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Tsura Lazarescu

Warlock 14 Class & Level
Haunted One Background
Human (Variant) Race
CG Alignment

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

 
17
Armor Class
110
Hit Points
+2
Initiative
30
Speed
Mace 1d20+10 1d6+5
Attacks
Common, Vistani, Elvish, Inernal
Proficiences
4 cantrips, 12 spells known, 3 5th level spell slots
DC 18, +10 to hit (+11 w/ rod)
Cantrips: Eldritch Blast, Chill Touch, Toll the Dead, Create Bonfire
1: Hellish Rebuke, Arms of Hadar
2: Hold Person, Scorching Ray, Shatter
3: Spirit Shroud (UA), Vampiric Touch, Fireball
4: Shadow of Moil, Elemental Bane
5: Cone of Cold, Negative Energy Flood
MA6: Create Undead
MA7: Finger of Death
Spellcasting
Monster Hunter's pack, bedroll, 10 rations
Ring of Warmth
-You have resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as –50 degrees Fahrenheit.
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.
49 Gp, 1 Sp
Equipment
I don’t run from evil. Evil runs from me.

Personality Traits
I kill monsters to make the world a safer place, and to exorcise my own demons.
Ideals
There’s evil in me, I can feel it. It must never be set free.

Bonds
I feel no compassion for the dead. They’re the lucky ones.

Flaws
Heart of Darkness
-Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.

Elemental Adept (Fire)
-Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.

Mystical Transformation
-Your unarmed strikes deal 1d4 damage, you can use your Dexterity modifier instead of your Strength modifier for attack and damage rolls for your unarmed strikes, and when you use the attack action to make an unarmed strike you may use your bonus action to make an additional unarmed strike.
-You cannot be recognized as your true identity, except by truesight, your patron, or any creature that watches you transform.
-Select one of the following damage types: acid, cold, (fire), lightning, necrotic, radiant, or thunder damage. Spells and abilities that you use which would deal one of those damage types instead deal damage of the selected type. Additionally, you may deal this type of damage with your eldritch blast rather than force damage.
-You have disadvantage on Dexterity (Stealth) checks.
-You have disadvantage on Charisma (Deception) checks.
-You cannot gain the benefits of rest or sleep.
Once transformed, you can maintain your transformed state indefinitely. The effect ends immediately if you are unconscious or if you use an action to dismiss it. Once you use this ability, you must take a long rest before you can do so again.
Starting at 6th level, you need only take a short rest before using this ability again, and at 14th level, you can use this ability at will.

Mystical Luck
-while transformed, you can re-roll an ability check, saving throw, or attack roll. You can choose to do so after you make the roll but before you know the outcome.
Once you use this ability, you must take a short or long rest before you can do so again.

Pact of the Rod
-As an action, you can summon a rod to your hand, which acts as a spell focus. You gain a +1 bonus to spell attack rolls of spells cast through your rod. Additionally, you can wield your Rod as a mace, which is magical for the purposes of overcoming magical resistance and immunity, and you can use your Charisma modifier instead of your strength modifier for the attack and damage rolls of melee attacks made with it.
Your pact rod disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
You can bond with one magic mace, club, rod, or staff, turning it into your pact rod. You do so by performing a special ritual while you hold the item. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the item, shunting it into an extradimensional space, and it appears whenever you summon your pact rod thereafter. You can’t affect an artifact or a sentient weapon in this way. The item ceases being your pact rod if you die, if you perform the 1-hour ritual on a different item, or if you use a 1-hour ritual to break your bond to it. The item appears at your feet if it is in the extradimensional space when the bond breaks.

Invocations:
-Eldritch Channel: As an action, you can contact your patron with your rod, restoring one expended pact magic spell slot. Once you use this ability, you must take a long rest before you can do so again.
-Agonizing Blast: When you cast Eldritch Blast, add your Charisma modifier to the damage it deals on a hit.
-Devil's Sight: You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
-Ghostly Gaze: As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don’t already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images.
Once you use this invocation, you can’t use it again until you finish a short or long rest.
-Vengeful Resurgence: You can cast the spell death ward on yourself once without expending a spell slot. If the spell is ended by taking damage, you explode in a surge of otherworldly energy; each creature within 5 feet of you takes force damage equal to your warlock level + your Charisma modifier, and must succeed on a Strength saving throw or be shoved 10 feet away from you in a straight line.
Once you use this ability to cast this spell, you can't do so again until you finish a long rest.
-Minions of Chaos: You can cast conjure elemental once using a warlock spell slot. You can't do so again until you finish a long rest.

Mystical Barrier
-while transformed, you gain resistance to fire damage. Additionally, when you transform, you gain a number of temporary HP equal to your warlock level + your Charisma modifier.

Super Mystical Transformation
-while transformed, you gain a flight speed equal to your movement speed.
Additionally, you can unleash an ultimate attack: when you hit a creature with an attack, you can deal that creature an additional 10d10 points of your chosen damage type. Once you use this ability, you must take a long rest before you can do so again.

Tough Feat
Features & Traits

Heroes Enabled

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Created by

RealLifeLoreNerd.

Statblock Type

Character Sheet (Legacy)

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