Unbowed Hero

The Baroness Bowen, Bride of Toil
Class: Warlock (Celestial): 11   Proficiency BonusPB: +4
Alignment: Lawful Neutral Speed: 35 feet
Hit PointsHP: 102   Hit DiceHD: 11d8 AC: 19/23
Resistances: Radiant, Adv vs Illusion, Imm to Poison & Contagion
STR: 10 (+0) Save: +0
Athletics: +4
INT: 8 (-1) Save: -1
Arcana: +3, Religion: +3
DEX: 16 (+3) Save: +3
Initiative: +7
WIS: 8 (-1) Save: +3
CON: 15 (+2) Save: +6
CHA: 20 (+5) Save: +9
Intimidation: +9, Persuasion: +9
Other Info
Height: 6' 3'' Weight: 160 lbs Lineage: Human (humanoid) Gender: Female Size: Medium
AppearanceLooks: Fair skin, piercing solid black eyes with white pupils (Eyes of Impossibility). Raven black hair, sharp war-bleakened face, lean and hungry build, 10000 foot stare. A hardened survivor, obvious to all. Temperament: Careful but not cowardly.
'Fight to survive so that you may fight again.', 'What is mercy? Pfah!',
'Make of your soul an unassailable fortress as everlasting as the hills.'
Flaws: Hostile to Orcs, Goblins, and Evil humanoids in general.
'In the grim darkness of the Pomarj, there is only war.'
'We fight now or we fight later, there is no such thing as peace.'
Traits: Simple, Direct, Stern Ideals: No matter the odds, no matter the cost. Immovable once set, Implacable once crossed. Bonds: Warrior virtues such as Courage and Valor. Dwarf-friend.
'Ulaa is my Rock'
Languages: Common, Dwarvish, Orcish Proficiencies: Simple Weapons, Light & Medium Armors, Shields, Cartographer's Tools
Other Abilities: Adv vs Illusions, Succeed on failed INT, WIS, or CHA save [/LR]
Gear
Attuned: Campaigner's Cuirass, Oaken Bower Shield, Toilgifter
Gear: Dimensional Satchel, House Bowen Signet Ring, Amulet of Ulaa (Holy Symbol), Talisman of Pure Good
Lineage
Human Heroic Inspiration after Long Rest. Athletics, Tough.
Background
Acolyte: +2 Charisma, +1 Constitution, Persuasion, Religion, Magic Initiate [Cleric].
Feats
Magic Initiate (Cleric): You learn two Cleric cantrips and one level 1 Cleric spell of your choice. You can cast the level 1 spell once without a spell slot per Long Rest.
Tough: Your maximum Hit Points are increased by 2 per character level.
Alert: You have proficiency with Initiative. Immediately after Initiative is resolved, you can swap yours with a willing non-Incapacitated ally in the same combat.
Moderately Armored: +1 Dexterity. You gain proficiency with Medium Armor and Shields.
War Caster: +1 Charisma. You have Advantage on Concentration saving throws. When a creature provokes an Opportunity Attack from you by leaving your reach you can instead take a Reaction to cast a spell with a casting time of one action that targets only that creature. You can perform Somatic components while holding weapons or a Shield.
Class: Warlock (Celestial)
Class Features: Eldritch Invocations, Pact Magic (Cha, Spell Save DC: 17), Magical Cunning, Healing Light: 12d6, ASI: Moderately Armored (+1 Dex), ASI: Warcaster (+1 Cha), Contact Patron, Celestial Resilience: 16 Temp HP / x5 10 Temp HP, Mystic Arcanum
Cantrips: Eldritch Blast, Prestidigitation, Light, Sacred Flame, Blade Ward, Chill Touch, Background [Guidance, Thaumaturgy]
Spells: Protection from Evil & Good, Hex (Wrath of Ulaa!), See Invisibility, Misty Step, Aid, Cure Wounds, Guiding Bolt, Lesser Restoration, Hold Person, Glyph of Warding, Daylight, Revivify, Remove Curse, Fly, Guardian of Faith, Wall of Fire, Dispel Magic, Dimension Door, Greater Restoration, Summon Celestial, Contact Other Plane, Banishment, True Seeing, Background [Command /LR], Eyes of Impossibility [Eyebite /LR]
Spell Slots: Pact Magic level 5: , Mystic Arcanum level 6:
Subclass Features
Level 3: Healing Light: You have a pool of d6's equal to 1 plus your Warlock level. You regain all expended dice from this pool after finishing a Long Rest. As a Bonus Action you can heal yourself or a visibile creature within 60 feet by expending one or more dice from this pool, and rolling them to determine how many Hit Points are restored.
