Remove these ads. Join the Worldbuilders Guild

Ado'mania Spiccato Staunen of the Unspoken Heard

5 Level (0/14000 XP for level-up) Amelia Origin Background Aasimar (Fallen) Race / Species / Heritage Lawful Neutral Alignment
Warlock, Hexblade
Level 2
Hit Dice: 2/2
1d8+5 Class 1
Sorceror, Clockwork
Level 3
Hit Dice: 3/3
1d+5 Class 3

STR
18
+4
DEX
16
+3
CON
20
+5
INT
15
+2
WIS
17
+3
CHA
20
+5
43
Hit Points
+3
Initiative (DEX)
18
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
1 / 1
Dragon Vow (Dies Irae)
2 / 2
Sorcery Points
Spellcasting ...
+8 Attack mod
CHA Ability
+5 Abi Mod
16 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+4 Strength
+3 Dexterity
+5 Constitution
+2 Intelligence
+6 Wisdom
+8 Charisma
saving throws
+3 Acrobatics DEX
+3 Animal Handling WIS
+2 Arcana INT
+4 Athletics STR
+5 Deception CHA
+2 History INT
+3 Insight WIS
+8 Intimidation CHA
+5 Investigation INT
skills
+3 Medicine WIS
+2 Nature INT
+3 Perception WIS
+5 Performance CHA
+8 Persuasion CHA
+2 Religion INT
+3 Sleight of Hand DEX
+3 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Eldritch Blast +8 CHA 1d10 Force
 +CHA (Agonizing Blast)
Handaxe +7 STR 1d6+4 Slashing
 Light, Thrown
Daggers +4 STR 1d4+4 Piercing/Slashing
 Light, Thrown, Finesse
Attacks

Spell Book

Origin:
Orgin: +2 to Con, You can add your Con Mod to your Death Save. 1s are considered Failures.

Skills: Choose one from Stealth, [Persuasion], or Intimidation

Agonizing Blast
When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.

Aspect of the Moon
You no longer need to sleep and can't be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading your Book of Shadows and keeping watch.
Source: XGE, page 56
=========================



--------------------------------------
Feats
Warcaster

Features & Traits
Longsword
Component Pouch
Scholars Pack
Leather Armour
Daggers x2

Currency:500 GP
=================================
Magic Items
=======================
-------------------
-----------------
Empress Blue
--------------------------------
Wyvern Tier Longsword + 1
Aspect of Amelia
Attunement: Member of the Unspoken Heard
---------------------------------
A blade of blue crystal, it hums with a steady gluttonous glow. Three indents, akin to dots can be found at the hilt closely yet evenly spaced from one another forming a triangle.
---------------------------------------
Double Down: In addition, if this weapon is two-handed its damage die becomes a d12 instead of a d10, and attacks against airborne targets that do not possess a flying speed are made with advantage.

Swords of Jamboree:When the user takes their first turn in combat, spectral swords will begin floating around them, moving out of their reach by default should they approach contact, but responding to their will nontheless, staying within 5ft at all times unless an ability specifies otherwise. A number of swords are created equal to the wielder’s proficiency modifier. You may only have a number equal to at maximum your proficiency modifier. Should any or all of these be dispelled or otherwise destroyed, barring extenuating circumstances they reform at the start of the wielders next turn post their non-existence/destruction. These swords can be commanded manually as an action to perform tasks but cannot unless specified otherwise float beyond 5ft from the user. These spectral swords cannot carry objects, and break easily when not used in the purposes of warfare.
-------------------------------------------
Skirmish. As a bonus action, you command all spectral swords around you to attack a target within 10ft, making an attack roll as 1d20+(Cha)+(ProfMod)+ 1 for each sword present. These swords deal 1d4 force damage to their target on a hit. This damage cannot be amplified in any way excluding vulnerability afflictions.
------------------------------------------
Soul Buster As an action, make a melee weapon attack with Empress Blue, and declare a 30ft line originating from yourself. This singular attack is rolled against the AC of all targets within the line. All targets that would be hit by this attack have their damage taken from this weapons damage die doubled and converted to force. You may make a number of Buster Actions equal to your Proficiency Bonus per long rest, and never in a round where it was used the round prior.
---------------------------------------------------------
Trail of the Unspoken Heard:Once hitting LV 8 and Guided 15 Lost Soul you will then have to speak to Amelia to start your initiation.
=============================================

