Tet
Tet
Sheet
AC 11 · HP 29 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
21 featuresAction
- Necrotic ShroudLevel 3
Tet can use an action to unleash his fallen celestial nature for 1 minute. His eyes and mouth become voids of shadow, and nearby creatures within 10 feet that can see him must succeed on a Charisma saving throw against his spell save DC or become frightened until the end of Tet's next turn. Once during this transformation, Tet can deal extra necrotic damage to one target when he deals damage with an attack or spell, equal to his level, for 5 extra necrotic damage. He can use this feature once per long rest.
Bonus action
- Flaming Sphere
When When Tet needs sustained area damage
Tet wreathes a creature in infernal flame. The target makes a Dexterity saving throw and takes 3d6 fire damage on a failure, or half as much on a success. Tet can use a bonus action on later turns to repeat the damage.
- Spiritual Weapon
When When Tet needs persistent bonus-action damage
Tet conjures a spectral weapon that attacks a creature within range and can be moved and used to strike again as a bonus action on subsequent turns.
Always on
- Eldritch Blast
When When Tet targets a creature within 120 feet
Tet fires a beam of crackling force. He makes a ranged spell attack using his spell attack bonus. On a hit, the target takes 1d10 plus 3 force damage.
- Command
When When Tet needs to impose immediate magical obedience
Tet commands a creature to flee, approach, drop an object, or take another limited action by issuing a one-word command. The target makes a Wisdom saving throw.
- Scorching Ray
When When Tet needs several ranged fire attacks
Tet hurls a mote of flame that explodes on impact, dealing 3d6 fire damage in a small radius with a Dexterity saving throw for half damage.
- Hold Monster
When When Tet needs to immobilize a dangerous creature
Tet wraps a creature in binding magical force. The target makes a Wisdom saving throw or becomes charmed, restrained, and unable to attack Tet while the spell lasts, with additional saves allowed under its conditions.
- Pact MagicLevel 1
Tet can cast warlock spells using Charisma. He knows three cantrips and six warlock spells, and he regains his spell slots after a short or long rest.
- Dark One's BlessingLevel 1
Tet is bound to a fiendish patron, an infernal power that grants him destructive magic in exchange for influence, souls, or future service. When he reduces a hostile creature to 0 hit points, he gains temporary hit points equal to 5 plus his Charisma modifier, for a total of 8 temporary hit points.
- Eldritch InvocationsLevel 2
Tet has learned the eldritch invocation Agonizing Blast, adding his Charisma modifier to the damage of each beam of eldritch blast. He also knows Book of Ancient Secrets. His Pact of the Tome allows him to record two 1st-level ritual spells in his Book of Shadows and cast them as rituals.
- Pact Boon, Pact of the TomeLevel 3
Tet's patron grants him a Pact Boon. He possesses a Book of Shadows containing three additional cantrips from any class: guidance, thaumaturgy, and spare the dying.
- Ability Score ImprovementLevel 4
Tet has learned to perform the basic functions of a chosen profession, including religious rites, and can communicate with a familiar spirit through his Book of Shadows.
- Pact Magic ImprovementLevel 5
Tet has gained one additional level-appropriate warlock spell slot. His Pact Magic spell slots are 3rd level and he has two of them.
- Eldritch Invocation ImprovementLevel 5
Tet has learned the Eldritch Mind invocation, granting him advantage on Constitution saving throws made to maintain concentration on a spell.
- TraitAasimar, FallenDarkvision, 60 feet.
- TraitAasimar, FallenCelestial Resistance, resistance to necrotic damage and radiant damage.
- TraitAasimar, FallenHealing Hands, once per long rest, restore hit points equal to level with a touch.
- TraitAasimar, FallenLight Bearer, know the light cantrip, using Charisma as the spellcasting ability.
- TraitAasimar, FallenNecrotic Shroud, once per long rest, transform for 1 minute, frighten nearby creatures and deal extra necrotic damage once during the transformation.
- TraitAasimar, FallenCelestial Legacy, speak Common and Celestial.
- Shelter of the FaithfulAcolyte
Tet can usually secure a place to stay and basic support from temples or religious communities associated with his faith or celestial traditions, provided he demonstrates a genuine connection to the religion.
Spells
14 spellsSpellcasting. Tet casts with Charisma (spell save DC 14, to hit with spell attacks).
Cantrips (at will): , , , , , ,
1st level: , ,
2nd level: , ,
3rd level (2 slots): no spells
5th level:
Gear
10 itemsWeapons
- Light crossbowA light crossbow with a case of 20 bolts.
- DaggerA simple dagger suitable for combat or utility.
Gear
- Component pouchA component pouch used to provide non-costly spell components.
- Scholar's packA scholar's pack containing a backpack, a book of lore, a bottle of ink, an ink pen, ten sheets of parchment, a little bag of sand, and a small knife.
- Book of ShadowsA Book of Shadows granted by the Pact of the Tome.
- Holy symbolA holy symbol of the temple where Tet was raised.
- Prayer bookA prayer book containing liturgies, genealogies, and legalistic interpretations of celestial doctrine.
- 5×IncenseFive sticks of incense used in temple rites.
- VestmentsVestments of dark cloth embroidered with restrained gold thread.
Purse
- AlmsA small collection of alms collected during Tet's service.
Appearance
Tet is a fallen aasimar with ash-pale skin, dark silver hair kept in a severe, carefully oiled braid, and luminous amber eyes that seem almost fever-bright in dim rooms. He keeps his black-and-gold vestments immaculate, with every buckle polished and every fold arranged precisely. His posture is rigid and formal, but when waiting he rests most of his weight on one leg and clasps his hands behind his back like a patient magistrate. A faint, smoky radiance gathers around him when his celestial power stirs, dimming the light rather than illuminating it.
Mannerisms
Tet speaks in a quiet, ceremonial tone and addresses strangers by title whenever possible. He pauses before answering difficult questions, as if consulting an invisible legal text. He cleans his fingernails with the tip of his dagger while listening, and he never sits with his back to a door.
Personality
Tet is disciplined, attentive, and unnervingly courteous. He prefers quiet rooms, written agreements, and opponents who announce their principles before revealing their weaknesses. He does not raise his voice when angry. Instead, he becomes more exacting, correcting small errors in grammar or etiquette while arranging a devastating response.
Ideals
Order. The world is cruel because it is poorly governed. A just hierarchy, enforced without sentiment, can make cruelty predictable and therefore useful.
Bonds
The temple that raised Tet holds an ancient reliquary containing a fragment of his celestial ancestor's name. He intends to reclaim it, not out of devotion, but because whoever controls the name may command the destiny of his bloodline.
Flaws
Tet cannot resist turning every relationship into a hierarchy. He respects competence, power, and enforceable promises, but dismisses kindness unless it produces measurable obedience. When frightened, he becomes more polite, more precise, and far more dangerous.
Quirks
Background
Tet was raised in a remote temple where his aasimar heritage was treated as a sign of divine favor. The priests expected humility, compassion, and obedience, but Tet learned a different lesson from their rituals. He saw that every prayer required an audience, every miracle required witnesses, and every institution survived by deciding who deserved help. He became fascinated by the machinery of faith, especially the laws and punishments that kept ordinary people obedient.
“The priests expected humility, compassion, and obedience, but Tet learned a different lesson from their rituals.”
- Background
- Acolyte
Connections
Species
Aasimar, Fallen
Media
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