Disclaimer: What follows is a rough build of a character I want to play at some point but likely won't as I DM more often than not, so if you like what you see, feel free to play it and tweak it. A few things to bear in mind: 1) I don't tend to build up my characters in a min/max sense so you won't see many ability scores maxed out. 2) I use the standard array to generate ability cores, this is mostly just for ease of reference when mulling over a build. 3) There may be some homebrew material mentioned so if you play adventurers league then this may not be a legal build. 4) I've a back catalogue of these so I'll post them as and when i cobble my notes into something that makes sense. 5) I won't be referencing many optional things from Tasha's Cauldron of Whatnot. 6) As always, feel free to post any questions, comments, feedback or general berating of my errors in rules or how abilities work.
Additional Disclaimer: This is heavily homebrewed so make sure you give a DM plenty of notice if you wanted to play it and let them have a good read through. It is also designed to be a Chaotic Evil character that is heavily influence by growing up in the Abyss but is not meant to be a murderhobo.
Right, now that's out the way, lets move on to...…
Name: Feyri
Basic Info:
Race: Tiefling (racial spells and languages changed see below).
Ability Scores (including racial bonuses +1 Int, +2 Cha): Str 8, Dex 12, Con 13, Int 11, Wis 14, Cha 17
Alignment: Chaotic Evil (although any Chaotic should work for more party friendly play).
Feyri was brought up in the Abyss and was tutored by Or’oros, a Draegloth who had slipped its leash to a Drow house a millennia ago and found power in the Abyss under the service of Kiaransalee, the Drow Goddess of Vengeance and Undead. Feyri roams the material plane on whatever whim takes her as she fervently awaits any communication with Or’oros. She may or may not be a descendant of Or’oros and she appears as a tall drow female, the only thing that might give away some alternate heritage are the two onyx black horns the rise from her brow. Whilst travelling she keeps note of the locale’s she travels through and any slight made against her, she then arranges for suitable fates to befall those responsible. She carries a hatred of the Demon Lord Orcus and Undead or any practitioners of Necromancy that are not affiliated with/created by her or a follower of Kiaransalee.
Building and reasoning:
The point of this build is to have a character based around Necrotic energy which we’ll view as manipulating the entropic magic inherent in the Abyss. We’re not taking any damaging spells unless they deal Necrotic damage. Although this is a Chaotic Evil build it should be based around hatred of Undead that have been created by someone who is not affiliated to Kiriansalee with a view to convincing others that your are a zealot hunter of undead rather than being a murderhobo. You could change the alignment to Chaotic Good or Neutral by tweaking the relationship between Feyri and Or’oros.
The build was created around a Warlock that uses Chill Touch as its primary attack instead of eldritch blast. The Tiefling side of things is to represent a Tiefling based around one parent being a Demon, the other a Drow.
Aside from hunting down undead that are not created by followers of Kiriansalee we’re also going to need to research the True Names of Demons as summon lesser and greater demons will become two of our spells as we level up. How we get this information is highly DM dependant so make sure to let your DM know this will be something you want to do.
We’re going to base the Warlock powers around those of the Celestial Patron only reverse them, so where Celestial Warlocks are based around healing and radiant energy, the Abyssal Warlock is based around channelling damage and necrotic energies.
Right onto the build:
There is a lot of tweaking to do so we start with the Tiefling Infernal Legacy trait, we change this to Abyssal Legacy, granting Thaumaturgy @ will, Faerie Fire x1/LR at 3rd level and Darkness x1/LR at 5th level. As noted above we also change starting languages to Abyssal and Common, as our Patron is a Draegloth we won’t be changing the Hellish Resistance trait but we just flavour it as some of the Draegloth’s inherent resilience rubbing off on us. All this serves to muddy the waters as to Feyri’s heritage.
Starting skills will be Insight and Religion from the Acolyte background and Arcana and Investigation or Intimidation from Warlock depending on how you plan to research other peoples Necromancy (i.e. through quiet observations or through more intensive interrogations).
Starting Languages will be Abyssal, Common, Elf +1 other of choice but Undercommon would be thematically appropriate.
