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Nymph

9 Level (0/64000 XP for level-up) Haunted One Background Thri-Kreen Race / Species / Heritage Alignment
Warlock (Imaginary Friend)
Level 9
Hit Dice: 5/9
1d8+3 Class 1

STR
14
+2
DEX
17
+3
CON
16
+3
INT
14
+2
WIS
12
+1
CHA
16
+3
84
Hit Points
+3
Initiative (DEX)
16
Armor Class (AC)
+4
Prof. Bonus
30
Speed (walk/run/fly)
11
Passive Perception
Spellcasting ...
+7 Attack mod
CHA Ability
+3 Abi Mod
15 Save DC
+8 Expertise Bonus
+4 Proficiency Bonus
+2 Strength
+3 Dexterity
+3 Constitution
+2 Intelligence
+5 Wisdom
+7 Charisma
saving throws
+3 Acrobatics DEX
+1 Animal Handling WIS
+6 Arcana INT
+2 Athletics STR
+7 Deception CHA
+2 History INT
+1 Insight WIS
+3 Intimidation CHA
+2 Investigation INT
skills
+1 Medicine WIS
+6 Nature INT
+1 Perception WIS
+3 Performance CHA
+3 Persuasion CHA
+2 Religion INT
+3 Sleight of Hand DEX
+3 Stealth DEX
+5 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Light Cross bow +9 STR 1d8+2 piercing
 Loading, Range (80/320), Two-Handed
Small knife +7 DEX 1d4+3 piercing
 Finesse, light
Pact Bite +7 CHA 1d6+3 piercing
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Toll the dead +7 1 action 60ft Instantaneous 2d12
 Notes:You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 2d8 necrotic damage. If the target is missing any of its hit points, it instead takes 2d12 necrotic damage
Eldritch Blast +7 1 action 120 feet Instantaneous 1d10
 Notes:Two beams of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
Aberrant Dragonmark: Minor Lifesteal +7 1 action 30 feet Instantaneous 2d4 S
 Notes:You drain life energy from a hostile creature you can see within range. The target must succeed on a Constitution saving throw or take 2d4 necrotic damage. You then gain temporary hit points equal to the amount of damage dealt, which last until you finish a long rest. This spell has no effect on undead or constructs
Frostbite +7 1 action 60 feet Instantaneous 2d6 V, S
 Notes:You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 2d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.

Level 1 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Corrupting Ichor +7 1 action 60ft Instantaneous 2d8
 Notes:You spit a globule of phlegm at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 necrotic damage. In addition, until it uses its action to wipe off the phlegm, it takes 1d4 necrotic damage at the start of each of its turns and any hit points regained are reduced by half.
Hellish Rebuke +7 1 reaction 60ft Instantaneous 2d10
 Notes:You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one
Gift of the Depths: Water Breathing +7 1 action 30 feet 24 hours 1d4 + 4 V S M (A short reed or piece of straw)
 Notes:This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration. DOES NOT CONSUME SPELL SLOT
Aberrant Dragonmark: Magic Missile +7 1 action 120 feet Instantaneous 1d4 V, S
 Notes:You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several.

Level 2 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Corrupting Ichor +7 1 action 60ft Instantaneous 2d8 +
 Notes:You spit a globule of phlegm at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 necrotic damage. In addition, until it uses its action to wipe off the phlegm, it takes 1d4 necrotic damage at the start of each of its turns and any hit points regained are reduced by half.
Hellish Rebuke +7 1 reaction 60ft Instantaneous 2d10 +
 Notes:You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one
Aberrant Dragonmark: Magic Missile +7 1 action 120 feet Instantaneous 1d4 + V, S
 Notes:You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several.

