Spellcasting. Aranea is a 9-level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). Aranea has following Warlock spells prepared:
Cantrips (at will): Arcane Sparkler, Bane of Excellence, Eldritch Blast, Umbral Storm
1st level (at will): Find Familiar, Mage Armor
2nd level (at will): Alter Self
4th level (at will): Arcane Eye
5th level (4 slots): Burning Hands, Command, Contact Other Plane, Counterspell, Darkness, Detect Magic, Dispel Magic, Fire Shield, Fireball, Geas, Hex, Hypnotic Pattern, Insect Plague, Magic Circle, Mind Spike, Mislead, Misty Step, Remove Curse, Scorching Ray, Stinking Cloud, Suggestion, Vampiric Touch, Wall of Fire
6th level (1 slot): Create Undead
7th level (1 slot): Finger of Death
8th level (1 slot): Power Word: Plague
9th level (1 slot): Power Word Kill
Sneak Attack
Once per turn Aranea can deal an extra 10d6 damage to one creature they hit with an attack if Aranea has Advantage on the roll and the attack uses a Finesse or Ranged weapon. The extra damage’s type is the same as the weapon’s type.
Aranea doesn't need Advantage on the attack if at least one of their allies is within 5 ft. of the target, the ally doesn’t have the Incapacitated condition, and Aranea doesn’t have Disadvantage on the attack roll.
Evasion
When Aranea is subjected to an effect that allows them to make a Dex. saving throw to take only half damage, they instead take no damage if they succeed on the saving throw and only half damage if they fail. Aranea can’t use this feature if they have the Incapacitated condition.
Reliable Talent
Whenever Aranea makes an ability check that uses one of their skill or tool proficiencies, they can treat a d20 roll of 9 or lower as a 10.
Resourceful
Aranea gains Inspiration after a Long Rest.
Boon of Fate
When Aranea or another creature within 60 ft. of them succeeds or fails a D20 Test, Aranea can roll 2d4 and apply the total rolled as a bonus or penalty to the d20 roll. Once Aranea uses this benefit, they can't use it again until they roll Initiative or finish a Short or Long Rest.
Boon of Irresistible Offense
Overcome Defenses The Bludgeoning, Piercing, and Slashing damage you deal always ignores Resistance
Overwhelming Strike When Aranea rolls a 20 on the d20 for an attack roll, Aranea can deal extra damage to the target equal to their Dexterity Score.
(1 Charge per Long Rest) Magical Cunning
Once per Long Rest, Aranea can perform an esoteric rite for 1 minute, regaining up to 2 expended Pact Magic spell slots.
Dark One's Own Luck
When Aranea makes an ability check or saving throw, they can add 1d10 to their roll. They can do this after seeing the roll but before any of the roll’s effects occur.
Dark One's Blessing
When Aranea makes an ability check or saving throw, they can add 1d10 to their roll. They can do this after seeing the roll but before any of the roll’s effects occur. Can be used 4 time per Long Rest
Deadly Strike
Aranea strikes their target twice, dual-wielding her [weapons]Nine Lives Stealer Dagger[/weapons], dealing 2d4 + 12 piercing damage, with a Hit DC of +12, additionally, each Dagger has 9 Charges. If the target is not Undead or a Construct and they are 100 HP or below, then Aranea rolls 1d20, if they Crit succeed, than the target must roll a Constitution 15 Saving Throw or the weapon tears their life force out of them completely upon contact, instantly slaying them.
Eldritch Smite (Special)
Once per turn when Aranea hit a creature with their pact weapon, Aranea can expend a Pact Magic spell slot to deal an extra 1d8 Force damage, plus another 1d8 per level of the spell slot, and Aranea can give it's target the Prone condition if it’s Huge or smaller.
Hurl Through Hell
Once per turn when Aranea hit a creature with an attack roll, the target must succeed on a DC 18 Cha. saving throw, or the target disappears, takes 8d10 Psychic damage if it isn’t a Fiend, and it has the Incapacitated condition until the end of Aranea's next turn, where it reappears in the space it previously occupied or the nearest unoccupied space.
Once used, Aranea can’t use this feature again until they finish a Long rest unless Aranea expends a Pact Magic spell slot to restore your use of it.
Lifedrinker (Special)
Once per turn when Aranea hits a creature with their pact weapon, Aranea can deal an extra 1d6 Necrotic/Psychic/Radiant damage (their choice) to the creature, and expend one of their Hit Point Dice to roll it and regain HP equal to the roll+ Con. modifier (minimum of 1 HP).
Pact of the Chain: Attack
When Aranea takes the Attack action, the familiar can forgo one of Aranea's attacks to allow their familiar to make one attack of its own with its Reaction.
Grapple
The target must succeed on a Str./Dex. (it chooses which) saving throw (DC = 8 + Prof. Bonus + Str.) or it has the Grappled condition.
Grappling Pin
Aranea can use their action to try to pin a creature grappled by them by making another grapple check. If Aranea succeeds, Aranea and the creature are both restrained until the grapple ends.
