Sakhriq
Sakhriq
Sheet
AC 13 · HP 39 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingSTR
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
26 featuresAlways on
- Eldritch Blast
When Action
Sakhriq fires a beam of crackling green-black energy. On a hit, the target takes 1d10 plus 4 force damage. At level 6, he fires two beams, which may target the same creature or different creatures.
- Hex
When Bonus Action
Sakhriq curses one creature he can see within range. Until the spell ends, he deals an extra 1d6 necrotic damage whenever he hits the target, scores a critical hit against it on a roll of 19 or 20, and gains advantage on ability checks made to find it. Concentration, up to 1 hour.
- Armor of Agathys
When Action
Sakhriq surrounds himself with protective frost. A creature that hits him with a melee attack while he has these temporary hit points takes 15 cold damage. The spell lasts 1 hour and does not require concentration.
- Darkness
When Action
Sakhriq creates a sphere of magical darkness that spreads around a point within range. Ordinary darkvision cannot see through it. Concentration, up to 10 minutes.
- Hellish Rebuke
When Reaction
Sakhriq launches a mote of hellish flame at a creature that damaged him. The creature makes a Dexterity saving throw, taking 4d10 fire damage on a failure or half as much on a success.
- Hunger of Hadar
When Action
Sakhriq chooses a point within range and creates a 20-foot-radius sphere of black magical darkness. The darkness spreads around corners and blocks darkvision. Concentration, up to 10 minutes.
- Fear
When Action
Sakhriq projects a terrifying image of a creature's worst fears. The target must make a Wisdom saving throw or become frightened for up to 1 minute, repeating the save at the end of each turn. Concentration, up to 1 minute.
- Dissonant Whispers
When Action
Sakhriq causes a creature he can see within range to hear a whisper that appears to come from a nearby creature. The target makes a Wisdom saving throw or takes 3d6 psychic damage and moves away from him by the safest available route. The spell does not reveal his involvement.
- Mage Hand
When Action
Sakhriq conjures a spectral hand that can manipulate objects, open doors, retrieve items, and perform other simple tasks at range.
- Minor Illusion
When Action
Sakhriq creates a sound or image within range that lasts for up to 1 minute and can distract, deceive, or conceal his movements.
- Thaumaturgy
When Action
Sakhriq creates a harmless supernatural sign, such as a flickering flame, a distant thunderclap, or a whispered omen.
- Find Familiar
When 10 minutes as a ritual
Sakhriq's familiar appears in an unoccupied space within range. His pact familiar is a quasit named Tskhrel, a small, sharp-toothed fiend with leathery wings and an irritatingly honest voice.
- Pact MagicLevel 1
Sakhriq's supernatural power comes from a pact with an otherworldly patron. He uses Charisma as his spellcasting ability. His pact magic spell slots are separate from ordinary spell slots, recharge on a short or long rest, and are all cast at the highest available slot level.
- Otherworldly Patron, The FiendLevel 1
Sakhriq has entered a pact with the Fiend. He can choose from the Fiend expanded spell list when learning warlock spells.
- Dark One's BlessingLevel 1
When Sakhriq reduces a hostile creature to 0 hit points, he gains 10 temporary hit points, equal to his Charisma modifier plus his warlock level. These temporary hit points replace any temporary hit points he already has.
- Eldritch InvocationsLevel 2
Sakhriq knows three eldritch invocations. Agonizing Blast adds his Charisma modifier to the damage of each beam of eldritch blast. Devil's Sight lets him see normally in darkness, both magical and nonmagical, to a distance of 120 feet. Voice of the Chain Master lets him communicate telepathically with his familiar, perceive through its senses while on the same plane, and speak through it in his own voice regardless of distance on the same plane.
- Pact Boon, Pact of the ChainLevel 3
Sakhriq has chosen Pact of the Chain. He can cast find familiar as a ritual, and his familiar can take the forms available to the spell plus special forms permitted by the pact. His familiar can attack when he gives up one of his own attacks.
- Ability Score ImprovementLevel 4
Sakhriq increases his Charisma score by 2, raising it from 17 to 19.
- Dark One's Own LuckLevel 6
When Sakhriq makes an ability check or saving throw, he can add 1d10 to the roll. He can do so after seeing the initial roll but before any effects of the roll occur. Once used, this feature cannot be used again until he finishes a short or long rest.
- TraitTieflingDarkvision, 60 feet.
- TraitTieflingHellish Resistance, resistance to fire damage.
- Infernal Legacy, thaumaturgy cantripTieflingAt 3rd level, hellish rebuke once per long rest as a 2nd-level spell. At 5th level, darkness once per long rest. Charisma is the spellcasting ability for these spells.
