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Arvold Clyssavar

The document outlines the character abilities, features, and spells for a Warlock and a Hexblade in a role-playing game. It details various attributes such as Pact Magic, Eldritch Invocations, and Mystic Arcanum, as well as the backstory of a character named Klagga of the Red Fang. Additionally, it describes the Hexblade's unique abilities, including Hexblade's Curse and Accursed Specter, enhancing gameplay options for players.

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0% found this document useful (0 votes)
47 views9 pages

Arvold Clyssavar

The document outlines the character abilities, features, and spells for a Warlock and a Hexblade in a role-playing game. It details various attributes such as Pact Magic, Eldritch Invocations, and Mystic Arcanum, as well as the backstory of a character named Klagga of the Red Fang. Additionally, it describes the Hexblade's unique abilities, including Hexblade's Curse and Accursed Specter, enhancing gameplay options for players.

Uploaded by

k.holden274
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOC, PDF, TXT or read online on Scribd

Str 10 Dex 14 Con 14

1. Otherworldly Patron, Notes


Pact Magic Int 10 Wis 12 Cha 16
2. Eldritch Invocations Darkvision-60ft
3. Pact Boon Resistance-
NobleFire damage Dragonborn Warlock
4. Divine Sense, Lay on Draconic Ancestry- Gold [Fire] Paladin
Hands Breath Arcana,
Weapon. History, Insight & Persuasionaction on
When you take the Attack
5. Fighting Style, your turn,
Alchemist'sreplace
you can one of your attacks with an
supplies
Spellcasting, Divine Smite exhalation of magical energy
Common & Draconic +1 in either a 15-foot Cone or a
6. Divine Health, Sacred 30-foot Line that is 5 feet wide
Saving Throws: Wisdom, (choose the shape each
Charisma
Oath, Harness Divine time). Each creature in that area must make a Dexterity
Power saving throw (DC 8 plus your Constitution modifier and
7. ASI +2 Cha, Martial Proficiency Bonus). On a failed save, a creature takes
Versatility 1d10 damage of the type determined by your Draconic
8. Extra Attack Ancestry trait. On a successful save, a creature takes half
9. Aura of Protection as much damage. This damage increases by 1d10 when
10. ASI +2 Cha, Eldritch you reach character levels 5 (2d10), 11 (3d10), and 17
Versatility (4d10).
11. ----- You can use this Breath Weapon a number of times equal
12. Otherworldly Patron to your Proficiency Bonus, and you regain all expended
feature uses when you finish a Long Rest.
13. ----- Draconic Flight. When you reach character level 5, you
14. ASI +2 Con , Eldritch can channel draconic magic to give yourself temporary
Versatility flight. As a Bonus Action, you sprout spectral wings on
15.----- your back that last for 10 minutes or until you retract the
16. Otherworldly Patron wings (no action required) or have the Incapacitated
feature condition. During that time, you have a Fly Speed equal
17. Mystic Arcanum (6th to your Speed. Your wings appear to be made of the same
level) energy as your Breath Weapon. Once you use this trait,
18. ASI Warcaster, you can't use it again until you finish a Long Rest.
Eldritch Versatility
19. Mystic Arcanum (7th
level) Equipment: A set of fine clothes, a signet ring, a scroll of
20. Otherworldly Patron pedigree, and a purse containing 25gp
feature
(b) any simple weapon
(b) an arcane focus
(b) a dungeoneer's pack
Leather armor, any simple weapon, and two daggers
Feature: Position of Privilege
Thanks to your noble birth, people are inclined to think the best of you. You are
welcome in high society, and people assume you have the right to be wherever
you are. The common folk make every effort to accommodate you and avoid
your displeasure, and other people of high birth treat you as a member of the
same social sphere. You can secure an audience with a local noble if you need to.
Personality Trait
No one could doubt by looking at my regal bearing that I am a cut above the
unwashed masses.
Ideal
Noble Obligation. It is my duty to protect and care for the people beneath me.
Bond
I will face any challenge to win the approval of my family.
Flaw
In fact, the world does revolve around me.

Klagga of the Red Fang’s past was hazy these days, he remembered the Red
Fangs plunder under and down the coast, then there was the new Warchief Dror
Ragzlin then the Absolute…
The tribe had been promised to be raised out of the muck as part of the Cult of
the Absolute, all races equal in their goddesses’ eyes. Lies of course but such
honeyed promises none of the goblins could resist.
Then the grove sent in their assassins, the leaders dead many of the hold
massacred the survivors fled. Then after the Baldur's Gate even the True Souls
guiding the Cult struggled, their divine guidance stopped, and the infighting
began.
Klagga was one of these True Souls and all the power he’d welded washed away
in an instant, he was strung up but the new warchief and left for the crows with
his fellow True Soul. As the days passed his memories fractured but returning, he
remembered Gut, the chamber, the worm.
He’d never had any true power; he had never been chosen for greatness it was
that thing and now he felt it’s absence. Broken and whimpering he pleaded to
anyone that was there to save him, and he would serve, serve as loyally as he
did before the worm but this time it would be his choice.
That night he dreamt for the first time in a long while, he saw great goblin cities
with his kin tinkering on mechanical designs and a buzz in the air. Then Klagga
knew what he’d seen, other worlds where goblins weren’t vermin clinging to the
scraps of pinkskin cities but their own masters.
That was when the voice returned, no it wasn’t her the Absolute never existed,
this was something else something offering to guide and help. Offering the
means to carve out what Klagga and his kin were owed, the voice whispered
“Fear me, love me, do as I say, and I will be your slave” and Klagga understood
this was an offer of true power and all beings must serve why not to this one.
So Klagga’s path was forged freeing himself he set off he would find a home for
his people but rather than pillage they would thrive, building moments, cities and
armies to protect this. But where ?
That was when rumours of a frozen wasteland called Icewind Dale reached his
ears, a land breaking under hard living, well this was all Goblins knew! Perhaps if
the settlers there abandoned their cities, they’d be ripe for the taking, time to
skip to step three: profit!

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 (Optional)


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
Source: Xanathar's Guide to Everything

Expanded Spell List

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.

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