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
5 Cantrips Use CON mod.
2 Cantrips Warlock
4 Cantrips Sorcerer
--------------------------------------
The Celestial lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Celestial Expanded Spells
Spell Level Spells
1st cure wounds, guiding bolt
2nd flaming sphere, lesser restoration
3rd daylight, revivify
4th guardian of faith, wall of fire
5th flame strike, greater restoration

Bonus Cantrips

At 1st level, you learn the sacred flame and light cantrips. They count as warlock cantrips for you, but they don't count against your number of cantrips known.

Healing Light
At 1st level, you gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level.

As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.

Your pool regains all expended dice when you finish a long rest.
--------------------------------------
Clockwork Magic

1st-level Clockwork Soul feature

You learn additional spells when you reach certain levels in this class, as shown on the Clockwork Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration or a transmutation spell from the sorcerer, warlock, or wizard spell list.
Clockwork Spells
Sorcerer Level
Spells
1st alarm, protection from evil and good
3rd aid, lesser restoration
5th dispel magic, protection from energy
7th freedom of movement, summon construct
9th greater restoration, wall of force

In addition, consult the Manifestations of Order table and choose or randomly determine a way your connection to order manifests while you are casting any of your sorcerer spells.

Restore Balance
1st-level Clockwork Soul feature

Your connection to the plane of absolute order allows you to equalize chaotic moments. When a creature you can see within 60 feet of you is about to roll a d20 with advantage or disadvantage, you can use your reaction to prevent the roll from being affected by advantage and disadvantage.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
--------------------------------------
Spellcasting
Proficiencies
Armor: light armor, medium armor, shields
Weapons: simple weapons, martial weapons
Tools: none
Saving Throws: Wisdom, Charisma
Skills: Intimidation, Persuasion Investigation

Languages: Common, Celestial, Latisvar

Languages & Proficiencies
Resistance: Necrotic, Physical

NecroR'lyeh: Dad disappeared and explosion happened around his study around the graveyard.

Notes
Ars antiqua: You learn (X) number of cantrips of your choice. These cantrips are cast using the chosen stat from your origin. The number of cantrips learned is equal to the chosen stat's modifier, (minimum 1), to the max of the current ability modifier. (Improving this modifier after creation will not grant you more cantrips.)

Embrace of the Moon: You gain access to the Shield spell, and can cast it (X) number of times (Minimum once) equal to the modifier of your chosen origin attribute without expending a spell slot. If an ally would be adjacent to you when you cast this Shield, for as long as they remain next you, they too, gain the added AC.

Realm's Repetiteur: By the graces of the Ruler, you learn the language of Latisvar, granting you the ability to speak the language of the current realm you are in. (Purgatory: Language of the Dead, Afterlife: Celestial, Nine Hells: Infernal... etc.)
---------------------------------------------------------
An Lia Fáil Regalia (Soulbound Focus)
Upon joining the sonata as a hunter, their soul becomes bonded with a stone of crystalized moonlight, a sign of their will and sacrifice as protectors of the realms. It is a symbol of noble ranking, garnering respect and hospitality when traversing the realms.

Harbor the Soul: This stone provides sanctuary and preservation to a hunter's soul, recalling it to it's core in the event of their death. Afterwhich it will be transported to the realm of Al'amore to recover. (The hunter still has to make death saves as normal upon hitting 0 hp, failing 3 times results in Death, triggring the Harbor the Soul ability.)

Should this stone be broken with their soul still residing within Al'amore, the hunter cannot be revived by any means, short of a miracle.

Trace the Boundary: After a period of time, (1 week real time) and the stone still remains intact, the hunter's soul will return from Al'amore to their body (Or create a corporeal shell to inhabit should they no longer possess one) and revive.
--------------------------------------------
Dragon Vow (Dies Irae): “And he beholds the moon; like a rounded fragment of ice filled with motionless light.”

