Ammon

Level 20 Variant Human Human Warlock (Fiend Patron)

Available with DM subscription
STR
10
DEX
14 (+2)
CON
14 (+2)
INT
12 (+1)
WIS
10
CHA
20 (+5)

Defense

Armor Class 15 (Mage Armor (Agonizing Blast) + Dex)
Hit Points 143 (20d8 + 40 (CON) + 20 (Tough feat) +2)
Speed 30 ft.

Proficiencies & Skills

Saving Throws wisdom, charisma
Skills Arcana +7, History +7, Insight +6, Persuasion +11, Intimidation +11, Investigation +7

Features

Dark Quartermaster's Ledger

Custom (Pact Boon) Level 5
1/Long Rest

Ammon can summon his patron's ledger, a black-bound tome that lists debts owed to his patron. Once per Long Rest, he can attempt to 'collect' a debt from a willing or incapacitated creature within 30 feet, forcing it to make a CHA save or serve as a conduit for a single spell of 5th level or lower cast by Ammon, using his slot but not his concentration. This is a double-edged pact boon; the demon's ledger also records Ammon's own debts.

Eldritch Invocations

Warlock Class Level 2

Agonizing Blast (CHA mod to Eldritch Blast damage), Devil's Sight (see in magical darkness 120 ft), Lifedrinker (extra 1d6 necrotic per Eldritch Blast hit), Visions of Distant Time (advantage on INT checks), Shroud of Shadow (cast Darkness at will).

Hurl Through Hell (Fiend Patron)

Warlock Subclass Level 14
1/Long Rest

When you hit a creature with an attack, you can banish it through Avernus. It takes 10d10 Psychic damage and is blinded until end of your next turn, returning to its original space.

Dark One's Blessing (Fiend Patron)

Warlock Subclass Level 1

Gain temporary HP equal to your Charisma modifier + Warlock level (min 1) when you reduce an enemy to 0 HP, or when you start your turn with the Frightened or Charmed condition.

Feat: Magic Initiate (Cleric)

Background (Sage) Level 1

Learn two cantrips (Guidance, Toll the Dead) and one 1st-level spell (Shield of Faith) from the Cleric list, castable once per Long Rest at will as a 1st-level spell.

Pact Magic

Warlock Class Level 1
At Will

Your otherworldly patron, a demon of Avernus, fuels your magic through a pact. You regain expended spell slots on a Short or Long Rest.

Eldritch Master (Arcanum)

Warlock Class Level 20
1/Long Rest

You gain one 9th-level spell slot which you can use to cast your Mystic Arcanum spells. You regain this use on a Long Rest.

Pact of the Tome

Warlock Class Level 3

Your Book of Shadows contains three additional cantrips from any class list: Minor Illusion, Toll the Dead, and Guidance.

Fiendish Resilience (Fiend Patron)

Warlock Subclass Level 10
1/Short or Long Rest

After a Short or Long Rest, choose a damage type. You have resistance to that damage type until your next rest.

Dark One's Own Luck (Fiend Patron)

Warlock Subclass Level 6
1/Short or Long Rest

Add 1d10 to an ability check or saving throw, after seeing the result but before effects are applied.

Magical Cunning

Warlock Class (2024) Level 2
1/Long Rest

You can perform a 1-minute rite to regain all expended Pact Magic spell slots.

Feat: Alert

Background (Sage) Level 1

Add proficiency bonus to Initiative; can swap Initiative with a willing ally.

Feat: Tough

Level 4 ASI Feat Level 4

Gain 2 HP per level (40 HP at level 20).

Feat: Ability Score Improvement

Level 12 ASI Level 12

Dexterity +1, Constitution +1.

Feat: Ability Score Improvement

Level 16 ASI Level 16

Intelligence +1, Wisdom +1.

Feat: Ability Score Improvement

Level 8 ASI Level 8

Charisma +2 (now 20).

Feat: Ability Score Improvement

Level 19 ASI Level 19

Charisma +2 (now 20).

