Gilveradin Windrunner (Level 17 Elf Warlock)

Ancestry: Quel'dorei (Elf)Culture: Mixed Culture (High Elf / Natural)Background: OutlanderDestiny: Coming of Age / ??? (Current)
StrengthDexterityConstitutionIntelligenceWisdomCharisma
10 (+0)16 (+3)14 (+2)10 (+0)14 (+2)20 (+5)
Hit Points: 122Proficiency Bonus: +6Size: MediumMovement: 30 ft.

Languages: Culture: Common, Thalassian | Warlock: Draconic
Senses: Darkvision 150 ft., Passive Perception 24, Passive Investigation 10
Resistances: Fire, Radiant, Poison

Ancestry Features

Darkvision. 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 discern colors in that darkness only as shades of gray.
Arcane Mind. You have Advantage on saving throws you make to avoid or end the Charmed condition on yourself.
Cantrip. You know prestidigitation. Your spellcasting ability score for this cantrip is Charisma.
Keen Senses. You have proficiency in the Perception skill.
Paragon Trait: Elfsight. Nature cannot block the legendary accuracy of your people. You gain the following benefits:
  • An area being lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena does not impose Disadvantage on your ability checks relying on sight.
  • Attacking at long range doesn't impose Disadvantage on your ranged weapon attack rolls.

Culture Features

Cantrip (High Elf). You know mending. Your spellcasting ability score for this cantrip is Charisma.
Cantrip (Natural). You know shillelagh. Your spellcasting ability score for this cantrip is Charisma.

Background Feature

Wanderer

You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. You are familiar enough with any wilderness area that you can find twice as much food and water as you normally would when you forage there.

Additionally, you can call upon the hospitality of your people, and those allied with your tribe if you have one, often including members.

Destiny Features

Source of Inspiration: Yes to Adventure. You draw inspiration from setting out with adventure in front of you. You gain inspiration whenever you achieve a personal milestone. Examples include join a new guild or organization, travel somewhere new and far from home, accept a new major quest or mission, change worldviews and grow as a person.
Inspiration Feature: Ready to Learn. You haven’t had training in everything but you’re determined to give it your all anyway. As a bonus action you may spend your inspiration to gain proficiency with a weapon, armor, skill, or tool for the next hour.
Fulfillment Feature: ???.

Proficiencies

Strength Saving Throw+0
Athletics+6
Dexterity Saving Throw+9
Acrobatics+3
Sleight of Hand+9
Stealth+15
Charisma Saving Throw+5
Deception+11
Intimidation+11
Performance+11
Persuasion+11
Constitution Saving Throw+2
Intelligence Saving Throw+6
Arcana+0
History+6
Investigation+0
Nature+6
Religion+0
Wisdom Saving Throw+8
Animal Handling+8
Insight+8
Medicine+2
Perception+14
Survival+8
Harvesting Kit
Herbalism Kit
Leatherworking Tools
Poisoner's Kit
Woodcarving Tools
Plucked String Instruments
 Light armor, medium armor, shields
 Simple weapons, martial weapons
Proficiency Sources:
Ancestry: Perception
Culture: Insight, Herbalism Kit, Woodcarving Tools
Background: Athletics, Harvesting Kit, Leatherworking Tools
Warlock Class: Intelligence Saving Throws, Wisdom Saving Throws, History, Intimidation (Wyrm), Nature, Stealth (Wyrm)
Talents: Deception, Persuasion, Medium Armor, Shields, Martial Weapons
Feats: Animal Handling, Performance, Survival, Sleight of Hand, Poisoner's Kit
Downtime/Other: Plucked String Instruments


Class Features

Warlock (Red Dragonflight) 16

Eldritch Smite (3d8)

Once per turn when you hit a creature with a melee or ranged weapon attack, you can ravage your target with an outburst of magic, causing the weapon attack to deal an extra 3d8 force damage.

Wyrm: Draconic Blast (Claw of the Wyrm)

You can choose to have your Eldritch Blast feature deal fire damage. Additionally, immediately after you deal your Eldritch Smite damage to a creature, you can target a second creature that you can see within 10 feet of the first creature. Roll half the number of your Eldritch Smite dice for your level (round up), and the second creature takes fire damage equal to the roll’s total, as a claw of energy lashes out at them.

Wyrm: Gift of the Greatwyrm

You learn to speak, read, and write Draconic, and you become proficient in the Intimidation and Stealth skills. You have expertise with Stealth checks.

