Strength Dexterity Constitution Intelligence Wisdom Charisma
9 [-1] 10 [+0] 13 [+1] 8 [-1] 10 [+0] 19 [+4]

9, 9, 11, 8, 10, 16
+2 Cha, +1 to Dex and Con

Half-Elf, Warlock [The Fiend- 7], Criminal

  • Size: Medium [6’, 155 lb]
  • Speed: 30
  • HP: 69 (5 + Con Modifier) [+D8 per Warlock Level].
  • Level Proficiency: +4 [Level 11].
  • Saving Throws: Wisdom, Charisma.
  • Passive Perception: 0
  • AC: 12 (Studded Leather, 12+Dex (0))

Traits and Features:
Criminal Contact:You have a reliable and trustworthy contact who knows how to get messages around a town.
Elemental Adept:Spells you cast ignore resistance to fire damage. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.


  • Dark One's Blessing: When you reduce a creature to 0 HP you gain temporary HP equal to warlock level plus Cha modifier (10)
  • Dark One's Luck: Once per long rest, you can roll a D10 and add the result to any ability check or saving throw. This can be done after the roll but not before any of the roll's effects occur.
  • Pact of The Tome: Shillelagh, Spare the Dying, Shocking Grasp
  • Fiendish Resilience: Choose a damage type before you finish a short or long rest, gain resistance to that damage type until you choose a different one with this feature.


  • Agonizing Blast: Add CHA bonus to Eldritch Blast
  • Eldritch Spear Range of eldritch blast is 300 ft
  • Repelling Blast: Eldritch blast hits can knock back up to 10ft (large or smaller targets)
  • Ascendant Step: Levitate yourself at will with no spell slot or material requirements.
  • Eyes of the Runekeeper: Able to read all writing.


  • Weapon Proficiency: Simple Weapons
  • Armour Proficiency: Light Armour
  • Tool Proficiencies: Dice Kit


  • Languages: Common, Elven.
  • Proficient: Arcana, Deception, Intimidation, Stealth.

Equipment: 42/75lb

  • The Skull of Angkhor: A bronze skull carved with dwarven runes, it is hot to the touch and gives off flames when held.
    • +2 Casting Focus (warlock/wizard/sorcerer). Any spells cast through it do fire damage instead.
    • Contains one cast of Burning Hands at 2nd level (4D6) per Long Rest.
    • Is a bound flame elemental. Can cast ‘summon elemental’ (fire only) if this spell was not already available to you.
    • +10 to hit, +6 damage, DC 18 Spell Save

Platinum: 0
Gold: 0
Electrum: 0
Silver: 0
Copper: 0

Warlock: 3 spell casts, cast all spells at lvl 5, can swap out 1 spell per level + new spell every second level.


  • Eldritch Blast 3(d10+5)
  • Mage Hand
  • Book:
    • Shocking Grasp
    • Shillelagh
    • spare the dying, stabilize 0 hp creature (not undead or construct)

Level 1:

  • Armour of Imix, 25 thp, 25 fire damage to meleé attackers. ,act, self, 1hr

Level 2:

  • Hold Person, wis or paralysed, test end of every turn, 1 act, 60 ft, conc 1 min.
  • Scorching Ray

Level 3:

  • Fly, 60ft speed, act, touch, conc 10 mins.
  • Fireball
  • Counterspell

Level 4:

  • Blight, VS, action, 30 ft
    • 8D8 necrotic on a failed con save or half that on a success
  • Dimension Door V 500 ft 1 action
    • Teleport to a place you can see or visualize within range. Can take objects if you can carry them and up to 1 willing creature of your size or smaller.

Level 5:

  • Dreams with Raydon Randell
  • Contact other plane (ritual)

Level 6: (Once/LR)

  • Investiture of Flame (VS, Concentration up to 10 minutes, 1 action)
    • Immune to fire and resist cold damage
    • Any creature that moves within 5 ft of you or starts its turn within 5 ft takes D10 fire damage
    • Use your action to create a line of fire 15 ft long and 5 ft wide. Any creature within that line takes 4D8 fire damage on a failed dex save and half that on a passed save.

A bastard child, born from the union of a sea elf at port in Crydee and a human whore. Abandoned at an orphanage and once old enough was kicked out onto the streets and began his life as an urchin. Always hated those with a better life than him, once he was a bit older he joined a group of radicalists who were intent on causing riots and chaos, starting fires, waylaying food transport, etc. His companions started to become estranged to him as he wished to up the intensity of what they were doing. Now alone he started to research tapping into the power of Imix, the patron of fire and trickery. Through Imix he no longer needed companions, able to channel his power to better cause the chaos of fire.

Personality: Would rather make a new friend than an enemy.
Personality: Best way to get me to do something is to tell me not to.
Ideal: Chains are made to be broken, as are those who forge them.
Bond: Trying to pay off an old debt I owe to a wealthy benefactor
Flaw: There is an innocent in prison for a crime I committed, and I'm ok with that.
Flaw: I act without thinking and take risks without weighing the consequences.

Olivar travels to Karse and purchases a manor house on the edge of the city. He soon finds the urchin Vannifer that Imix had instructed him to protect. He takes her in, mentoring her and teaching her the ways of Imix. Soon Vannifer sprouts horns and grows red skin from the magical saturation, becoming a powerful warlock in her own right. Olivar's manor becomes a haven for research and he gathers a small band of pyromancers and warlocks.
Years later with the help of the warlock Rakdaug he manages to transport his soul into the Elemental Plane of Fire. After years of service he receives his reward from Imix and is reborn as an elemental fire spirit.

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