| +6 | Expertise Bonus | |
| +3 | Proficiency Bonus |
| -1 | Strength | |
| +3 | Dexterity | |
| +2 | Constitution | |
| +0 | Intelligence | |
| +3 | Wisdom | |
| +7 | Charisma |
| +3 | Acrobatics | DEX | |
| +0 | Animal Handling | WIS | |
| +0 | Arcana | INT | |
| -1 | Athletics | STR | |
| +7 | Deception | CHA | |
| +0 | History | INT | |
| +0 | Insight | WIS | |
| +7 | Intimidation | CHA | |
| +3 | Investigation | INT |
| +0 | Medicine | WIS | |
| +0 | Nature | INT | |
| +0 | Perception | WIS | |
| +4 | Performance | CHA | |
| +7 | Persuasion | CHA | |
| +0 | Religion | INT | |
| +7 | Sleight of Hand | DEX | |
| +3 | Stealth | DEX | |
| +3 | Survival | WIS |
| Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
|---|---|---|---|---|---|
| Revolver | +6 | DEX | 1d6+3 | Piercing | |
| Ammo,Range30/90,Light,Reload6 | |||||
| Covenbound shotgun | +7 | CHA | |||
Level 2
Agonising blast-When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit +7
Beast Speech You can cast speak with animals at will, without expending a spell slot.
Level 3
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 +3, 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.
Elder Ascpects: As a Bonus Action you summon forth the phantasmal mind of one of the patrons of your council, commanding it to possess a creature within 60 feet of you. The target must succeed on a Charisma saving throw or become possessed by the spirit, which infiltrates its mind. Possessed creatures are affected in the following ways. • You can see through the creature’s senses whenever you want (no action required). • The creature is considered Charmed by you and holds you in high regard. If you or allies damage the creature the Charmed condition is removed. • As a Bonus Action on your turn, which can be the same Bonus Action you used to possess the creature, you can command the creature to use its Reaction to immediately take one action. If the creature takes the attack action, it makes only one attack. • When you cast a warlock spell, you can have it originate from the creature. Any of the spells Verbal and Somatic components can be achieved by manipulating the possessed creature without needing to provide it yourself. When you do so, the spell is cast as if you were standing in the creature’s space. Elder Aspects possess a creature for a number of hours equal to your Proficiency Bonus. You can use this feature a number of times equal to your Charisma modifier (minimum of 1), regaining all expended uses whenever you Finish a Long Rest, and one expended use whenever you finish a Short Rest.
Lessons of the Elders You gain proficiency in two skills of your choice, and you may use your Charisma instead of the base ability you make a skill check with these skills. You can change one or both of these selected skills whenever you finish a Short or Long Rest.
Level 4
+2 Charisma points
Level 5-
Mask of many face- disguise as anyone
Level 6
Summon undead Lvl3 and
Indocrtinate-
Creatures you target have Disadvantage on saves against spells
and abilities that cause possession or the Charmed condition
Leather Armor, Revolver,30 bullets
Arcane Focus
Coven bound shotgun 1 hour ritual needed to then bind to target. Weapon speaks to me and only I can hear it.
Charmed targets will remain charmed after being shot with the shotgun.
Cloak of displacement
While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move.
Dark Vision (see in dark up to 60feet)
Resist Fire Damage
Common,Infernal,Orcish,Elvish (languages that I can speak)
Proficient: Light Armour,Simple weapons,Firearms
THE WOMAN WHO DIDN'T STAY DEAD
The Ember's homestead burned so hot the desert glassed beneath it.
Seraphyne remembers the crooked laughter first. Rough, drunken and careless. The kind that rattles walls and carries the stink of cheap whiskey and moonshine. The bandits came at dusk. Her family butchered and burned within minutes. Her mother died trying to shield her, her father and brothers died on their knees.
As for Seraphyne, she was dragged outside and shot at as she tried to run away. One bullet missing her heart by a whsiper.
Now she haunts the plains, searching for revenge and justice. She seduces, scares, enslaves her victims, nothing to stop her achieving her ultimate goal.
Some rumours that carry the wind are:
"She can look at you and crawl inside your skull."
"If she smiles at you...run!"
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.
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