Hazer

Hazer

Hazer was an orphan of Witchtown, he found purchase in eldritch powers when the witches took him in. This left him with a vast curiosity for the truth of the world in matters great and small.

Physical Description

General Physical Condition

He is relatively tall for a human, but not so tall as to completely tower over others. While not being physically strong, he is well built enough to be considered larger than a person would be for his size.

Mental characteristics

Morality & Philosophy

Hazer feels duty bound to the Witches of Dolten, they helped raised him, taught him secrets, fed him power. He feels as if he owes them his service, and so he does what it takes to complete that service. This translates into his everyday workings, he always has a mind for completing the job, following his superiors. It is not in his nature to rebel, he will serve until his last breath or until his debt is payed.   He has also been left with a vast curiosity for the unknown, always seeking to know more, always asking questions. But his duty to service always comes first, if seeking these answers would cause failings in his mission then he would rather forego them.

Personality Characteristics

Motivation

Hazer seeks companionship. Friends, family, anything of the sort. Every day since joining The Great Coven he gets closer to it, they are as close to a family as he's felt.  But it still doesn't feel right. He seeks a true family.

Hazer, a name given by a random person on the street to a random orphan. Hazer's birthday is unknown to even himself.

Current Location
Witchtown
View Character Profile
Alignment
Lawful Neutral
Children
Gender
Male
Eyes
Blue
Hair
Crimson
Height
6ft
Weight
180 lbs

Hazer

Human (Variant) Race
Ward of Witchtown Origin
Warlock (Hexblade) 5 / Sorcerer (Shadow) 5 | 10 Class & Level
Lawful Neutral Alignment
Oun Deity
The Great Coven Faction
Quartermaster Rank/Position
10 Loyalty
Company

Strength 11
+0
Dexterity 16
+3
constitution 19
+4
intelligence 10
+0
wisdom 12
+1
charisma 18
+4
Total Hit Dice 5/4
Hit Die
1d8/6+4
+4 proficiency bonus
+0 Strength
+3 Dexterity
+8 Constitution
+0 Intelligence
+5 Wisdom
+8 Charisma
saving throws
+3 Acrobatics
+1 Animal Handling
+4 Arcana
+0 Athletics
+8 Deception
+0 History
+5 Insight
+4 Intimidation
+3 Investigation
+1 Martial
+1 Medicine
+0 Nature
+5 Perception
+4 Performance
+4 Persuasion
+0 Religion
+3 Sleight of Hands
+3 Stealth
+1 Survival
skills

 
53
MV
2
Prestige
2
Attunement Slots
22
Armor Class
98
Hit Points
+3
Initiative
30
Speed
Weapon/SpellAttack/SaveDamage+Type
Krazaxian Waraxe (+1 Pact Weapon) 1d20+9 1d8+5 Slashing/Piercing/Bludgeoning
Booming BladeWeapon AttackWeapon Damage + 1d8 Thunder
Green-Flame BladeWeapon AttackWeapon Damage + [CHAMod: 4] Fire to adjacent enemy
Eldritch Blast 1d20+8 1d10 + [CHAMod: 4] Force
Attacks
Weapon Proficiency
Simple Weapons, Martial Weapons, Exotic Proficiency with Krazaxian Waraxe

Armor Proficiency
Light Armor, Medium Armor, Shields

Tool Proficiency
Brewer's Supplies, Alchemist's Supplies, Calligrapher's Supplies

Tool Expertise
Cook's Utensils

Skill Proficiency
Investigation(Origin), Insight(Diety), Perception(Race), Deception(Class), Arcana(Class)

Saving Throws
Charisma, Wisdom, Constitution

Languages
Common, Wicked, Deep Speech
Proficiences
Cantrips
Warlock Cantrips
Eldritch Blast
Booming Blade
Green-Flame Blade
Mage Hand
Prestidigitation

Sorcerer Cantrips
Mold Earth
Chill Touch
Shocking Grasp
Minor Illusion
Ray of Frost


