NAMELESS
"The dead don't wait."
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NAMELESS

"He is a tool of something larger than himself. But tools do not stay. Tools do not choose."
Tiefling Warlock · Hexblade (Raven Queen)
Level 7. Unsettled Neutral
tap level to toggle L3 / L7
unsung
Character Sheet

The Character

Age 24
AC 17
HP 52
Speed 30 ft.
Pact Slots 2 (4th)
Prof +3
STR
0
-1
DEX
0
+2
CON
0
+2
INT
0
-1
WIS
0
+1
CHA
0
+4

Skills & Proficiencies

Skills
Intimidation +7 (CHA, prof)
Arcana +2 (INT)
Investigation +2 (INT)
Religion +2 (INT)
Saving Throws
WIS +4 (prof)
CHA +7 (prof)
Other
Armor: Light, medium, shields
Weapons: Simple, martial
Languages: Common, Infernal, Abyssal, Deep Speech
Tools: None

Pact Magic

Spell Save DC 15
Spell Attack +7
Spells Known 8
Cantrips 5

Pact Slots: 2 × 2nd level (short rest recharge)

Pact Slots: 2 × 4th level (short rest recharge)

Armor Class
17
15 Half Plate + 2 DEX. Shield reaction = AC 22.
Primary Attack
+6 to hit, 10ft reach
1d10+4 slashing
Spectral Scythe (Pact Weapon). CHA-based (Hex Warrior).
Nova Round
Curse + Darkness
BA: Hexblade's Curse (+2 dmg, crit 19-20). Action: Darkness on self. Devil's Sight = advantage from inside.
Armor Class
17
15 Half Plate + 2 DEX. Shield reaction = AC 22.
Primary Attack
+7 to hit, 10ft reach
1d10+4 slashing
Spectral Scythe (Pact Weapon). 2 attacks (Thirsting Blade). CHA-based.
Nova Round
Smite + Prone
Eldritch Smite on hit: 5d8 force + target prone. 2nd attack at advantage. Cursed target: +3 dmg per hit, heal 11 on kill.

Attacks & Actions

Spectral Scythe (Pact Weapon)
+6 to hit, reach 10 ft. 1d10+4 slashing. Glaive. Uses CHA for attack/damage. Materializes from dark energy when summoned.
Eldritch Blast
+6 to hit, 120 ft. 1d10 force. 1 beam. Core ranged damage.
Hexblade's Curse
BA, 30 ft., 1 min. +2 damage, crit on 19-20, heal 7 HP on target kill. Once per short rest.
Spectral Scythe (Pact Weapon)
+7 to hit, reach 10 ft. 1d10+4 slashing. 2 attacks (Thirsting Blade). Eldritch Smite on hit: 5d8 force + prone (burns slot).
Eldritch Blast
+7 to hit, 120 ft. 2 beams, 1d10+4 force each (Agonizing Blast). Separate attack rolls, can split targets. +3 per beam with Hexblade's Curse.
Hexblade's Curse
BA, 30 ft., 1 min. +3 damage, crit on 19-20, heal 11 HP on target kill. Once per short rest.

Spells

Pact Magic: 2 spell slots, both 4th level, recharge on short rest. Every spell below casts at 4th level. Counterspell auto-counters 4th and below. Spirit Shroud deals +1d8 (cast at 4th). Armor of Agathys grants 20 temp HP / 20 cold retaliation (if taken).

Cantrips

Minor Illusion
Cantrip, 30 ft. Create sound or image. Deception, distraction, psychological control.
Fire Bolt
Cantrip (Fiendish Legacy, racial). 120 ft. 2d10 fire (scales at L5). Tiefling blood runs hot.
Thaumaturgy
Cantrip (Otherworldly Presence, racial). Boom your voice, flicker flames, slam doors, shake the ground. CHA-based. The entrance.
Chill Touch
Cantrip (L4 pick), 120 ft. 2d8 necrotic (scales at L5). Target can't regain HP until your next turn. Undead have disadvantage on attacks against you. Death's reach at range.

1st Level

Shield
Reaction. +5 AC until start of next turn (AC 22 with half plate). Hexblade expanded spell list. The shadows harden.
Cause Fear
60 ft., concentration 1 min. WIS save (DC 15) or frightened. The Reaper's introduction.

