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
Comments