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Connor Brushfoot

Warlock 6 Class & Level
Noble Background
Half-Elf Race
Chaotic Good Alignment

Strength 11
+0
Dexterity 14
+2
constitution 13
+1
intelligence 12
+1
wisdom 12
+1
charisma 20
+5
Total Hit Dice 6
Hit Die
1d8+1
+3 proficiency bonus
+0 Strength
+2 Dexterity
+1 Constitution
+1 Intelligence
+4 Wisdom
+8 Charisma
saving throws
+5 Acrobatics
+1 Animal Handling
+1 Arcana
+0 Athletics
+8 Deception
+4 History
+1 Insight
+8 Intimidation
+1 Investigation
+1 Medicine
+1 Nature
+4 Perception
+5 Performance
+8 Persuasion
+1 Religion
+2 Sleight of Hands
+2 Stealth
+1 Survival
skills

 
18
Armor Class
37
Hit Points
+2
Initiative
30
Speed
Pact+1: Green Dragon fang 1d20+9 1d4+6+1d8
Pact+1: Longsword(1h) 1d20+9 1d8+6
Pact+1: Longsword(2h) 1d20+9 1d10+6
Attacks
Wisdom.
Charisma
Proficiences
Despite my noble birth, I do not place myself above other folks. We all have the same blood.


Personality Traits
Noble obligation. It is my duty to protect and care for the people beneath me.
Ideals
My house's alliance with another noble family must be sustained at all costs.
Bonds
Eldritch Invocation: Thirsting Blade. When using Attack action, attack with pact blade twice.
Eldritch Invocation: Eyes of the Rune Keeper. Read any writing.

Pact Boon: Pact of the blade. Summon a magical weapon.

Fey Ancestry: Advantage on charmed saves and immune to sleep magic.

Position of Privilege: Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure the audience with a local noble if you need to.

Hexblades Curse: Starting at first level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:
1) You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
2) Any attack roll made against the cursed target is critical on a roll of 19 or 20 on a d20.
3) If the cursed target dies, you regain hit points equal to your warlock level + charisma modifier (minimum of 1).
You can't use this feature again until you finish a short or long rest.

Hex warrior: At the first level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armour, shields, and martial weapons. The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch a weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your charisma modifier, instead of strength or dexterity, for the attack and damage rolls. The benefit lasts until you finish a long rest. if you later gain the Pact of the blade feature, this extends to every back weapon you conjure with that feature, no matter the weapon's type.

Accursed Specter: Starting at 6th level, you can curse the soul of a person you slay, temporarily binding it to your service. When you slay a humanoid, you can cause its spirit to rise from its corpse as a spectre, the statistics are in the Monster Manual. When the spectre appears, it gains temporary hit points equal to half your warlock level. Roll initiative for the spectre, which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your charisma modifier. The spectre remains in your service until the end of your next long rest, at which point it vanishes to the afterlife. Once you bind a spectre with this feature, you can't use the feature again until you finish a long rest.
Features & Traits

Heroes Enabled

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SRD

Specter

Medium undead, chaotic evil
Armor Class 12
Hit Points 22 ( 5d8 )
Speed Hover: 50ft

STR
1 -5
DEX
14 +2
CON
11 0
INT
10 0
WIS
10 0
CHA
11 0

Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks.
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconcious
Senses darkvision 60 ft., passive Perception 10
Languages understands all languages it knew in life but can't speak
Challenge 1 (200 XP)


Incorporeal Movement. The specter can move through other creatures and objects as if they were difficult terrain. It takes 5 ( 1d10 ) force damage if it ends its turn inside an object.

Sunlight Sensitivity. While in sunlight, the specter has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.


Actions

Life Drain. Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 ( 3d6 ) necrotic damage. The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.


 

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Created by

rVell.

Statblock Type

Character Sheet (Legacy)

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