As an action you call forth and project the might of the Ruler's will. Radiant energy surges out from your Regalia and coalesces gently in a 30-foot radius aura, centered on you for 1 minute. Creatures you designate (up to your proficiency bonus) within that radius gain advantage on all saving throws, and other creatures which target those designated creatures have disadvantage when making attack rolls against them. At the end of the aura's duration, the fading light restores 8d8hp to all that were within it's radius. Once this vow is activated, it cannot be used again until you finish a long rest.

Dragon Vow


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Warlock (Hexblade)


Hit Points

Hit Dice: d8 per Warlock (Hexblade) level
Hit Points at first Level: 8 + your Constitution Modifier
Hit Points at Higher Levels: 1d8!<=1 +your Constitution modifier per Warlock level after 1st (minimum of 2 on the roll)

Proficiences

Armor: Light, Medium, Shields
Weapons: Simple, Martial
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion.

Overview & Creation

Level Proficiency Bonus Features Cantrips Known Spells Known Spell Slots Slot Level Invocations Known
1 +2 Otherwordly Patron : The Hexblade, Pact Magic, Pact Feature : Hexblade's Curse, Pact Feature : Hex WarriorSpellcasting 2 2 1 1st -
2 +2 Eldritch Invocations 2 3 2 1st 2
3 +2 Pact Boon 2 4 2 2nd 2
4 +2 Ability Score Improvement 3 5 2 2nd 2
5 +3 3 6 2 3rd 3
6 +3 Patron Feature : Accursed Specter 3 7 2 3rd 3
7 +3 3 8 2 4th 4
8 +3 Ability Score Improvement 3 9 2 4th 4
9 +4 3 10 2 5th 5
10 +4 Patron Feature : Armor of Hexes 4 10 2 5th 5
11 +4 Mystic Arcanum (6th level) 4 11 3 5th 5
12 +4 Ability Score Improvement 4 11 3 5th 6
13 +5 Mystic Arcanum (7th level) 4 12 3 5th 6
14 +5 Patron Feature : Master of Hexes 4 12 4 5th 6
15 +5 Mystic Arcanum (8th level) 4 13 4 5th 7
16 +5 Ability Score Improvement 4 13 4 5th 7
17 +6 Mystic Arcanum (9th level) 4 14 4 5th 7
18 +6 4 14 4 5th 8
19 +6 Ability Score Improvement 4 15 4 5th 8
20 +6 Eldritch Master 4 15 4 5th 8

 


Class Features

Level 1

 

Pact Magic

Your arcane research and the magic bestowed on you by your patron have given you facility with spells. For rules regarding Warlock Spellcasting, see Spellcasting.  

Otherwordly Patron: The Hexblade

 

Expanded Spell List

The Hexblade lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Spell Level Spells
1st Shield, Wrathful Smite
2nd Blur, Branding Smite
3rd Blink, Elemental Weapon
4th Phantasmal Killer, Staggering Smite
5th Banishing Smite, Cone of Cold

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.  

Level 2

Eldritch Invocations

In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.   At 2nd level, you gain two eldritch invocations of your choice. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table.   Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.   A level prerequisite in an invocation refers to warlock level, not character level. For the available invocations in Mundus, see the dedicated parts of the Feats article. You can copy these to your sheet at the Feats section of your sheet.  

Level 3

Pact Boon

At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.
  • 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. 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.
  • Pact of the Chain
    • You learn the Find Familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known.
    • When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.
    • Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to use its reaction to make one attack of its own.
  • Pact of the Tome
    • Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class's spell list. While the book is on your person, you can cast those cantrips at will. They are considered warlock spells for you, and they needn't be from the same spell list. They don't count against your number of cantrips known.
    • If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.
  • Pact of the Talisman
    • Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. When the wearer fails an ability check, they can add a d4 to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.
    • If you lose the talisman, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous amulet. The talisman turns to ash when you die.
 

Level 4

Ability Score Improvement

When you reach 4th level, you can increase one Ability Score of your choice by 2, or you can increase two Ability Scores of your choice by 1. Through this way, you can't increase an Ability Score beyond 20. Alternatively, you can pick a feat.  