Pact of the Blade

You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it and you can use your spellcasting ability for attack and damage rolls with it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Your pact weapon 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 transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest.

You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

Pact of the Chain (Pactkeeper's Reward)

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 can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, sprite, or other Tiny creature of CR 1 or less. Unlike most familiars, yours is not subject to the Companions section of the Resurrection rules.

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. This attack can deliver the damage from Eldritch Smite.

Finally, when you use your action to use Eldritch Disruption, Eldritch Ray, or Eldritch Whip (or an Eldritch Invocation with one of them as a prerequisite,) your familiar can deliver the ability as if it had used it, using your spellcasting ability modifier. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the ability when you use it.

Wyrm: Draconic Might

You gain resistance fire damage. Additionally, when you cast a spell that deals fire damage, add your spellcasting ability modifier to one damage roll of that spell.

Wyrm: Eye of the Dragon

You have gained the ability to channel some of the legendary supernatural senses of your patron. As a Bonus Action, you can use one of the following abilities:

  • You take the Search or Study action.
  • You have blindsight out to a range of 60 feet, or darkvision to a range of 120 feet, for 1 minute.
  • You double the range your special senses not gained from this ability for 1 minute.
  • You magically detect any gemstones or metallic coins within 60 feet of you. For the next minute, you can tell the exact location and value of any treasures, as well as the presence and rarity of any magic items. The ability can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

You can use this feature 6 times. When you finish a long rest, you regain all expended uses.

Wyrm: Devastating Blast (Wings of the Wyrm)

When you deal damage with your Eldritch Smite, you can choose to cause the energy to lash out with the spectral wings of your patron's majesty. Creatures of your choice within 15 feet of you or the target of your attack must succeed on a Dexterity saving throw equal to your spell save DC or take the damage of your Eldritch Smite and be knocked Prone, or half as much damage on a success. You may then move up to half your movement speed.

Once you use this ability, you cannot do so again until you finish a long rest.

Wyrm: Greatest Treaure

  • Pact of the Blade. Your pact weapon is infused with the power of your patron. You can use a Bonus Action to speak your patron's name, causing energy to surround your weapon. While the weapon is activated, it deals a number of extra d6s equal to half your proficiency bonus of the damage type associated with your patron. The energy lasts until you use a Bonus Action to speak the command word again or until you drop or store the weapon.
  • Pact of the Chain. If your familiar is a pseudodragon, it can transform into a larger draconic creature. As a Bonus Action, it can transform into a dragonnel, or back into its pseudodragon form. While in its dragonnel form, your familiar retains its Keen Senses, Magic Resistance, Stealth proficiency, and Intelligence score, but otherwise its stats are replaced with those of the dragonnel except its hit point total is equal to 20 x your proficiency bonus. It otherwise acts using the same rules as your Pact of the Chain familiar. Additionally, while your familiar is within 1 mile of you, you can communicate with it telepathically, and while mounted on it, you can make any spell you cast that targets only you also target the mount.

If you have more than one Pact Boon, only one of them may be your Greatest Treasure. You may change which boon is your Greatest Treasure when you finish a long rest.

Feats & Ability Score Increases

  • Level 4 Warlock:
  • Level 8 Warlock:
  • Level 12 Warlock:
  • Level 16 Warlock:

Talents

Eldritch Invocations (Warlock): 17Feats: 5

Warlock

Beast Speech (Warlock)

You are under the constant effects of the speak with animals spell. This magical effect cannot be dispelled.

Beguiling Influence (Warlock)

You gain proficiency in Deception and Persuasion.

Devil's Sight (Warlock)

You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Eldritch Warrior (Warlock)

You gain proficiency with medium armor, shields, and martial weapons.

Improved pact Weapon (Warlock)

You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells. In addition, the weapon gains a +1 bonus to its attack and damage rolls. If it is a magic weapon that already has a bonus to those rolls, that bonus increases by 1, to a maximum of +3. Finally, the weapon you conjure can be a ranged weapon. If you have the Eldritch Smite feature, ranged Pact Weapons you wield can use Eldritch Smite.

Lifedrinker (Warlock)

When you hit a creature with your pact weapon, the creature takes extra force damage equal to your spellcasting ability modifier (minimum 1).

