Char Aldrich Ashcroft
Char Aldrich Ashcroft
Sheet
AC 13 · HP 73 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionWIS
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
25 featuresBonus action
- Celestial RevelationAasimarStarting at 3rd level, Char can use a Bonus Action to reveal his celestial transformation for 1 minute, once per Long Rest. He chooses Radiant Consumption, Radiant Soul, or Necrotic Shroud when using it.
Always on
- Eldritch Blast
When Action
Char fires a beam of crackling eldritch energy. On a hit, it deals 1d10 force damage, plus 3 damage from Agonizing Blast. At this level he fires two beams, which can target the same creature or different creatures.
- Chill Touch
When Action
Char makes a ranged spell attack against a creature within 120 feet. On a hit, the target takes 4d10 necrotic damage and Char cannot regain hit points until the start of his next turn.
- Mage Hand
When Action
Char creates a floating, spectral hand that can manipulate objects and perform simple tasks at range.
- Minor Illusion
When Action
Char produces a harmless supernatural effect, such as a sound, flame, odor, or small mark.
- Pact MagicLevel 1
Char knows four Warlock cantrips and can prepare ten Warlock spells. Charisma is his spellcasting ability. He has two Pact Magic spell slots, both cast at 5th level and regained after a Short or Long Rest.
- Eldritch InvocationsLevel 1
Char has learned seven Eldritch Invocations: Agonizing Blast, Armor of Shadows, Devil's Sight, Eldritch Mind, Fiendish Vigor, Pact of the Tome, and Repelling Blast.
- Magical CunningLevel 2
As a Magic action, Char can regain one expended Pact Magic slot once per Long Rest. He can use this feature only while half or fewer of his Pact Magic slots are expended.
- Fiend PatronLevel 3
Char has formed a pact with a powerful fiend. His patron grants him infernal magic, destructive insight, and a dangerous understanding of bargains.
- Pact of the TomeLevel 3
Char has gained the Pact of the Tome invocation. He possesses a Book of Shadows containing three additional cantrips from any spell list and two 1st-level ritual spells, chosen when the invocation is gained.
- Dark One's BlessingLevel 3
When Char reduces a hostile creature to 0 hit points, he gains temporary hit points equal to his Charisma modifier plus his Warlock level, currently 13.
- Additional CantripLevel 4
Char gains one additional Warlock cantrip and can replace one cantrip whenever he gains a Warlock level.
- Ability Score ImprovementLevel 4
Char gains an Ability Score Improvement or another feat for which he qualifies. His final ability scores already include all specified increases.
- Eldritch MindLevel 7
Char has advantage on Constitution saving throws made to maintain Concentration on a spell.
- Dark One's Own LuckLevel 6
When Char makes an ability check or saving throw, he can add 1d10 to the roll after seeing the d20 but before the outcome is determined. He can use this feature once per Short or Long Rest.
- Fiendish ResilienceLevel 10
When Char finishes a Short or Long Rest, he can choose one damage type. He has resistance to that type until he chooses a different one with this feature.
- Contact PatronLevel 9
Char can communicate telepathically with his patron and request knowledge through a brief occult communion. The patron may answer, refuse, or provide cryptic information at the DM's discretion.
- Celestial ResistanceAasimarChar has resistance to Necrotic and Radiant damage.
- DarkvisionAasimarChar can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
- Healing HandsAasimarAs a Magic action, Char can touch a creature and restore hit points equal to his level. He can use this trait once per Long Rest.
- Light BearerAasimarChar knows the Light cantrip. Charisma is his spellcasting ability for it.
- Radiant SoulAasimarChar gains a flying speed equal to his walking speed for the duration. Once on each of his turns, when he deals damage with an attack or spell, he can deal extra Radiant damage to one target equal to his proficiency bonus.
- MediumAasimarChar is a Medium Humanoid.
- SpeedAasimarChar's walking speed is 30 feet.
- Savage AttackerSoldier
Savage Attacker. Once per turn when Char hits a target with a weapon, he can roll the weapon's damage dice twice and use either result.
