Blade Pact Undead Warlock. Patron is a Death Knight like Soth. Variant human with Moderately Armored feat. For his Form of Dread, the form is a shroud of shadows forming the dark plate armor and flaming sword of his Patron. All that can be seen in the helmet is just two glowing orbs among the shadows.
Part of a party that invaded the Death Knights castle, He had to kill his closest friends (the party) after they betrayed him to the undead. Amused by the outcome the Death Knight granted the warlock the powers necessary to redeem themselves.... or seal their damnation. Now he sends the warlock on missions agains other undead and evil creatures that the Death Knight despises.
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Check out my Disabled & Dragons Youtube Channel for 5e Monster and Player Tactics. Helping the Disabled Community and Players and DM’s (both new and experienced) get into D&D. Plus there is a talking Dragon named Quill.
I have a genielock. She's pretty unique and her build has been influenced by some of the homebrew items my DM used, so I won't try to replicate her here for you. All I can say is that genielocks in general are super fun to play, there's a lot of springboard for ideas (some which I may use later, because they sound fun):
1. Once upon a time, a long time ago, you were unlucky enough to come across a genie stuck in it's vessel. You wished for powers, you now find yourself bound in a contract with the genie, and are constantly fighting to be free of your vessel's space (if you wanted to decide that whilst you can short/long rest in your vessel, it's not entirely by choice). You have no idea when the genie's punishment will end, if ever, but at least you got your wish, right?
2. You were best friends with a genie growing up. Wanting to share their strength with you, they granted you some of their own abilities. At one point your genie friend shared your vessel with you, but now it seems that they've gone missing, the once alive connection between you both suddenly much weaker. Your connection to them still gives you power, but until you strengthen it, you might not be able to be reunited with your old friend. Your search for your friend led you to where you are now.
3. You saved a genie's life and so the genie granted your wish willingly (even offered you a wish), but the magic backfired, entangling you both - trapping you both within the vessel, only allowing one of you free at a time - both sharing the same powers. There's just one string attached before you can both be freed - you both have to become powerful enough to cast wish again. (This last idea would perhaps allow you to play two characters, since obviously only one can be fighting at a time.)
Eberron genie warlock concept inspired by Alan Scott, the Golden Age/Earth-2 Green Lantern: walks out of Cyre after the Day of Mourning, guided by an everbright lantern from the lightning rail they were on when the dead-gray mists swallowed everything (built in potential connections to the Dread Metrol or Cyre 1313 domains of dread if you're running Ravenloft!) Genie patron is the elemental formerly bound to the rail engine, now housed inside the lantern.
I am currently fine-tuning a Fallen Aasimar Great Old One Pact of the Chain Warlock, bound to Lord Hastur - The King in Yellow, The Unspeakable One, The Dweller in the Depths. For DMs who don't allow Lovecraftian Mythos Elder Gods in their gameplay, it's a simple switch to Hadar for this concept/build.
Once a follower in the service of the Solar Viryn, who served the Celestial Paragon Tyr, his mind became corrupted by knowledge passed to him in the form of (assumed) long lost and forgotten tomes describing the very heart and origin of creation deep in the astral planes. This corruption came in the form of a madness and absolute awareness of the chaos in everything. Through lucid illusions and waking dreams, visions and descriptions of eternal change whispered to him by Hastur, he was lured into the service of and sworn into a pact with the Dweller in the Depths, acting as a disciple of his truth and purveyor of his words for the rest of his days.
Roleplay has to do with constantly pointing out the flaws in other players and npc belief systems while weaving in chaos as the argument against their paradigm. Leaving copies of The King in Yellow or my own characters writings, The Void of Order & Life of Change, in public places where they can be found, read, and drive the reader to madness or communion with The Unspeakable One thus spreading the truth of chaos and indirectly recruiting disciples to take up the yellow mantle is always part of visiting new towns, institutions of learning or faith, or political centers.
Glamoured studded leather armor works well as a non-op armor choice so I can make my robes meager, grays and blacks with a layer of mustard or royal yellow, or change them up and make them finely detailed and resplendent for special occasions. High dex, high cha, and enough int and wis to hold my own in public with str and con being absolutely secondary...