Spellcasting

charisma DC 18 +11 to hit Level 1: 0 slots Level 2: 0 slots Level 3: 0 slots Level 4: 0 slots Level 5: 4 slots Level 6: 3 slots Level 7: 3 slots Level 8: 3 slots Level 9: 1 slots

Mystic Arcanum (level 6: Circle of Death, level 7: Finger of Death, level 8: Dominate Monster, level 9: Foresight) are cast once per Long Rest without slots. Pact Magic slots are all cast at the slot's level.

Eldritch Blast

Cantrip Warlock
evocation 1 Action 120 ft V, S

Three beams (level 20), each 1d10+5 force damage, +1d6 necrotic (Lifedrinker).

Minor Illusion

Cantrip Pact of the Tome
illusion 1 Action 30 ft S, M

Create an illusory sound or image.

Toll the Dead

Cantrip Pact of the Tome
necromancy 1 Action 60 ft V, S

1d8 (or 1d12 if damaged) necrotic damage, WIS save.

Guidance

Cantrip Magic Initiate (Cleric)
divination 1 Action Touch V, S

Add 1d4 to an ability check.

Shield of Faith

Level 1 Magic Initiate (Cleric)
abjuration 1 Bonus Action 60 ft V, S, M

+2 AC to a creature, concentration, 10 min. Cast 1/Long Rest.

Armor of Agathys

Level 5 Warlock (Fiend)
abjuration 1 Bonus Action Self V, S, M

5th-level slot: 25 temp HP, 25 cold damage to melee attackers per hit, 1 hour.

Hunger of Hadar

Level 5 Warlock (Fiend)
conjuration 1 Action 150 ft V, S, M

20-ft-radius void sphere; creatures inside blinded, take 2d6 cold at turn start/end and 2d6 acid save-or-damage at start.

Hold Monster

Level 5 Warlock
enchantment 1 Action 90 ft V, S, M

Paralyze a creature (WIS save), concentration, 1 min.

Scrying

Level 5 Warlock
divination 10 min Self V, S, M

Observe a creature or location, concentration, 10 min.

Cloudkill

Level 5 Warlock
conjuration 1 Action 120 ft V, S

20-ft-radius poisonous fog, 5d8 poison on failed CON save, moves 10 ft/round.

Circle of Death

Level 6 Warlock
necromancy 1 Action 150 ft V, S, M

60-ft-radius sphere of death; 8d8 necrotic damage, CON save halves.

Mass Suggestion

Level 6 Warlock (Fiend)
enchantment 1 Action 60 ft V, M

Suggest a course of activity to up to 12 creatures (WIS save), 8 hours.

Finger of Death

Level 7 Warlock
necromancy 1 Action 60 ft V, S

7d8+30 necrotic damage, CON save halves; humanoid killed rises as zombie under your command.

Plane Shift

Level 7 Warlock
conjuration 1 Action Touch V, S, M

Transport up to 8 creatures to another plane or banish one unwilling creature (CHA save).

Dominate Monster

Level 8 Warlock
enchantment 1 Action 60 ft V, S

Charm and control a creature (WIS save), concentration, 1 hour.

Power Word Stun

Level 8 Warlock
enchantment 1 Action 90 ft V

Stun a creature with 150 HP or fewer (CON save) for 1 minute.

Foresight

Level 9 Warlock (Mystic Arcanum)
divination 1 Minute Touch V, S, M

A creature gains advantage on attacks, saves, and checks; attackers against it have disadvantage; it can't be surprised. 8 hours.

Behind the character

Character Information

Ammon is a gaunt, silver-haired man in his mid-fifties, marked by sharp hollow cheeks and a left eye clouded by an old scar—souvenirs of a battle two decades past and an exile that never appeared in any chronicle. He wears a long, tattered scholar's coat of charcoal grey over a black breastplate engraved with infernal contract-script that glows faint ember-orange when debts are near. His right hand is gloved in black leather, fingers permanently stained with ink; his left forearm bears the branded sigil of a chained ledger, the mark of his patron's claim upon him.

