Character Sheet:
Name: Nukilik Aglukkaq
Gender: Female
Undead Race: Bleakborn
Former Race: Human (Variant)
Class: Warlock (Evening Glory)
Background: Outlander
Level: 4
Experience Points: 2800/6500
Hit Dice: 1d8 Per Warlock Level
Hit Points: 39
Armor Class: 12 (10 + Leather Armor + Animal Trophy)
Stats: (+1 to Two Stats, +1 to Con)
Str: 13 (+1) (Human)
Dex: 8 (-1)
Con: 18 (+4) (Human, Resilience)
Int: 10 (+0)
Wis: 10 (+0)
Cha: 19 (+4) (Aura Mastery)
Speed:30 Ft.
Damage Resistances: Cold, Necrotic
Damage Immunities: Fire, Poison
Condition Immunities: Exhaustion, Poisoned
Senses: Darkvision 60 ft,
Proficiencies (Bonus: +2)
Armor: Light
Weapons: Simple, Hunting Traps
Saving Throws: Wisdom, Charisma, Constitution
Skill: History, Intimidation, Athletics, Survival, Animal Handling
Tool: Flute
Languages: Common, Moilian, Celestial, Infernal
Saves:
Strength: +1
Dexterity: -1
Constitution: +6 (Proficiency)
- Advantage on Concentration Checks for Animate Objects
Intelligence: +0
Wisdom: +2 (Proficiency)
Charisma: +6 (Proficiency)
Skills:
Strength (+1)
- Athletics (+2)(Proficienty)
Dexterity (-1)
- Acrobatics
- Sleight of Hand
- Stealth
Intelligence (0)
- Arcana
- History (+2)(Proficienty)
- Investigation
- Nature
- Religion
Wisdom (0)
- Animal Handling (+2)(Proficienty)
- Insight
- Medicine
- Perception
- Survival (+2)(Proficienty)
Charisma (+4)
- Deception
- Intimidation (+2)(Proficienty)
- Performance
- Persuasion
Equipment:
Gold: 10 GP
Combat Related:
Eldritch Lantern - Needed for your Pact of the Beacon
Two Daggers - Melee Slashing Weapons, 1d4 Damage on Hit
Leather Armor - 11 AC
Animal Trophy - A Polar Bear skin that covers your head and back. +1 AC
Hunting Trap (3) - DC 13 Dex Save. Failure deals 1D4 piercing damage and stop moving. DC 13 Strength to break free, failure deals 1 piercing damage
Clothing:
Traveler's Clothing - So you're not naked.
Belt Pouch - Holds your gold
Remains:
Sled Dog Remains - The remains of your sled dogs.
Sled Remains - The remains of your sled.
Feats:
- Human: Resilient (Constitution): +1 Constitution. You gain proficiency in saving throws using the chosen ability.
- Level 4: Aura Mastery - +1 Charisma. Auras you or objects you create can choose to ignore any number of people or objects, up to your Charisma modifier.
Background Feature:
- Wanderer: You have an excellent memory for maps and geography, and can recall the general layout of terrain, settlements, and other features around you. Can scavenge food for yourself and up to five people a day, provided there is anything to scavenge.
Warlock Features:
Otherworldly Patron (Evening Glory): You have struck a bargain with Evening Glory, the Goddess of Undeath, Love, and Desire
- The Ties That Bind: At first level, you know when any number of people within a 120 foot radius are in love, and who they are in love with, and what kind of love.
- Love's Embrace: At first level, as an Action, target up to any number of people equal to your Charisma modifier. They gain temporary HP equal to 4 times your level, which lasts until their next Long Rest. If at least two of the targets have a loving relationship, all targets gain AC equal to your Charisma modifier as well. You may only use this feature once per Long Rest.
Pact Boon (Pact of the Beacon): You possess a small lantern, with a glowing ball of energy inside. It acts as a standard lantern at first glance, though anyone making a DC 16 Arcana Check will know what it truly is. You always know where your Beacon is, as long as it remains on the same plane as you. Instead of taking a Move Action, you may lift your beacon high for all to see. Anyone who can see it within a 120 foot radius must make a Wisdom save (DC = 8 + Proficiency + Charisma). Anyone who fails can be moved up to 10 feet in your direction.