Starting Equipment will be a Skull/Arcane Focus (treat it as an Orb), a Scholars Pack and we’re cashing in the weapon and armour options for a Priests Pack in addition to the equipment gained from the Acolyte background. We will not be needing weapons as we’ll be relying on spells for the most part and staying out of melee as much as possible and this also ties into a “survival of the fittest” mentality where Or’oros has cast Feyri into the Material Plane with only a few meagre possessions.
Starting spells will be:
Cantrips: Chill Touch +1 of your choice (except Eldritch Blast, its banned).
Level 1 Spells: Hex and Protection from Evil & Good.
Sub-class abilities:
The expanded spell list for this variant of warlock is:
lvl 1: False Life, Inflict Wounds, lvl 2: Blindness/Deafness, Warding Wind, lvl 3: Animate Dead, Bestow Curse, lvl 4: Confusion, Death Ward. lvl 5: Anti Life Shell, Hallow
These spells are a reflection of the Draegloth patron and using entropy magic to harm, repel or animate creatures. Warding Wind is in there to represent allowing a fragment of howling winds from the Abyss to manifest on the Material Plane.
Bonus Cantrips: At lvl 1, you learn the Dancing Lights and Toll the Dead cantrips. They count as warlock cantrips for you, but they don’t count against yournumber of cantrips known.
Necrotic Shroud: at lvl 1, you gain the ability to channel abyssal energy to inflict wounds. You have a pool of d6s that you spend to fuel this. The number of dice in the pool equals 1 + your warlock level. As a bonus action, when you see someone take Necrotic Damage within 60 feet of you, you can spend dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one dice). Roll the dice you spend, add them together, the target loses a number of hit points equal to the total. Your pool regains all expended dice when you finish a long rest.
(DM Note: I would view this ability as a form of Divine/Eldritch smite, but, if used on a critical hit the dice would only double if Feyri had rolled the critical hit).
Necrotic Soul: Starting at lvl 6, your link to the Abyssal Plane allows you to serve as a conduit for Necrotic energy. You have resistance to Necrotic damage, and when you cast a spell that deals Necrotic damage, you can add your Charisma modifier to one Necrotic damage roll of that spell against one of its targets.
Abyssal Resilience: starting at lvl 10, you gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your warlock level + your Charisma modifier.
Profane Life Leech: starting at lvl 14, the necrotic energy you channel allows you to resist death. When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet with a burst of Necrotic energy. You regain hit points equal to half your hit point maximum, and then you stand up if you so choose. Each creature of your choice that is within 30 feet of you takes Necrotic damage equal to 2d8 + your Charisma modifier, and it is blinded until the start of your next turn. Once you use this feature, you can’t use it again until you finish a long rest.
These abilities should serve to represent the influence of Or’oros and Kiaransalee in channelling Necrotic energies as well as the chaotic nature of the Abyss.
Feats:
There are also some feats we need to tweak as we go as follows:
Abyssal Constitution: This is as per Infernal Constitution from Xanathars Guide to Everything, we just change the name to reflect Abyssal Heritage instead of Infernal.
Annihilating Entropy (A tweaked version of the Flames of Phlegethos feat): Increase your Charisma score by 1 (Max 20). When you roll Necrotic damage for a spell you cast, you can re-roll any roll of 1 on the necrotic damage dice, but you must use the new roll, even if it is another 1. Whenever you cast a spell that deals Necrotic damage, you can cause shadows to surround you until the end of your next turn. The shadows don’t harm you or your possessions, and they surround you with a 30ft area of dimlight, if the area around you is already dim light it becomes non-magical darkness. While the shadows are present, any creature within 5 feet of you that hits you with a melee attack takes 1d4 necrotic damage.
Necrotic Adept: This functions as per Elemental Adept but with Necrotic Damage instead of one of the elemental types.
We’re looking for Spell Sniper and Warcaster for the usual reasons, out of the feats noted above I’d likely go for Spell Sniper first as cover will always be present to potentially hide monsters from our attacks and the double range helps with staying out of melee, the other feats could be taken in any order depending on your needs but I would likely go for Necrotic Adept next as this allows our Necrotic attacks to bypass a creatures resistance to Necrotic damage.
Spell Selection (assuming we get to level 20):
Cantrips: Chill Touch, Dancing Lights, Toll the Dead.
Level 1: Hex, Inflict Wounds and Protection from Evil & Good.
Level 2: These are pretty open but I’d likely go for Blindness/Deafness and Warding Wind from the expanded list above.
