Str 10 Dex 14 Con 14
Int 10 Wis 12 Cha 16
Haunted One Reborn Warlock
Arcana, Investigation, Intimidation,
Perception, Survival, Insight
Alchemy Supplies
Common, Infernal and Deep Speech
Saving Throws: Wisdom, Charisma
1. Otherworldly Notes
Patron, Pact Magic
2. Eldritch Deathless Nature.
Invocations You have escaped death, a fact represented by the following
3. Pact Boon benefits:
4. ASI +2 Cha, o You have advantage on saving throws against disease and
Eldritch Versatility being poisoned, and you have resistance to poison damage.
5. ----- o You have advantage on death saving throws.
6. Otherworldly o You don’t need to eat, drink, or breathe.
Patron feature o You don’t need to sleep, and magic can’t put you to sleep.
7. ----- You can finish a long rest in 4 hours if you spend those hours
8. ASI +2 Cha, in an inactive, motionless state, during which you retain
Eldritch Versatility consciousness.
9. ----- Knowledge from a Past Life.
10. Otherworldly You temporarily remember glimpses of the past, perhaps
Patron feature faded memories from ages ago or a previous life. When you
11. Mystic Arcanum make an ability check that uses a skill, you can roll a d6
(6th level) immediately after seeing the number on the d20 and add the
12. ASI Warcaster, number on the d6 to the check. You can use this feature a
Eldritch Versatility number of times equal to your proficiency bonus, and you
13. Mystic Arcanum regain all expended uses when you finish a long rest.
(7th level)
14. Otherworldly
Patron feature Equipment: A shard of bone inscribed with strange symbols
15. Mystic Arcanum (arcane focus),a worn cloak that doesn’t quite fit, a journal
(8th level) with torn pages, the last entry written in a familiar hand and
16. ASI Eldritch Adept pouch containing 10 gp
, Eldritch Versatility
17. Mystic Arcanum
(9th level) (b) any simple weapon
18. ----- (b) an arcane focus
19. ASI Tough, (b) a dungeoneer's pack
Eldritch Versatility Leather armor, any simple weapon, and two daggers
20. Eldritch Master
Jesk’Ai was born among the Gith, a proud and fierce warrior race whose
existence is defined by a relentless war against the mind flayers—terrifying
aberrations that enslave minds and devour souls. Raised in the war-torn expanse
of the Astral Sea, Jesk’Ai was trained from youth as a monk, mastering the
ancient disciplines of body and mind. His life was shaped by harsh discipline and
a singular purpose: to fight and free his people from the shadow of the illithids.
Jesk’Ai’s hatred for the mind flayers runs as deep as the endless astral void. He
has witnessed the horrors of their psychic domination firsthand, having been
captured during a covert mission to dismantle one of their warbands. Bound and
subjected to cruel and invasive experiments, Jesk’Ai’s body and mind were
pushed to their limits. Though many of his comrades succumbed, his indomitable
spirit and rigorous training allowed him to resist their will longer than most. Yet
the trauma left scars—both visible and hidden—that he carries with him still.
The illithid ship, damaged and crippled after a fierce encounter with Gith forces,
spiraled uncontrollably and crashed into the unforgiving wilderness of Icewind
Dale. Jesk’Ai awoke amidst the cold and biting winds, freed by the chaos of the
crash but stranded far from home, his people, and the astral battlefield he had
known all his life.
In this frozen land, Jesk’Ai struggles daily with the bitter loneliness and the
aching longing for his home in the Astral Sea. Memories of the endless silver
expanse, the echoes of battle cries, and the faces of fallen comrades haunt his
dreams. Despite his strength, he feels adrift, a warrior without a war—his fight
displaced into a land foreign and frigid.
Hope came in the form of the Knights of the Black Sword, a secretive order in
Icewind Dale dedicated to combating dark forces in the region. Jesk’Ai found a
tentative alliance with the Knights, recognizing that their enemy—the enigmatic
dark dwarves—might be pawns of the mind flayers, shackled by the same
sinister puppeteers that had once imprisoned him. To Jesk’Ai, this connection is
personal: these dark dwarves represent not only foes but potential victims of the
illithid’s cruel grasp.
Jesk’Ai offers the Knights his unparalleled martial skill and his razor-sharp mind.
