Permutating Pivot

Ca'je (Harvester of the Unworthy)
Class: Warlock (Withering Bloom): 12   Proficiency BonusPB: +4
Alignment: True Neutral Speed: 30 feet
Hit PointsHP: 112   Hit DiceHD: 12d8 AC: 18
Resistances: Psychic, Poison, Adv vs Poisoned, Charmed, Frightened
STR: 12 (+1) Save: +1
INT: 8 (-1) Save: -1
Arcana: +3, Investigation: +3, Nature: +3
DEX: 11 (+0) Save: +0
Initiative: +0, Stealth: +4
WIS: 20 (+5) Save: +9
Perception: +13
CON: 14 (+2) Save: +2 Adv
CHA: 20 (+5) Save: +9
Deception: +9
Other Info
Height: 5' 11'' Weight: 175 lbs Lineage: Githzerai (humanoid, plant) Gender: Male Size: Medium
AppearanceLooks: Hooded, skinny, athletic build. Thick black beard, pale yellowed eyes. Always looks grim. Temperament: Caje Naihck is quiet, cocky and demeaning. Always judging, weighing, deciding. Flaws: In the grand calculus of the multiverse, their sacrifice means infinitely more than their lives.
Traits: Avoids unnecessary attachments.
Is always prepared to make the hard choices.
Ideals: Everything in this world dies eventually, so use well what time you have left. Always remember that emotion is weakness. Bonds: Secretly serve the best interests of Arawn.
Languages: Common, Deep Speech, Druidic, Gith, Sylvan Proficiencies: Simple Weapons, Light Armor, Herbalism Kit, Halberd, Scimitar
Other Abilities: If moving half or less Speed creatures have Disadv on Perception checks to detect you. Adv on Stealth checks and can Hide as a Reaction when a creature you can see starts or ends their turn.
Gear
Attuned: Blade of Arawn +2, Ring of Arawn, Blackstar Amulet
Gear: Dimensional Satchel
Lineage
Gith [Zerai]
  Psionics. You know the Mage Hand cantrip, and the hand is invisible when you cast the cantrip with this trait. Starting at 3rd level, you can cast the Shield spell with this trait. Starting at 5th level, you can also cast the Detect Thoughts spell with it. Once you cast Shield or Detect Thoughts with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this lineage). None of these spells require spell components when you cast them.
  Telepathic. As a Bonus Action, you can form a telepathic connection between yourself and the mind of another creature at a range of 10 feet per character level. The other creature can succeed on a DC 10 Wisdom saving throw to prevent this connection. A successful connection has a Duration of Concentration, 10 minutes. While on the same plane of existence, you and the connected creature can communicate telepathically with each other in any languages you share.
  Mental Discipline. Your innate psychic defenses grant you advantage on saving throws you make to avoid or end the Charmed and Frightened conditions on yourself.
  Psychic Resilience. You have Resistance to Psychic damage
  Language. You know Gith and its written form Tir'su.
Background
Strixhaven Initiate (Withering Bloom): +2 Charisma, +1 Wisdom, Chill Touch, Resistance, Spare the Dying (replaced with Toll the Dead), Goodberry 1/day, Sylvan, Druidic, Perception, Nature, Tough.
Feats
Tough: Your maximum Hit Points are increased by 2 per character level.
Spell Sniper: +1 Charisma. Your spell attack rolls ignore 1/2 & 3/4 cover. Your spell attack rolls made while within 5 feet of an enemy do not have Disadvantage. Your ranged spell attacks that have a range of at least 10 feet gain +60 feet of range.
Skill Expert: +1 Wisdom. You have proficiency with Stealth, and Expertise with Perception.
Observant: +1 Wisdom. You have Proficiency in Investigation. You can take the Search action as a Bonus Action.