Chained to his belt hangs an ancient black tome bound in brass—the Dark Quartermaster's Ledger—while in his other hand he carries a gnarled hawthorn staff topped with a smoldering censer trailing thin red smoke.

Twenty years in Avernus have reshaped him. He moves with the measured economy of a man who learned that hesitation is death and that every kindness in the Nine Hells carries an invoice. His voice is dry, scholarly, and courteous to a fault—a courtier's manners draped over something that has bargained, bled, and collected. He speaks of damnation the way accountants speak of arrears.

He is Chaotic Neutral in the truest sense: loyal to his own ledger of grievances, not to law or chaos as philosophies. He genuinely believes the murders he is accused of—or committing—are justice, each victim a name he once found in the Shadow King's correspondence. He does not enjoy killing. He simply refuses to stop. Beneath the fiend-touched exterior remains the scholar who loved Neverwinter, and that residue of grief is the only lever that still moves him. He fears one thing above all: the final page of his own ledger, and what is written there.

Before the adventure

Character Background

Ammon served as a court wizard of Neverwinter for eleven years, a respected sage and archivist trusted with the city's most sensitive correspondence. His downfall began as an anomaly: supply requisitions for the Watch that referenced grain never delivered, arms never forged, payments routed through intermediaries that dissolved like smoke. Following the paper trail, he discovered that a cabal of Neverwinter's elite—lords, guildmasters, and at least one high-ranking archmage—had been in secret commerce with a figure they called only 'the Shadow King,' trading coin, corpses, and access for power. The dead were not merely the Shadow King's soldiers; some of them were Neverwinter's own, sold by name.

Ammon did what archivists do: he copied everything, hid the originals, and began quietly building a case. He was too slow. Warned by a sympathetic clerk—later found floating in the harbor—he fled the city with his evidence and helped raise the alarm. When the Shadow King's undead host marched on Neverwinter, Ammon stood on the walls as a battle-wizard, and when the fiend-lord himself took the field, Ammon met him.

He banished the Shadow King—or believed he did—and the army crumbled. Neverwinter celebrated. Ammon was not among the celebrants: at the moment of victory, a backlash of the Shadow King's dying magic, or a betrayal he has never proven, tore him from the material plane and hurled him into Avernus.

He survived the First Layer the only way possible—by becoming useful. He bartered lore for water, mapped infernal supply routes for warband chiefs, and learned infernal contract law out of necessity. Cornered at last by a devil's legion on the shores of the Styx, he accepted the offer of a demon of Avernus: passage home, and assistance identifying the conspirators who had sold the city—in exchange for service. The demon was a collector of debts, and it needed hands on the material plane.

Ammon became its quartermaster's agent, 'helping' collect what mortals owed: souls pledged and forgotten, contracts defaulted, oaths broken. He tells himself he only ever collected from the deserving. The ledger does not agree with him.

He returned after more than twenty years to a Neverwinter that had made him a martyr. Statues, songs, a memorial arch. And beneath the mourning, the same rot: the conspirators had survived, thrived, and buried their trail—except that Ammon still had his copies, and now had infernal means to read between the lines. A string of assassinations has gripped the city: lords, archmages, even members of the royal family, slain in their locked and warded homes.

Some of the dead are names from his old evidence. Some, he suspects, are not—the demon's ledger growing its own list, using his war as cover. Ammon works the murders from the shadows, hunting the last conspirators while trying to determine how many of the killings are truly his justice and how many are his patron's appetite wearing his hand. The city that made him a hero may yet have to decide what to do with the man who came back.

Unlock Your Character's Destiny!

Sign up for free to create premium characters!

Sign Up Now - It's Free!

Build Your Character's Network!

Sign up for free to create premium characters!

Sign Up Now - It's Free!

Ready to Unleash Your Character's Full Potential?

Join thousands of players and create rich, detailed character backgrounds with Fable Fiesta!

Register to unlock personal quests, relationships, and narrative hooks!

Sign Up Now - It's Free!

No credit card required. Start creating in minutes!