2nd Level

Darkness
Concentration 10 min. 15 ft. radius magical darkness. Synergy with Devil's Sight: attack with advantage from inside.
Suggestion
30 ft., concentration 8 hr. WIS save (DC 15) or follows reasonable suggestion.
Hellish Rebuke
Reaction (Fiendish Legacy). 3d10 fire when hit. 1/long rest free, does not burn Pact slots. Can also upcast with Pact Magic for more damage.
Disguise Self
At will (Mask of Many Faces invocation). No slot, no limit. Change appearance at will. The Reaper wears whatever face he needs.

3rd Level

Counterspell
Reaction, 60 ft. Auto-counters 4th level and below (Pact Magic upcast). 5th+: d20+4 vs DC 15-19. Silence the enemy casters.
Spirit Shroud
Cast at 4th, BA, concentration 1 min. Attacks deal +1d8 necrotic to targets within 10 ft. Targets can't regain HP. Enemies' speed reduced by 10 ft. A death aura.
Fear
Concentration 1 min. 30 ft. cone. WIS save (DC 15) or frightened, must Dash away. The Reaper walks in. Everyone runs.

4th Level

Shadow of Moil
Concentration 1 min. Heavily obscured (attackers have disadvantage, you have advantage). Attackers within 10 ft. take 2d8 necrotic. Resistance to radiant. Devil's Sight synergy: you see, they don't. Upgraded Darkness combo.

Features & Traits

Death's-Head Moth
A spectral hawk moth the size of a spread hand. Skull-pattern markings pulse with purple-blue energy matching the scythe. Appeared after his first kill under the Queen's directive. Not a familiar. Not summoned. Cannot be targeted, phases through matter. He does not acknowledge it. He does not send it away. It is the one constant.
Moth: Death Omen
The moth lands on creatures who are near death, sometimes hours before they die. When it lands on a creature, Nameless can make a DC 12 WIS check (free action) to sense whether the creature is below half HP, cursed, diseased, or marked for death by supernatural forces. He does not choose to do this. The knowledge arrives uninvited.
Moth: Soul Residue
After Nameless kills a creature, the moth feeds on residual soul energy near the scythe blade. Once per short rest, after the moth feeds, Nameless can use a bonus action to gain temporary HP equal to his CHA modifier (4). The moth glows brighter. The whispers get louder. The cost is never free.
Moth: Undead Warning
Goes dark and still near powerful undead (CR 5+) within 60 ft. Functions as a passive undead detector. The moth does not flee. It freezes, wings flat, skull pattern facing the threat. Nameless has learned to read this as clearly as a drawn weapon.
Reflection Distortion
Mirrors, water, polished surfaces show him as a gaunt, dead-eyed husk with skeletal wings. Even while grounded.
Devil's Sight
See normally in magical and nonmagical darkness, 120 ft. The reason Darkness is lethal.
Darkvision
60 ft. (racial). Combined with Devil's Sight: total darkness coverage out to 120 ft.
Pact of the Blade
Action to summon spectral scythe (glaive). Bond with any weapon. Cannot be disarmed of pact weapon.
Hex Warrior
Medium armor, shields, martial weapons. Use CHA for pact weapon attack and damage rolls.
Mask of Many Faces
Cast Disguise Self at will. No slot, no limit. The Reaper wears whatever face he needs.
Agonizing Blast
Add CHA mod (+4) to each Eldritch Blast beam. 2 beams at level 5+. The ranged option that never stops scaling.
Thirsting Blade
Two attacks per Attack action with pact weapon. The Warlock's Extra Attack. The scythe swings twice.
Eldritch Smite
Once per turn on pact weapon hit: burn a 4th-level slot for 5d8 force damage and knock target prone (Huge or smaller).
War Caster
Advantage on concentration saves. Cast spells with hands full. Cast a spell as an opportunity attack. CHA +1 (17 to 18).
Accursed Specter
1/long rest. Slay a humanoid, raise its spirit as a Specter. +4 attack bonus (CHA), 3 temp HP. Obeys verbal commands until next long rest. The Reaper collects.
Hellish Resistance
Resistance to fire damage. Tiefling blood runs hot.
Pact Wings: Awakened
BA, manifest spectral raven wings 1 min. Fly 30 ft. 1/long rest. DC 10 WIS save after flight or roll Minor Madness Table.
Pact Wings: Reckoning
At-will flight 30 ft. (not heavy armor). Flight beyond 10 min/day triggers DC 15 WIS save or Major Madness Table. Glaive may refuse summoning if patron directives ignored. The wings are always there now. So is the cost.
Magical Cunning
1 min meditation when all Pact slots expended: regain half your slots (1 at L3, 1 at L7). 1/long rest. The 2024 Warlock lifeline.
Nameless spectral scythe and hexblade armor

