Arith, Elf Warlock
Arith was raised to venerate her ancestors, as are all elves of the Amberwood. As she grew, though, the ancestors took special interest in her. A tutelary spirit mentored her in arcane secrets, and she eventually formed a pact with her that provides her with the powers of a warlock. Arith serves as a defender of the Golden Realm as it faces an eruption of fiendish, corrupting standing stones.
Arith, Elf Warlock
Medium humanoid (elf), neutral
Armor Class 12
Hit Points 45
Speed 35 ft.
Str 10 (+0); Dex 14 (+2); Con 14 (+2); Int 13 (+1); Wis 12 (+1); Cha 18 (+4)
Skills Arcana +4, Nature +4, Perception +4
Senses darkvision 60 ft., Devil’s Sight 120 ft.; passive Perception 14
Languages Common, Elven
Challenge 2 (450 XP)
Devil’s Sight. Arith can see through normal and magical darkness to a distance of 120 ft.
Spellcasting. Arith is a 6th-level spellcaster. Her spellcasting ability modifier is Charisma (spell save DC 15, +7 to hit with spell attacks). Arith knows the following warlock spells and regains all of her spell slots after a short or long rest:
Cantrips: eldritch blast (2 beams, 1d10+4 force damage and target is pushed 10 feet away), minor illusion, prestidigitation
3rd level (2 slots): clairvoyance, darkness, expeditious retreat, false life, mirror image, unseen servant, vampiric touch
Pact Weapon (rapier). Melee weapon attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage.
Protection of the Ancients (4 uses; recharges after a short or long rest). Arith adds +3 to her Armor Class until the end of her next turn.
New Warlock Patron: Ancestors
You have made a pact with the combined spiritual force of your ancestors. These beings seek the survival and advancement of their descendants because they thrive on veneration. The victories you earn as an adventurer are made in the name of those who came before.
Expanded Spell List
Your ancestors let 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.
|1st||bless, false life|
|2nd||detect thoughts, gentle repose|
|4th||death ward, guardian of faith|
|5th||commune, legend lore|
Lure of Home
Starting at 1st level, you are always aware of the exact direction and distance to your ancestral homeland, if you are on the same plane.
Protection of the Ancients
Starting at 6th level, you can use your reaction to add your proficiency bonus to your Armor Class until the end of your next turn. You can use this ability a number of times equal to your Charisma modifier.
You regain all uses of this feature when you take a short or long rest.
Bastion of Life
Starting at 10th level, you gain resistance to necrotic damage. If an effect would reduce your maximum hit points by any amount, it reduces them by half that amount instead. No creature may regain hit points as part of an attack that would reduce your maximum hit points. You restore your maximum hit points to normal after a short rest.
Weight of History
Starting at 14th level, you can burden a creature with the memories of thousands of lifetimes. As an action, choose a creature you can see within 60 feet of you. It must make an Intelligence saving throw against your Warlock spell save DC. On a failed save, the creature takes 8d8 psychic damage and is stunned. An intelligent creature babbles about these new memories, and its ravings may contain hints at the GM’s discretion. This effect lasts for 1 minute or until the creature takes any damage, whichever comes first.
You must finish a short or long rest before you can use this feature again.