It's all about location based damage with Hunger of Hadar, Black Tentacles, Maddening Darkness, etc and Eldritch Blast with Agonizing, Repelling, Grasp of Hadar to push and pull creatures in and out of the area. Chains of Carceri, Dissonant Whispers, Hellish Rebuke, Mind Sliver, Mind Spike, Hold Person, Counterspell, Dispel, Int Fort, Rem Curse, Psychic Lance, Enervation, Synaptic Static, and more round out the flavor of the spell list. He's C/N so he can pretend to go along with the group, work whatever machinations they need to work for their lofty goals and world-saving missions, as long as the adventure takes him places where he can spread the good word and enlighten the masses.
I could write pages on this character as they are now, but am still working out feats and potential magic items to round out the power set. Looking at War Caster, Eldritch Adept for Eyes of the Rune Keeper, Skill Expert, Observant, and Tough. May get rid of Observant or shuffle the order of feats around a bit (Tough was to make up for the low Con score) I go with the Gazer Familiar https://www.dndbeyond.com/monsters/gazer-familiar unless the DM disapproves and then just run with the Imp RAW.
Karnak was a promising acolyte in the service of Torm under the mentorship of a capable and warlike high priest called Zardos. Word reached Zardos of an evil cult nearby that paid service to a foul and evil lich. Zardos assembled a hit squad which included Karnak in effect in the role of his squire as they marched to combat. The lair was found, Zardos went around and offered a blessing of Torm on his party, then battle was joined. The cult leader was a powerful spell caster and was taking out members of Torms faithful with well placed hold and control spells, this caused the warriors to be sorely pressed by minions. Zardos saw an opening and charged through at the cult leader who collapsed a trapped ceiling leaving them cut off from the other forces of Torm, and indeed it seemed that Torm had forsaken them as they were both held and bound helpless by the power of the evil casters spells.
The evil cultist then prepared Zardos for sacrifice and intoned a fell and grotesque ritual, and made to carve out his heart. Karnak managed at that pointy to break free of the magic and leaped at the cultist yelling "Holy Torm take my life and safe Zardos instead" and interposed his body between the sacrificial blade and Zardos. The cultist couldn't dally, he had promised a sacrifice and vile black tendrils of power seeped from the dagger so he plunged it into Karnak's chest piercing his heart and killing him.
The cultist let him slump with the dagger in his chest and closed his eyes raising his arms above calling on his evil master to complete the life transference so he could grow in power. Karnak staggered to his feet and drew the dagger from his chest, the dark tendrils joining his pierced heart to the cultists through the dagger. "KILL HIM YOU FOOL" roared Zardos finally breaking free as the cultist concentrated on his ritual of transference. The cultists eyes opened in shock as Karnak drove home his own dagger into his chest and completed the ritual.
A voice spoke to Karnak's mind. "Interesting result novice. If you would live you must submit to my service until you are powerful enough to challenge me, do so and I shall stay my hand, else perish with my foolish servant". Karnak swore back "I will live, and I will cast you down and destroy you vile creature, Torm shall protect me".
"Done" said a voice in his mind that dripped fellness and decay, "Done" said another voice full of power and inspiration, and that second more holy of voices Karnak's holy symbol of Torm glowed slightly and bright blue tendrils seeped from it to contain the dark mists surrounding the wound to his heart, the holy symbol flared and a tattoo was seared into Karnak's chest in the form of Torm's mark, surrounding the gaping wound in his heart, small tendrils of holy power wavered from the tattoo containing the foulness that seeped from the wound.
"What happened, why didn't I die?" stammered a shaken Karnak.
"I had a premonition my son", said an equally disturbed Zardos, "The blessing I gave you was a death ward, when you took a fatal wound Torm interceded and protected you." He gave his acolyte a grim look taking in the bizarre occult display over his heart. "We must consult the elders of the order about this."
They found another exit and rejoined their triumphant fellows and trekked back to the temple. Karnak was placed under guard in a cell and spent his days meditating until a council of senior priests and paladins arrived to hold an enquiry. During that time Karnak received unspoken tutelage from his new master the foul Lich, at first he reviled it and refused to listen, but the results of his meditations showed him a path to follow and he eagerly leapt to his lessons in the craft of the Warlocks of Death.
Under oaths and in zones of truth Karnak testified that the lich had no ability to control or command him and that the lich wished him to become powerful enough to challenge the lich himself, at that meeting one would fall and be consumed with the victor becoming stronger. The lich cared not for how Karnak used his "powers" but if he was weak then he was no use as food for the lich's evil plans, so the lich needed him to live and become powerful.