Level 5

 

Level 6

Accursed Specter

Starting at 6th level, you can curse the soul of a person you slay, temporarily binding it in your service. When you slay a humanoid, you can cause its spirit to rise from its corpse as a specter. When the specter appears, it gains temporary hit points equal to half your warlock level. Roll initiative for the specter, 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 (minimum of +0).   The specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife.   Once you bind a specter with this feature, you can't use the feature again until you finish a long rest.  

Level 7

 

Level 8

Ability Score Improvement

For detail see Ability Score Improvement  

Level 9

 

Level 10

Armor of Hexes

At 10th level, your hex grows more powerful. If the target cursed by your Hexblade’s Curse hits you with an attack roll, you can use your reaction to roll a d6. On a 4 or higher, the attack instead misses you, regardless of its roll.  

Level 11

Mystic Arcanum

At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.   You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.   At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.  

Level 12

Ability Score Improvement

For detail see Ability Score Improvement  

Level 13

 

Level 14

Master of Hexes

Starting at 14th level, you can spread your Hexblade's Curse from a slain creature to another creature. When the creature cursed by your Hexblade's Curse dies, you can apply the curse to a different creature you can see within 30 feet of you, provided you aren't incapacitated. When you apply the curse in this way, you don't regain hit points from the death of the previously cursed creature.  

Level 15

 

Level 16

Ability Score Improvement

For detail see Ability Score Improvement  

Level 17

 

Level 18

 

Level 19

 

Level 20

Eldritch Master

At 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.


Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a component pouch or (b) an arcane focus
  • (a) a scholar's pack or (b) a dungeoneer's pack
  • Leather armor, any simple weapon, and two daggers

 


Spellcasting

Spellcasting

Cantrips

You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.  

Spell Slots

The Warlock table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.   For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell Witch Bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.  

Spells Known of 1st Level and Higher

At 1st level, you know two 1st-level spells of your choice from the warlock spell list.   The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level or higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.   Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.  

Spellcasting Ability

Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Charisma modifier   Spell attack modifier = your proficiency bonus + your Charisma modifier  

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your warlock spells.


Subclass Options

You have made your pact with a mysterious entity from the Shadowfell – a force that manifests in sentient magic weapons carved from the stuff of shadow. The mighty sword Blackrazor is the most notable of these weapons, which have been spread across the multiverse over the ages. The shadowy force behind these weapons can offer power to warlocks who form pacts with it. Many hexblade warlocks create weapons that emulate those formed in the Shadowfell. Others forgo such arms, content to weave the dark magic of that plane into their spellcasting.   Because the Raven Queen is known to have forged the first of these weapons, many sages speculate that she and the force are one and that the weapons, along with hexblade warlocks, are tools she uses to manipulate events on the Material Plane to her inscrutable ends.   Source: Xanathar's Guide to Everything  

Mundus-specific

In Mundus the distinction between Clerics, Paladins and Warlocks isn't as harsh as in the D&D universe. Thus, make up a patron of your own, or check out The Pantheon to get inspired. Any powerful demon, fey, Daedra or Aedra, may serve as a Warlock patron.

[block: 490977 ]

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Aasimar (Fallen)

Ability Score Increase Cha +2; Str +1
Size Medium
Speed 30 ft.

Age. Aasimar mature at the same rate as humans, but they can live up to 160 years.
Alignment. Imbued with celestial power, most aasimar are good. Outcast aasimar are most often neutral or even evil.
Size. Aasimar have the same range of height and weight as humans.
Darkvision. Blessed with a radiant soul, your vision can easily cut through darkness. 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 can't discern color in darkness, only shades of gray. Celestial Resistance. You have resistance to necrotic damage and radiant damage.
Healing Hands. As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.
Light Bearer. You know the light cantrip. Charisma is your spellcasting ability for it.
Languages. You can speak, read, and write Common and Celestial.
Necrotic Shroud. Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from your back. The instant you transform, other creatures within 10 feet of you that can see you must succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra necrotic damage equals your level.   Once you use this trait, you can't use it again until you finish a long rest.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

LickyLicky.

Statblock Type

Character Sheet (latest)

Link/Embed