Warlock Invocations (Known: 2)
- Grasp of Hadar (Requires Animate Objects): When an object you've animated deals damage to something, you can move that creature up to 10 feet closer to yourself.
- Call Them Home (Requires Pact of the Beacon): As an action, you may mark any number of creatures or items within 120 feet, up to your Charisma modifier, with a mark. As a Move action, you may teleport a creature or object a mark to within 5 feet of the Beacon, expending that mark. That creature must be within 5 miles of the Beacon, plus another 5 miles for each Warlock level the caster possess. If they are unwilling, they must make a Wisdom save to resist. (DC: 8 + Proficiency + Charisma Modifier). Also as a Move action, a person with a Mark may expend it to teleport to within 5 feet of the Beacon. Once you use this Invocation, you cannot use it again until you take a long rest.
Undead Features:
Undead State - You do not need to eat, sleep, or breathe. You may still take a Short or Long rest, in which case you are just resting and doing nothing overly taxing. You may still eat if you want.
Create Spawn: A humanoid slain by the Bleakborn rises as a Bleakborn after 1 minute, under your command. You may choose it to be under your control, as a mindless Bleakborn, or as an intelligent Bleakborn. You may only have a number of Bleakborn under your control equal to twice your level. Constructs and other undead are not affected by this feature
Fire Absorption: Whenever you are subjected to fire damage, you take no damage, and instead regain health equal to the fire damage dealt
Heat-Draining Aura: At the start of each of your turns, each creature within 30 feet of you takes Xd6 + X Cold Damage, where X is half your level, rounded up. You regain 5 health for each creature that takes damage by this effect. You may suppress this Aura as an action.
Undead Fortitude: If damage reduces you to 0 or less hit points, make a Constitution save, with a DC of 5 + Damage taken. On a success, you drop to 1 HP instead. Radiant Damage and Critical Hits ignore this.
The Chill of Death: Any attacks you do, or objects that attack under your command, can deal Cold or Necrotic Damage
Special Features:
Mistress of Animation: You may cast Animate Objects at will, as a Cantrip. Every level, you may choose an upgrade to it. You may never learn nor cast any other spell.
Animate Objects (With Upgrades)
Casting Time: 1 Action
Range: 120 Feet
Components: V, S
Duration: 2 Minute (Concentration - With Advantage)
Objects come to life at your Command. Choose up to ten non-magical Objects within range that are not being worn or carried. Medium Targets count as two Objects, Large Targets count as four Objects, Huge Targets count as eight Objects. You can't animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 Hit Points.
As a Bonus Action, you can mentally Command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can Command any or all of them at the same time, issuing the same Command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general Command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against Hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
Animated Object Statistics
Tiny - HP: 20, AC: 18, Attack: +8 to hit, 1d4 + 4 damage, Str: 4, Dex: 18
Small - HP: 25, AC: 16, Attack: +6 to hit, 1d8 + 2 damage, Str: 6, Dex: 14
Medium - HP: 40, AC: 13, Attack: +5 to hit, 2d6 + 1 damage, Str: 10, Dex: 12
Large - HP: 50, AC: 10, Attack: +6 to hit, 2d10 + 2 damage, Str: 14, Dex: 10
Huge - HP: 80, AC: 10, Attack: +8 to hit, 2d12 + 4 damage, Str: 18, Dex: 6
An animated object is a Construct with AC, Hit Points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet, if the Objects lack legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or larger object, such as a chain bolted to a wall, its speed is 0. It has Blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 Hit Points, it reverts to its original object form, and any remaining damage carries over to its original object form.
If you Command an object to Attack, it can make a single melee Attack against a creature within 5 feet of it. It makes a slam Attack with an Attack bonus and bludgeoning damage determined by its size. The DM might rule that a specific object inflicts slashing or piercing damage based on its form.
Upgrades:
Improved AoO - Objects may make an attack of opportunity if a creature is forced to move out of it's range
Improved Concentration - Concentration upgraded to 2 Minutes
Intense Concentration - If you are forced to make a save to keep your concentration on Animate Objects, you gain advantage on that save
Living Pact - Your Beacon may be animated, regardless of it's magicalness. Any ability that requires use of the Beacon may be used by either you or the Beacon, using your stat block.