Karnak swore he would defeat the lich and cast him down but would rather die than usurp him as an evil lich. The priests and paladins sought auguries, cast divinations and consulted beings from other planes in good standing with Torm and his words were born as truth, Torm still protected him as could be seen from the holy protections around his heart. Further Torm's plan was divulged, if Karnak could pull forth the liches heart and sear it with the touch of a blessed holy symbol of Torm then the hold over him and the ritual in effect on him even now would be broken, until then if he died his soul was forfeit to the lich, in effect he was dammed until he had cast the lich down with Torm's aid.
The high priest pronounced judgement. "You willingly sacrificed your life to save a fellow priest which shows good character, but by accident and not design your soul is currently dammed. Torm cannot abide you to be in the order, you are cast out of the church of Torm until you have reclaimed your soul, you may no longer lead prayers or services for the faithful, but you may continue to claim respite at her temples." Karnak looked shattered as the priests came to remove his holy robes. "Keep your holy symbol as a ward against the dark, and go forth unto the world as Karnak the Dammed, fallen acolyte of Torm.
Too many of the "builds here focus on powers, spells and feats, but the real essence of a Warlock is their relationship with their patron. In this case Karnak takes power from the lich to grow strong enough to destroy them to regain their soul. The lich wants Karnak also to grow powerful so he can feed off him. Karnak doesn't obey the lich, but needs him to be able to reclaim themself. If the campaign ever got to the point of success then maybe Karnak the Dammed will change patron to Celestial and bask in Torm's favour once more as Karnak the Redeemed.
So yes the acolyte background, tinged with roleplay aspects of the fallen freak, granted sanctuary with his brothers as they all pity Karnak on the dark and isolated quest to try and reclaim themself, Karnak is seen as brave, but also as damned, to be pitied more than loved, they have a connection to Torm and is acknowledged as one of Torm's champions, but is reviled as a damned soul as much as they are welcomed as one of the faithful. Karnak can attend services to Torm but with the inner pain of knowing they should be on the other side of the ceremonial robes, but cannot ever be that again until they triumph. Karnak has angst that they will not succeed, and also that they must use the powers of darkness to walk their path.
Maybe the magic initiate feat for cleric to model Karnaks halted journey to serve Torm, a reluctance to use the spells from Torm as they are a sad reminder of what has been lost.
Karnak's fierceness in protecting the innocent and prosecuting the vile would be born from years of carrying their heavy burden and blaming the fell creatures and people of the world for their plight, each chance to get revenge on them in some way is taken gladly and without mercy, Karnak has become a dark soul indeed.
So many opportunities for that to provide meaningful story to a campaign.
I love making an eladrin archfey blade lock. At level 4 taking the revenant blade feat to bring dex to 18 at level 4. Invocation must have eldritch mind and thirsting blade at level 5. Other than that your pick. I focus on illusion and mind spells at 1 getting sleep and charm person with minor illusion and friends cantrips. Level 2 I get armor of agathys, level 3 I trade sleep for invisibility and phantasmal force and gain my pact weapon. 7 you probably want skulpter of flesh and greater invis at 9 seeming is a lot of fun. When you get your third cantrip you can get a ranged one I like mind sliver for save fail set ups.
The idea is at will utility caster. Concentrate on a powerful spell and swing away. Fey presence, since you are in melee can save the party (and you) damage. (18 dex at level 4 + revenant blade feat + studed leather gives AC of 17, if you want armor of shadows invocation that is 18 AC). Spell DC at level 5 is still 14, 15 at 8 and 16 at 9. Damage with revenant blade if you hit all 3 attacks (bonus action included) is 5d4+12 vs eldritch blast + agonizing blast (for 5 to 7) 2d10+8 or (for 8 to 10) 2d10+10. (24.5, 19.5, 21.5 average respectively). Level 11 falls behind by going against 3d10+15 but level 12 picks back up by becoming 5d4+27 with thirsting blade and charisma at 20. (31.5 and 39.5 respectively). Everything you have recovers on short rest as well (fey presence, fey step, dark delirium, misty escape, and your spells).
Favorite spells and invocations in general. Mask of many faces, beast speech, silent image, ghostly gaze, speak with dead.
Idea is a street urchin theif that helped a little old lady once. An archfey in disguise and in doing so she unknowingly made a pact with the women. (Personally played this as a orphaned eladrin from the fey wilds, decendent of an archfey that doesn't know where they come from. Their name is unknown so she goes by what her favorite name they have called her Tricksy. They call her many unsavory things, but that one always sounded nice.)
Blade Pact Undead Warlock. Patron is a Death Knight like Soth. Variant human with Moderately Armored feat. For his Form of Dread, the form is a shroud of shadows forming the dark plate armor and flaming sword of his Patron. All that can be seen in the helmet is just two glowing orbs among the shadows.
