Yingzi

Human Warlock 6
Str
10
+0
Dex
14
+2
Con
14
+2
Int
8
-1
Wis
12
+1
Cha
18
+4
Proficiency Bonus: +3
Saving Throw: Wis, Cha
Skill: Acrobatics, Investigation, Deception, Perception, Performance
Tool: Disguise kit, Musical instrument
Language: Common, Undercommon
Weapon: simple, martial
Armor: light, medium, shields
Max HP: 45
Hit Dice
d8
Death Saves
Current HP
Temp HP
Melee Equipment

WhipScale mailShield

AC
18
Move
30
  • Disadvantage on Dexterity (Stealth)
Actions
Whip. Melee Weapon Attack: +5 to hit, reach 10 ft. Hit: 1d4 + 2 slashing damage.
Agonizing Blast

Add your Charisma modifier to your eldritch blast damage.

Spell Sniper
  • When you cast a spell that requires an attack roll, its range is doubled.
  • Your ranged spell attacks ignore ½ cover and ¾ cover.
Hex Warrior

After a long rest, you can touch a one-handed weapon you are proficient with. Until you finish a long rest, you can use your Charisma modifier for attack and damage rolls, instead of Strength or Dexterity, when you attack with that weapon.

Maddening Hex

Bonus Action. Choose a creature you can see within 30 feet of you who is cursed by your hex spell or by your Hexblade's Curse. The target and each creature of your choice within 5 feet of it takes 4 psychic damage.

Hexblade's Curse

Bonus Action. Choose a creature you can see within 30 feet. The target is cursed for 1 minute, or until it dies or you become incapacitated. Until the curse ends:

  • You add your proficiency bonus to damage rolls against the target.
  • You can score critical hits against the target on a 19 or 20.
  • When the cursed target dies, you regain 10 hit points.

Accursed Specter

When you slay a humanoid, you can cause its spirit to rise from its corpse as a specter. When the specter appears, it gains 3 temporary hit points. Roll initiative for the specter, which has its own turns. It obeys your verbal commands, and it gains a special +4 bonus to its attack rolls.

The specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife.

Pact Magic
Spellcasting Ability:
Cha
Spell Attack Modifier:
+7
Saving Throw DC:
15
Spell Slots

short rest recovery

3rd
Concentration
Pact of the Tome

You have a grimoire called the Book of Shadows. It contains the guidance, mending, and message cantrips, which you can cast while you have the book on your person.

Book of Ancient Secrets

Your Book of Shadows allows you to cast any spell that it contains or that you know as a ritual if it has the ritual tag. The book contains the find familiar and speak with animals rituals.

If you find a ritual spell of 3rd-level or lower in your travels, you can add it to the book by spending 2 hours and 50 gp worth of materials per spell level.

Inventory
Whip
Wand
Shield
Backpack
Scale mail
Common clothes
Waterskin
Hemp rope (50 ft.)
Book of Shadows
Rations (2)
pp
gp
458
sp
12
cp
8
Attunement
1.
2.
3.
Spell Actions
Eldritch Blast
cantrip
Guidance
cantrip
conc.
Message
cantrip
Minor Illusion
cantrip
Prestidigitation
cantrip
Ray of Frost
cantrip
Shatter
2nd
Hunger of Hadar
3rd
conc.
Hypnotic Pattern
3rd
conc.
Thunder Step
3rd
Reactions
Shield
1st
Counterspell
3rd
Bonus Actions
Hex
1st
conc.
Non-Combat Spells
Mending
cantrip
Find Familiar
1st
ritual
Speak With Animals
1st
ritual
Specter
Armor Class 12
Hit Points 22
Speed 0 ft., fly 50 ft.
Str -5Dex +2Con +0Int +0Wis +0Cha +0
Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft.
Languages understands all languages that it knew in life but can't speak

Incorporeal Movement. The specter can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Sunlight Sensitivity. While in sunlight, the specter has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Life Drain. Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) necrotic damage. The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Owl Familiar
Armor Class 11
Hit Points 1
Speed 5 ft., fly 60 ft.
Str -4Dex +1Con -1Int -4Wis -1Cha -2
Skills Perception +3, Stealth +3
Senses darkvision 120 ft. ft.

Flyby. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.