Nick (Dagger Mastery)
When Aranea makes an extra attack of the Light property, they can make it as part of the Attack action instead of as a Bonus Action. This extra attack can only be made once per turn.
Sneak Attack: Supreme Sneak (Cost: 1d6)
If Aranea has the Hide action’s Invisible condition, this attack doesn’t end that condition on them if they end the turn behind Three-Quarters or Total Cover.
Thief's Reflexes
Aranea can take two turns during the first round of any combat. You take your first turn at your normal Initiative, and your second turn at your Initiative minus 10.
Sneak Attack: Daze (Cost: 2d6, No Action)
The target must succeed on a DC 20 Con. saving throw, or on its next turn, it can only do one of the following: move, take an action, or take a Bonus Action.
Sneak Attack: Knock Out (Cost: 6d6, No Action)
The target must succeed on a DC 20 Con. saving throw, or it has the Unconscious condition for 1 minute or until it takes damage. The Unconscious target repeats the save at the end of its turns, ending the effect on itself on a success.
Sneak Attack: Obscure (Cost: 3d6, No Action)
The target must succeed on a DC 20 Dex. saving throw, or it has the Blinded condition until the end of its next turn.
Sneak Attack: Poison (Cost: 1d6, No Action)
Aranea adds a toxin to their strike, forcing the target to make a DC 20 Con. saving throw. On a failed save, the target has the Poisoned condition for 1 minute, and at the end of each of its turns, the Poisoned target repeats the save, ending the effect on itself on a success.
Sneak Attack: Trip (Cost: 1d6, No Action)
If the target is Large or smaller, it must succeed on a DC 20 Dex. saving throw or have the Prone condition.
Sneak Attack: Withdraw (Cost: 1d6, No Action)
Immediately after the attack, Aranea moves up to half their Speed without provoking Opportunity Attacks.
Two-Weapon Combat Aranea may strike twice per action with dual-wielded weapons.
Aranea can command the familiar to take the Attack action.
(4 Charges) Aglets of Shadow:
Allows the user to create a copy of themselves, made of shadows, whilst the user is in the dark. This copy only has 1/4 of the health of the user and only has one action + movement per round. User can switch places with the shadow copy at will.
Cunning Action
On your turn, you can take one of the following actions as a Bonus Actions: Dash, Disengage, or Hide.
Fast Hands: Sleight of Hand
Aranea makes a Dexterity (Sleight of Hand) check to pick a lock or disarm a trap with Thieves’ Tools or to pick a pocket.
Fast Hands: Use Magic Item
Take the Magic action to use a magic item that requires that action.
Fast Hands: Utilize
Take the Utilize action to use an object.
Opportunity Attack
Aranea can make an Opportunity Attack when a creature that they can see leaves their reach using its action, its Bonus Action, its Reaction, or one of its speeds. To make the Opportunity Attack, Aranea takes a Reaction to make one melee attack with a weapon or an Unarmed Strike against the provoking creature. The attack occurs right before the creature leaves their reach.
Pact of the Chain: Resistance
When Aranea casts Find Familiar, they infuse the summoned familiar with a measure of their eldritch power, granting the creature the following benefits.
Aerial or Aquatic. The familiar gains either a Fly Speed or a Swim Speed (your choice) of 40 feet.
Quick Attack. As a Bonus Action, Aranea can command the familiar to take the Attack action.
Necrotic or Radiant Damage. Whenever the familiar deals Bludgeoning, Piercing, or Slashing damage, Aranea can make it deal Necrotic or Radiant damage instead.
Your Save DC. If the familiar forces a creature to make a saving throw, it uses Aranea's spell save DC.
Resistance. When the familiar takes damage, Aranea can take a Reaction to grant it Resistance against that damage.
Uncanny Dodge
When an attacker Arenea can see hit them with an attack, Aranea can take a Reaction to halve the attack's damage against themselves (round down).
Stroke of Luck (1 Charge)
If Aranea fails a d20 roll of any kind, they can choose to crit succeed instead, only can be used once every Short Rest or Long Rest.
Use Magic Device: Charges
Whenever Aranea uses a magic item property that expends charges, Aranea rolls 1d6; on a 6, they use the property without expending charges.
Use Magic Device: Scroll
Aranea can use any Spell Scroll, using Int. as their spellcasting ability for the spell. If the spell is a cantrip or level 1 spell, Aranea can cast it reliably. If the scroll contains a higher-level spell, Aranea must succeed on an Int. (Arcana) check (DC 10 + spell’s level). On a success, Aranea casts the spell from the scroll, on a failed check, the scroll disintegrates.
Description
Though, they look living, make no mistake Aranea is a corpse walking, animated by seemingly a force of death itself, making Aranea a true undead, in such a way that they are effected by radiance just as a human would be. However, unlike much undead, Aranea makes no mistake within pondering themselves. They know what they are. Who they are, They are poison. Fear. Rot. Torment. They are all shadows under moon. Every dark whisper in the shade. The hands wrapped around the holes of your subconscious. The fear unknowable until certain. Inevitable death.
Aranea is the Seventh Servant of Wonder, serving the Cynthian Abyss.
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