Female Elf (Shadar Kai) from Fairhaven Fighter
1, Warlock 5
Chaotic Neutral medium humanoid
Init +0
Senses: Perception 1 (Passive 11)
Darkvision 60 ft
Speed [walking] 30 ft, swimming 30 ft]
Defence
AC 20 (Defensive +1)
hp 53
Saving throws STR +3 DEX +0 CON +5 INT +0 WIS -1 CHA +3
Saving throw advantages: Fey Ancestry (charmed)
Necrotic Resistance, Fire resistance as long as she holds her Frost Brand greatsword
Offence
Melee: Frostbrand Greatsword, twohanded ( 2d6 slashing + 1d6 cold)
Unarmed +3 (3 / bludgeoning)
Ranged: light crossbow +3 (1d8 / piercing) 80/320 ft
Special attacks: Hexblades curse
Spells:
3 Gaseous Form, Blink
2 Invisibility, Spider climb, Darkness
1 Expeditious Retreat
0 Eldritch blast, Prestidigitation, Mage Hand
Invocations: Devils sight, Grasp of Hadar, Eldritch smite
STR 13 DEX 10 CON 16 INT 10 WIS 8 CHA 18
Proficiency bonus: +2
Feats: Elven accuracy
Skills: Acrobatics +2, Animal Handling -1, Arcana +0, Athletics +3, Deception
+3, History +0, Insight +1, Intimidation +3, Investigation +0, Medicine -1,
Nature +0, Perception +1, Performance +3, Persuasion +5, Religion +0, Sleight
of Hand +0, Stealth +0, Survival -1
Languages: Common, elvish, dwarvish, gnomish
Combat gear: Mithral platemail, longsword, Frostbrand sword, light crossbow
Other gear: Backpack, Clothes; Common, Pot; iron, Shovel, Tinker's Tools,
Bedroll, Mess Kit, Rations (1 day), Rope; hempen 50 ft, Tinderbox, Torch,
Waterskin, 1 set of fine clothes, 5 gp, Healing potion x 5, Potion of spider climb x 4, Feather token x 3, Clothes of mending, Potion of comprehending languages x 1, silken rope x 50 ft., ceremonial dagger, glammerweave cloak (damaged), bag of holding, bag of caltrops x 5, cloak of many fashions, ink pend and parchment x 9, crowbar, showel, sack x 3, elven hairtrinket, teaset with cookies and tea, comfy pillows, 2 books
Special Abilities
Blessing of the Raven Queen. As a bonus
action, you can magically teleport up to 30 feet to an unoccupied space you can
see. You can use this trait a number of times equal to your proficiency bonus,
and you regain all expended uses when you finish a long rest.
○
Starting at 3rd level, you also
gain resistance to all damage when you teleport using this trait. The
resistance lasts until the start of your next turn. During that time, you
appear ghostly and translucent.
Darkvision. You can see in dim light within 60
feet of you as if it were bright light, and in darkness as if it were dim
light. You discern colors in that darkness only as shades of gray.
Fey Ancestry. You have advantage on saving
throws you make to avoid or end the charmed condition on yourself.
Keen Senses. You have proficiency in the
Perception skill.
Necrotic Resistance. You have resistance to
necrotic damage.
Trance. You don't need to sleep, and magic
can't put you to sleep. You can finish a long rest in 4 hours if you spend
those hours in a trancelike meditation, during which you retain consciousness.
Feat: Elven accuracy (Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once)
○
Whenever you finish this trance,
you can gain two proficiencies that you don't have, each one with a weapon or a
tool of your choice selected from the Player's Handbook. You mystically acquire
these proficiencies by drawing them from shared elven memory, and you retain
them until you finish your next long rest.
Fighting style: Defense. While you are wearing
armor, you gain a +1 bonus to AC.
Hexblade's Curse
Starting at 1st 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:
You gain a bonus to damage rolls against the
cursed target. The bonus equals your proficiency bonus.
Any attack roll you make against the cursed
target is a critical hit on a roll of 19 or 20 on the d20.
If the cursed target dies, you regain hit
points equal to your warlock level + your Charisma modifier (minimum of 1 hit
point).
You can't use this feature again until you
finish a short or long rest.
Hex
Warrior
At 1st level, you
acquire the training necessary to effectively arm yourself for battle. You gain
proficiency with medium armor, 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 one 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. This benefit lasts until you finish
a long rest. If you later gain the Pact of the Blade feature, this benefit
extends to every pact weapon you conjure with that feature, no matter the
weapon's type.
Second
Wind
You have a limited well
of stamina that you can draw on to protect yourself from harm. On your turn,
you can use a bonus action to regain hit points equal to 1d10 + your fighter
level.
Once you use this
feature, you must finish a short or long rest before you can use it again.
Pact of the blade
You can use your action to create a pact weaponlink1 in your empty hand. You can choose the form that this melee weapon takes each time you create it. 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.
Spellcasting Spell DC 15, Spell Attack +7