1st Level
Warlock Spells
Hex
Armor of Agathys
Hellish Rebuke

Sorcerer Spells
Absorb Elements
Shield
Comprehend Languages


2nd Level
Warlock Spells
Blur

Sorcerer Spells
Darkness
Mirror Image


3rd Level
Warlock Spells
Hunger of Hadar
Thunderstep

Sorcerer Spells
Haste
Fireball


Spell Slots
Warlock Slots
2 Slots
3rd Level

Sorcerer Slots
4 1st Level
3 2nd Level
2 3rd Level


Spell Save DC: 16
8 +4(Prof) +4 (CHA)


Spell Attack Mod: 8
4 (Prof) +4 (CHA)

Spellcasting
Carrying Weight: 157 / 165

Equipped - 54 lbs total
Shield +1 (Window to the Ocean) (+3 AC) - 6 lbs
+1 Masterwork Half-Plate (16 AC + Dex [Max 3]) [Stealth DisAdv] - 40lbs
Krazaxian WarAxe (+1 Pact Weapon) - 6 lbs
Bandolier x2 - 2x 1 lbs (2 lbs total)
Barbed Brass Ring


Bandolier Storage - 11 lbs total
2x Potion of Superior Healing (8d4+8)
1x Potion of Supreme Healing (10d4+20)
1x Potion of Fire Breathing
1x Potion of Invulnerability
1x Scroll of Healing Word


Dungeoneer's Pack - 31 lbs total
Backpack - 5 lbs
Tinderbox - 1 lbs
5 days of rations - 5x 2 lbs (10 lbs total)
Waterskin - 5 lbs
50 feet of hempen rope - 10 lbs


Non-Equipped/Other - 9 lbs total
Hourglass - 1 lbs
Cook's Utensils - 8 lbs


Consumables - 50 lbs total
2x Potion of Supreme Healing (10d4+20)
1x Potion of Greater Healing
2x Potion of Fire Breath
2x Potion of Heroism
6x Potion of Superior Healing
4x Potion of Invulnerability
2x Potion of Growth
2x Potion of Flying
3x Scroll of Healing Word
1x Scroll of Gentle Repose
2x Scroll of Blur
2x Scroll of Armor of Agathys


Money (9100GP) - 2 lbs
50 coins = 1 lbs
910pp

 


Warding Ring
Prerequisite: 7 Loyalty

The Coven Member's Barbed Brass Ring is upgraded and imbued with protections against madness and similar effects. While wearing the Ring the Coven member gains advantage on all saving throws made against Madness, Fear, Charm, Domination, and other mind altering effects.


Window to the Ocean (Attuned)

+1 Shield - Major Rare (3000GP) - Attunement

"A large round shield, overlaid with turquoise. The opaque design shimmers and almost seems to move in the light."

Ocean Views - When 3 or more enemies are within 5ft. you can activate Ocean Views as an Action. The shimmering turquoise begins to shift and flow. You cast the Tidal Wave spell, originating from the shield, with a save DC of 14. You are immune to this effect. Each creature that fails its saving throw is also knocked back 10ft. You can activate this ability twice, regaining all expended uses on a Long Rest.

Strength of the Tides - The might of the ocean fills your essence. As a Bonus Action you can activate Strength of the Tides. Until the start of your next turn your movement speed becomes 0. You cannot be forced to move by enemy actions, be knocked prone and you have advantage on Grapple checks against you. You can use this ability twice, regaining all expended uses on a Short Rest.

Sparking Radiance - Blue sparks fly as attacks are blocked with this shield! - If a creature misses you with an attack, you can use a Reaction to activate Sparking Radiance. The attacker must make a DC 14 Constitution saving throw or be Blinded until the end of their next turn. This ability can be used a number of times per day equal to your Strength modifier (minimum of 1), regaining all uses upon finishing a Short Rest.

Sea Dogs Fortitude - While wielding this Shield you gain resistance to Cold damage.

This item is Glorybound


The Onyx Thorn (Attuned)
The Onyx Thorn
Being Crafted by Hazer
+1 Masterwork Half Plate - Very Rare - (4,000gp, 40 days) - Attunement

An armour dyed black through an infusion of patronic magic. The pattern of a white thorned vine coils the armour, seemingly ready to strike at those who come close.

