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Raqalien

5 Level (0/14000 XP for level-up) Background Kobold Race / Species / Heritage Lawful Evil Alignment
Warlock of the Undead
Level 5
Hit Dice: 5/5
1d8+3 Class 1

STR
8
-1
DEX
16
+3
CON
16
+3
INT
9
-1
WIS
13
+1
CHA
20
+5
43
Hit Points
+3
Initiative (DEX)
13
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
11
Passive Perception
Profeicency Dependant / Profeicency Dependant
Form of Dread
Spellcasting ...
+8 Attack mod
CHA Ability
+5 Abi Mod
16 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
-1 Strength
+3 Dexterity
+3 Constitution
-1 Intelligence
+4 Wisdom
+8 Charisma
saving throws
+3 Acrobatics DEX
+1 Animal Handling WIS
+2 Arcana INT
-1 Athletics STR
+8 Deception CHA
-1 History INT
+1 Insight WIS
+8 Intimidation CHA
-1 Investigation INT
skills
+1 Medicine WIS
-1 Nature INT
+1 Perception WIS
+5 Performance CHA
+5 Persuasion CHA
-1 Religion INT
+3 Sleight of Hand DEX
+3 Stealth DEX
+4 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Spell Book

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.

Features & Traits
Crystal | 1LB
Fine Clothes | 6LB
Steel Mirror | 1/2LB
Dagger | 1LB
Backpack | 5LB
50 feet of Hempen Rope | 10LB
Water Skin | 5LB
[Horror Trinket] Spyglass | A spyglass that always shows the world suffering a terrible storm

Gold: 97
Silver: 8

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Common, Draconic, Primordial, Infernal.

Languages & Proficiencies
I am plagued with dichotomous thinking, I will always take the extreme measures and see no in between

Personality Traits
Justice. I will make slavers wish that they were dead.

Ideals
A great evil dwells within me, though only through it the fire of life is still lit within me.

Bonds
I have done an unspeakable evil, one that I have no recollection of, am I prone to such things again?

Flaws
Eldritch Mind, Agonizing Blast, Sign of Ill Omen.

Notes
You possess a deep understanding of spirits and the ties that bind
them to the mortal world. With the simplest of actions and words,
you can stir the recently deceased into action.
With your urging, the spirit of a recently dead person will speak
briefly with you. You can cast speak with dead. The body must be
within three miles of where it died, and must not have died more
than a day ago. You do not require a complete body as the ability
speaks with the spirit and needs no corporeal connection. You can’t
do so again until you finish a long rest.

At the GM’s discretion, you could also use this power to com-
municate with uneasy spirits who have not yet moved on, regardless

of how long ago they died.
Using this power against undead, or in any combat situation for
that matter, is possible but very difficult. By expending this power
you can force an undead creature you can see to make a Wisdom
saving throw (DC 8 + your proficiency bonus + your Charisma
modifier). If it fails, you may take control of it for one round, as the
dominate monster spell. Alternately you can call up the spirit of a
creature whose body you can see that died in the past five minutes.
It does not receive a save to resist. Its spirit manifests in a space
you choose within 25 feet of you, and performs a single action of
your choice as if it were still alive, then disappears.

Unfinished Business


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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

The statblocks of your class features

The Undead


Hit Points

Hit Dice: d8 per The Undead level
Hit Points at first Level: See Warlock
Hit Points at Higher Levels: See Warlock

Proficiences

Armor: See Warlock
Weapons: See Warlock
Tools: See Warlock
Saving Throws: See Warlock
Skills: See Warlock

Subclass Options

Expanded Spell List

The Undead lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Spell Level Spells
1st bane, false life
2nd blindness/deafness, phantasmal force
3rd phantom steed, speak with dead
4th death ward, greater invisibility
5th antilife shell, cloudkill

Form of Dread

1st-level Undead feature   You manifest an aspect of your patron's dreadful power. As a bonus action, you transform for 1 minute. You gain the following benefits while transformed:
  • You gain temporary hit points equal to 1d10 + your warlock level.
  • Once during each of your turns, when you hit a creature with an attack roll, you can force it to make a Wisdom saving throw, and if the saving throw fails, the target is frightened of you until the end of your next turn.
  • You are immune to the frightened condition.
You can transform a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.   The appearance of your Form of Dread reflects some aspect of your patron. For example, your form could be a shroud of shadows forming the crown and robes of your lich patron, or your body might glow with glyphs from ancient funerary rites and be surrounded by desert winds, suggesting your mummy patron.  