He fights not just to aid his new allies but to pave the way for the ultimate goal:
to destroy the illithid presence lingering in Icewind Dale, starting with the
crashed ship still shrouded in mystery and shadow. His hatred fuels every strike,
every silent movement, every calculated risk he takes.
Though stoic and disciplined, Jesk’Ai’s heart is heavy with sorrow and yearning.
His loyalty to his people and his drive for vengeance give him purpose, but also
bind him to a path wrought with danger and sacrifice. Until he can purge the
mind flayers’ corruption from this frozen land and find a way back to his home,
Jesk’Ai remains a sentinel in the shadows—a monk tempered by loss, driven by
hatred, and defined by unyielding resolve.
Feature: Heart of Darkness
Those who look into your eyes can see that you have faced unimaginable horror
and that you are no stranger to darkness. Though they might fear you,
commoners will extend you every courtesy and do their utmost to help you.
Unless you have shown yourself to be a danger to them, they will even take up
arms to fight alongside you, should you find yourself facing an enemy alone.
Personality Trait:
“I observe everything with calm detachment, but I struggle to connect with
others on a personal level.”
Ideal:
Exile. — “I have been cast far from home, but I will use this journey to forge new
purpose and find my way back.”
Bond:
“There is a relic from my past life—an amulet lost when the mind flayers
captured me. I must recover it to reclaim my honor.”
Flaw:
“I find it difficult to trust others, as betrayal was the cause of my capture.”
Otherworldly Patron
At 1st level, you have struck a bargain with an otherworldly being of your choice.
Your choice grants you features at 1st level and again at 6th, 10th, and 14th
level.
Pact Magic
Your arcane research and the magic bestowed on you by your patron have given
you facility with spells.
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.
Spell Slots
The Warlock table shows how many spell slots you have to cast your warlock
spells of 1st through 5th level. The table also shows what the level of those slots
is; all of your spell slots are the same level. To cast one of your warlock spells of
1st level or higher, you must expend a spell slot. You regain all expended spell
slots when you finish a short or long rest.
For example, when you are 5th level, you have two 3rd-level spell slots. To cast
the 1st-level spell witch bolt, you must spend one of those slots, and you cast it
as a 3rd-level spell.
Spells Known of 1st Level and Higher
At 1st level, you know two 1st-level spells of your choice from the warlock spell
list.
The Spells Known column of the Warlock table shows when you learn more
warlock spells of your choice of 1st level or higher. A spell you choose must be of
a level no higher than what's shown in the table's Slot Level column for your
level. When you reach 6th level, for example, you learn a new warlock spell,
which can be 1st, 2nd, or 3rd level.
Additionally, when you gain a level in this class, you can choose one of the
warlock spells you know and replace it with another spell from the warlock spell
list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your warlock spells, so you use your
Charisma whenever a spell refers to your spellcasting ability. In addition, you use
your Charisma modifier when setting the saving throw DC for a warlock spell you
cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your warlock spells.
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. When you gain
certain warlock levels, you gain additional invocations of your choice, as shown
in the Invocations Known column of the Warlock table. A level prerequisite refers
to your level in this class.
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.
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.
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.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can
increase one ability score of your choice by 2, or you can increase two ability
scores of your choice by 1. As normal, you can't increase an ability score above
20 using this feature.
Eldritch Versatility
Whenever you reach a level in this class that grants the Ability Score
Improvement feature, you can do one of the following, representing a change of
focus in your occult studies:
Replace one cantrip you learned from this class's Pact Magic feature with another
cantrip from the warlock spell list.
Replace the option you chose for the Pact Boon feature with one of that feature's
other options.
If you're 12th level or higher, replace one spell from your Mystic Arcanum feature
with another warlock spell of the same level.
If this change makes you ineligible for any of your Eldritch Invocations, you must
also replace them now, choosing invocations for which you qualify.
Mystic Arcanum
At 11th level, your patron bestows upon you a magical secret called an arcanum.
Choose one 6th-level spell from the warlock spell list as this arcanum.
You can cast your arcanum spell once without expending a spell slot. You must
finish a long rest before you can do so again.
At higher levels, you gain more warlock spells of your choice that can be cast in
this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and
one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when
you finish a long rest.
