Medium Drow, Warlock, Chaotic Evil
A 5'11, 140lbs Drow man. Wearing form fitting thin leather and a cloak. A jet black rapier with a wire frame hand guard in the shape of a skull on his right hip, gold double ring on his left index and middle fingers, silver thick chain ring with blue gem on his left ring finger, black wand tipped with a metal spider and purple gem in his left hip pouch, periapt with green gems around his neck, silver studded blue leather boots
Spellcasting. A 9th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: Cantrips: Eldritch Blast, Green-Flame Blade, Mage Hand 5th level (2 slots): Contact Other Plane, Synaptic Static, Teleportation Circle, Greater Invisibility, Dominate Person, Blink, Banishment, Dimension Door, Raulothim's Psychic Lance, Antagonize Drow Magic. You know the Dancing Lights cantrip, the Faerie Fire spell and the Darkness spell. Charisma is your spellcasting ability for these spells.
Sunlight Sensitivity. You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of the attack, or whatever you are trying to perceive is in direct sunlight. Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep. Trance. Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance." While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep. Telepathic. You can speak telepathically to any creature you can see within 60 feet of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn't give the creature the ability to respond to you telepathically. You can cast the Detect Thoughts spell, requiring no spell slot or components, and you must finish a long rest before you can cast it this way again. Your spellcasting ability for the spell is the ability increased by this feat. If you have spell slots of 2nd level or higher, you can cast this spell with them. Pact of the Chain. You learn the find familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known. When you cast the spell, you summon a quasit. Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack with its reaction. Gift of the Ever-Living Ones. Whenever you regain hit points while your familiar is within 100 feet of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you. Investment of the Chain Master. When you cast find familiar, you infuse the summoned familiar with a measure of your eldritch power, granting the creature the following benefits: The familiar gains either a flying speed or a swimming speed (your choice) of 40 feet. As a bonus action, you can command the familiar to take the Attack action. The familiar's weapon attacks are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks. If the familiar forces a creature to make a saving throw, it uses your spell save DC. When the familiar takes damage, you can use your reaction to grant it resistance against that damage Lance of Lethargy. Once on each of your turns when you hit a creature with your eldritch blast, you can reduce that creature's speed by 10 feet until the end of your next turn. Special Items. Rapier of Certain Death, Ring of Spell Storing, Ring of Free Action, Wand of Web, Periapt of Proof against Poison, Stormrider Boots, 1 Potion of Superior Healing and 3 Common Potions of Healing
Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage, the target can't regain hit points until the start of your next turn. Fey Presence. Your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until 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.
Misty Escape. You can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell. Once you use this feature, you can't use it again until you finish a short or long rest.