Level 3 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Corrupting Ichor +7 1 action 60ft Instantaneous 2d8 +
 Notes:You spit a globule of phlegm at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 necrotic damage. In addition, until it uses its action to wipe off the phlegm, it takes 1d4 necrotic damage at the start of each of its turns and any hit points regained are reduced by half.
Hellish Rebuke +7 1 reaction 60ft Instantaneous 2d10 +
 Notes:You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one
Aberrant Dragonmark: Magic Missile +7 1 action 120 feet Instantaneous 1d4 + V, S
 Notes:You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several.
Summon Shadowspawn +7 1 action 90 feet Concentration, up to 1 hour V, S, M (tears inside a crystal vial worth at least 300 gp)
 Notes:You call forth a shadowy spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Shadow Spirit stat block. When you cast the spell, choose an emotion: Fury, Despair, or Fear. The creature resembles a misshapen biped marked by the chosen emotion, which determines certain traits in its stat block. The creature disappears when it drop to 0 hit points or when the spell ends. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after your. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and it uses its move to avoid danger.
Flesh to Bone +7 1 action Touch Concentration, up to 10 minutes V, S, M (a pinch of bone marrow)
 Notes:You attempt to turn the skin of a creature you touch into bony plates. If the target’s body is made of flesh, it must make a Constitution saving throw. A willing creature can choose to fail this saving throw. On a failure, a creature’s skin turns into hardened, articulating plates of bone. For the duration, the creature’s speed is halved, it has disadvantage on Dexterity saving throws, and it has resistance to piercing and slashing damage.
Displacing Maw 1 action 60 feet Instantaneous 4d8 V, S
 Notes:Your rib cage opens up violently, trying to devour an enemy in range. The creature must succeed on a Strength saving throw or be devoured by the maw formed by your rib bones. On a failure, it takes 4d8 piercing damage and is transported through magic to a point of your choice on the ground within 60 feet of you, where the maw reappears and regurgitates them. On a success, they take half as much damage and are not transported.
Extract Shirikodama 1 action Touch Instantaneous 4d10 V, S, M
 Notes:You phase your hand into a creature’s body and attempt to tear away a fragment of its soul. The creature must make a Charisma saving throw. On a failure, it takes 4d10 necrotic damage, you gain temporary hit points equal to half the damage taken, and you gain advantage on the next attack roll, ability check, or saving throw you make before the end of your next turn. On a success, the creature takes half as much damage, and you don’t gain any benefits. Creatures without souls automatically succeed on this saving throw.
Darkvision. You can see in dim light within 60 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.

Exoskeleton. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.

Multiple Limbs. You have a shorter pair of arms in the center of your chest. Your smaller arms have a reach of 5 feet, and you can use them to lift a number of pounds equal to five times your Strength score. You can use these arms to take an additional object interaction each round and hold objects. Your secondary arms can’t be used to do anything that requires manual precision such as attack, benefit from a shield, use an item or performing the somatic components of a spell.

Thri-kreen Telepathy. Without the assistance of magic, you can’t speak the non-thri-kreen languages you know. Instead you use telepathy to convey your thoughts. You have the psionic ability to transmit your thoughts mentally to willing creatures within 160 feet of yourself. A contacted creature doesn’t need to share a language with you to understand your thoughts, but it must be able to understand at least one language. Your telepathic link to a creature is broken if you and the creature move more than 160 feet apart, if either of you is incapacitated, or if either of you mentally breaks the contact (no action required).

Insectiod movement. You have a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.

Natural psionics. You gain access to the 1st-Order powers Concussive Slam, Influence, Mind Splinter, and Psionic Shift

Torpor. Thri-kreen are known to enter a state of decreased physiological activity to prolong their survival. You only require 1 gallon of water each week, you do not require sleep and don't suffer exhaustion from lack of rest. When you take a long rest, you must spend at least six hours of it in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.

Magical Cunning. You can perform an esoteric rite for 1 minute. At the end of it, you regain expended Pact Magic spell slots but no more than a number equal to half your maximum (round up). Once you use this feature, you can’t do so again until you finish a Long Rest.



Patron's Companionship. Differing from other patrons, imaginary friends are always nearby and reaching out to their warlocks. Your patron is always within 30 feet of you, or 5 feet when you're in combat. They can only be observed and interacted with by you and other warlocks with this feature, unless they choose not to be. They can speak and read all languages you understand.

Drink the Mists. Starting at 1st level, you learn to draw the withering Dead Mists into your sould, granting you eldritch insights and power at the cost of your health. As a bonuc action, you can choose to lose hit points equal to 1d8 for each level of your Pact Magic spell slots. At the start of your next turn, you regain an expended Pact Magic spell slot. If this ability reduces you to 0 hit points, you are knocked unconscious, even if you have temporary hit points

Because of the soul-draining nature of the Dead Mists, you can't regain hit points from any spell you cast.

Feed the Soul. Your body begins to merge with the Dead Mists, allowing you to heal your mortal form by burning eldritch energy. As an action on your turn, you can consume one of you available Pact Magic spell slots to regain 1d8 hit points for each level of the spell slot consumed. This amount of healing can't be increased or maximized.

Features & Traits
Monster hunter pack (a chest, a crowbar, a hammer, three wooden stakes, a holy symbol, a flask of holy water, a set of manacles, a steel mirror, a flask of oil, a tinderbox, and 3 torches), a teacup from a childs teaset stained with blood, small warn children's nursery rhymes, Scholars pack (a backpack, a book of lore, a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, and a small knife)

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Armor. Light Armor
Weapon. Simple weapons
Tools.
Saving throws. Wisdom, Charisma
Skills. deception, nature, arcana, survival

Languages. Common, Thri-kreen, Halfling, Goblin, Orc, Deepspeak

Languages & Proficiencies
Resistant to these damage types: Piercing, Bludgeoning, Slashing, Psychic, Force, and can pick one more from acid, fire, lightning, or poison every long rest.