Magic Items 7/7

Ring of Spell Storing (Rare, 3pts, attune)
Holds up to 5 levels of spells. Bank spells during short rests. Have Moss dump Cure Wounds and Shield of Faith into it. Black iron band with the Raven Queen's sigil, holding trapped souls for later release.
Periapt of Wound Closure (Uncommon, 2pts, attune)
Stabilize automatically at 0 HP. Double hit dice healing on short rest. The Reaper is hard to put down. Warlock synergy: you short rest constantly.
Crown of Whispered Thoughts (Uncommon, 2pts, attune)
Detect Thoughts (DC 13), telepathic communication 30 ft., Suggestion on detected target without burning a slot. Thin black iron circlet with Raven Queen sigils. He sees the weight of their sins.

Disadvantages

Mechanical

2 Spell Slots
Warlock tax. Two 2nd-level slots, short rest recharge. Every spell must count. No room for waste.
Wings: Madness Risk (Awakened)
DC 10 WIS save after each flight or roll Minor Madness Table. 1/long rest, 1 min duration. Disadvantage on Stealth and Persuasion while manifested. Power has a price. Use sparingly.
Wings: Madness Risk (Reckoning)
At-will flight, but beyond 10 min/day triggers DC 15 WIS save or Major Madness Table. With WIS +1 (point buy), that's a 35% fail rate. The glaive may refuse to summon if the Raven Queen's directives are ignored. Constant magical aura (detectable by Detect Magic). The wings are always there. So is the cost.
Stealth Disadvantage
Half plate. The blackened steel armor looks right, but it is not quiet. The look is the point.
Scythe Whispers
The scythe carries echoes of devoured souls. After every kill: DC 10 WIS save or roll Minor Madness Table. Between kills: whispers of harsh truths, dark commentary, fragmented memories of the severed. The whispers grow louder after blood. Not sentient, but not inert. The cost of the pact: for every darkness consumed, fragments remain in his mind.

Backstory-Driven

Conduit, Not Free Agent
The Raven Queen uses him. The scythe whispers, and he obeys. The visions come, and he follows. Her goals may conflict with the party's.
Vision States
Near undeath, powerful curses, or broken planar space: body goes rigid, glyphs flare, eyes roll back. Involuntary. He is gone until it passes.
Heart of Darkness (Haunted One)
Common folk sense the weight he carries and are compelled to help him. They extend every courtesy, share food and shelter, and go out of their way to assist. Animals behave strangely. Spirits linger. The aid is not earned; it is instinctive, and it unsettles him more than hostility would. When someone helps him unprompted, the scythe stirs. DM may call for a DC 10 WIS save or roll on the Minor Madness Table. Kindness is maddening when you believe you deserve none.
No Name, No Past
Refuses to explain himself. Subject closed. If pressed, the temperature drops. Not magic. Just presence.

Origin

Nameless summoning spectral raven wings
Listen to narration by Nameless

Nameless was born into obscurity in the slums of Duskmire's Edge, a desolate sprawl near a rift to the Shadowfell where death hangs thick in the air. A place where corpses rot in alleyways, ghosts linger in doorways, and children survive without names to avoid notice. He was abandoned at birth and never received a name. Among the orphaned Tiefling children, colloquially known as Rift Rats, this was not uncommon. Names drew attention, and attention got you killed.

He grew up among the Rift Rats: feral, orphaned tieflings who lived beneath collapsing catwalks and scavenged whatever the rift had not already poisoned. Life was short, cruel, and always watching. He learned to fight without form, move without sound, and sleep with one eye open. Violence, disease, and magical corruption were daily realities. People vanished without explanation. Spirits lingered. Nobody asked questions.

There, he crossed paths with another nameless kid: a stone-skinned boy who made the ground tremble when he was scared. They ran together for a few years, a brief window, ages 5 through maybe 12. Neither named the other. They were drawn together by something neither understood. A dark resonance. Two kids marked by forces bigger than themselves.

Even as a child, ravens watched him from rooftops. He spoke to shadows without meaning to. Strangers crossed the street to avoid him. Some called him cursed. Others called him chosen. But no one ever called him by name.

Nameless carries the mark of someone touched by the supernatural from birth. He sees signs where others see coincidence. Animals behave strangely in his presence. Spirits linger longer near him. Common folk sense the weight he carries and are compelled to help him, offering shelter, food, or safe passage without fully understanding why. His appearance is striking: tall, gaunt, and sharp-edged, with hollow eyes that seem too old for his face.

