Jen'lfer

Stats
Strength: 8

Dexterity: 14

Constitution:16

Intelligence: 10

Wisdom: 12

Charisma: 22

AC: 18

Speed: 30

Passive Perception: 16

Feats
War Caster

You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.

You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.

When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

Resilient (Constitution)

Increase your CON score by 1 and you gain proficiency in CON saving throws.

Abilities
Dark Vision - 60ft

Hellish Resistance - Fire resistance

Infernal Legacy - You know the cantrip Thaumaturgy. You also can cast Hellish Rebuke and Darkness once per long rest with this trait.

Epic Boon -

Eldritch Invocations -

Agonizing Blast - Add your charisma bonus to the damage of eldritch blast

Book of Ancient Secrets - You can cast ritual spells in the book

Devils Sight - You can see in darkness both magical and nonmagical, to a distance of 120ft

Armor of Shadows -You can cast mage armor on yourself at will, without expending a spell slot or material components

Tomb of Levistus - As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per warlock level, which take as much of the triggering damage as possible. Immediately after you take the damage, you gain vulnerability to fire damage, your speed is reduced to 0, and you are incapacitated. These effects, including any remaining temporary hit points, all end when the ice melts. Once you use this invocation, you can’t use it again until you finish a short or long rest.

Repelling Blast - When you hit a creature with eldritch blast you can push the creature up to 10ft away from you

Visions of Distant Realms - You can cast arcane eye at will, without expending a spell slot.

Fey Presence - As an action you cause each creature in a 10ft cube originating from you to make a wisdom saving throw against your Warlock spell save DC. The creatures that fail the saving throw are all charmed or frightened by you until the end of your next turn. You can use this feature once per short or long rest.

Misty Escape - When you take damage, you can use your reaction to turn invisible and teleport up to 60ft. You remain invisible until the start of your next turn

Beguiling Defence - You are immune to charm, and when another creature try's to charm you can use your reaction to attempt to turn the charm back on the creature. it must succeed on a wisdom save or be charm by you for one minute or until the creature takes damage.

Dark Delirium - Once per short rest, as an action, choose a creature that you can see within 60 ft. to make a WIS saving throw (DC 22). On failure, it is charmed or frightened by you (your choice) for 1 minute, until your concentration is broken, or until the creature takes any damage.

Spells
Cantrips

Thaumaturgy

Eldritch blast

Mage Hand

Chill Touch

Prestiditation

Guidance

Sacred Flame

Shocking Grasp

Warlock Spells

Faerie Fire

Shatter

Counter Spell

Dispel Magic

Fly

Hypnotic Pattern

Slow

Banishment

Blight

Dimension Door

Remove Curse

Synaptic Static

Mystic Arcanum - Once per long rest

Mental Prison

Crown of Stars

Feeblemind

Ritual spells

Find Familiar

Identify

Leomund’s Tiny Hut

Equipment
Staff of the Magi

Rod of the Pact Keeper +2

Barrier Tattoo

Bracers of Defense

Fine Clothes

Cold Weather Clothes

Flower from Patron

Old Blanket

Redcap Hat

Headband of Intellect

Wand of Lightning Bolts

Helm of Teleportation

Drift Globe

Cloak of the Manta Ray

Wand of Detect Magic

Wand of Magic Missiles

Light Crossbow

20 Bolts

Arcane Focus

Dungeoneer's Pack

Daggers (3)

Herbalism Kit

Past
Jen was cast from hell by her farther (Asmodeus) for reasons unknow. In the city she was placed there was a strong religious sect that hated demons and devil and often preached that monserous races were the agents of hell, Tiefling were strongly discriminated against and often beaten and killed for the slightest provication. Jen was rasied by a Tiefling and a Yuan-Ti who taught her how to survive. When Jen was 14 a mob formed after a speach from a high priest to hunted down some of the devils agents and teach them a lesson, The Tiefling that raised Jen was able to hide Jen in time to save her but was beaten to death by the mob while Jen watched on in horror from her hiding place. The brutal murder of one of her perental figures turned Jen bitter and cynical, her sharp tongue earned her many beatings. One night while scavening for food with the Yuan-Ti she heard a bard in a nearby tavern singing a song praising the church and the mobs that helped to keep the skum off the streets, Jen and her farther figure attacked the bard but were rappidly overpowered, Using magic her farther figure was able to help Jen escape but was slain by the bard before he could escape himself. Jen became a high priority target in the city, she spent weeks evading mobs and guards before she collapsed against a very old tree, weak from lack of food and sleep, she lay down to die. When she woke she found herself in a medow with a old crumbling tower in the center of it, a voice spoke in her head telling her go into the tower and she would be looked after and given power in exchange she would be required to do 3 things without question. Still defiant and ready to die Jen entered the tower, ready to fight and die on her feet. Instead she found a comfortable if basic place to live filled with plants. Jen spent many years in that tower and medow, eventually she was ordered to go to the Five Thunders where she found the Nice ones and has been with them ever scine.

Jen was told in Barovia that she was a potential vesal for Asmodeus and could one day riaval his power.