Part of a party that invaded the Death Knights castle, He had to kill his closest friends (the party) after they betrayed him to the undead. Amused by the outcome the Death Knight granted the warlock the powers necessary to redeem themselves.... or seal their damnation. Now he sends the warlock on missions agains other undead and evil creatures that the Death Knight despises.
Check out my Disabled & Dragons Youtube Channel for 5e Monster and Player Tactics. Helping the Disabled Community and Players and DM’s (both new and experienced) get into D&D. Plus there is a talking Dragon named Quill.
https://www.youtube.com/channel/UCPPmyTI0tZ6nM-bzY0IG3ww
I have a genielock. She's pretty unique and her build has been influenced by some of the homebrew items my DM used, so I won't try to replicate her here for you. All I can say is that genielocks in general are super fun to play, there's a lot of springboard for ideas (some which I may use later, because they sound fun):
1. Once upon a time, a long time ago, you were unlucky enough to come across a genie stuck in it's vessel. You wished for powers, you now find yourself bound in a contract with the genie, and are constantly fighting to be free of your vessel's space (if you wanted to decide that whilst you can short/long rest in your vessel, it's not entirely by choice). You have no idea when the genie's punishment will end, if ever, but at least you got your wish, right?
2. You were best friends with a genie growing up. Wanting to share their strength with you, they granted you some of their own abilities. At one point your genie friend shared your vessel with you, but now it seems that they've gone missing, the once alive connection between you both suddenly much weaker. Your connection to them still gives you power, but until you strengthen it, you might not be able to be reunited with your old friend. Your search for your friend led you to where you are now.
3. You saved a genie's life and so the genie granted your wish willingly (even offered you a wish), but the magic backfired, entangling you both - trapping you both within the vessel, only allowing one of you free at a time - both sharing the same powers. There's just one string attached before you can both be freed - you both have to become powerful enough to cast wish again. (This last idea would perhaps allow you to play two characters, since obviously only one can be fighting at a time.)
Eberron genie warlock concept inspired by Alan Scott, the Golden Age/Earth-2 Green Lantern: walks out of Cyre after the Day of Mourning, guided by an everbright lantern from the lightning rail they were on when the dead-gray mists swallowed everything (built in potential connections to the Dread Metrol or Cyre 1313 domains of dread if you're running Ravenloft!) Genie patron is the elemental formerly bound to the rail engine, now housed inside the lantern.
I am currently fine-tuning a Fallen Aasimar Great Old One Pact of the Chain Warlock, bound to Lord Hastur - The King in Yellow, The Unspeakable One, The Dweller in the Depths.
For DMs who don't allow Lovecraftian Mythos Elder Gods in their gameplay, it's a simple switch to Hadar for this concept/build.
Once a follower in the service of the Solar Viryn, who served the Celestial Paragon Tyr, his mind became corrupted by knowledge passed to him in the form of (assumed) long lost and forgotten tomes describing the very heart and origin of creation deep in the astral planes. This corruption came in the form of a madness and absolute awareness of the chaos in everything. Through lucid illusions and waking dreams, visions and descriptions of eternal change whispered to him by Hastur, he was lured into the service of and sworn into a pact with the Dweller in the Depths, acting as a disciple of his truth and purveyor of his words for the rest of his days.
Roleplay has to do with constantly pointing out the flaws in other players and npc belief systems while weaving in chaos as the argument against their paradigm. Leaving copies of The King in Yellow or my own characters writings, The Void of Order & Life of Change, in public places where they can be found, read, and drive the reader to madness or communion with The Unspeakable One thus spreading the truth of chaos and indirectly recruiting disciples to take up the yellow mantle is always part of visiting new towns, institutions of learning or faith, or political centers.
Glamoured studded leather armor works well as a non-op armor choice so I can make my robes meager, grays and blacks with a layer of mustard or royal yellow, or change them up and make them finely detailed and resplendent for special occasions. High dex, high cha, and enough int and wis to hold my own in public with str and con being absolutely secondary...
It's all about location based damage with Hunger of Hadar, Black Tentacles, Maddening Darkness, etc and Eldritch Blast with Agonizing, Repelling, Grasp of Hadar to push and pull creatures in and out of the area. Chains of Carceri, Dissonant Whispers, Hellish Rebuke, Mind Sliver, Mind Spike, Hold Person, Counterspell, Dispel, Int Fort, Rem Curse, Psychic Lance, Enervation, Synaptic Static, and more round out the flavor of the spell list. He's C/N so he can pretend to go along with the group, work whatever machinations they need to work for their lofty goals and world-saving missions, as long as the adventure takes him places where he can spread the good word and enlighten the masses.