Level 3: Magic Circle (replacing Protection form Evil & Good), Summon Lesser Demons, Vampiric Touch.
Level 4: Blight, Confusion, Summon Greater Demon.
Level 5: Enervation.
Level 6 Mystic Arcanum: Circle of Death or Soul Cage.
Level 7 Mystic Arcanum: Finger of Death.
Level 8 Mystic Arcanum: Demiplane or Feeblemind.
Level 9 Mystic Arcanum: True Polymorph.
If taken to 20 level then there would be five additioanl cantrips you can pick (3 from class levels and 2 from taking the Pact of Tome) and four other 1 to 5 level spells so you can use these to flavour the build as your adventurers require.
I do prefer Summon Lesser and Greater Demon as there is more versatility to be had than the various summon spells from Tasha’s Cauldron of Everything. Summon Greater Demons in particular can give you some powerful allies in the form of Babau (various at will innate spell casting), Bulezau (necrotic aura and long lasting disease), Balgura, Dybbuks (a range of nasty effects) and Shadow Demons or, if you have access to 5 level spell slots, you can summon a Chasme or Vrock. With a 5 level spell slot you could also technically summon a Tanarukk or a Cambion, Tanarukk are listed as Demon Orc’s and Cambion are listed as “Spawn of Grazzt” who is a Demon Lord so you could flavour either of those as being spawned/created by either the Draegloth Patron or by Kiriansalee herself but this might mean you are summoning a cousin or other relative depending on how you and your DM choose to interpret Feyri’s heritage. On the Demon True Name front, I would look for the true names for a Babau and a Dybbuk. The reason for this would be to be able to then use their various at will spell abilities without the fear of them breaking free of Feyri's control.
As we’re a Pact of Tome Warlock, once we get the Book of Ancient Secrets Invocation we can start to collect all the ritual spells.
Invocations:
We’ll get 8 Invocations on the way to level 20. I would look to get (in no particular order):
Armour of Shadows.
Book of Ancient Secrets.
Whispers of the Grave.
Far Scribe and Gift of the Protectors (both from Tasha’s Cauldron of Everything) could be worth having for a more party friendly playing style.
One or more “sight based” Invocation such as Devil Sight, Eldritch Sight, Eyes of the Rune Keeper and/or Witch Sight. I would say Eldritch Sight should be one to take as it would serve as our primary way of finding sources of Necromantic magic which may require further investigation/interrogation/eradication and being able to cast Detect Magic at will rather than having to do a 10 minute ritual would be useful.
In summary:
This is definitely a glass cannon style of character, we can potentially do a respectable amount of damage on a turn by turn basis, we just won’t be able to take much in return. Hit and Run tactics are likely going to be the way to go in a combat situation, start off within 90ft to hit a hex spell and then retreat to spam Chill Touch.
Although Feyri does serve Kiriansalee (through Or’oros) who has Undead as part of her domain of influence, I didn’t include any spells that raise undead for this particular build as Warlock doesn’t really have the high level spell slots required to make maximum use of spells like Create Undead or Danse Macabre although I have included Animate Dead in the expanded spell list if you wanted to use it.
If this build was taken to 20 level Warlock, and assuming feats noted above and average HP per level, Feyri would have 128hp with an optional 24 temp HP each long rest. Ability Scores would be Str 8, Dex 12, Con 14, Int 11, Wis 14, Cha 18. We’d have the usual four level 5 spell slots and Mystic Arcanum.
We would be doing 4d8 Necrotic damage with Chill Touch + potentially 1d6 extra damage from Hex + upto 4d6 extra necrotic damage by using dice from the Necrotic Shroud ability + 4 due to our Charisma Modifier. If we are caught in a melee situation we can use Inflict Wound, if cast at 5th level this will do 7d10 Necrotic damage which we can also buff with Hex and the Necrotic Shroud ability.
However, we have three drawbacks due to a low AC of 14(13 from Mage Armour +1 from Dex bonus) andConcentration checks are also not our strongest asset so we’d need to be careful when using any spell that requires concentration, especially the Summon Demon spells. We also have a variety of spells vying for our Concentration so we have to be very tactical as we adventure to make the most out of what we have.