Spellbreaker (Warlock)

When you deal damage with your Eldritch Smite or Eldritch Whip, you can cast dispel magic as a bonus action using mana from your Pact Magic feature targeting the creature you hit.

Thirsting Blade (Warlock)

You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.

Portents and Portals (Warlock)

You automatically know when you are within 1 mile of a portal or gateway to another plane, even if it is inactive or malfunctioning (but not destroyed). You have advantage on checks made to locate portals you sense, and you add twice your proficiency bonus on any checks you make to stabilize, activate, or open it.

Tongue of the All-Father (Warlock)

You understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.

Pactkeeper's Reward (Warlock)

You gain the Pact of the Chain Pact Boon.

Arcanum of the Sixth Circle (Warlock)

Choose one 6th-level spell from the warlock spell list to be your Sixth Arcanum. You can cast this spell once without expending mana. You must finish a long rest before you can do so again. You may add 6th-level warlock spells to your Reserved Spells list. When you exchange a reserved spell during a long rest, you may exchange your Sixth Arcanum with one of these 6th-level spells. Additionally, when you gain a level in this class, you can replace this spell with another 6th-level spell from the Warlock spell list.

Arcanum of the Seventh Circle (Warlock)

Choose one 7th-level spell from the warlock spell list to be your Seventh Arcanum. You can cast this spell once without expending mana. You must finish a long rest before you can do so again. You may add 7th-level warlock spells to your Reserved Spells list. When you exchange a reserved spell during a long rest, you may exchange your Seventh Arcanum with one of these 7th-level spells. Additionally, when you gain a level in this class, you can replace this spell with another 7th-level spell from the Warlock spell list.

Arcanum of the Eighth Circle (Warlock)

Choose one 8th-level spell from the warlock spell list to be your Eighth Arcanum. You can cast this spell once without expending mana. You must finish a long rest before you can do so again. You may add 8th-level warlock spells to your Reserved Spells list. When you exchange a reserved spell during a long rest, you may exchange your Eighth Arcanum with one of these 8th-level spells. Additionally, when you gain a level in this class, you can replace this spell with another 8th-level spell from the Warlock spell list.

Arcanum of the Ninth Circle (Warlock)

Choose one 9th-level spell from the warlock spell list to be your Ninth Arcanum. You can cast this spell once without expending mana. You must finish a long rest before you can do so again. You may master 9th-level warlock spells. When you exchange a mastered spell during a long rest, you may exchange your Ninth Arcanum with one of your mastered 9th-level spells. Additionally, when you gain a level in this class, you can replace this spell with another 9th-level spell from the Warlock spell list.

Eyes of the Rune Keeper (Warlock)

You can read all writing.

Fog Dance (Warlock)

You can cast misty step at will, without spending mana. If you do not move on your turn, you can cast it without using a Bonus Action.

Feats

Master of Myriad Forms (Eldritch Adept: Warlock)

As an Action, you change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height between Medium and Small. You can make yourself appear as a member of another race, though none of your game statistics change. You can't duplicate the appearance of a creature you've never seen. You can add vestigial horns, tails, wings or other features, or remove existing ones, but you cannot benefit from their game effects if you do not have them. For example, a creature with natural wings who removes them with this spell loses its fly speed. You can also add or remove arms, legs, and other functional appendages, but you can never add more arms or legs than is normal for your ancestry. Your clothing and equipment aren't changed by this trait.

You stay in the new form until you use an Action to revert to your true form or until you die.

Witch Sight (Eldritch Adept: Warlock)

You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.

Early Riser (Skill Expert: Druid)

You gain the full benefit of taking a long rest in only 4 hours, and you gain the full benefit of taking a short rest in only 30 minutes.

Scout Leader (Covert Training: Rogue)

When your party makes a group Stealth check, you may apply your result to yourself and one ally after seeing the results of all rolls. Additionally, when you are traveling, you and a number of allies equal to your proficiency bonus (or twice your proficiency bonus if you have expertise in Stealth) can move stealthily at a normal pace.

Skulker (Covert Training: Rogue)

You can try to hide when you are lightly obscured from the creature from which you are hiding.

Spells

Total Mana: 28Casting Stat: CharismaSpell Attack: +11Spell DC: 19Spells Known: 14

Cantrips

1st-Level Spells

2nd-Level Spells

3rd-Level Spells

4th-Level Spells

5th-Level Spells

6th-Level Spells

7th-Level Spells

8th-Level Spells

9th-Level Spells