Your Constitution score increases by 3, up to a maximum equal to your ability score cap

Onyx Resistance. You have resistance to Force damage.

Living Thorns. As a bonus action you can cause radiant flames to engulf the armor that lash out when provoked. For one minute, the next three attacks or spells cast against you deal 2d6 Radiant to the attacker. This ability has 2 charges, regaining all charges on a long rest.


_______________________

RP Items

A Horseshoe?
Steel Frame Mannequin
1 Serve of DC20 Alcohol
4 Wax Seals


The Symbol of Kalkatesh Blueprint
vJewllery Blueprint

Crafting Token Count: 23

Active Blueprint

Equipment
The Great Coven
Faction
The Mad Man
Stat Array
Faction Boons
A Dark Gift
You gain the Eldritch Sight invocation and may use it normally. If you are a warlock you may instead choose a single invocation of your choice that is available at level 1.
Agonizing Blast is taken instead

Blessings of the Patrons
Prerequisite: 5 Loyalty
Members of the Great Coven learn two Warlock Cantrips of their choice. These cantrips cannot be retrained, and are lost when leaving the Great Coven, or when falling out of favor of the Witches’ Council. These cantrips use the Witch or Warlock’s highest mental stat.
Mage Hand and Prestidigitation are taken


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

One with Shadows
When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.

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.

In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls.

Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow.

Cloak of Flies
As a bonus action, you can surround yourself with a magical aura that looks like buzzing flies. The aura extends 5 feet from you in every direction, but not through total cover. It lasts until you're incapacitated or you dismiss it as a bonus action.

The aura grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. Any other creature that starts its turn in the aura takes poison damage equal to your Charisma modifier (minimum of 0 damage).

Once you use this invocation, you can't use it again until you finish a short or long rest.


Pact of the Blade
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.

You gain an exotic proficiency with only the first type of exotic weapon you create with this class feature, not any other exotic weapons created afterward.


Hexblade Bonuses
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.
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.


Sorcerer's Origin Bonuses
Shadow Sorcerer Quirk
Hazer constantly has various bugs crawling around his body, and gives off a barely noticeable stench of rot

Eyes of the Dark
Starting at 1st level, you have darkvision with a range of 120 feet.

When you reach 3rd level in this class, you learn the darkness spell, which doesn't count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can see through the darkness created by the spell.

Strength of the Grave
Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can't use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit.

After the saving throw succeeds, you can't use this feature again until you finish a long rest.


Sorcerer Metamagics
Quickened Spell
When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

Twinned Spell
When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).

To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.


Feats
Warcaster
You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:

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.

Resilient (Con)
Choose one ability score. You gain the following benefits:

Increase the chosen ability score by 1, to a maximum of 20.
You gain proficiency in saving throws using the chosen ability.


Human (Variant)
+1 Charisma/Dexterity
Feat: WarCaster
Skill: Perception


Doltenian
Having lived in fear, Doltenians are much harder to scare. You gain a +3 bonus to saving throws vs. Fear effects.
A Doltenian has a strong mind. +1 Wisdom


Ward of Witchtown
You gain a +2 bonus to passive perception and passive investigation.
You gain proficiency in the Investigation skill, and with Brewer's Supplies.
You gain a +1 bonus to your Constitution score.

You do not trust anyone completely, you cannot benefit from allies performing the help action.




Stat Numbers
The Madman (11,15,14,10,11,15)
+1 Dex(Race)
+1 Cha(Race)
+1 Wis(Origin)
+1 Con(Sub-Origin)
+1 Con(Resilient Feat)
(11,16,16,10,12,16)


ASIs
Level 4 Warlock: Resilient Con
Level 4 Sorcerer: +2 CHA


Short Rest
Regain all Spell Slots
Regain Hexblade's Curse


Long Rest
Regain all Spell Slots
Regain Hexblade's Curse
Select a Weapon to be Affected by Charisma Mod Instead of Dex or Str

Class/Racial Features & Traits