    "Glory to you my fallen fish brother, I shall watch over your house" Telvanni Crest

  • Scale off of Astraeus Sigmusson
  • 5 Empty Glass Bottles 5 Lbs.
  • Block of Incense 1 Lbs.
  • Drawing from Dalgor
  • 15 Sheet of Paper
  • Steel Mirror 1 Lbs.
  • Hourglass 1 Lbs.
  • Alms Box
  • Censer

  • 100 Crafting Tokens
    1,6
    1,510 PP 5GP 8SP 5CP
    Adramelech's Funds:
    604 pp
    Cauldron of Holding:
    325 / 500

    Giant Deep Bat


    Saddlebag 5Lbs.
  • 12 One Day Ration 25 Lbs.
  • Waterskin 5Lbs.
  • Saddlebag 5lbs.
  • Cook's Utensils 8 Lbs.
  • Climber's Kit 12 Lbs.
  • 2 Shovel 10 Lbs.
  • Large Black Masterwork Half-Plate Barding 80 lbs.
    Large Winter Barding 10 Lbs.

    The Symbol of Kalkatesh

    Arcane Focus, Druidic Focus, Holy Symbol
    Very Rare - Attunement: Lip Service of [God of your Choice] (50 crafting tokens)

    There are many gods in this world, worship who you will, just do good by this world. Be good to others. We need to work together.

    Choose 3 of the following effects:

    1. Your [A) Charisma] score increases by 3, up to a maximum.

    2. Whenever you hardcast a damaging Cantrip, you deal an additional 1d6 [B) necrotic] damage.

    4. You gain proficiency in [1a) Arcana], if you already possess this proficiency you gain a +2 bonus to [1b) Intelligence (Arcana)] checks.

    7. Increase the to hit, damage and DC of cantrips you hardcast by 1.


    At Telvanni Manor


    Book of Lore 5 Lbs.
    Dalgor's Toys

    Plushies of the heroes who defeated Dsangir Amelia Lutfi
    2 Model Airship with real flying action!
    Life-Sized Warewolf Plushie!
    Dragon Jawbone
    4 Dragon Teeth
    Firbolg plushie
    Raven plushie
    Goblin plushie


    Mimic Themed Chest


    Holds 12 cubic feet or 300 pounds of gear
    Holder specifics a phrase (Hail Baba Yaga) and hand sequence (Fist to heart) to access it, or a DC 20 Thieves tool check to access. Uncommon magic item


    Rosepetal Pinwheel

    Weapon, Major Very Rare - Attunement
    +1 Weapon This weapon deals 1d10 damage and requires the use of two hands.
  • Ringblade. The wielder of this weapon may use their charisma instead of dexterity or strength, when determining attack statistics with melee attacks with this weapon.


  • Vial of Preservation x2

    This vial has been enchanted by a linnorm sorcerer, of Fone's blood. Far from the glory of his ancestor, this vial has no greater function than to keep things refreshingly cool, to prevent spoilage of things like milk... or blood.
  • Fluids contained within this vial do not perish as a result of being in a room temperature environment, and are always kept cool.


  • Impeccable Trekking Boots

    Wonderous Shoes, Common (200 gp)
    These moccasins, while they have seen many years, have maintained their shape and avoided any stains. Their twine can adjust to fit any foot, and the soft furs lining the inside keep ones toes protected from the outer elements.
  • These shoes somehow find a way to fit any user, and cannot be dirtied.[Base Material, Enchantment]


  • Mimic Themed Chest
  • Voice Activated Lead Chest (Minor Uncommon) (Opens only at the command of your voice or a DC 15 thieves tool check)
  • Original Pink Sabbath Promotional Poster
  • Equipment
    Night Guard
    Faction
    The Mad Man
    Stat Array
    Night Guard Aspirant

  • Max Hp +5
  • Con +1
  • Wis +1
  • Having lived in fear, Doltenians are much harder to scare. You gain a +3 bonus to saving throws vs. Fear effects.


  • Drow

    Drow
  • Dex +2
  • Cha +1
  • Superior Dark vision
  • Accustomed to the depths of the Underdark, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
  • Fey Ancestry
  • You have advantage on saving throws against being charmed, and magic can't put you to sleep.
  • Trance
  • Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
  • Sunlight Sensitivity
  • You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
  • Drow Magic
  • You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once per day; you must finish a long rest in order to cast the spell again using this trait. When you reach 5th level, you can also cast the darkness spell once per day; you must finish a long rest in order to cast the spell again using this trait. Charisma is your spellcasting ability for these spells.