Class: Warlock (Withering Bloom)
Class Features: Eldritch Invocations, Pact Magic (Cha, Spell Save DC: 17), Pact Surge (Magic action: suffer 1 level of exhaustion to regain all expended Pact Magic slots 1/LR) [/LR], ASI: Spell Sniper (+1 Cha), Lesser Secret (Lifeforce Manipulation), ASI: Skill Expert (+1 Wis), Contact Patron, Greater Secret (Withering Blight), Mystic Arcanum
Cantrips: Eldritch Blast, True Strike, Spare the Dying, Prestidigitation, Mind Sliver, Lineage [Mage Hand (Invisible)], Background [Chill Touch, Resistance, Toll the Dead], Invocation [Druidcraft, Guidance]
Spells: Armor of Agathys, Hex, See Invisibility, Darkness, Cure Wounds, Gentle Repose, Healing Word, Inflict Wounds, Lesser Restoration, Remove Curse, Fear, Aura of Vitality, Feign Death, Phantasmal Killer, Gate Seal, Aura of Life, Blight, Mislead, Far Step, Contagion, Greater Restoration, Contact Other Plane, Synaptic Static, Tasha's Bubbling Cauldron, Lineage [Shield, Detect Thoughts], Background [Goodberry], Invocation [Summon Beast, Insect Plague]
Spell Slots: Pact Magic level 5: , Mystic Arcanum level 6:
Subclass Features
Level 3: Blooming Vitality: Your life force is bolstered by your patron. If you fail a Constitution saving throw you may choose to instead succeed on the save. Once you have used this feature you cannot use it again until you have completed a Long Rest unless you expend a Pact Magic spell slot (no action required) to restore your use of it. In addition, you have Advantage on saving throws to avoid or end the Poisoned condition.
Level 3: Herbal Brewer: Proficiency with Herbalism Kits and knowledge of herbal brew recipes (based on class level). You are able to use a Herbalism Kit and 25 GP of raw material to craft a brew that you know the recipe for, in a process similar to making a Potion of Healing. At level 3 you know 3 recipes and can craft a brew in 8 hours. At level 6 you know 6 recipes and can craft a brew in 4 hours. At level 10 you know 9 recipes and can craft a brew in 2 hours. At level 14 you know 12 recipes and can craft a brew in 1 hour.
Secrets of the Withering Bloom:
 Level 6: Lifeforce Manipulation: You learn how to heal a creature by transfering the life force of another creature. As a Magic Action during your turn, you can target two creatures you can see within 45 feet and cause one of the creatures to make a Constitution saving throw against your spellcasting DC. On a failed save, the target takes Necrotic damage equal to 2d4 plus half your Warlock level rounded up, and until the creature finishes a Long Rest its Hit Point maximum is reduced by an amount equal to the Necrotic damage it took (to a minimum of 1). The other creature regains a number of Hit Points equal to the amount of Necrotic damage the first target took.
 Level 10: Withering Blight: When you cast the spell Blight on a Beast, Dragon, Giant, Humanoid, Monstrosity, or Ooze, the target has Disadvantage on their saving throw. In addition, any creature that fails their save also gains a level of exhaustion and is dehydrated (as per the Dehydration hazard).
Invocations
Pact of the Harvest: You gain proficiency with Two-handed Scythes (treat as a Halberd) and Scimitars, if you do not already have it. In addition, you gain Weapon Mastery with your choice of Sickle, Scimitar, or Halberd and you may switch your choice of mastery between these three options when you finish a Long Rest.
  Druidic: Your patron grants you knowledge of Druidic, the secret language of Druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Intelligence (Investigation) check but can't decipher it without magic.
  Cantrips: Finally, your patron grants you Druidcraft and Guidance from the Druid spell list as free cantrips that do not count against your limit and are Warlock spells for you.
Agonizing Blast (Eldritch Blast): You can add your Charisma modifier to Eldritch Blast's damage rolls.
Devil's Sight: See normally in Dim Light and Darkness (magical / nonmagical) up to 120 feet. Devil's Sight: You can see normally in Dim Light and Darkness (magical and nonmagical) with a range of 120 feet.
Druidic Secret (Summon Beast): You always have Summon Beast prepared and it is a Warlock spell for you. You can also cast Summon Beast without expending a spell slot, but must finish a Long Rest before doing so again.