Level 6: Radiant Soul: You have Resistance to Radiant damage. Additionally, once per turn when you deal damage to a single target you can deal 1d6 Radiant bonus damage.
Level 10: Celestial Resilience: Whenever you use Magical Cunning or finish a Short or Long Rest, you gain Temporary Hit Points equal to your Warlock level plus your Charisma Modifier. Additionally, choose up to five creatures you can see when you gain the points. Those creatures each gain Temporary Hit Points equal to half your Warlock level plus your Charisma modifier.
Invocations
Pact of the Blade: As a Bonus Action you can either conjure into your empty hand a Simple or Martial Melee pact weapon of your choice with which you bond, or create a bond with a magic weapon you touch that is not attuned or bonded to someone else. Until the bond ends you have proficiency with the weapon, can use it as a Spellcasting Focus, and can use your Charisma modifier as the attack characteristic for the weapon. You can cause the weapon to deal Necrotic, Psychic, or Radiant damage or its normal type. Your bond ends if you use this feature again or if the weapon is more than 5 feet away from you for 1 minute or more. A conjured weapon vanishes immediately if you lose your bond to it.
Agonizing Blast (Eldritch Blast): You can add your Charisma modifier to Eldritch Blast's damage rolls.
Otherworldly Leap: You can cast Jump on yourself without expending a spell slot.
Thirsting Blade: You gain the Extra Attack feature for your pact weapon only. You can attack twice with that weapon instead of once when you take the Attack action on your turn.
Eldritch Smite: Once per turn when you hit a creature with your pact weapon, you can expend a Pact Magic spell slot to deal an extra 1d8 Force damage to the target, plus another 1d8 per level of the spell slot, and you can give the target the Prone condition if it is Huge or smaller.
Lessons of the First Ones (Alert): You gain the Alert Origin feat.
Lifedrinker: Once per turn when you hit a creature with your pact weapon, you can deal an extra 1d6 Necrotic, Psychic, or Radiant damage (your choice) to the creature, and you can expend one of your Hit Point Dice to roll it and regain a number of Hit Points equal to the roll plus your Constitution modifier (min 1).
Armor and Attacks
Armor: Campaigner's Cuirass & Oaken Bower Shield: 19/23 AC
Attacks: Toilgifter 1h, 5-feet, +10 to hit, 1d8+1d4+8 damage, Warpick [P/Sap] or Warhammer [B/Push]
  Pact Weapon change to Necrotic, Psychic, or Radiant damage
  plus Lifedrinker +1d6 Psychic or Radiant damage 1/Turn
  plus Radiant Soul +1d6 Radiant damage 1/Turn
  plus Eldritch Smite +6d8 Force damage and Prone if Huge or smaller
  Punishing: ignores Resistance to Piercing and Bludgeoning damage.
  Siege: Double damage vs inanimate objects and structures
Eldritch Blast 120-feet, +9 to hit, 1d10+5 Force damage, x3 beams
Sacred Flame 60-feet, DC 17 Dex save, 3d8 Radiant damage, (no cover bonus on Dex save)
Boons
Wheel of Fortune
While in Sigil, the Baroness spun the Wheel of Fortune and gained the following boon:
Wheel of Fortune (Constitution Saving Throws): You were blessed with stamina by a spin of the Wheel of Fortune. You have proficiency with Constitution saving throws.
Impossible Secrets
While delving in the center of the Spire of the Outlands, the Baroness had a strange encounter with a powerful Baernaloth known as the Scholar of Impossibilities. It whispered mind bending secrets into her ear that forever changed her. Most notably, her eyes turned pitch black with white pupils and literally opened her eyes to things she previously could not see:
Eyes of Impossibility: You have piercing solid black eyes with white pupils, which grant you Advantage on saving throws and ability checks to see through illusions. Additionally, the spell Eyebite is always prepared by you, and you can cast it once without a spell slot per Long Rest.
Additionally, she can shake off some effects that attempt to cloud the mind or senses:
Mind of Cognitive Disonance: Once per Long Rest, if you fail an Intelligence, Wisdom, or Charisma saving throw you can decide to instead succeed.