Disclaimer: What follows is a rough build of a character I want to play at some point but likely won't as I DM more often than not, so if you like what you see, feel free to play it and tweak it. A few things to bear in mind: 1) I don't tend to build up my characters in a min/max sense so you won't see many ability scores maxed out. 2) I use the standard array to generate ability cores, this is mostly just for ease of reference when mulling over a build. 3) There may be some homebrew material mentioned so if you play adventurers league then this may not be a legal build. 4) I've a back catalogue of these so I'll post them as and when i cobble my notes into something that makes sense. 5) I won't be referencing many optional things from Tasha's Cauldron of Whatnot. 6) As always, feel free to post any questions, comments, feedback or general berating of my errors in rules or how abilities work.
Additional Disclaimer: This is heavily homebrewed so make sure you give a DM plenty of notice if you wanted to play it and let them have a good read through. It is also designed to be a Chaotic Evil character that is heavily influence by growing up in the Abyss but is not meant to be a murderhobo.
Right, now that's out the way, lets move on to...…
Name: Feyri
Basic Info:
Race: Tiefling (racial spells and languages changed see below).
Ability Scores (including racial bonuses +1 Int, +2 Cha): Str 8, Dex 12, Con 13, Int 11, Wis 14, Cha 17
Alignment: Chaotic Evil (although any Chaotic should work for more party friendly play).
Background: Acolyte
Class: Warlock (Abyssal, Pact of Tome)
Feats (* see notes below): Abyssal Constitution*, Annihilating Entropy*, Necrotic Adept*, Spell Sniper, Warcaster.
Bio:
Feyri was brought up in the Abyss and was tutored by Or’oros, a Draegloth who had slipped its leash to a Drow house a millennia ago and found power in the Abyss under the service of Kiaransalee, the Drow Goddess of Vengeance and Undead. Feyri roams the material plane on whatever whim takes her as she fervently awaits any communication with Or’oros. She may or may not be a descendant of Or’oros and she appears as a tall drow female, the only thing that might give away some alternate heritage are the two onyx black horns the rise from her brow. Whilst travelling she keeps note of the locale’s she travels through and any slight made against her, she then arranges for suitable fates to befall those responsible. She carries a hatred of the Demon Lord Orcus and Undead or any practitioners of Necromancy that are not affiliated with/created by her or a follower of Kiaransalee.
Building and reasoning:
The point of this build is to have a character based around Necrotic energy which we’ll view as manipulating the entropic magic inherent in the Abyss. We’re not taking any damaging spells unless they deal Necrotic damage. Although this is a Chaotic Evil build it should be based around hatred of Undead that have been created by someone who is not affiliated to Kiriansalee with a view to convincing others that your are a zealot hunter of undead rather than being a murderhobo. You could change the alignment to Chaotic Good or Neutral by tweaking the relationship between Feyri and Or’oros.
The build was created around a Warlock that uses Chill Touch as its primary attack instead of eldritch blast. The Tiefling side of things is to represent a Tiefling based around one parent being a Demon, the other a Drow.
Aside from hunting down undead that are not created by followers of Kiriansalee we’re also going to need to research the True Names of Demons as summon lesser and greater demons will become two of our spells as we level up. How we get this information is highly DM dependant so make sure to let your DM know this will be something you want to do.
We’re going to base the Warlock powers around those of the Celestial Patron only reverse them, so where Celestial Warlocks are based around healing and radiant energy, the Abyssal Warlock is based around channelling damage and necrotic energies.
Right onto the build:
There is a lot of tweaking to do so we start with the Tiefling Infernal Legacy trait, we change this to Abyssal Legacy, granting Thaumaturgy @ will, Faerie Fire x1/LR at 3rd level and Darkness x1/LR at 5th level. As noted above we also change starting languages to Abyssal and Common, as our Patron is a Draegloth we won’t be changing the Hellish Resistance trait but we just flavour it as some of the Draegloth’s inherent resilience rubbing off on us. All this serves to muddy the waters as to Feyri’s heritage.
Starting skills will be Insight and Religion from the Acolyte background and Arcana and Investigation or Intimidation from Warlock depending on how you plan to research other peoples Necromancy (i.e. through quiet observations or through more intensive interrogations).
Starting Languages will be Abyssal, Common, Elf +1 other of choice but Undercommon would be thematically appropriate.