Reaping Time: As a Bonus Action during your turn you may enchant a Two-handed Scythe (treat as a Halberd) that you are wielding, or conjure a spectral one into your empty hands. The enchantment lasts for 10 minutes unless you are Incapacitated or die, or if the enchanted weapon is separated from you for more than 1 round, any of which end the effect.
  Fell Strikes: For the duration, you may use Charisma as your attack attribute when wielding the enchanted weapon and attacks made by you with it deal an extra 1d10 Necrotic damage. When you hit a creature with the enchanted weapon, you regain Hit Points equal to the amount of Necrotic damage that creature takes. When you score a critical hit on a creature with the enchanted weapon, all enemy creatures within 20 feet that can see you must succeed on a Charisma saving throw or gain the Frightened condition for 1d4 rounds.
  Refreshable: Once you use this invocation you cannot use it again until you finish a Long Rest unless you expend a Pact Magic spell slot (no action required) to restore your use of it.
Ebb and Flow: When you cast a spell using a spell slot that deals Necrotic damage to one or more creatures other than yourself, you can choose one of the damaged creatures. If you do, select a different creature that you can see within 60 feet to regain a number of Hit Points equal to the amount of Necrotic damage taken by the chosen damaged creature.
  Flow and Ebb: Alternatively, when you cast a spell using a spell slot that restores some number of Hit Points to one or more creatures, you can choose one of the healed creatures. If you do, target a different creature that you can see within 60 feet. The target must succeed on a Constitution saving throw or take an amount of Necrotic damage equal to the number of Hit Points regained by the healed creature.
  Refreshable: Once you use this invocation you cannot use it again until you finish a Long Rest unless you expend a Pact Magic spell slot (no action required) to restore your use of it.
Tree Thing: You become tree-like, your creature type includes plant, and you gain the following benefits:
You have Advantage on Constitution saving throws. If your calculated AC is less than 18, you have AC 18.
When you would roll one of your Hit Dice to recover Hit Points you may roll twice and take the higher result.
While you are on the ground, you gain Advantage on saving throws to resist being Shoved or knocked Prone.
You can pass through nonmagical plants at normal speed without taking damage from thorns, spines, etc.
Tree Thing: When you take this invocation, if your body is not already tree-like it becomes tree-like, and if your creature type does not already include plant it is changed to include plant. You gain the following benefits:
  • You have Advantage on Constitution saving throws.
  • If your calculated AC is less than 18, you have AC 18.
  • When you would roll one of your Hit Dice to recover Hit Points you may roll twice and take the higher result.
  • While you are on the ground, you gain Advantage on saving throws to resist being Shoved or knocked Prone.
  • You can pass through nonmagical plants at normal speed and without taking damage from any thorns, spines, or similar hazards they may have.

  If you replace this invocation, any changes to your body and / or creature type caused by this invocation are reverted.
Druidic Secret (Insect Plague): You always have Insect Plague prepared and it is a Warlock spell for you. You can also cast Insect Plague without expending a spell slot, but must finish a Long Rest before doing so again.
Armor and Attacks
Armor: Tree Thing: 18 AC
Attacks: Blade of Arawn +2 Halberd [Cleave] 2h, 10-feet, +7 to hit, 1d10+3 Slashing damage
  w/ True Strike 2h, 10-feet, +11 to hit, 1d10+7 Slashing or Radiant damage, Cleave
  ...plus +2d6+5 Radiant
  w/ Reaping Time 2h, 10-feet, +11 to hit, 1d10+7 Slashing or Radiant damage, Cleave
  ...plus +1d10 Necrotic damage, Regain HP = Necrotic inflicted, Frighten on Crit
Reaping Time w/ Conjured Weapon 2h, 10-feet, +9 to hit, 1d10+5 Slashing or Radiant damage, Cleave
  ...plus +1d10 Necrotic damage, Regain HP = Necrotic inflicted, Frighten on Crit
Eldritch Blast 180-feet, +9 to hit, 1d10+5 Force damage
  Spell Sniper (ignore less than total cover, +range)
  x3 beams