Remove these ads. Join the Worldbuilders Guild

Oko Oko

10 Level (0/85000 XP for level-up) Olympia Background Hadar Race / Species / Heritage Neutral Evil Alignment
Warlock
Level 10
Hit Dice: 10/10
1d8+3 Class 1

STR
14
+2
DEX
16
+3
CON
16
+3
INT
11
+0
WIS
14
+2
CHA
20
+5
110
Hit Points
+3
Initiative (DEX)
18
Armor Class (AC)
+4
Prof. Bonus
30
Speed (walk/run/fly)
12
Passive Perception
+8 Expertise Bonus
+4 Proficiency Bonus
+2 Strength
+3 Dexterity
+3 Constitution
+0 Intelligence
+6 Wisdom
+9 Charisma
saving throws
+3 Acrobatics DEX
+2 Animal Handling WIS
+0 Arcana INT
+2 Athletics STR
+9 Deception CHA
+0 History INT
+2 Insight WIS
+5 Intimidation CHA
+4 Investigation INT
skills
+2 Medicine WIS
+0 Nature INT
+2 Perception WIS
+5 Performance CHA
+5 Persuasion CHA
+0 Religion INT
+3 Sleight of Hand DEX
+3 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Pact

Pact of The Hellfire - You can choose two Demon lords for your Hellish Invoke per long rest, and choose which one to apply per attack roll of your Eldritch Blast.
Invocations

Contract of Survival - Whenever you are reduced to 0 hit points, you can use your reaction to go to 1 hit point instead. If the damage should go over your maximum hit points and kill you outright, then you gain exhaustion.

5th level invocations:
Hellish Augmentation - When you cast eldritch blast that is being changed by your Hellish Invoke, you can choose to use your bonus action to roll an additional beam. This beam is at disadvantage unless you are within 30ft of the target.

Agonizing Blast

Eyes of Rune Keeper

Eldritch Spear


Features & Traits
(a) a light crossbow and 20 bolts or
an arcane focus
a dungeoneer's pack

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Asi's:

4th +2 Cha
Warcaster


8th:+1 Char +1 Con Spell Sniper

Languages & Proficiencies
Olympia (Athletics/Health Corp)
+1 DEX
You can take the dodge action as a bonus action.
When you are wearing no armour, you gain unarmoured defence and still gain additional AC from shields. The calculation is 12+DEX+CON.

Corporate
+1 ASI (dex)
Starting Item;
300 data
Corporate Datalocker (keycard)


NeuroFi (Free) - This handy implant gives an array of benefits and in addtion it doesn't count towards your total amount of allowed implants due to the low harm the device produces. You gain the following benefits;
The implant allows you to wirelessly connect to local Wi-Fi networks. This can provide you with access to information, maps, and data in real-time. You gain proficiency in Investigation checks when searching for digital information.

Deeper Web Connection: Once a day, the implant grants you access to the Deeper Web, a hidden realm of the internet that is inaccessible to most individuals. You can use this connection to gather secret information, find black market goods, and potentially interact with powerful entities lurking within the Deeper Web.

Holographic Display: Through the implant, you can project a holographic heads-up display (HUD) visible only to you. This HUD can provide you with vital information such as health, status effects, and inventory. It can also display augmented reality overlays, aiding you in perception-based checks.

Language Translator: The implant includes a language translator module, allowing you to understand and speak any language you encounter. This grants you the ability to communicate with a wide range of creatures and overcome language barriers.



Consumption Furnace - Through intricate modifications to your internal organs, they have been transformed into an advanced bioenergy furnace. The Consumption Furnace implant allows you to derive sustenance from unconventional sources, providing unique benefits:

Unconventional Sustenance: With the Consumption Furnace implant, you can consume inorganic materials, such as metal or even weapons, as well as corpses for sustenance. These materials are broken down within your body, fueling the furnace and providing nourishment.

Temporal Vitality: Once every 10 minutes, when you consume an inorganic material or a corpse, the Consumption Furnace converts the energy released into temporary hit points. You gain temporary hit points equal to your character level, reflecting the power generated by your bioenergy furnace.

Unique Metabolism: The Consumption Furnace implant alters your body's metabolism to efficiently process the unconventional sustenance. You no longer require traditional food sources and can subsist solely on the energy derived from inorganic materials and corpses.

Personality Traits
Spells

5th: Immolation, Hold Monster, Farstep

4th: Dimension Door, Raulothim's Psychic Lance

3rd: Guardian of Faith, Thunder Step

2nd: Spirital Weapon, Misty Step

1st: Expeditious Retreat



Cantrips: Eldritch Blast, Minor Illusion, Mage Hand, Infestation

Bonds
1st Level Features
Hellish Invoke
Starting at 1st level, you can conjure the power of your Demon Lord's domain and hurl it at your enemies. You know the Eldritch Blast cantrip. It counts as a warlock cantrip for you and doesn't count against the number of cantrips you can prepare.

When you cast Eldritch Blast, you can enhance it with hellish energy. Each attack roll with this cantrip deals an extra 1d6 damage and gains an additional effect based on the demon lord you have chosen (you can switch demon lords during a long rest



Likel The Tree Walker - Your Eldritch Blast deals Acid damage instead. Until the start of your next turn, whenever the target moves they take 2d4 acid damage per 5ft as thorns wrap around their legs.

Gildford The Wingless One - Your Eldritch Blast deals its usual Force damage however the damage cannot be reduced. You gain a bonus to your attack and damage rolls equal to half your warlock level (Rounded Down).


Hellish Constitution
Also at 1st level, You have resistance to necrotic damage, however you can never gain resistance to radiant damage, as the goddesses' light will never touch you.

Also, you can cast Mage Armor once per long rest without using a spell slot.

3rd Level Pacts
Pact of The Hellfire - You can choose two Demon lords for your Hellish Invoke per long rest, and choose which one to apply per attack roll of your Eldritch Blast.

6th Level Feature
Demonic Expulsion
Starting at 6th level, your connection to the demonic plane becomes stronger as you feel hellish energy within you. You gain the following benefits;

Your Hellish Invoke damage increases to d8 instead of a d6.
You have the Scorching Ray spell prepared. It counts as a warlock spell for you, and it doesn't count against the number of spells you can have prepared. You can cast Scorching Ray without expending a spell slot. You can do so a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

10th Level Feature
Blessing of The Lords of Hell
Starting at 10th level, your patron lords of hell have granted you a piece of their domain's energy. Whenever you pick a Hellish Invoke damage type that isn’t radiant, you gain resistance to that damage type. Damage from magical weapons or silver weapons ignores this resistance.

Flaws
Size: Medium

Age: They live from 100 to 500 years old depending on how much they have eaten. They are mature at birth.

Speed: 30ft

Gift of the Hadar: Once you are 3rd level you can cast arms of Hadar once per long rest, at 5th level you can cast hunger of Hadar once per long rest. If you have a spell slot capable of casting it, then you can use that instead. You also know the eldritch blast cantrip with the grasp of Hadar invocation.

Abyssal Body: You have resistance to cold damage, whenever you are inside the effects of the hunger of Hadar you heal half the amount of cold damage that the spell deals.

Grasping Touch: If you should cast a spell with a range of touch, you instead have a 10ft range on the spell and it takes a creature's reaction away.

Language: Common and Abyssal

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

Joeyk.

Statblock Type

Character Sheet (latest)

Link/Embed