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Female Warlock

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A2L

0.08mm layer, 4 walls, 15% infill
0.08mm layer, 4 walls, 15% infill
Designer
1.2 h
1 plate
4.5(2)

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Description

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Character Sheet (D&D 5e)

Name

Seren Tidebound (called “Sapphire Witch” in dockside whispers)

Ancestry

Custom Lineage (Human)

  • +2 Charisma
  • Darkvision 60 ft (deep-sea sight, unnervingly calm in darkness)
  • Feat: Telekinetic (CHA) (your “push/pull” is a pressure-current of water)

Class

Warlock 6 — The Fathomless (Tasha’s)

Pact Boon

Pact of the Tome (her “spellbook” is a tide-ink grimoire; perfect for water tricks like Shape Water)

Background

Sailor (Navigator / Coastal Envoy)

Alignment

Neutral Good (protects people; distrusts institutions)

Proficiency Bonus

+3

Ability Scores

  • STR 8 (-1)
  • DEX 14 (+2)
  • CON 14 (+2)
  • INT 10 (+0)
  • WIS 12 (+1)
  • CHA 18 (+4)

Combat Stats

  • AC 14 (studded leather 12 + DEX 2)
  • HP 45
  • Speed 30 ft
  • Initiative +2
  • Passive Perception 11

Saving Throws

  • Wis +4, Cha +7

Skills (suggested)

  • Arcana +3
  • Investigation +3
  • Deception +7 (diplomat’s lies, not criminal ones)
  • Insight +4
  • Athletics +2 (from sailor life)

Tools / Languages

  • Navigator’s tools, vehicles (water)
  • Two extra languages (ports teach quickly)

Attacks / Core Actions

  • Eldritch Blast (reflavor as a compressed water lance): +7 to hit, 120 ft, 2 beams, 1d10+4 force each
  • Telekinetic shove (feat): bonus action, 30 ft, push/pull 5 ft (a snapping undertow)

Warlock Features (Key)

The Fathomless

  • Tentacle of the Deeps (bonus action): Summon a spectral tentacle (or coil of seawater) to strike and slow targets.
  • Gift of the Sea: Swim speed + breathe underwater.
  • Oceanic Soul: Resistance to cold + communicate underwater (as per feature).
  • Guardian Coil (Lv 6): Your tentacle can reduce damage to allies—like water cushioning a blow.

Eldritch Invocations (3)

  • Agonizing Blast (your water-lance hits like a battering ram)
  • Repelling Blast (targets get blasted back by pressure waves)
  • Book of Ancient Secrets (ritual utility; “tide-rites” you’ve collected)

Spellcasting

Spell Save DC: 15

Spell Attack: +7

Spell Slots: 2 slots, both 3rd-level (refresh on short rest)

Cantrips

Warlock

  • Eldritch Blast
  • Mage Hand (a thin ribbon of water)
  • Minor Illusion

Pact of the Tome (3 extra)

  • Shape Water (the miniature’s swirl, on demand)
  • Ray of Frost
  • Guidance

Spells Known (example 7)

(Choose a “tide-control” toolkit that still plays well at the table.)

  • Armor of Agathys (ice-sheath defense)
  • Hex (mark them like a drowning curse)
  • Mirror Image (refractions, like bodies seen through water)
  • Misty Step (a splash-step through a thin veil of mist)
  • Counterspell (she shuts magic down with cold certainty)
  • Hunger of Hadar (the dark between waves)
  • Sleet Storm (battlefield control; fits the theme)

Expanded Spells (Fathomless — always on your list)

Not automatically known, but thematic options include:

  • Create or Destroy Water, Thunderwave, Gust of Wind, Silence, Sleet Storm (among others)

Equipment (matching the miniature)

  • Studded leather coat, travel robes, boots
  • Sapphire pendant focus (her “contract”)
  • Tome/grimoire (salt-stained pages)
  • Dagger (last resort), navigator’s tools, waterproof map case, ink, sealing wax

Personality (roleplay handles)

Trait: Speaks gently—even in danger—like calming a panicked crew.
Ideal: Balance. “The sea takes, the sea gives. I refuse to let it take unfairly.”
Bond: The sapphire pendant isn’t just magical—it’s someone.
Flaw: She hoards secrets “for safety,” and it erodes trust.

Backstory: The Sapphire Covenant

Seren was once a navigator for the Azure Lantern Company, charting reefs and currents for merchants who could pay—and smugglers who paid better. She wasn’t proud of that part, but she learned the truth of coastlines:

The sea doesn’t care if you’re good.
It only cares if you’re prepared.

On a run through fog-choked waters, her ship found a calm patch where no calm should exist. The crew called it a blessing. Seren called it a warning.

They anchored. The water turned glassy. Then the glass looked back.

Something ancient—neither demon nor god, but a pressure of will from the deep—reached up through the stillness and offered a bargain: Carry my mark above, and I will spare your vessel. The captain laughed.

Seren didn’t.

She took the offered pendant—a sapphire set in a cold metal frame—and the ocean released them like it had never been hungry at all. The captain pretended it was luck. The crew pretended it was skill. Seren knew it was debt.

Since that night, water answers her hand. Sometimes gently—drawing drinking water from dry ground, guiding boats through storms. Sometimes violently—slamming doors shut with a tidal shove, stripping heat from armor with rime.

And sometimes the pendant grows heavy, as if it wants her to walk toward the nearest shoreline and keep walking until the world becomes quiet.

Seren now travels inland and along coasts as a problem-solver: droughts, river-spirits, cursed harbors, drowned ruins. She tells herself she’s using the pact for good.

But the truth is sharper:

She’s buying time—
trying to learn exactly what she agreed to before the deep comes to collect.

Adventure hooks

  • The sapphire is one of several “anchors” keeping an ancient drowned city sealed; removing it might free something… or prevent worse.
  • A coastal temple claims Seren’s pendant is stolen property of a sea-saint—and sends zealots to “recover” it.
  • The ocean goes unnaturally still wherever she sleeps. Something down there is listening.

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