Level | 9 (0/64000 XP for level-up) |
Background | haunted one |
Size | Large |
Species | thikreen |
Subclass | ??? |
Level | 9 |
Hit dice | 9/9 |
1d8+2 |
W | Pr | Weapon / Attack | AB | Abi | Dmg | Dmg Type |
---|
W | T | Armor | AC | D | Properties |
---|---|---|---|---|---|
exoskeleton | 16 |
P/E | Bonus | Skill | Abi |
---|---|---|---|
+3 | Acrobatics | DEX | |
+2 | Animal Handling | WIS | |
+5 | Arcana | INT | |
+1 | Athletics | STR | |
+9 | Deception | CHA | |
+1 | History | INT | |
+2 | Insight | WIS | |
+5 | Intimidation | CHA | |
+5 | Investigation | INT | |
+2 | Medicine | WIS | |
+5 | Nature | INT | |
+2 | Perception | WIS | |
+5 | Performance | CHA | |
+9 | Persuasion | CHA | |
+1 | Religion | INT | |
+3 | Sleight of Hand | DEX | |
+3 | Stealth | DEX | |
+6 | Survival | WIS |
+8
Expertise Bonus |
+4
Proficiency Bonus |
Armor Training: Light armor
Weapon Proficiencies: Simple Weapons
Tool Proficiencies: None
Languages: Common, Thri-kreen, Abyssal, Deep Speech, goblin
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.
Darkvision. Your compact eyes and deep instincts give you superior vision in dark and dim conditions. You can see in dim light within 60 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.
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 magical ability to transmit your thoughts mentally to willing creatures you can see within 120 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 120 feet apart, if either of you is incapacitated, or if either of you mentally breaks the contact (no action required).
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.
Dark Charm. As a bonus action, you can target one creature within 30 feet of you that can hear or see you. The target must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you until the start of your next turn. A creature that succeeds on this saving throw is immune to this feature for 24 hours.
You can use this feature a number of times equal to your Charisma modifier (minimum of once), regaining all expended uses on a short or long rest.
Predatory Swiftness. When you take the Attack action on your turn and hit a creature with a weapon attack, you can use a bonus action to make an additional weapon attack against the same creature. You can use this bonus action a number of times equal to your Charisma modifier (minimum once), and you regain all expended uses when you finish a long rest.
Lifedrinker. Your connection to Mr. Starless deepens, allowing you to feast on the life force of your prey. Once per turn, when you deal necrotic damage to a creature, you regain hit points equal to half the necrotic damage dealt (minimum of 1). If the target is charmed, frightened, or below half its hit point maximum, you instead regain hit points equal to the necrotic damage dealt. You can benefit from this feature a number of times equal to your Charisma modifier (minimum of once), regaining all expended uses when you finish a short or long rest.
Nocturnal Shroud. Mr. Starless fortifies you against the perils of the night, granting you the resilience and senses of a nocturnal hunter. You gain resistance to necrotic damage and advantage on saving throws against being charmed or frightened.
In addition, when you're in dim light or darkness, you can use a bonus action to become shrouded in supernatural shadow until the start of your next turn. While shrouded, you gain the following benefits:
Dark Web. As an action, you can snare a creature you can see within 30 feet of you in tendrils of black mist. The target must make a Dexterity saving throw against your warlock spell save DC. On a failed save, the target is restrained for 1 minute. While restrained this way, the target takes necrotic damage equal to your warlock level at the start of each of its turns. If the target is reduced to 0 hit points while restrained by this feature, you regain hit points equal to your Charisma modifier + your warlock level. As a bonus action while the target is restrained, you can pull it up to 10 feet toward you. The target can use its action to make a Strength or Dexterity check against your warlock spell save DC, ending the effect on itself on a success.
You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses 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.
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.
Blood Puppeteer. As a reaction when you hit a creature that is charmed or frightened by a spell or effect of yours, you can force it to make a Strength saving throw against your warlock spell save DC. On a failed save, the target’s blood twists in its veins, and it is restrained for 1 minute. A restrained creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature succeeds on its saving throw or if the duration ends for it, the creature is immune to this effect for 24 hours. Constructs and Undead are immune to this effect.
Patron’s Resilience. You gain resistance to psychic damage, and cold damage.
Pact of the Chain. You learn the Find Familiar spell and can cast it as a Magic action without expending a spell slot. When you cast the spell, you choose one of the normal forms for your familiar or one of the following special forms: Imp, Pseudodragon, Quasit, Skeleton, Slaad Tadpole, Sphinx of Wonder, Sprite, or Venomous Snake Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its Reaction.
Doom Hound. As a bonus action, your familiar transforms into a more powerful creature for 1 minute. At 7th level and higher, it transforms into a dire wolf. At 12th level and higher, it transforms into a winter wolf. At 18th level and higher, it transforms into a hound of the night (see Tome of Beasts). You must finish a short or long rest before you can use this invocation on your familiar again.
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.
Aerial or Aquatic.
The familiar gains either a Fly Speed or a Swim Speed (your choice) of 40 feet.
Quick Attack
As a Bonus Action, you can command the familiar to take the Attack action.
Necrotic or Radiant Damage.
Whenever the familiar deals Bludgeoning, Piercing, or Slashing damage, you can make it deal Necrotic or Radiant damage instead.
Your Save DC.
If the familiar forces a creature to make a saving throw, it uses your spell save DC.
Resistance.
When the familiar takes damage, you can take a Reaction to grant it Resistance against that damage
Resolution of the Syndicate
Membership in the Ebon Syndicate provides perks—one of which is the motivation that comes with the understanding that the Syndicate kills those who fail too often. You gain the following benefits.
Quick Strike. On your first turn after an Initiative roll, add 1d4 to the first damage roll you make. This extra damage increases to 2d4 at character level 9, and to 4d4 at character level 16.
Resilient. Your Hit Point maximum increases by an amount equal to your character level when you gain this feat. Whenever you gain a character level thereafter, your Hit Point maximum increases by an additional 1 Hit Point.
Aberrant Dragonmark
Aberrant Fortitude. When you make a Constitution saving throw, you can roll 1d4 and add the number rolled to the save. You can use this benefit a number of times equal to your Proficiency Bonus and regain all expended uses when you finish a Long Rest.
Aberrant Magic. You know one cantrip of your choice from the Sorcerer spell list. Also, choose a level 1 spell from that spell list. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Short or Long Rest. You can also cast this spell using any spell slots you have. Constitution is your spellcasting ability for this spell.
Aberrant Surge. When you cast the level 1 spell from this feat, you can expend one of your Hit Point Dice and roll it. If you roll an even number, you gain a number of Temporary Hit Points equal to the number rolled. If you roll an odd number, one creature within 30 feet of you (not including you) takes Force damage equal to the number rolled. If no other creatures are in range, you take the damage.
Psykineticist
Psi Boost. When you take the Dash action, you can increase your Speed by 10 feet until the start of your next turn. You can do this a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
Psionic Talent. You know the Telekinetic Fling cantrip. You also always have the Thunderwave spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast it using any spell slots you have. When you cast these spells, they require no Verbal components, and Intelligence, Wisdom, or Charisma is your spellcasting ability for them (choose when you select this feat).