Starting Equipment will be a Skull/Arcane Focus (treat it as an Orb), a Scholars Pack and we’re cashing in the weapon and armour options for a Priests Pack in addition to the equipment gained from the Acolyte background. We will not be needing weapons as we’ll be relying on spells for the most part and staying out of melee as much as possible and this also ties into a “survival of the fittest” mentality where Or’oros has cast Feyri into the Material Plane with only a few meagre possessions.
Starting spells will be:
Cantrips: Chill Touch +1 of your choice (except Eldritch Blast, its banned).
Level 1 Spells: Hex and Protection from Evil & Good.
Sub-class abilities:
The expanded spell list for this variant of warlock is:
lvl 1: False Life, Inflict Wounds, lvl 2: Blindness/Deafness, Warding Wind, lvl 3: Animate Dead, Bestow Curse, lvl 4: Confusion, Death Ward. lvl 5: Anti Life Shell, Hallow
These spells are a reflection of the Draegloth patron and using entropy magic to harm, repel or animate creatures. Warding Wind is in there to represent allowing a fragment of howling winds from the Abyss to manifest on the Material Plane.
Bonus Cantrips: At lvl 1, you learn the Dancing Lights and Toll the Dead cantrips. They count as warlock cantrips for you, but they don’t count against yournumber of cantrips known.
Necrotic Shroud: at lvl 1, you gain the ability to channel abyssal energy to inflict wounds. You have a pool of d6s that you spend to fuel this. The number of dice in the pool equals 1 + your warlock level. As a bonus action, when you see someone take Necrotic Damage within 60 feet of you, you can spend dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one dice). Roll the dice you spend, add them together, the target loses a number of hit points equal to the total. Your pool regains all expended dice when you finish a long rest.
(DM Note: I would view this ability as a form of Divine/Eldritch smite, but, if used on a critical hit the dice would only double if Feyri had rolled the critical hit).
Necrotic Soul: Starting at lvl 6, your link to the Abyssal Plane allows you to serve as a conduit for Necrotic energy. You have resistance to Necrotic damage, and when you cast a spell that deals Necrotic damage, you can add your Charisma modifier to one Necrotic damage roll of that spell against one of its targets.
Abyssal Resilience: starting at lvl 10, you gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your warlock level + your Charisma modifier.
Profane Life Leech: starting at lvl 14, the necrotic energy you channel allows you to resist death. When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet with a burst of Necrotic energy. You regain hit points equal to half your hit point maximum, and then you stand up if you so choose. Each creature of your choice that is within 30 feet of you takes Necrotic damage equal to 2d8 + your Charisma modifier, and it is blinded until the start of your next turn. Once you use this feature, you can’t use it again until you finish a long rest.
These abilities should serve to represent the influence of Or’oros and Kiaransalee in channelling Necrotic energies as well as the chaotic nature of the Abyss.
Feats:
There are also some feats we need to tweak as we go as follows:
Abyssal Constitution: This is as per Infernal Constitution from Xanathars Guide to Everything, we just change the name to reflect Abyssal Heritage instead of Infernal.
Annihilating Entropy (A tweaked version of the Flames of Phlegethos feat): Increase your Charisma score by 1 (Max 20). When you roll Necrotic damage for a spell you cast, you can re-roll any roll of 1 on the necrotic damage dice, but you must use the new roll, even if it is another 1. Whenever you cast a spell that deals Necrotic damage, you can cause shadows to surround you until the end of your next turn. The shadows don’t harm you or your possessions, and they surround you with a 30ft area of dim light, if the area around you is already dim light it becomes non-magical darkness. While the shadows are present, any creature within 5 feet of you that hits you with a melee attack takes 1d4 necrotic damage.
Necrotic Adept: This functions as per Elemental Adept but with Necrotic Damage instead of one of the elemental types.
We’re looking for Spell Sniper and Warcaster for the usual reasons, out of the feats noted above I’d likely go for Spell Sniper first as cover will always be present to potentially hide monsters from our attacks and the double range helps with staying out of melee, the other feats could be taken in any order depending on your needs but I would likely go for Necrotic Adept next as this allows our Necrotic attacks to bypass a creatures resistance to Necrotic damage.
Spell Selection (assuming we get to level 20):
Cantrips: Chill Touch, Dancing Lights, Toll the Dead.
Level 1: Hex, Inflict Wounds and Protection from Evil & Good.