Grave Touched

6th-level Undead feature   Your patron's powers have a profound effect on your body and magic. You don't need to eat, drink, or breathe.   In addition, once during each of your turns, when you hit a creature with an attack roll and roll damage against the creature, you can replace the damage type with necrotic damage. While you are using your Form of Dread, you can roll one additional damage die when determining the necrotic damage the target takes.  

Necrotic Husk

10th-level Undead feature   Your connection to undeath and necrotic energy now saturates your body. You have resistance to necrotic damage. If you are transformed using your Form of Dread, you instead become immune to necrotic damage.   In addition, when you would be reduced to 0 hit points, you can use your reaction to drop to 1 hit point instead and cause your body to erupt with deathly energy. Each creature of your choice that is within 30 feet of you takes necrotic damage equal to 2d10 + your warlock level. You then gain 1 level of exhaustion. Once you use this reaction, you can't do so again until you finish 1d4 long rests.  

Spirit Projection

14th-level Undead feature   Your spirit can become untethered from your physical form. As an action, you can project your spirit from your body. The body you leave behind is unconscious and in a state of suspended animation.   Your spirit resembles your mortal form in almost every way, replicating your game statistics but not your possessions. Any damage or other effects that apply to your spirit or physical body affects the other. Your spirit can remain outside your body for up to 1 hour or until your concentration is broken (as if concentrating on a spell). When your projection ends, your spirit returns to your body or your body magically teleports to your spirit's space (your choice).   While projecting your spirit, you gain the following benefits:
  • Your spirit and body gain resistance to bludgeoning, piercing, and slashing damage.
  • When you cast a spell of the conjuration or necromancy school, the spell doesn't require verbal or somatic components or material components that lack a gold cost.
  • You have a flying speed equal to your walking speed and can hover. You can move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object.
  • While you are using your Form of Dread, once during each of your turns when you deal necrotic damage to a creature, you regain hit points equal to half the amount of necrotic damage dealt.
Once you use this feature, you can't do so again until you finish a long rest.

Statblocks for your familiars, mounts etc.

Imp Familiar CR: 1

Tiny fiend, lawful evil
Armor Class: 13
Hit Points: 10
Speed: 20 ft , fly: 40 ft

STR

6 -2

DEX

17 +3

CON

13 +1

INT

11 +0

WIS

12 +1

CHA

14 +2

Skills: Shapechanger. The imp can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. Devil's Sight.   Magical darkness doesn't impede the imp's darkvision. Magic Resistance.   The imp has advantage on saving throws against spells and other magical effects.
Damage Resistances: cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
Damage Immunities: fire, poison
Condition Immunities: Poisoned.
Senses: 120 feet devil sight
Languages: Infernal, Common
Challenge Rating: 1

Shapechanger. The imp can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. Devil's Sight.   Magical darkness doesn't impede the imp's darkvision. Magic Resistance.   The imp has advantage on saving throws against spells and other magical effects.

Actions

Sting (Bite in Beast Form). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. Invisibility.   The imp magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the imp wears or carries is invisible with it.

Variant: Imp Familiar Imps can be found in the service to mortal spellcasters, acting as advisors, spies, and familiars. An imp urges its master to acts of evil, knowing the mortal's soul is a prize the imp might ultimately claim. Imps display an unusual loyalty to their masters, and an imp can be quite dangerous if its master is threatened. Some such imps have the following trait. Familiar.   The imp can enter into a contract to serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the imp senses as long as they are within 1 mile of each other. While the imp is within 10 feet of its master, the master shares the imp's Magic Resistance trait. If its master violates the terms of the contract, the imp can end its service as a familiar, ending the telepathic bond.

Statblocks for race/species of the character.

[block: 2'5 White Kobold.   Sunlight Sens: Fuck the sun yo Grovel Cower and Beg: Use your action to be a cowering bitch]
[block: give advantage on attacks against enemies that are 10 feet close. Pack Tactics: Two can play this game! Quite literally need at least two tho. Darkvision: 60 feet.   ]

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Level 1 Spells

Level 2 Spells

Level 3 Spells

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

Nebuobbles.

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