Nameless did not seek a pact. It was laid upon him. The Raven Queen, goddess of death, loss, and memory, has shown interest in him for as long as he can remember. She speaks through signs. Birds fly in impossible formations. Cold settles on his skin in places untouched by wind. He dreams of feathers, bone, and silence.

He serves without fully knowing why. Her will moves through him in battle. His pact weapon, a spectral scythe, forms when danger is near. He does not draw it. It arrives. The scythe is semi-sentient: it whispers fragmented memories of souls it has severed, harsh truths, dark commentary. The whispers grow louder after a kill.

He does not take life for sport. He takes it when the Queen stirs in his chest and tells him something must be severed.

He followed omens into the Vale. Ravens in a wheel above him, whispering without sound. Dreams of ash-covered trees, ruins cloaked in mist, symbols drawn in mud or blood near the edges of his path. At Duskwatch Vale, he found a necromancer among rotting ruins and strange undead. As he stepped near a moss-covered altar, something ancient ignited beneath him. It launched him into the swamp, flinging him through flame and shadow. He does not remember the landing.

Moss found him face-down in the muck, broken, half-drowned, barely alive. The Tortle cleric dragged him to safety, stitched wounds, and tended to him until he woke. When Nameless came to, he remembered the maddening dream, the Queen's piercing whispers, and little else, except that he was where he was supposed to be.

Hidden Connections

To Tarn
Rift Rat brothers for a brief childhood window. Both nameless. Both marked by the Shadowfell rift that Galyn's surge tore open. Drawn together by dark resonance. Separated when the Raven Queen called Nameless away. Neither knows the other survived.
To Galyn Earthenheart Redrock
No direct connection, but Galyn's catastrophic wild magic surge at Thundertree created the Shadowfell rift that defined Nameless's entire childhood. The rift is the reason Duskmire's Edge exists. The rift is the reason the Raven Queen found him.
To Dyolf Nala Yerffej
Cosmic brothers. Dyolf is the Raven Queen's bastard son, born of a union with a bugbear chieftain during the Thundertree mass death event. Nameless is her chosen conduit. Neither knows the other exists. One carries her blood; the other carries her blade. The Queen watches them both.
To the Raven Queen
Her conduit, her scavenger, her reaper. She laid the pact upon him. She speaks through ravens, cold, and silence. She granted the wings as a boon for a completed mission. She watches him always.

Key Relationships

Moss (Tortle Cleric)
Found Nameless broken and healed him. Closest thing to trust Nameless has. The Tortle's quiet wisdom and balance remind Nameless of something, someone, that might have been family. Moss calls him "Nameless" or nothing at all; the "Steve" nickname comes from other party members, not from Moss.
Silvanus (Tabaxi Ranger)
Gets under his skin. Not in a bad way. Just too smug. Too cocksure. The kind of clever that has seen too little death.
Whisper (Ghostwise Halfling)
Unnerves him. Mirrors Nameless's silence, but where Whisper's silence is protection, Nameless's is penance.
Ghost (Goliath Fighter)
A soldier. Nameless respects that. But the tension is thick. Both carry death on their backs, and only one seems comfortable with it.
The Party
They called him "Steve" as a joke. He hated it. To name something is to mark it for death. Rift rat superstition, burned into him from childhood. Names draw attention, attention draws loss. He never corrected them. He just waited for them to stop.

Play Guide

Speech Patterns

Low, flat, deliberate
Never raises his voice. When he speaks, the room gets quieter.
Intimidation is default
Not threatening, just unsettling. People feel the weight of his gaze before he opens his mouth.
Minimal words
Answers questions with fragments. "The dead don't wait." "It's here." "No."
Cryptic observations
States what he senses, not what he thinks. "Something died here recently." "That man is lying."
Filtered through death
His frame of reference is always endings, passage, and severance. Not morbid for shock value. It is simply how he processes the world.
Never explains himself
If someone doesn't understand, that is their problem.

