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Name: Ellias LaDren
Race: Human
Class & Level: Warlock (Hexblade) (3)
Background: Charlatan

Proficiency Bonus: +2


AC 16 HP 30 Speed 30ft

Passive Perception: 11 Saves: Wis, Cha

Languages:Common, Elven

 

Str 8 (-1) Dex 14 (2) Con 14 (2) Int 10 (0) Wis 12 (3) Cha 16 (5)

Attacks
Improved Pact Weapon +? 1d8+?
Dagger +4 1d4+2

 

Background

Favorite SchemesI cheat at the game of chance

 

Personality Trait: Sarcasm and insults are my weapons of choice.
Ideal: Fairness. I never target people who can’t afford to lose a few coins.
Bond: I owe my life to the priest who took me in when my parents died.
Flaw: I owe everything to my mentor— a horrible person
who’s probably rotting in jail somewhere

 

Background trait:

False IdentityYou have created a second identity that includes
documentation established acquaintances, and
disguises that allow you to assume that persona.
Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy.

 

 

Class & Race Features and Proficiencies

Equipment & ToolsLight Armor, Medium Armor, Simple Weapons, Martial Weapons, Shields, Disguise Kit, Forgery Kit

Magic Initiate (Bard)Choose a class: bard, cleric, druid, sorcerer, warlock, or
wizard. You learn two cantrips of your choice from that
class’s spell list.
In addition, choose one 1st-level spell from that same
list. You learn that spell and can cast it at its lowest
level. Once you cast it, you must finish a long rest before you can cast it again.
Your spellcasting ability for these spells depends
on the class you chose: Charisma for bard,
sorcerer, or warlock; Wisdom for cleric or druid: or
Intelligence for a wizard.

Otherworldly Patron: HexbladeAt 1st level, you have struck a bargain with an
otherworldly being of your choice: the Archfey, the
Fiend, the Great Old One... each of which is detailed
at the end of the class description. Your choice
grants you features at 1st level and again at 6th, 10th,
and 14th level.

Pact MagicYour arcane research and the magic bestowed on you
by your patron have given you facility with spells. See
chapter 10 for the general rules of spellcasting and
chapter 11 for the warlock spell list.

[U]Cantrips[/U]

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.

[U]Spell Slots[/U]

The Warlock table shows how many spell slots you have.
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
thunderwave, you must spend one of those slots, and
you cast it as a 3rd-level spell.

[U]Spells Known of 1st Level and Higher[/U]

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 and higher. A spell you choose must be of a level
no higher than what’s shown in the table's Slot Level
column n for your level. When you reach the 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.

[U]Spellcasting Ability[/U]

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

[U]Spellcasting Focus[/U]

You can use an arcane focus (found in chapter 5) as a
spellcasting focus for your warlock spells.

Ability Score IncreaseYour Charisma score
increases by 1, and your Dexterity score increases by 1

Eldritch InvocationsIn your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability. At the 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table. 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:Pact of the BladeAt the 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features. Every Pact has unique features so you can tailor your style of play around them. Examples are Pact of the Chain, Pact of the Blade, Pact of the Tome...

Hexblade's CurseStarting 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 (mini-
mum of 1 hit point).
You can't use this feature again until you finish a short
or long rest.

Hex WarriorAt 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


  

Eldritch Invocations

Agonizing BlastWhen you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.

Improved Pact WeaponYou 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 +l 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 short bow,
longbow, light crossbow, or heavy crossbow.

 

 

 

 


Skills: +2 Acrobatics (Dex), +1 Animal Handling (Wis), +0 Arcana (Int), -1 Athletics (Str), +5 Deception (Cha), +0 History (Int), +1 Insight (Wis), +5 Intimidation (Cha), +2 Investigation (Int), +1 Medicine (Wis), +0 Nature (Int), +1 Perception (Wis), +3 Performance (Cha), +5 Persuasion (Cha), +0 Religion (Int), +4 Sleight of Hand (Dex), +2 Stealth (Dex), +1 Survival (Wis)

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