F'nor Brakon

Children

F'nor Brakon

Half-Elf Race
Dolten/Fae-Lost Origin
Warlock (Hexblade) 8 Class & Level
Neutral Alignment
The Seven Deity
The Mages Guild Faction
Member Rank/Position
8 Loyalty
Company

Strength 12
+1
Dexterity 11
+0
constitution 17
+3
intelligence 11
+0
wisdom 16
+3
charisma 20
+5
Total Hit Dice 8
Hit Die
1d8+3
+3 proficiency bonus
+1 Strength
+0 Dexterity
+6 Constitution
+0 Intelligence
+6 Wisdom
+8 Charisma
saving throws
+0 Acrobatics
+3 Animal Handling
+3 Arcana
+1 Athletics
+8 Deception
+0 History
+6 Insight
+5 Intimidation
+3 Investigation
+3 Martial
+3 Medicine
+0 Nature
+6 Perception
+5 Performance
+8 Persuasion
+0 Religion
+0 Sleight of Hands
+0 Stealth
+3 Survival
skills

 
34
MV
1
Prestige
1
Attunement Slots
15
Armor Class
72
Hit Points
+0
Initiative
30
Speed
Brawn Over Brain (+1 Warhammer) 1d20+9 1d10+6
Attacks
Skills: Arcana, Deception, Insight, Investigation, Perception, Persuasion

Saving Throws: Charisma, Wisdom

Weapons: all martial and simple weapons

Armor: light, medium, shields

Tools: Alchemist’s Supplies, Calligrapher's Supplies, Smith's Tools
Proficiences
Spell slots lvl4: 2

Cantrips: Eldritch Blast, Green-Flame Blade, ShapeWater, Frostbite
1st level spells: Shield, Hex, Armor of Agathys
2nd level spells: Hold Person
3rd level spells: Dispel Magic, Remove Curse, Hunger of Hadar
4th level spells: Blight, Dimension Door
Spellcasting
Guild Band - Ring:
This magic ring not only stands as a mark of your membership in the guild, but it is a power magic item in its own right. Guild Bands are simple platinum bands with a single gem decoration. The gem type and cut is whatever the individual wishes, yet within the gem burns the symbol for the Mages Guild. This ring provides the character wearing it access to a cantrip form the Wizard spell list of their choice. Once it is chose it cannot be changed. The character can cast this cantrip as long as they wear the ring, even if they themselves are not casters. This cantrip uses your Intelligence modifier.

Taltaken Vambrace :
While wearing this item, whenever you would hard cast shield, your AC from the spell is increase by 6 instead of by 5 for the duration.

Taltaken Greaves:
While wearing this item, whenever you would hard cast Misty Step, you can teleport up to 100 feet instead of 30.

Brawn Over Brain (+1 Warhammer) - Major Rare (3,000gp) Attunement - The tooth of a colossal creature attached carved and shaped to fit atop a hefty old staff wielded by an unknown wizard. You gain a +2 bonus to your Strength score, to a max equal to your ability score cap. Power Worthy: Whenever you would score a critical hit on a creature with this weapon, you can use your reaction to restore a 1st level spell slot. You can use this feature twice, with all uses refreshing on a long rest. Steel to Bone: Whenever you would hit a creature with an attack, you can choose for that creature to make a DC 14 Constitution saving throw or have their AC reduced by 2 for until the start of your next turn. You can use this ability three times per short or long rest. Beastly Magics: As an action you can cast Enlarge on yourself at 2nd level, using this feature requires concentration as if you had cast the spell . You can use this ability once per long rest. This item is Glorybound.

x1 Bottle of Desire (An enticing, complex blend of blueberries, black cherries, black currants and honey. Failure Effect: Pleasant warmth and euphoria washes over the consumer heightening the senses while removing inhibitions. As they say, sometimes all it takes is a little liquid courage to the ball rolling. This effect lasts for 2d4 hours. DC 20)
x1 Laylat's plushie
x1 Climbing kit
x1 Alchemist’s supplies
x1 Calligrapher's Supplies
x58 Crafting tokens
x1 Basic Poison Reagent
x1 Set of traveler's clothes 4lb
x1 Scholar's pack 10lb
x1 Arcane focus
x10 Rations 20lb
x2 Waterskins 10lb
x2 Bandoliers
x3 Scrolls of Shield 3lb
x3 Scrolls of Hex 3lb
x1 Scrolls of Hex (psychic) 1lb
x2 Scroll of Dispel Magic 2lb
x1 Scroll of Remove Curse 1lb
x3 Greater Potions of Healing 6lb
x1 Antitoxin
x1 Half Plate 40lb
x1250 pp 25lb
x4 sp
x500 gp worth of diamond dust
127lb total
Equipment
The Mages Guild
Faction
The Mad Man
Stat Array
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.

Languages: Common, Elven, Giant

Doltenian: You gain a +3 bonus to saving throws vs. Fear effects.

Fae-Lost: Your spell DC for Enchantment spells is increased by 1.
You have vulnerability to lightning damage.

Mages guild: Attribute Cap Increase +2 Intelligence

Warlock invocations:
Maddening Hex - As a bonus action, you cause a psychic disturbance around the target cursed by your hex spell or by a warlock feature of yours, such as Hexblade's Curse or Sign of Ill Omen. When you do so, you deal psychic damage to the cursed target and each creature of your choice that you can see within 5 feet of it. The psychic damage equals your Charisma modifier (minimum of 1 damage). To use this invocation, you must be able to see the cursed target, and it must be within 30 feet of you.
Thirsting Blade - You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.
Improved Pact Weapon - You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells. It gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls.
Eyes of the Rune Keeper - You can read all writing.

Hexblade's Curse:
Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus acti on, choose one creature you can see within 30 feet of you . The target is cursed for 1 minute. The curse ends early if the tar get 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 criti cal 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.

Hexwarrior:
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 i nfluence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you fin ish 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 Dexteri ty, for the attack and damage rolls. This benefit l asts until you finish a l ong 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.

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.

Pact of the Blade

ASI: +2CHA, Resilient CON.
Class/Racial Features & Traits

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