Physical Mannerisms

Ravens watch him
They perch nearby. They circle overhead. They are never far.
Stands in the shadows
Even when there is light. Gravitates to corners, doorframes, the edge of the campfire's reach.
Body goes still
When sensing death or undeath. Not a flinch. A full stop. His skin may glow faintly with shifting glyphs.
Does not fidget
Economy of motion at all times. When he moves, it is with purpose.
The scythe arrives
Spectral energy coalesces in his hand when danger is near. He does not reach for it.
Dark armor
Blackened steel half plate, tattered shadow-silk cloak, bone and chain adornments. Hood often up. Stealth disadvantage accepted; the look is the point.
The moth
A spectral death's-head hawk moth the size of a spread hand. It orbits him slowly, lands on surfaces near the dying, and flutters around the scythe blade after kills. The party learns to watch where it settles. When it lands near someone's cup in a tavern, the table goes quiet. He never named it. He never will.
When the dead rise:
"They should have stayed down."
After being called Steve for the hundredth time:
"...fine."
Before walking into something lethal:
"The Queen is watching. Best not disappoint."
When someone asks what the whispers say:
"Things you don't want to hear."
When asked why he fights for them:
"Moss asked."

The Conduit

Duty vs. will
The central tension. The Raven Queen uses him. He knows this. But there are moments, rare and unguarded, when something surfaces that is only his.
Unprompted loyalty
The way he stood between Moss and danger without the Queen's prompting. The way he tolerates being called Steve.
He stayed
He stayed with the party after Moss healed him, when the omens pointed elsewhere. Tools do not stay. Tools do not choose.

The Brother Under the Reaper

Loyalty without language
He ran with the Rift Rats as a child. He never named them, but he remembers every face. Loyalty is not something he talks about. It is something he does without being asked.
Stays when he should leave
The Queen's omens pointed elsewhere after Moss healed him. He stayed with the party. A tool follows orders. A brother stays.
Tolerates what he should not
Being called Steve. Being questioned. Being spoken to at all. He permits it because something beneath the pact recognizes these people as his.
Protects without announcing it
Positions himself between the threat and the group before combat starts. Does not mention it. Does not want credit. The rift taught him that you guard your own or you lose them.
Carries absence like weight
No name, no family, no origin story he can tell. The emptiness is not tragic to him; it is structural. He built himself around what was missing and keeps moving.

Situational Reactions

Near undead or curses
Vision state. Body goes rigid. Silver-blue glyphs flare across his skin. Eyes roll back. Whispers fill the air. The scythe hums. Involuntary.
Being called Steve
A micro-pause. The faintest flicker that might be annoyance or might be something softer. He does not correct them.
Someone mentions the Raven Queen
His posture shifts. Sharper. More present. "She chose me. I serve."
Witnessing needless death
Jaw tightens. Not grief. Judgment. Something was not severed properly. He will stand over the body for a moment longer than comfortable.
Asked about his past
"There is nothing to tell." Subject closed. If pressed, the temperature drops.

Introductions

Standard
He does not introduce himself. He is simply there, standing in the shadow nearest the door. If pressed: silence, then "Nameless." Nothing more.
To authority
Stares. Does not speak first. If required: "I am here because the Queen wills it." Offers nothing else.
If someone asks what he does
"I sever things." Lets the silence fill in the rest.
Near the Shadowfell Rift. Where death hangs thick in the air.
Duskmire's Edge
Rift Rat territory · Where corpses rot in alleyways, ghosts linger in doorways, and children survive without names

Minor Madness Table

Triggered on a failed WIS save after flight (DC 10 at L3, DC 12 at L5) or after a kill with the scythe (DC 10). Roll d6.

1 - Soul Whispers
You compulsively whisper the names of souls your glaive has touched. No mechanical effect. The names are not yours. You know every one. (1 minute)
2 - Tongue of the Damned
You cannot speak Common. Only Infernal or Abyssal. Party members hear the shift. You do not notice. (Until short rest)
3 - Reflection Lag
Your reflection detaches and follows you with a delay, mimicking your actions late. Disturbing but harmless. Others see it too. (1 minute)
4 - Paranoia
You are certain one nearby ally is plotting against you. Disadvantage on next Perception or Investigation check. (1 minute)
5 - Blood Vision
Your glaive appears blood-soaked to you alone. DC 10 WIS save to attack with it. (Until short rest)
6 - Flame Trance
You become entranced by any source of flame or light, losing your reaction as long as it is in sight. (Until short rest)

Major Madness Table

Level 7+. Triggered on a failed DC 15 WIS save after 10+ minutes of flight per day. Roll d10.

