Serana

Serana Graveheart

Serana Graveheart, as seen in Daggerford
General Information
Pronouns She/Her
Race Human
Class Warlock
Patron The Fiend / Asmodeus
Background Haunted One
Spell Slot Level 2nd
Spells Known 5
Proficiencies & Skills
Languages
  • Common
  • Infernal
  • Celestial
  • Abyssal
Weapons
  • Simple Weapons
Armor
  • Light Armor
Tools None
Skills
  • Arcana
  • Intimidation
  • Investigation
  • Survival
Physical Characteristics
Height 5'
Eyes Red
Hair Black, Long
Age [UNKNOWN]
Relationships
Family [UNKNOWN]
Romantic [N/A]
Friends
  • Rae Nimue
  • Kismet Bier
  • Belgar Silverstrike
  • Inezariyah
Fiend Expanded Spells
1st
  • Burning Hands
  • Command
2nd
  • Blindness/Deafness
  • Scorching Ray
3rd
  • Fireball
  • Stinking Cloud
4th
  • Fire Shield
  • Wall of Fire
5th
    Flame Strike
  • Hallow

Early Life

Site Contents

Class Features

Eldritch Invocations
At second level, you know two Eldritch Invocations. :

You learn new Eldritch Invocations at 4th, 9th, 13th, and 17th level. However, you can trade one Eldritch Invocation for another that you could learn at that level upon each level up.

Dark One's Blessing
When you reduce a hostile creature to 0 HP, you gain temporary HP equal to your Charisma modifier + your Warlock level.

Pact of the Tome
Asmodeus has gifted you a tome called the Book of Shadows. When you gain this feature, choose three cantrips from any class's spell list (the three needn't be from the same list). While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. If they don't appear on the warlock spell list, they are nonetheless warlock spells for you.

If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.

Other Features

Haunted One

(from Haunted One background). Those who look into your eyes can see that you have face unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtest and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.

Witch Kin
SECRET

(from chosen Secret). You are the descendant of an ancient and powerful witch that discardeed her only child for being born a girl. Now, generation aftre generation, some remnants of evil magic still courses through your bloodline.

As a gift from your bloodline, you can cast infestation.

Crossbow Expert

(from lvl 4 feat). Thanks to extensive practice with the crossbow, you gain the following benefits:

Firearms

Flintlock Pistols

Your Flintlock Pistols are categorized as 'light' meaning you are able to dual wield them. Their Misfire value is a 2. Their Reload value is a 4.

Misfires

If an attack roll with a firearm is equal to or less than your firearm's 'Misfire Value' (2 for Flintlock Pistols), the firearm misfires and the attack misses. Weapons in your offhand cannot misfire. A weapon that has beeen misifred cannot be ussed to make ranged attacks again until you repair it.

You can repair a misfired weapon by using your action to make a successful Intelligence check. The DC is equal to 8 + the weapon's misfire score (a '10' for Flintlock Pistols). If your check fails, the weapon breaks and must be repaired outside of combat. Repairing a broken firearm costs 1/4 of the weapons total value in materials. Creatures that fire a firearm and are not proficient increase a weapon's misfire value by 2.

Reload

Firearms must be reloaded in combat, which requires a free hand. A firearm can be fired a number of times equal to its reload value (4 for Flintlock Pistols) before it must be reloaded. You can use your action to reload all of your equipped firearms at once.

Spells

Cantrips

Eldritch Blast

A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the creature. On a hit, the target takes 1d10 force damage.

This spell creates more than one beam when you reach higher levels: two beeams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct these beams at the same target or at different ones. Make a separate attack roll for each beam.

Add your Charisma bonus to your damage, as per the Agonizing Blast Eldritch Invocation.

Mage Hand

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismisss it as an action. The hand banishes if it is ever more than 30 fet away from you or if you cast this spell again.

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents of a vial. You can move the hand up to 30 ft each time you use it.

The hand cannot attack, activate magic items, or carry over ten pounds.

Infestation

You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moved 5 feet in a random direction if it is able to move. Roll a d4 for the direction: 1 north; 2, south; 3, east; 4, west. This movement doesn't provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move.

This spell's damage increases by 1d6 on 5th, 11th, and 17th level.

Mage Armor

A protective magical force surrounds you for eight hours. Your base AC becomes 13+ your Dexterity modifier. The spell ends if the target dons armor, or if you dismiss the spell.

This spell was a gift from Asmodeus, and features some modifications from the original mage armor spell.

Thaumaturgy

You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:

If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

Spare the Dying

You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.

Produce Flame

A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.

You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Spells

Expeditious Retreat

This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the dash action.

Witch Bolt

A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you an the target. Make a ranged spell attack against that creature. One a hit, the target takes (as of lvl 3) 2d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 2d12 lightning damage to the target automatically. The spell endds if you use your action to do anything else. The spell also ends if the target is ever outside the spell's range or if it has total cover from you

When you cast this spell using a spell slot of 2nd level or higher, the initial damage increasess by 1d12 for each slot above 1st.

Hold Person

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

Scorching Ray

You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.

Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.

When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.

Misty Step

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

Other Party Members

belgar • this page • raeinezkismet

Trivia!

Serana has a maximum carrying capacity of 195 lbs!

Serana hates soup!