Notes
*Auto-Bio Control
Whenever you regain hit points while you are using your pact, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you.

*Energy Barrier
At the start of each of your turns, you gain temporary hit points equal to your Charisma modifier (minimum of 1) + your proficiency bonus, provided that you are using your pact and have at least 1 hit point.

*Gift of the Depths
You can breathe underwater, and you gain a Swim Speed equal to your Speed.

You can also cast Water Breathing once without expending a spell slot. You regain the ability to cast it in this way again when you finish a Long Rest.

*Pact of the Maw
Your patron grants you a hungering maw somewhere on your body. This mouth can be used in ordinary ways such as for eating or delivering vocal spell components, and can also be used as an arcane focus.

As an action your maw can consume an object and store it in an extra-dimensional space that can hold up to 500 pounds, not exceeding a volume of 100 cubic feet. As an action you can regurgitate one or more objects. You can also attempt to consume a creature of your size or smaller within 5 feet as an action, an unwilling creature must make a Dexterity saving throw or be sucked into the maw. To escape the creature can make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the maw.

Additionally, you can use your maw to perform bite attacks. Make a melee weapon attack, using your Charisma modifier for attack and damage rolls. On a hit, the maw deals 1d6 + your Charisma modifier piercing damage.

*Pact of the Skin
You give yourself over completely to your patron, taking on greater aspects of your benefactor in exchange for more power. Your skin changes to reflect this, changing for and becoming resistant to damage. When you take bludgeoning, piercing, or slashing damage from a nonmagical weapon that isn't silvered, you can subtract 3 from the damage taken.

*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.

Invocations
*Aberrant Dragonmark
You have manifested an aberrant dragonmark. Determine its appearance and the flaw associated with it.

You learn a cantrip of your choice from the sorcerer spell list. In addition, choose a 1st-level spell from the sorcerer spell list. You learn that spell and can cast it through your mark. Once you cast it, you must finish a short or long rest before you can cast it again through the mark. Constitution is your spellcasting ability for these spells.

*Astral Resilience
Your exposure to the Astral Sea has hardened you, and as such your body is hardier than many others. You gain the following benefits:

Your hit point maximum increases by an amount equal to your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 1 hit points.
You gain resistance to psychic damage and to force damage.
You gain advantage on constitution checks and saving throws.

*Fey Touched
You learn the Misty Step spell and one 1st-level spell of your choice. The 1st-level spell must be from the Divination or Enchantment school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat.

Feats


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.09, made by Tillerz - Updated: 2025-10-07
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

Oozemat Coat

Wondrous Item

Rare Requires Attunement

Woven from an oozed-based, biosynthetic polymer, this practical garment is the number one choice for field researchers and lab workers alike. It provides the high adaptability and resilience necessary to protect its wearer from any unfortunate accidents that may occur during the noble pursuit of science.



Adaptive Resistance. The versatile fabric of the coat is capable of modifying itself to best suit your needs. After you finish a long rest while attuned to the coat, choose one of the following damage types: acid, fire, lightning, or poison. You gain resistance to the chosen damage type until you finish your next long rest.

Occupational Hazards. While you wear this item, you take half of any damage you would take as the result of failing a Harvesting check.


The statblocks of your class features

Statblocks for your familiars, mounts etc.

Shadowspawn

Medium monstrosity,
Armor Class: 11 + the level of the spell (natural armor)
Hit Points: 35 + 15 for each level of the spell above 3rd
Speed: 40 ft

STR

13 +1

DEX

16 +3

CON

15 +2

INT

4 -3

WIS

10 +0

CHA

16 +3

Damage Resistances: Necrotic
Condition Immunities: Frightened
Senses: darkvision 120 ft., passive Perception 10
Proficiency Bonus: equals your bonus

Terror Frenzy (Fury Only). The spirit has advantage on attack rolls against frightened creatures.   Weight of Sorrow (Despair Only). Any creature, other than you, that starts its turn within 5 feet of the spirit has its speed reduced by 20 feet until the start of that creature’s next turn.

Actions

Multiattack. The spirit makes a number of attacks equal to half this spell’s level (rounded down).   Chilling Hand. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d12 + 3 + the spell’s level cold damage.   Dreadful Scream (1/Day). The spirit screams. Each creature within 30 feet of it must succeed on a Wisdom saving throw against your spell save DC or be frightened of the spirit for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Bonus Actions

Shadow Stealth (Fear Only). While in dim light or darkness, the spirit takes the Hide action.

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

ghoztboy..?.

Statblock Type

Character Sheet (2020)

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