1 - Soul Echo
A soul fragment from the scythe overtakes you. For 1 hour, you believe you ARE someone the scythe has killed. Their mannerisms, their voice, their unfinished business. Your stats don't change but your personality does. WIS save DC 15 every 10 minutes to regain yourself. The party watches you become a stranger.
2 - The Queen's Summons
You collapse into a trance for 1d4 rounds (incapacitated). The Raven Queen shows you a vision: a name, a place, a death that must happen or be prevented. When you wake, you know something you shouldn't. If you ignore the directive, the scythe rolls on the Defiance table every combat for 24 hours.
3 - Death Sight
For 1 hour, you see spectral auras showing how close every creature is to death. Creatures below half HP appear skeletal to you. Advantage on attacks against creatures below half HP. Disadvantage against creatures at full HP. You flinch from the living. You lean toward the dying.
4 - Wings of Reckoning
Your wings solidify from spectral to physical for 24 hours and cannot be dismissed. Massive, raven-black, shedding shadow-feathers. Fly speed increases to 60 ft. 1d4 psychic damage per minute of flight past 10. Disadvantage on all CHA checks with non-evil creatures. Common folk flee on sight.
5 - The Scythe Speaks
The whispers become audible to everyone within 30 ft for 1 hour. They reveal dark truths: secrets, sins, fears of nearby creatures. Each creature that hears must make a DC 13 WIS save or be Frightened of you for 1 minute. This includes allies. They hear things about themselves they may not want known.
6 - Shadowfell Bleed
A 30-ft radius around you becomes dim light (darkness if already dim) for 10 minutes. Nonmagical flames extinguish. Temperature drops. Small plants wilt. Advantage on Intimidation and attack rolls. Healing spells within the radius heal only half. The party feels the cold. They know it's coming from you.
7 - The Reaping Urge
For 1 hour, each time you reduce a creature to 0 HP, you must make a DC 13 WIS save. On failure, you must use your next action to attack the nearest creature (friend or foe) with the scythe. The blade does not care who bleeds. You do. But it doesn't.
8 - Memory Flood
A complete life pours into your mind. For 24 hours, you gain proficiency in one skill you don't have (DM rolls randomly). You lose proficiency in one skill you do have (DM picks). You answer to the dead person's name without realizing. You speak in their accent. You recall their regrets as your own.
9 - Spectral Unraveling
You phase partially into the Shadowfell for 1 minute. Resistance to bludgeoning, piercing, and slashing damage, but vulnerability to radiant. You appear translucent and ghostly. You can move through objects (1d10 force if you end inside one). When you solidify, you are 1d6×10 feet away in a random direction. You may bring something back from the other side. DM discretion.
10 - The Name
The Raven Queen whispers a name you have never heard. Until the next long rest, you are compelled to find that person. Disadvantage on all ability checks unrelated to the search. The name echoes in your skull during silence. If you find them, the compulsion lifts and you learn why the Queen wanted you to. If you don't, the scythe goes cold for 24 hours: no Hexblade's Curse, no Eldritch Smite.

Pact Weapon Behavior

The scythe responds to your relationship with the Raven Queen. Defy her directives: Defiance table. Follow them: Compliance table. DM discretion on triggers.

Defiance (d6)

1 - Cold Refusal
The scythe becomes cold to the touch and refuses to be summoned for 1 round.
2 - Guilt Pulse
Sprouts oily black feathers and pulses with guilt, becoming unsteady in hand. -1d4 damage on next hit.
3 - Unholy Scream
Lets out an unholy scream audible to everyone nearby, potentially alerting enemies.
4 - Phase Flicker
Blade edge phases in and out of reality. Disadvantage on attack rolls for 1 round.
5 - Fear Projection
Forces a DC 10 WIS save or become Frightened of the glaive until end of your next turn.
6 - Madness Cascade
Triggers the Minor Madness Table immediately.

Compliance (d4)

1 - Gentle Hum
Hums gently in your grip. Comforting. Unsettling to others.
2 - Patron's Favor
Deals +1 psychic damage against foes tied to your patron's goal. DM discretion.
3 - Fleeting Insight
Infuses you with fleeting insight. Advantage on next Wisdom check.
4 - Hidden Truths
Briefly reveals hidden truths. Advantage on next Investigation check.
"He chose."
Born into nothing. Claimed by death. Named by no one.
He carries silence like a weapon and duty like a wound.
Tools do not stay. Tools do not choose. He chose.

References

Player's Handbook (2024)
p.152-159: Warlock class
Xanathar's Guide to Everything
p.55-57: Hexblade patron
Player's Handbook (2024)
p.190: Tiefling race
Mordenkainen's Tome of Foes
p.58-60: Raven Queen
Homebrew: Fallen Flight
Floyd's "Pact Wings of the Shadowbound" progression, Minor Madness Table