Level 2: These are pretty open but I’d likely go for Blindness/Deafness and Warding Wind from the expanded list above.
Level 3: Magic Circle (replacing Protection form Evil & Good), Summon Lesser Demons, Vampiric Touch.
Level 4: Blight, Confusion, Summon Greater Demon.
Level 5: Enervation.
Level 6 Mystic Arcanum: Circle of Death or Soul Cage.
Level 7 Mystic Arcanum: Finger of Death.
Level 8 Mystic Arcanum: Demiplane or Feeblemind.
Level 9 Mystic Arcanum: True Polymorph.
If taken to 20 level then there would be five additioanl cantrips you can pick (3 from class levels and 2 from taking the Pact of Tome) and four other 1 to 5 level spells so you can use these to flavour the build as your adventurers require.
I do prefer Summon Lesser and Greater Demon as there is more versatility to be had than the various summon spells from Tasha’s Cauldron of Everything. Summon Greater Demons in particular can give you some powerful allies in the form of Babau (various at will innate spell casting), Bulezau (necrotic aura and long lasting disease), Balgura, Dybbuks (a range of nasty effects) and Shadow Demons or, if you have access to 5 level spell slots, you can summon a Chasme or Vrock. With a 5 level spell slot you could also technically summon a Tanarukk or a Cambion, Tanarukk are listed as Demon Orc’s and Cambion are listed as “Spawn of Grazzt” who is a Demon Lord so you could flavour either of those as being spawned/created by either the Draegloth Patron or by Kiriansalee herself but this might mean you are summoning a cousin or other relative depending on how you and your DM choose to interpret Feyri’s heritage. On the Demon True Name front, I would look for the true names for a Babau and a Dybbuk. The reason for this would be to be able to then use their various at will spell abilities without the fear of them breaking free of Feyri's control.
As we’re a Pact of Tome Warlock, once we get the Book of Ancient Secrets Invocation we can start to collect all the ritual spells.
Invocations:
We’ll get 8 Invocations on the way to level 20. I would look to get (in no particular order):
Armour of Shadows.
Book of Ancient Secrets.
Whispers of the Grave.
Far Scribe and Gift of the Protectors (both from Tasha’s Cauldron of Everything) could be worth having for a more party friendly playing style.
One or more “sight based” Invocation such as Devil Sight, Eldritch Sight, Eyes of the Rune Keeper and/or Witch Sight. I would say Eldritch Sight should be one to take as it would serve as our primary way of finding sources of Necromantic magic which may require further investigation/interrogation/eradication and being able to cast Detect Magic at will rather than having to do a 10 minute ritual would be useful.
In summary:
This is definitely a glass cannon style of character, we can potentially do a respectable amount of damage on a turn by turn basis, we just won’t be able to take much in return. Hit and Run tactics are likely going to be the way to go in a combat situation, start off within 90ft to hit a hex spell and then retreat to spam Chill Touch.
Although Feyri does serve Kiriansalee (through Or’oros) who has Undead as part of her domain of influence, I didn’t include any spells that raise undead for this particular build as Warlock doesn’t really have the high level spell slots required to make maximum use of spells like Create Undead or Danse Macabre although I have included Animate Dead in the expanded spell list if you wanted to use it.
If this build was taken to 20 level Warlock, and assuming feats noted above and average HP per level, Feyri would have 128hp with an optional 24 temp HP each long rest. Ability Scores would be Str 8, Dex 12, Con 14, Int 11, Wis 14, Cha 18. We’d have the usual four level 5 spell slots and Mystic Arcanum.
We would be doing 4d8 Necrotic damage with Chill Touch + potentially 1d6 extra damage from Hex + upto 4d6 extra necrotic damage by using dice from the Necrotic Shroud ability + 4 due to our Charisma Modifier. If we are caught in a melee situation we can use Inflict Wound, if cast at 5th level this will do 7d10 Necrotic damage which we can also buff with Hex and the Necrotic Shroud ability.
However, we have three drawbacks due to a low AC of 14 (13 from Mage Armour +1 from Dex bonus) and Concentration checks are also not our strongest asset so we’d need to be careful when using any spell that requires concentration, especially the Summon Demon spells. We also have a variety of spells vying for our Concentration so we have to be very tactical as we adventure to make the most out of what we have.