  • Factionless

  • Proficiency in Arcana
  • Proficiency in Carpenter's Tools


  • Great Coven

  • +2 Con Cap
  • Tool Proficiencies Alchemist's Supplies, Cook's Utensils


  • Night Guard

  • +2 Wis Cap
  • +2 Cha Cap
  • Crimson Mail Proficiency


  • Nightshade

  • +1 to all their attributes. This effect is fueled by the power of the Shadowfell and its effects fade if a Night Guard leaves the faction. If the Night Guard leaves in disgrace these effects are instead reversed. The result of this substance causes the Night Guard to forever be tainted by the Shadowfell and therefore always detect as evil. This cannot be disguised, suppressed, or removed.


  • Shadow Geld

    "My dear Sheila, you should have remembered your place."
    Benefits:
  • +2 Intelligence
  • +2 Charisma
  • You may teleport as per the Misty Step spell at will, as long as your starting and ending destinations are in dim light.
  • You gain an additional 2 Spell Slots.
  • You gain expertise in a skill of your choice that you are proficient in. (Arcana)
  • Detriments:
  • You cannot benefit from hardcast spells your allies provide, except for spells that would return you to life.
  • You gain -1 MV from each mission you complete


  • Grim Light

    Whenever you would deal force damage, you heal yourself equal to your proficiency bonus. This cannot apply more than once per spell.


    Great Old One Warlock


    Awakened Mind

  • Your alien knowledge gives you the ability to touch the minds of other creatures. You can communicate telepathically with any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language


  • Pact of the Tome

  • Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class's spell list. The cantrips do not need to be from the same spell list. While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. Any cantrip you cast with this feature is considered a warlock cantrip for you. If you lose your Book of Shadows, 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 book. The book turns to ash when you die.


  • Entropic Ward

  • At 6th level, you learn to magically ward yourself against attack and to turn an enemy's failed strike into good luck for yourself. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn.
  • Once you use this feature, you can't use it again until you finish a short or long rest.


  • Thought Shield

    Starting at 10th level:
  • Your thoughts can't be read by telepathy or other means unless you allow it.
  • You also have resistance to psychic damage
  • Whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.


  • Mystic Arcanum (6th level)

    At 11th level, your patron bestows upon you a magical secret called an arcanum.
  • Choose one 6th-level spell from the warlock spell list as this arcanum.
  • You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
  • At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.


  • Invocations



    Book of Ancient Secrets

  • You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class's spell list. The spells needn't be from the same spell list. The spells appear in the book and don't count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag.
  • On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell.
  • For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it


  • Repelling Blast

  • When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.


  • Agonizing Blast

    Prerequisites: Eldritch Blast
  • When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.


  • Whispers of the Grave

    Prerequisites: 9th level
  • You can cast speak with dead at will, without expending a spell slot.


  • Eyes of the Runekeeper

    You can read all writing.


    Devil's Sight

    You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.


    Planeswalker Shadowfell


    Level 4
    Shadow’s Embrace

    As a reaction to being attacked, you cloak yourself in darkness. Attacks against you have disadvantage until the start of your next turn. This can be used a number of times equal to your proficiency modifier per long rest.


    Empowered Shadows

    Spells and abilities that deal necrotic damage deal additional damage equal to twice your prestige on one damage roll per spell or ability.


    Level 8
    Pierce the Veil

    You gain devil's sight to a distance of 60 ft. If you already have devil’s sight, its range is increased by by 30 ft. As an action you can channel your connection to the shadowfell, allowing you to see invisible creatures. This effect lasts one minute. You may use this once per long rest.


    Dark Magic

    Augment your spells with the power of the shadowfell, when casted from dim light or darkness your spells save DC is increased by 1.The DCs of checks to dispel your spells enhanced by Dark magic are also increased by 1.


    Level 12
    Shadow Play

    Once per long rest, you separate from your shadow, and manipulate it freely. You can switch places with your shadow as a bonus action. The shadow will dissipate if exposed to direct sunlight. On your turn, you can move the shadow up to equal your movement speed. The maximum distance your shadow can be from you is 60 feet.


    Prestige Bonuses

    Prestige 1: Dead Language: You learn the language of the dead, Necril. If you already know Necril, you may choose another language to learn.

    Prestige 2: Sharpened Sight: Gain an additional use of Pierce The Veil per long rest.

    Prestige 3: Sweet, Succulent Suffering: When a creature fails a saving throw from a spell you hard casted, you regain hit points equal to your half your prestige, rounded down.

    Prestige 4: One With The Shadows: If you start your turn in darkness, you become invisible until you leave darkness or take an action.

    Class/Racial Features & Traits

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

    Statblocks for your familiars, mounts etc.

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

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


    Created by

    Beardedpanda.

    Statblock Type

    Verum Character Sheet

    Link/Embed