I could write pages on this character as they are now, but am still working out feats and potential magic items to round out the power set. Looking at War Caster, Eldritch Adept for Eyes of the Rune Keeper, Skill Expert, Observant, and Tough. May get rid of Observant or shuffle the order of feats around a bit (Tough was to make up for the low Con score)
I go with the Gazer Familiar https://www.dndbeyond.com/monsters/gazer-familiar unless the DM disapproves and then just run with the Imp RAW.
The Undead - Karnak the Dammed.
Karnak was a promising acolyte in the service of Torm under the mentorship of a capable and warlike high priest called Zardos. Word reached Zardos of an evil cult nearby that paid service to a foul and evil lich. Zardos assembled a hit squad which included Karnak in effect in the role of his squire as they marched to combat. The lair was found, Zardos went around and offered a blessing of Torm on his party, then battle was joined. The cult leader was a powerful spell caster and was taking out members of Torms faithful with well placed hold and control spells, this caused the warriors to be sorely pressed by minions. Zardos saw an opening and charged through at the cult leader who collapsed a trapped ceiling leaving them cut off from the other forces of Torm, and indeed it seemed that Torm had forsaken them as they were both held and bound helpless by the power of the evil casters spells.
The evil cultist then prepared Zardos for sacrifice and intoned a fell and grotesque ritual, and made to carve out his heart. Karnak managed at that pointy to break free of the magic and leaped at the cultist yelling "Holy Torm take my life and safe Zardos instead" and interposed his body between the sacrificial blade and Zardos. The cultist couldn't dally, he had promised a sacrifice and vile black tendrils of power seeped from the dagger so he plunged it into Karnak's chest piercing his heart and killing him.
The cultist let him slump with the dagger in his chest and closed his eyes raising his arms above calling on his evil master to complete the life transference so he could grow in power. Karnak staggered to his feet and drew the dagger from his chest, the dark tendrils joining his pierced heart to the cultists through the dagger. "KILL HIM YOU FOOL" roared Zardos finally breaking free as the cultist concentrated on his ritual of transference. The cultists eyes opened in shock as Karnak drove home his own dagger into his chest and completed the ritual.
A voice spoke to Karnak's mind. "Interesting result novice. If you would live you must submit to my service until you are powerful enough to challenge me, do so and I shall stay my hand, else perish with my foolish servant". Karnak swore back "I will live, and I will cast you down and destroy you vile creature, Torm shall protect me".
"Done" said a voice in his mind that dripped fellness and decay, "Done" said another voice full of power and inspiration, and that second more holy of voices Karnak's holy symbol of Torm glowed slightly and bright blue tendrils seeped from it to contain the dark mists surrounding the wound to his heart, the holy symbol flared and a tattoo was seared into Karnak's chest in the form of Torm's mark, surrounding the gaping wound in his heart, small tendrils of holy power wavered from the tattoo containing the foulness that seeped from the wound.
"What happened, why didn't I die?" stammered a shaken Karnak.
"I had a premonition my son", said an equally disturbed Zardos, "The blessing I gave you was a death ward, when you took a fatal wound Torm interceded and protected you." He gave his acolyte a grim look taking in the bizarre occult display over his heart. "We must consult the elders of the order about this."
They found another exit and rejoined their triumphant fellows and trekked back to the temple. Karnak was placed under guard in a cell and spent his days meditating until a council of senior priests and paladins arrived to hold an enquiry. During that time Karnak received unspoken tutelage from his new master the foul Lich, at first he reviled it and refused to listen, but the results of his meditations showed him a path to follow and he eagerly leapt to his lessons in the craft of the Warlocks of Death.
Under oaths and in zones of truth Karnak testified that the lich had no ability to control or command him and that the lich wished him to become powerful enough to challenge the lich himself, at that meeting one would fall and be consumed with the victor becoming stronger. The lich cared not for how Karnak used his "powers" but if he was weak then he was no use as food for the lich's evil plans, so the lich needed him to live and become powerful.
