Half-Elf (Drow)
Ability Score Increase
Cha +2
Choose any other two unique +1 (Dex, Con)
Darkvision
Thanks to your elf blood, you have superior vision in dark and dim conditions. 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.
Fey Ancestry
You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Dark Elf Magic
A half-elf of drow descent know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Languages
Origin
Badlands
+10 HP
+2 to Saving Throws
Deity: Oun
Lip Service
Skill Proficiency in Insight
Lunar Warlock Class Features
Blessing of the Moon
At first level, you gain the Light and Sacred Flame cantrips, they count as Warlock cantrips for you, but don’t count against your number of Cantrips known. Additionally, when you cast a warlock spell that deals radiant or necrotic damage, you add your Charisma modifier to one radiant or necrotic damage roll of that spell against one of its targets.
Pact Boon
Pact of the Blade: Katar
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.
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.
Invocations
Fiendish Vigor
You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components.
Thirsting Blade
Prerequisite: 5th level, Pact of the Blade feature
You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.
Lunar Aegis
Prerequisites: Lunar Pact Warlock, 5th level.
You may cast the Shield spell a number of times per day equal to your Charisma bonus. This recharges as the end of a long rest.
Iitanas Imperium Faction Features
Loytalty
+2 HP
Fighting Styles
Imperial Dance
The Imperial style of swordplay was developed specifically to handle fighting groups of angry peasants. This fighting style is general suited to dealing with large groups of enemies. While wielding at least one 1 handed weapon in one hand, and no shield, you receive a +1 bonus to AC and a +1 bonus to weapon damage for each additional enemy that is within 5 feet of you beyond the first, to a maximum of +3.
Aladine's Glory
Users of this fighting style deal +1 additional damage with melee weapons for each creature that has been killed in the current combat encounter. This must be a legitimate enemy that is threatening to the character (level check).
House of Malcees
*Replaces benefits of Wendigo Soul
Ashes of Heresy
Whenever you would succeed on a saving throw vs an enemy controlled spell, you gain a +5 to the next damage roll you make with a weapon or spell. If that spell was from a divine source, the damage bonus is +10.
Edicts
An Iitanas Imperium member can choose one edict when they go on a mission. Once chosen, it does not change for the rest of entire mission. Access to edicts requires a Loyalty of at least 2.
Edict of Xian Tor
At the beginning of a combat encounter, a member of the Iitanas Imperium gains 10 temporary hit points as abjuring energies cover them in an armoring sphere.
Edict of Zel’Itar
During True Combat, whenever a member of the Iitanas Imperium that is a Shar’kai would defeat an enemy, they are considered to have defeated 2 for Glory of Aladine. The total bonus to damage and AC from the Imperial Dance Fighting Style is increased by 1 while in True Combat.
Other
Tool Proficiencies
*Painter's Supplies
*An Artisan Tool of your choice (Smith's Tools)
Specialize Defense Agenda Completed
Faction members gain DR 2 when receiving Force damage
Feats
War Caster
* You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
* You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
* When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
Class/Racial Features & Traits