One With Shadows: When Asinti is in an area with dim light or darkness, Asinti can use an action to become invisible until he moves or takes an action or reaction.
Freed Slave: Asinti is a freed slave, due to this he gains advantage on convincing slaves and he also despises those who partake in slavery.
Gift Of The Depths: Asinti can breathe underwater and gains a swimming speed equal to His walking speed.
Awakened Mind: Asinti can telepathically communicate with any creature within 30ft of him.
Infernal Legacy: Asinti can cast Hellish Rebuke 2nd level (once per long rest), and Darkness (once per long rest). He uses his charisma for his spellcasting modifier.
Thought Shield: Asinti thoughts can not be read unless he allows it additionally when a creature damages him with psychic damage the take psychic damage equal to what they dealt to him.
Spellcasting: Asinti is a 10-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks.) Asinti has the following Warlock spells prepared: Cantrips: (at will) Eldritch Blast, Poison Spray, Green-Flame Blade, Mind Sliver, Thaumaturgy. 1st level - 5th level (2 slots): Detect Thoughts, Dominate Person, Telekinesis, Evard's Black Tentacles, Tasha’s Hideous Laughter, Summon Aberration, Mind Spike, Misty Step, Dissonant Whispers, Counter Spell. At will: Disguise Self, Silent Image, Levitate. Once per long rest: Breathe Underwater.
Pact Blade (Scimitar). Melee Weapon Attack: +6 to hi, reach 5ft., one target. Hit: 7 (1d6+2) slashing damage.
Valour Of the Freed: Asinti can take a second to give a rallying speech to his slave followers doing so gives them advantage on resisting conditions such as being frightened or charmed. they also do an extra 2 psychic damage as his speech is not just a rally and is instead blessing his slaves with the power of his old god.
Entropic Ward: When a creature attacks Asinti he can use his reaction to impose disadvantage on that creatures attack roll. If the attack misses him He gains advantage on the next attack he makes against that creature, he can only use this feature once then he must make a short or long rest to use it again.
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