- TraitTieflingInfernal heritage grants proficiency in the Infernal language.
- TraitTieflingAbility score increase, Intelligence +1 and Charisma +2.
- TraitTieflingCreature type Humanoid.
- WandererOutlander
Sakhriq has an excellent memory for maps, terrain, and natural landmarks. He can always recall the general layout of terrain, settlements, and other features around him, and can find food and fresh water for himself and up to five other people each day, provided the land offers such resources.
Spells
10 spellsSpellcasting. Sakhriq casts with Charisma (spell save DC 15, to hit with spell attacks).
Cantrips (at will): , ,
1st level: , , ,
2nd level:
3rd level (2 slots): ,
Gear
13 itemsWeapons
- ScimitarA simple one-handed weapon with a broad, serviceable blade.
- Light crossbowA compact light crossbow with a leather case and twenty bolts.
- Hunting knifeA small hunting knife used for field dressing game and cutting cord.
Armor
- Leather armorA fitted suit of worn black leather armor, reinforced at the shoulders and ribs.
Gear
- 20×Crossbow boltsA small pouch containing practical ammunition for the light crossbow.
- Component pouchA component pouch containing ash, sulfur, powdered iron, and other arcane materials.
- Arcane focus, carved staffA blackened staff marked with notches from years of travel. It serves as Sakhriq's arcane focus and walking staff.
- Dungeoneer's packA dungeoneer's pack containing a backpack, crowbar, hammer, pitons, torches, tinderbox, rations, waterskin, and fifty feet of hempen rope.
- Traveler's packA bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin.
- Hunting trapA hunting trap for securing camps and catching small game.
- Trophy from a slain animalA trophy from a wilderness journey, a polished ibex horn wrapped in blue thread.
- Traveler's clothesA set of traveler's clothes suited to cold nights and long roads.
- Belt pouchA belt pouch containing the remaining coins from his starting wealth.
Appearance
Sakhriq is a tall, broad-shouldered tiefling with deep wine-red skin, swept-back black horns, and a thick tail that curls around his ankle when he is standing still. His pale amber eyes have slit pupils, and his dark hair is worn in a rough braid bound with bits of copper and blue thread. He dresses like a traveler who expects bad weather, in a weathered brown cloak over black leather armor, with a bone-handled walking staff and a tarnished silver ring bearing an unfamiliar infernal seal. He habitually checks that ring with his thumb whenever a conversation turns serious, often without realizing he is doing it. He also stands closer to people than most strangers expect, as though he learned long ago that warmth and trust must be physically guarded.
Mannerisms
Sakhriq speaks in a low, steady voice and pauses to taste the air before entering unfamiliar places. He keeps his body angled toward exits, rests his walking staff against his shoulder when thinking, and repeatedly rubs the infernal ring with his thumb whenever he hears a promise, threat, or lie. He often leans in close during conversation without noticing that his size and horns make the gesture intimidating.
Personality
Sakhriq is practical, warm-hearted, and watchful. He treats strangers as potential friends until they prove otherwise, but he studies every promise for the hidden price. He has a dry sense of humor and a strong instinct to feed anyone who looks exhausted. Although he dislikes being pitied, he quietly places himself between danger and weaker companions, then acts as if he merely happened to be standing there.
Ideals
Freedom belongs to every living thing. No god, lord, devil, or law has the right to own another person's choices.
Bonds
The caravan that raised him is scattered after a disastrous crossing through a mountain pass. Sakhriq carries its route ledger and intends to find every surviving member, even if the trail leads into the Hells. He is also determined to learn the true identity of the fiend whose infernal mark appears on his ring and in the dreams that first awakened his warlock powers.
Flaws
Sakhriq cannot leave a mystery alone once it has touched his life. He is especially vulnerable to anyone who offers information about his patron or the missing caravan, and he will risk the group's safety to pursue a promising lead. He also assumes that institutions are either corrupt or frightened, which makes him quick to distrust honest authority.
Quirks
Background
Sakhriq was born among a small caravan of tiefling traders and guides who crossed high passes, salt flats, and pine-dark valleys where settled folk preferred not to travel. His horns and infernal blood made him an object of suspicion in nearly every market town, but the road taught him that fear could be answered with competence. He learned to read weather in the shape of clouds, to recognize edible roots by smell, and to sleep lightly with one hand on his knife. The caravan called him their pathfinder because he could find a safe route through country he had never seen before, guided by instinct, old songs, and an unsettling talent for hearing whispers in the wind.
“He learned to read weather in the shape of clouds, to recognize edible roots by smell, and to sleep lightly with one hand on his knife.”
- Background
- Outlander
Connections
Species
Tiefling
Media
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