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Raksha Si

4 Level (0/6500 XP for level-up) City Background Oni (Orange) Race / Species / Heritage Neutral Evil Alignment
Warlock
Level 4
Hit Dice: 4/4
1d8+3 Class 1

STR
8
-1
DEX
14
+2
CON
16
+3
INT
14
+2
WIS
10
+0
CHA
20
+5
44
Hit Points
+2
Initiative (DEX)
10
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
10
Passive Perception
Spellcasting ...
+4 Attack mod
CHA Ability
+5 Abi Mod
15 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
-1 Strength
+2 Dexterity
+3 Constitution
+2 Intelligence
+2 Wisdom
+7 Charisma
saving throws
+2 Acrobatics DEX
+0 Animal Handling WIS
+2 Arcana INT
-1 Athletics STR
+7 Deception CHA
+4 History INT
+0 Insight WIS
+7 Intimidation CHA
+4 Investigation INT
skills
+0 Medicine WIS
+2 Nature INT
+0 Perception WIS
+5 Performance CHA
+7 Persuasion CHA
+2 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #

Level 1 Spells 1 slots

NAME AB CAST RNG DUR DMG CMP #
City - You gain proficiency in a skill or tool of your choice (Intimidation), and gain one custom boon.


Servant of Blood
You know the Vital Sacrifice feat, however instead of taking damage you instead gain temporary hit points when you roll a blood boon die. You can only gain the benefit of one blood boon benefit at a time with this feature if you use the temporary hit points.



You've learned secrets of hemocraft that grant you esoteric power at the price of your own life force. As a bonus action, you can choose to take 1d6 necrotic damage to gain a blood boon. Your blood boon lasts for 1 hour or until expended.

You can expend this blood boon to gain one of the following benefits:

When you make an attack roll, you roll 1d6 and add it to the total.
When you hit with an attack or spell, you deal an additional 2d6 necrotic damage.
When you cause a creature to make a Strength, Dexterity, or Constitution saving throw, roll a d4 and reduce their save by the amount rolled.
The damage you take to gain a blood boon can’t be reduced in any way.


Time Distortion: When you deal damage to a creature, they are marked with an essence of time. Until the start of your next turn, when the marked creature would start its turn, it takes force damage equal to your prof mod.

You can have only one marked creature at a time, and any newer marked will cause the older marks to disappear if you so choose.

Warriors of Time: When you make a melee attack on your turn, your reach for it is 5 feet greater than normal as you hit them from another possible time.



When you consume the flesh of another creature, you gain their most recent memories within the past 13 hours.

Features & Traits
a light crossbow and 20 bolts
an arcane focus
a scholar's pack
Statue of gold from delamore: 120 gold
Rune of Health-Armor
Whenever you restore hit points you gain an additional 2 HP
2 Health Potions
Leather armor, spear, and two daggers



For Pity's Sake - Origin Artfact, Wonderous (Butterfly Pendent) - Arcane Focus, Conjurer
This butterfly pendent seems to be made of silver, and a solidified blood; somewhat reminiscent of ruby. It flutters like a real butterfly whenever you cast a spell or use its features.

This pendent seems to be connected to your patron directly since its basically a fingernail, as such it becomes stronger with you as you are chosen. At level 3, 6, 10, you gain a +1, +2, +3 bonus to spell attacks and to the saving throw DCs of your spells.

Armament of The Blood-Flow
Whenever you would cast a spell or cantrip, you can choose to conjure an armament from the blood-flow to aid you. You can choose to make one additional range spell attack, the short/long range and damage of the attack is determined by the chosen weapon you choose;

Glaive - d12 necrotic - 10/20

Javelin - d10 necrotic - 30/60

Shortbow - d8 necrotic - 80/320

Longbow - d6 necrotic - 150/600

You can use this a number of times equal to your highest modifier before needing a short or long rest.




