While making playtest characters a while ago, I kept imagining a vast empire of dragon lords ruling over the populace (as either benevolent dictators or cruel dictators), so I built this character to fit in that setting concept. Warlocks in LU can choose between Int, Wis, and Cha as their spellcasting attribute. He's a weak individual whose parents ran a thermopolium (and thus he was raised as a short-order cook) that was always being exploited by a powerful dragonborn captain.
Purely by accident, I had decided the bit about his background and that he was going to be an Int-based warlock before I picked the Artisan background (which is what could be used for a cook). That background gives +1 Int, +1 floating. The floating bonus was put in Wisdom.
Mazar
Heritage: Orc • Culture: Tyrannized • Background: Artisan • Destiny: Revenge
Level, Class, Archetype: 1st-level warlock (alienist)
Str 8 (-1), Dex 12 (+1), Con 13 (+1), Int 16 (+3, save +5), Wis 14 (+2, save +4), Cha 12 (+1)
Size: Medium
Speed: 30 ft.
Max HP: 9
Proficiency Bonus: +2
Maneuver DC: 11
Skills: Arcana (specialization: dragons), Culture, Deception, Insight (specialization: sensing emotions), Investigation, Persuasion, Stealth
Tool Proficiencies: Cook’s utensils, Playing cards
Armor and Weapons Proficiencies: Light armor; Dagger, darts, slings, quarterstaffs, light crossbows
Languages: Common, Draconic, Elf
Traits
Alienist: Alien Curse – I can use a bonus action to place a curse on a creature I see within 30 feet. The curse lasts for 1 minute and ends early if the target or I die or I am incapacitated. While a creature is cursed, when I deal damage to it, it takes +1d4 psychic damage.
Cloak and Dagger. Whenever I or an ally I can see fails a Sleight of Hand or Stealth check, I can use my reaction to spend inspiration and undo the consequences of that failed check.
Connection: A dragonborn captain who exploited my parent’s food stand.
Darkvision: 60 ft.
Expanded Spell List: Bewilderment
Heavy Lifter: I count as Large when determining what I can carry, push, drag, or lift.
Mighty Attacks: When I score a crit with a melee weapon attack, I can roll one additional damage die.
Saving Face (1/rest): If I miss an attack roll or fail an ability check, I can gain a bonus to the roll equal to the number of allies I can see within 30 feet (max +3).
Scars of the Scourge: I have resistance to lightning damage.
Served Cold. I gain inspiration whenever I outwit a foe without the use of Deception or Persuasion checks.
Trade Mark: When in a city or town, I have access to a fully-stocked workshop with everything I need to ply my trade.
Attacks
Kitchen Knife (Dagger): +3 to hit, reach 5 ft., 1d4 piercing. If I am wielding a dagger in both hands, I can use my bonus action to attack with this weapon.
Eldritch Blast (Eldritch Disturbance): Range 60. Target must make a Wis save (half damage on success) or take 1d10 force damage.
Force Punch (Spell, 2 SP): If I succeed on a melee spell attack roll against a creature or object within 5 feet of me, I inflict 3d8 force damage.
Spells Known
Spell Save DC: 13. Spell Attack Bonus: +5. Spell Points: 2.
Cantrips: mage hand, mending (from heritage), pestilence
1st Level (2 points): charm person, color spray, force punch, sleep