| +8 | Expertise Bonus | |
| +4 | Proficiency Bonus |
| -1 | Strength | |
| +3 | Dexterity | |
| +2 | Constitution | |
| +0 | Intelligence | |
| +4 | Wisdom | |
| +9 | Charisma |
| +3 | Acrobatics | DEX | |
| +0 | Animal Handling | WIS | |
| +0 | Arcana | INT | |
| -1 | Athletics | STR | |
| +9 | Deception | CHA | |
| +0 | History | INT | |
| +0 | Insight | WIS | |
| +9 | Intimidation | CHA | |
| +4 | Investigation | INT |
| +0 | Medicine | WIS | |
| +0 | Nature | INT | |
| +0 | Perception | WIS | |
| +5 | Performance | CHA | |
| +9 | Persuasion | CHA | |
| +0 | Religion | INT | |
| +9 | Sleight of Hand | DEX | |
| +3 | Stealth | DEX | |
| +4 | Survival | WIS |
| Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
|---|---|---|---|---|---|
| Revolver | +7 | DEX | 1d6+3 | Piercing | |
| Ammo,Range30/90,Light,Reload | |||||
| Covenbound shotgun | +9 | CHA | 1d10 | Piercing | |
| Ammo (25 rounds remaining),Range30/90 | |||||
Level 2
Agonising blast-When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit +7
Beast Speech You can cast speak with animals at will, without expending a spell slot.
Level 3
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 +3, 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.
Elder Ascpects: As a Bonus Action you summon forth the phantasmal mind of one of the patrons of your council, commanding it to possess a creature within 60 feet of you. The target must succeed on a Charisma saving throw or become possessed by the spirit, which infiltrates its mind. Possessed creatures are affected in the following ways. • You can see through the creature’s senses whenever you want (no action required). • The creature is considered Charmed by you and holds you in high regard. If you or allies damage the creature the Charmed condition is removed. • As a Bonus Action on your turn, which can be the same Bonus Action you used to possess the creature, you can command the creature to use its Reaction to immediately take one action. If the creature takes the attack action, it makes only one attack. • When you cast a warlock spell, you can have it originate from the creature. Any of the spells Verbal and Somatic components can be achieved by manipulating the possessed creature without needing to provide it yourself. When you do so, the spell is cast as if you were standing in the creature’s space. Elder Aspects possess a creature for a number of hours equal to your Proficiency Bonus. You can use this feature a number of times equal to your Charisma modifier (minimum of 1), regaining all expended uses whenever you Finish a Long Rest, and one expended use whenever you finish a Short Rest.
Lessons of the Elders You gain proficiency in two skills of your choice, and you may use your Charisma instead of the base ability you make a skill check with these skills. You can change one or both of these selected skills whenever you finish a Short or Long Rest.
Level 4
+2 Charisma points
Level 5
Mask of many faces spell added
Level 6
Summon undead Lvl3 spell added
Indocrtinate-
Creatures you target have Disadvantage on saves against spells
and abilities that cause possession or the Charmed condition
Permanent 1+ bonus on rolls against lawful/good. Permanent -1 on rolls against bad/evil.
Level 7
Repelling Blast - When successfully casting Eldritch Blast, the attack pushes enemy 10/20 feet away from current position. If hitting 1 target, pushes 20 feet away. Hitting 2 separate targets pushes them 10 feet away.
Thunder Step lvl 3 spell added
Level 8
+2 to charisma modifier
Sickening Radiance lvl 4 spell added
Level 9
Shadow Of Moil lvl 4 spell added (removing Sending spell from list)
Synaptic Static lvl 5 spell added
Leather Armor
Revolver - 30 rounds
Arcane Focus
Coven bound shotgun - 30 rounds (25 rounds left)
0 Rations
1d10 piercing damage Range 30ft normal range 60-90 disadvantage.
Curse seeker-Can bind shotgun to a specific target by performing 1hr ritual as part of short/long rest. When you do, shotgun gains +3 bonus to attack and damage rolls against the target and +1 bonus against all other creatures. Whenever you make an attack roll against a creature Cursed by weapon, the attack has advantage.
Weapon speaks to me and is Evil aligned, communicates telepathically.
Charmed targets will remain charmed after being shot with the shotgun.
Whenever you cause a creature to make a saving throw against being charmed while attuned you can impose disadvantage on that saving throw as a BONUS ACTION.
Cloak of displacement
While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near to 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.
Dracolt-Large Dragon Mount (Valek) DEAD!!!
Speed 60/120ft
Riding horse stats
Miscellaneous items-
Potion of Heroism: Drinking adds 10 temporary hit points and adds BLESSED spell (adding 1d4 to attack rolls and saving throws) for 1 hour.
Bag of Worm teeth, 1 Scorpion Stinger, Bag of T-rex teeth
Dark Vision (see in dark up to 60feet)
Resist Fire Damage
Common,Infernal,Orcish,Elvish (languages that I can speak)
Proficient: Light Armour, Simple weapons, Firearms, Deception, Intimidation, Investigation, Persuasion, Sleight of hand, Survival.
BECOMING EVIL:
Permanent 1+ bonus on rolls against lawful/good. Permanent -1 on rolls against bad/evil.
Confidence is easier than vulnerability
Often flirting with the wrong people
Greets danger with a menacing smile and a clever remark
Every conversation is a dance that she intends on leading
A loaded shotgun and a sharp tongue can either solve or cause problems, either one is fine by her.
Freedom - never to be owned again by weak/pathetic males.
Power - Domination over enemies. Never to feel helpless again.
Life is too short to play it safe.
If fate wants her dead, then it will have to catch her first.
Lodge Patron
Their power enables possession, allowing easy access into the minds of others, to control and dominate enemies and weak obstacles.
Party/Posse
Would die and kill for them. Allowing no harm to become them. Anyone deals damage to a member of the posse answers to Serapyne.
Uses charm and sarcasm to avoid her real feelings and struggles.
Will never trust completely, even her own posse.
Has a habit of provoking enemies and the law.
Enjoys chaos and causing it.
Prefers dangerous people far more than what is healthy.
Walking away feels worse than losing.
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Statblocks for your familiars, mounts etc.
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.
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