Eldritch Master
At 20th level, you can draw on your inner reserve of mystical power while
entreating your patron to regain expended spell slots. You can spend 1 minute
entreating your patron for aid to regain all your expended spell slots from your
Pact Magic feature. Once you regain spell slots with this feature, you must finish
a long rest before you can do so again.
Warlock: The Hexblade
You have made your pact with a mysterious entity from the Shadowfell – a force
that manifests in sentient magic weapons carved from the stuff of shadow. The
mighty sword Blackrazor is the most notable of these weapons, which have been
spread across the multiverse over the ages. The shadowy force behind these
weapons can offer power to warlocks who form pacts with it. Many hexblade
warlocks create weapons that emulate those formed in the Shadowfell. Others
forgo such arms, content to weave the dark magic of that plane into their
spellcasting.
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.
Hexblade Expanded Spells
Spell Level 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.
Accursed Specter
Starting at 6th level, you can curse the soul of a person you slay, temporarily
binding it in your service. When you slay a humanoid, you can cause its spirit to
rise from its corpse as a specter, the statistics of 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.
Armor of Hexes
At 10th level, your hex grows more powerful. If the target cursed by your
Hexblade’s Curse hits you with an attack roll, you can use your reaction to roll a
d6. On a 4 or higher, the attack instead misses you, regardless of its roll.
Master of Hexes
Starting at 14th level, you can spread your Hexblade's Curse from a slain
creature to another creature. When the creature cursed by your Hexblade's
Curse dies, you can apply the curse to a different creature you can see within 30
feet of you, provided you aren't incapacitated. When you apply the curse in this
way, you don't regain hit points from the death of the previously cursed creature.
Lvl 1
Cantrips: Eldritch Blast, Mage Hand (or Minor Illusion)
1st-level Spells: Hex, Armor of Agathys
Lvl 3
2nd-level Spells: Mirror Image, Misty Step (great defensive options)
Lvl 5
3rd-level Spells: Counterspell, Dispel Magic
Lvl 7
4th-level Spells: Greater Invisibility, Phantasmal Killer
Lvl 9
5th-level Spells: Hold Monster, Synaptic Static
Lvl 11
6th-level Spells: True Seeing, Circle of Death
Lvl 13
7th-level Spells: Finger of Death, Plane Shift
Lvl 15
8th-level Spells: Demiplane, Dominate Monster
Lvl 17
9th-level Spells: Foresight, True Polymorph
Level 2 Invocations (Choose 2)
Agonizing Blast
Source: Player's Handbook
Prerequisite: eldritch blast cantrip
When you cast eldritch blast, add your Charisma modifier to the damage it deals
on a hit.
Repelling Blast
Source: Player's Handbook
Prerequisite: eldritch blast cantrip
When you hit a creature with eldritch blast, you can push the creature up to 10
feet away from you in a straight line.
Level 5 Invocations (Add 1)
Thirsting Blade
Source: Player's Handbook
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.
Level 7 Invocations (Add 1)
Eldritch Smite
Source: Xanathar's Guide to Everything
Prerequisite: 5th level, Pact of the Blade feature
Once per turn when you hit a creature with your pact weapon, you can expend a
warlock spell slot to deal an extra 1d8 force damage to the target, plus another
1d8 per level of the spell slot, and you can knock the target prone if it is Huge or
smaller.
Level 9 Invocations (Add 1)
Relentless Hex
Source: Xanathar's Guide to Everything
Prerequisite: 7th level, hex spell or a warlock feature that curses
Your curse creates a temporary bond between you and your target. As a bonus
action, you can magically teleport up to 30 feet to an unoccupied space you can
see within 5 feet of the target cursed by your hex spell or by a warlock feature of
yours, such as Hexblade's Curse and Sign of Ill Omen. To teleport in this way, you
must be able to see the cursed target.
Level 12 Invocations (Add 1)
Lifedrinker
Source: Player's Handbook
Prerequisite: 12th level, Pact of the Blade feature
When you hit a creature with your pact weapon, the creature takes extra necrotic
damage equal to your Charisma modifier (minimum 1).
Level 15 Invocations (Add 1)
Cloak of Flies
Source: Xanathar's Guide to Everything
Prerequisite: 5th level
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.
Level 18 Invocations (Add 1)
Shroud of Shadow
Source: Xanathar's Guide to Everything
Prerequisite: 15th level
You can cast invisibility at will, without expending a spell slot.