Spells
10 spellsSpellcasting. Char Aldrich Ashcroft casts with Charisma (spell save DC 15, to hit with spell attacks).
1st level: ,
2nd level: , , ,
3rd level: ,
4th level: ,
5th level (2 slots): no spells
Gear
11 itemsWeapons
- SickleA curved utility blade used as both weapon and ritual implement.
- 2×DaggerSimple backup blades balanced for throwing.
- Soldier's WeaponsA spear, shortbow, quiver, and twenty arrows issued from his old regiment.
Armor
- Leather ArmorLight armor made from dark, oil-treated leather.
Tools
- Gaming SetA gaming set used to read soldiers, wagers, and battlefield morale.
Gear
- Arcane Focus, OrbA polished black orb used as an arcane focus.
- Book, Occult LoreA bound volume of forbidden military histories and occult marginalia.
- Scholar's PackIncludes a backpack, bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin.
- Healer's KitA compact kit of bandages, salves, and needles.
- Traveler's ClothesDurable clothing bearing the faded colors of his former company.
Purse
- 29×Gold PiecesUnspent starting currency from the Warlock and Soldier packages.
Appearance
Char is a tall, broad-shouldered aasimar with dusky bronze skin, silver-white hair cropped close on the sides, and pale gold eyes that glow faintly when he invokes his patron's power. Old military scars cross his jaw, left forearm, and breastbone. He wears battered leather armor beneath a dark officer's coat, with a black iron holy symbol hanging beside an eldritch orb. When his celestial revelation manifests, spectral wings of cold blue-white radiance unfold behind him and his voice gains a distant, commanding resonance.
Mannerisms
Char stands at parade rest whenever he is forced to wait. He addresses strangers by rank until they prove they deserve a personal name, and he instinctively counts exits, windows, and armed bodies in every room. When angry, he becomes quieter and begins reciting the names of the dead.
Personality
Char is disciplined, watchful, and painfully formal. He speaks in concise reports, treats every problem like a logistical exercise, and rarely raises his voice because he expects to be obeyed the first time. Beneath the severity is a protective man who notices who is cold, hungry, frightened, or being ignored, then quietly solves the problem before anyone can thank him.
Ideals
Order. Civilization survives because someone stands the watch, keeps the oath, and accepts responsibility when others refuse. Authority is worthy only when it protects those beneath it.
Bonds
He carries the battered insignia of the soldiers who died at Ashen Ford and intends to expose every officer responsible for their deaths. He is also bound by an unwritten pact with the families of his former company, who believe he is still searching for the truth.
Flaws
Char confuses obedience with virtue when under pressure. He is suspicious of kindness that comes without a stated obligation, and he would rather accept a terrible bargain than admit he does not know what to do. His patron's voice has taught him that every promise has a price, and he sometimes assumes the same of people who have never given him reason to doubt them.
Quirks
Background
Char Aldrich Ashcroft was born during a battlefield eclipse, the child of a mortal field surgeon and an aasimar mother who served as a military chaplain. His celestial heritage first appeared as a thin halo of light around his infant hands, but his family treated it as a sign of duty rather than divinity. By adulthood, Char had enlisted, mastering formation drills, siege discipline, and the grim arithmetic of keeping soldiers alive. He became known for holding broken lines together long after more charismatic officers had fled. His turning point came at the Ashen Ford, where his company was sacrificed by commanders who considered the battle already lost. Char survived beneath a mound of the dead, hearing a voice from beyond the veil offer him the power to punish those who had abandoned their troops. He accepted the pact, though he never learned whether the voice belonged to a devil, a dead angel, or something older that merely wore the language of justice. Now he travels as a warlock and investigator, hunting oathbreakers, corrupt officers, and supernatural threats. He obeys laws when they protect the innocent, but he has little patience for authority that mistakes rank for righteousness.
“By adulthood, Char had enlisted, mastering formation drills, siege discipline, and the grim arithmetic of keeping soldiers alive.”
- Background
- Soldier
Connections
Species
Aasimar
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