Karnak swore he would defeat the lich and cast him down but would rather die than usurp him as an evil lich. The priests and paladins sought auguries, cast divinations and consulted beings from other planes in good standing with Torm and his words were born as truth, Torm still protected him as could be seen from the holy protections around his heart. Further Torm's plan was divulged, if Karnak could pull forth the liches heart and sear it with the touch of a blessed holy symbol of Torm then the hold over him and the ritual in effect on him even now would be broken, until then if he died his soul was forfeit to the lich, in effect he was dammed until he had cast the lich down with Torm's aid.
The high priest pronounced judgement. "You willingly sacrificed your life to save a fellow priest which shows good character, but by accident and not design your soul is currently dammed. Torm cannot abide you to be in the order, you are cast out of the church of Torm until you have reclaimed your soul, you may no longer lead prayers or services for the faithful, but you may continue to claim respite at her temples." Karnak looked shattered as the priests came to remove his holy robes. "Keep your holy symbol as a ward against the dark, and go forth unto the world as Karnak the Dammed, fallen acolyte of Torm.
Too many of the "builds here focus on powers, spells and feats, but the real essence of a Warlock is their relationship with their patron. In this case Karnak takes power from the lich to grow strong enough to destroy them to regain their soul. The lich wants Karnak also to grow powerful so he can feed off him. Karnak doesn't obey the lich, but needs him to be able to reclaim themself. If the campaign ever got to the point of success then maybe Karnak the Dammed will change patron to Celestial and bask in Torm's favour once more as Karnak the Redeemed.
So yes the acolyte background, tinged with roleplay aspects of the fallen freak, granted sanctuary with his brothers as they all pity Karnak on the dark and isolated quest to try and reclaim themself, Karnak is seen as brave, but also as damned, to be pitied more than loved, they have a connection to Torm and is acknowledged as one of Torm's champions, but is reviled as a damned soul as much as they are welcomed as one of the faithful. Karnak can attend services to Torm but with the inner pain of knowing they should be on the other side of the ceremonial robes, but cannot ever be that again until they triumph. Karnak has angst that they will not succeed, and also that they must use the powers of darkness to walk their path.
Maybe the magic initiate feat for cleric to model Karnaks halted journey to serve Torm, a reluctance to use the spells from Torm as they are a sad reminder of what has been lost.
Karnak's fierceness in protecting the innocent and prosecuting the vile would be born from years of carrying their heavy burden and blaming the fell creatures and people of the world for their plight, each chance to get revenge on them in some way is taken gladly and without mercy, Karnak has become a dark soul indeed.
So many opportunities for that to provide meaningful story to a campaign.
Thoughts?
Life's hard - get a helmet!
I love making an eladrin archfey blade lock. At level 4 taking the revenant blade feat to bring dex to 18 at level 4. Invocation must have eldritch mind and thirsting blade at level 5. Other than that your pick. I focus on illusion and mind spells at 1 getting sleep and charm person with minor illusion and friends cantrips. Level 2 I get armor of agathys, level 3 I trade sleep for invisibility and phantasmal force and gain my pact weapon. 7 you probably want skulpter of flesh and greater invis at 9 seeming is a lot of fun. When you get your third cantrip you can get a ranged one I like mind sliver for save fail set ups.
The idea is at will utility caster. Concentrate on a powerful spell and swing away. Fey presence, since you are in melee can save the party (and you) damage. (18 dex at level 4 + revenant blade feat + studed leather gives AC of 17, if you want armor of shadows invocation that is 18 AC). Spell DC at level 5 is still 14, 15 at 8 and 16 at 9. Damage with revenant blade if you hit all 3 attacks (bonus action included) is 5d4+12 vs eldritch blast + agonizing blast (for 5 to 7) 2d10+8 or (for 8 to 10) 2d10+10. (24.5, 19.5, 21.5 average respectively). Level 11 falls behind by going against 3d10+15 but level 12 picks back up by becoming 5d4+27 with thirsting blade and charisma at 20. (31.5 and 39.5 respectively). Everything you have recovers on short rest as well (fey presence, fey step, dark delirium, misty escape, and your spells).
Favorite spells and invocations in general. Mask of many faces, beast speech, silent image, ghostly gaze, speak with dead.
charm person, invisibility, fly, greater invisibility, summon fey, Banishment, seeming, plant growth, greater invisibility.
Idea is a street urchin theif that helped a little old lady once. An archfey in disguise and in doing so she unknowingly made a pact with the women. (Personally played this as a orphaned eladrin from the fey wilds, decendent of an archfey that doesn't know where they come from. Their name is unknown so she goes by what her favorite name they have called her Tricksy. They call her many unsavory things, but that one always sounded nice.)