Blood Transfusion
As a bonus action, you can target one creature within 60ft of you. If the target is unwilling they must make a constitution saving throw against your spell save DC. On a failure the creature must use its reaction to make one attack against a creature of your choice. If there are no targets within range the target makes an attack against itself beating its unarmoured AC (AC 10 + DEX).

Once you use this feature, you cannot choose to do so again until a short rest or at the cost of 3 maximum hit points that restore on a long rest or lesser restoration.

Draining Spell
Once per turn, whenever you would deal damage to a creature with a spell, cantrip or Armament of The Blood-Flow, you can choose to augment the attack and cause the target of the attack to gain one stack of Wounding using your spell save dc for any saves.

At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC Wisdom (Medicine) check, ending the effect of such wounds on it on a success.

Next feature is unlocked at level 3; REMIND THE DM




Circlet of Blasting
Wondrous item, uncommon
Major tier
While wearing this circlet, you can use an action to cast the scorching ray spell with it. When you make the spell's attacks, you do so with an attack bonus of +5. The circlet can't be used this way again until the next dawn.


MAP OF EVERFOREST
If you consult an accurate Map, you gain a +5 bonus to Wisdom (Survival) checks you make to find your way in the place represented on it.

2 greater healing potions

1 tabbys boonTabby's Boon: You gain an unarmed strike bite (if you dont already have one) that deals unarmed damage and an extra 2d6 poison damage for 10 minutes. advantage on Stealth checks for 1 hour.

Equipment Copper: 0, Silver: 0, Electrum: , Gold: 482, Platinum: 0 Money
Common, sylvan, and Infernal

light armor simple weapons




Languages & Proficiencies
Spells:

Eldritch Blast

Mage hand

True strike




Hex

Inflict Wounds

Personality Traits
Eldritch Invocations:
Agonizing Blast: Eldritch Blast
Pact of the Chain
Pact of the Blade
Thirsting Blade
PHB'24
p157
Prerequisites: Level 5+ Warlock, Pact of the Blade
You gain the Extra Attack feature for your pact weapon only. With that feature, you can attack twice with the weapon instead of once when you take the Attack action on your turn.
5th level invocations:
Hellish Augmentation - When you cast eldritch blast that is being changed by your Hellish Invoke, you can choose to use your bonus action to roll an additional beam. This beam is at disadvantage unless you are within 30ft of the target.

Ideals

1st Level Features
Blood Sacrifice
Starting at 1st level, you learn to tap into the blood within your own veins to fuel your magic. As a bonus action, you can sacrifice hit points up to your Charisma modifier (minimum of 1). For every hit point sacrificed in this way, you gain a bonus equal to the sacrificed hit point to your attack rolls and spell save DC until the end of your current turn. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses after finishing a long rest.

Draining Mark
Also at 1st level, your connection to the ebb and flow of blood allows you to mark creatures with a tenuous bond. When you are at half of your maximum hit points or fewer at the start of your turn, you can mark a number of creatures equal to your Charisma modifier (minimum of 1) within 30 feet of you. Until the end of your next turn, whenever you hit one of these marked creatures with an attack roll, you regain hit points equal to your Charisma modifier. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses after finishing a long rest. (This counts as a curse for the purpose of invocation requirements)


1st Level Features
Hellish Invoke
Starting at 1st level, you can conjure the power of your Demon Lord's domain and hurl it at your enemies. You know the Eldritch Blast cantrip. It counts as a warlock cantrip for you and doesn't count against the number of cantrips you can prepare.

When you cast Eldritch Blast, you can enhance it with hellish energy. Each attack roll with this cantrip deals an extra 1d6 damage and gains an additional effect based on the demon lord you have chosen (you can switch demon lords during a long rest


Bezel The Blood-drinker - Your Eldritch Blast deals Piercing damage instead. Once per turn, you gain temporary hit points equal to the piercing damage dealt as their vitality is sucked out.



Hellish Constitution
Also at 1st level, You have resistance to necrotic damage, however you can never gain resistance to radiant damage, as the goddesses' light will never touch you.
Also, you can cast Mage Armor once per long rest without using a spell slot.

Notes


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