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Kelintor

Warlock Hexblade / Rogue 7 / 1 Class & Level
Variant Human Race
Outlander Origin
Chaotic Neutral Alignment
L'Esperto StatBlock

Strength 10
+0
Dexterity 16
+3
constitution 14
+2
intelligence 11
+0
wisdom 11
+0
charisma 18
+4
Total Hit Dice 8
Hit Die
1d8+2
+3 proficiency bonus
+0 Strength
+6 Dexterity
+2 Constitution
+3 Intelligence
+0 Wisdom
+4 Charisma
saving throws
+3 Acrobatics
+0 Animal Handling
+0 Arcana
+3 Athletics
+3 Deception
+0 History
+0 Insight
+7 Intimidation
+0 Investigation
+0 Martial
+0 Medicine
+0 Nature
+0 Perception
+4 Performance
+7 Persuasion
+0 Religion
+3 Sleight of Hands
+3 Stealth
+3 Survival
skills

 
16
Armor Class
73
Hit Points
+3
Initiative
30
Speed
Attacks
Armor: Light armor , medium armor, shields.
Weapons: Simple weapons , martial weapons
Tools: Thieves Tools
Saving Throws: Wisdom, Charisma
Skills: Deception, Intimidation, Persuasion , Stealth, Sleight of Hands
Expertise: Deception , Stealth
Proficiences
Spell save DC = 8 + your proficiency bonus + your Charisma modifier = 15

Spell attack modifier = your proficiency bonus + your Charisma modifier = 7

Cantrips (3) : Eldritch Blast - Mage Hand - Minor Illusion
Spells (8 4th Level): Fly - Shield - Armor of Agathys - Darkness - Hold Person - Staggering Smite - Counterspell - Blink

Invocations(4+1[Feat]):
Armor of Shadows
Eldritch Smite
Thirsting Blade
Improved Pact Weapon
Eldritch Spear
Spellcasting
Handaxe
Club
2 Daggers
arcane focus
dungeoneer’s pack
Leather armor
Hand Crossbow (Hex Weapon)
2 Healing Potions

2gp 12sp 3cp
Equipment
Level 1 - Rogue 1:

RACE : Variant Human : +1 CHA +1 DEX - Feat: Eldritch Adept (Armor of Shadows)

CLASS: Expertise
At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.

CLASS: Sneak Attack
Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.

CLASS: Thieves’ Cant
During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

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Level 2 - Warlock 1:

CLASS: Otherworldly Patron
At 1st level, you have struck a bargain with an otherworldly being of your choice: the Fiend, which is detailed at the end of the class description, or one from another source. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

CLASS: Pact Magic
Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the warlock spell list.

CLASS: 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. (Eldritch Blast - Mage Hand)

CLASS: Spell Known (2) : Witch Bolt - Charm Person

SUBCLASS: 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.

SUBCLASS: 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 3 - Warlock 2:

CLASS: 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. Your invocation options are detailed at the end of the class description. 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.

If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

Invocations: Eldritch Spear , Eldritch Smite

CLASS: Spell Known (3 1st level) : Witch Bolt - Shield - Armor of Agathys

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Level 4 - Warlock 3:

CLASS: 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.

CLASS: 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 the Weapons section 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.

CLASS: Spell Known (4 2st level) : Witch Bolt - Shield - Armor of Agathys - Darkness

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Level 5 - Warlock 4:

ASI: +2 CHA

Cantrips (3) : Eldritch Blast - Mage Hand - Minor Illusion

Spells (5 2nd Level): Witch Bolt - Shield - Armor of Agathys - Darkness - Hold Person -

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Level 6 - Warlock 5:

CLASS: Invocations(3+1[Feat]):
Armor of Shadows
Eldritch Smite
Improved Pact Weapon
Eldritch Spear

Spells (6 3rd Level): Witch Bolt - Shield - Armor of Agathys - Darkness - Hold Person - Branding Smite

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Level 7 - Warlock 6:

SUBCLASS: 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 specter, the statistics for which are in the Monster Manual. 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.

Spells (7 3rd Level): Fly (SOSTITUISCE Witch Bolt) - Shield - Hellish Rebuke - Darkness - Hold Person - Branding Smite - Counterspell

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Level 8 - Warlock 7:

Spells (8 4th Level): Witch Bolt - Shield - Armor of Agathys - Darkness - Hold Person - Staggering Smie(SOSTITUISCE Branding Smite) - Counterspell - Blink

CLASS: Invocations(4+1[Feat]):
Armor of Shadows
Eldritch Smite
Thirsting Blade
Improved Pact Weapon
Eldritch Spear

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Invocations(4+1[Feat]):
Armor of Shadows
Eldritch Smite
Thirsting Blade
Improved Pact Weapon
Eldritch Spear
Features & Traits

Created by

Diabboru.

Statblock Type

Dotera Character Sheet

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