Remove these ads. Join the Worldbuilders Guild

Karjidon Percival Leutwin Irahillo

Medium Human, Majordomo, Neutral Good

Armor Class 15 (Breastplate)
Hit Points 70
Speed: 30 ft

STR

11
( +0 )

DEX

12
( +1 )

CON

11
( +0 )

INT

12
( +1 )

WIS

14
( +2 )

CHA

18
( +4 )

Saving Throws Wisdom, Charisma
Skills Deception +6, Insight +4, Persuasion +6, Animal Handling +4, Perception +4, History +1
Senses passive Perception 12
Languages Common, Dwarvish, Elvish, Deep Speech
Proficiency Bonus +4

Ideals

Respect is due to me because of my position, but all people regardless of station deserve to be treated with dignity.

Bonds

I will face any challenge to win the approval of my family.

Flaws

By my words and actions, I often seem to bring shame to my family.

Two 5th Level spell slots.  

Cantrip:
Friends, Eldritch Blast, Blade Ward
1st Level:
Hex
2nd Level:
Misty Step
3rd Level:
Counterspell, Hunger of Hadar
4th Level:
Blight, Gate Seal
5th Level:
Teleportation Circle


Dark One's Blessing
Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (+10, for Karjidon).  
Dark One's Own Luck
Starting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll's effects occur.   Once you use this feature, you can't use it again until you finish a short or long rest.  
Fiendish Resilience
Starting at 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance.  
Tough
Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.  
Pact of the Blade
You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see chapter 5 for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.   Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.   You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.  
Eldritch Invocations
  • Agonizing Blast. When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.
  • Eldritch Smite. Once per turn when you hit a creature with your pact weapon, you can expend a warlock spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot, and you can knock the target prone if it is Huge or smaller.
  • Eldritch Mind. You have advantage on Constitution saving throws that you make to maintain your concentration on a spell.
  • Ascendant Step. You can cast levitate on yourself at will, without expending a spell slot or material components.
  • Thirsting Blade. You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.
 
Metamagic Adept
  • Twinned Spell. When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).   To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.
  • Quickened Spell. When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
 

Actions

Multiattack. While using your pact weapon, you can attack twice, instead of once, whenever you take the Attack action on your turn.   Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 1d8+4 piercing damage.


Created by

james.a.b.

Statblock Type

NPC Sheet

Link/Embed