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Hunni Ravenwing, of clan Collic - Gully Dwarf (reskinned Kobold) Mage of High Sorcery Hexblade Warlock


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Hunni Ravenwing, of clan Collic - Gully Dwarf (reskinned Kobold) Mage of High Sorcery Hexblade Warlock

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Name:  Hunni Collic

Character Concept:  Brilliant (for a gully dwarf) young Aghar hero with an unusual connection to magic and the ambition to grow beyond her race.

Lineage, Background, Planned Subclass:  Hunni is an Aghar, or gully dwarf, Mage of High Sorcery Hexblade Warlock who intends to take the Pact of the Blade at 3rd level.

Description:  Small in size, big in personality, Hunni wants to be everyone's friend although not everyone wants her to stand quite so close to them.  She is just under four feet tall, weighs a little less than a hundred pounds, has long brown hair that grows on her head and cheeks.  Although cleaner than most of her kin, Hunni still breaks out in scabs and sores occasionally, and doesn't smell the best, mainly because she doesn't see the point of washing.  She has little concept of 'personal space,' so although she isn't tall enough to get in most peoples' faces, she is usually standing or sitting just a bit too close.  Friendly to a fault, Hunni takes most peoples' reticence to get close to her as an invitation to just try harder, and she never wants anyone to feel left out.

Your Character's Plothook:  Ispin visited my homeland, bringing with him goods and stories from far-off lands.  He taught me much about the world.

Past is Prologue:  Hunni came from That Place, an abandoned human village in the Hinterlund, mostly destroyed a long time before yesterday.  Hunni didn't know, and still doesn't, what the place was called, or what happened to destroy it.  She knew her clan, the Collic clan, and they all knew danger and fear and hunger, although they could usually find enough rats to stick in the stew pots, salvage in the village and hiding-spots when predators came. 

Back then, they called it This Place, and her uncle was HighCollic Blurp.  Her mother was their shaman, and taught her that there are numbers bigger than two.  Eventually, That Place was overrun by dire hyenas, so they had to find a new This Place.  So it goes.

It was during this trip that she met Ispin Greenshield.  While the clan was migrating, they came across his camp, and shared some stew with him.  Although he didn't eat any of it, he was still willing to trade some goods and a lot of stories with the clan, and Hunni developed a bit of a crush on him.  She also developed a desire to travel the world, to see the magical towers and fight sea monsters and everything else that Ispin spoke of, even though everyone else thought she was a crazy dwarf who should get her head out of the clouds.

Anyway, travel she did.  When they found the new This Place, there was a destroyed tower in the middle of it.  In the tower, there were broken statues and bits, traps that had been sprung, tomes that were burned, and rooms full of shattered glass.  In the tower, she found a locked door that couldn't be opened, although someone had clearly tried.  There were scorch marks in the hallway, and gashes in the stones around the door, but the door was completely undamaged.

Although the door was still pristine, however, the walls around it were not; what force could not do, time had done, and she found a large crack from some earthquake or other had formed, leaving a crawlspace a young gully dwarf could squeeze through.  Deciding that she needed adventure, and one was right here, she squeezed in...  And met a talking sword that only she could see and that needed her to help it get out of the room.

Now, the sword is inside her.  Now, she can throw eldritch daggers, and put the spirit of the sword into her club.  Now, she has magic.

It was enough that when her travels led her to encounter the Mages of High Sorcery, they allowed her to become an initiate, despite her bloodline.  They taught her how better to control her magics, and her mentor, Julius Wyren of the Black Robes, seemed to think of her as an experimental subject in to what the lesser races could be taught.  It was enough that she learned to write, and kept up a sort of haphazard correspondence with Ispin as she studied.

Truths, Rumors, and Lies.

  1. [True Rumor]  Hunni fled her clan to avoid a marriage. (Kopi, son of Dolt)
  2. [False Rumor]  Hunni left her apprenticeship with Julius Wyren due to a spoiled romance.
  3. [False Rumor]  She is currently being pursued by the Mages of High Sorcery as a renegade.

Include at Least Two:

Loyalties:  She is a recent initiate of the Mages of High Sorcery.  She joined because they had a lot to offer her, when it came to knowledge of the world, and how it worked.  It was an awakening, honestly, compared to the worldview of her fellow Aghar.  They accepted her mainly out of curiosity, and only because Julius Wyren agreed to take responsibility for her training.  She doesn't realize that he did it as an experiment, expecting her to implode quickly. 

Deity:  This one is strange.  She believes, as most Aghar, that Reorx of the Forge abandoned her people.  Also like her fellows, she refuses to worship the gods of the other races which regard the Aghar with disdain.  Hunni is not at all an atheist, in that she knows the gods are real, but she refuses to worship any of them.  Instead, she practices a lazy sort of animism, revering ancestors, who she hopes can help her from time to time.  And her Warlock Patron, of course, although she isn't sure what that is, really.

Music:  Up to three, hm.  Well, I think of her as being her, her patron, and the combination, in a way.  She's wild and bright, a bit manic, a bit untrustworthy.  The voice in her head is sultry and seductive, and the combination is more of a steady inevitability.  I am not sure what the music for those would be, but I am imagining something like these.

Black Betty Her, on her own.

Sweet Jezebel Her Patron, in the back of her head.

Seven Nation Army The Combination, battle sound.

Edited by KingGoblin (see edit history)
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Gully Dwarf Lineage (Reskinned Kobold)

 

Ability Scores Increase. When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.

Creature Type. You are a Humanoid.

Size. You are Small.

Speed. Your walking speed is 30 feet.

Darkvision. 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 discern colors in that darkness only as shades of gray.

Grovel, Cower, and Beg (Reskinned Draconic Cry). As a bonus action, you let out a cry at your enemies within 10 feet of you. Until the start of your next turn, you and your allies have advantage on attack rolls against any of those enemies who could hear you. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Gully Dwarf Tenacity (Reskinned Kobold Legacy). Kobolds’ connection to dragons can manifest in unpredictable ways in an individual kobold. Choose one of the following legacy options for your kobold:

  • Craftiness. You have proficiency in one of the following skills of your choice: Arcana, Investigation, Medicine, Sleight of Hand, or Survival.
  • Defiance. You have advantage on saving throws to avoid or end the frightened condition on yourself.
  • Draconic Sorcery. You know one cantrip of your choice from the sorcerer spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for that cantrip (choose when you select this race).

Languages. Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.

Source.  Mordenkainen Presents:  Monsters of the Multiverse

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Mage of High Sorcery Background

Prerequisite: Dragonlance Campaign
Skill Proficiencies: Arcana, History
Languages: Two of your choice
Equipment: A bottle of colored ink, an ink pen, a set of common clothes, and a pouch containing 10 gp

Feature: Initiate of High Sorcery

   You gain the Initiate of High Sorcery feat.

   In addition, the Mages of High Sorcery provide you with free, modest lodging and food indefinitely at any occupied Tower of High Sorcery and for one night at the home of an organization member.

Building a Mage of High Sorcery Character

   Mages of High Sorcery are typically sorcerers, warlocks, or wizards and might have any subclass. Spellcasters who gain their magic through devotion are less likely to be welcomed among the traditionalist mages. Nevertheless, the Mages of High Sorcery are shrewd, and they rarely let unique opportunities or individuals pass them by. Even members of martial classes who train in magic might find a rare place among the group’s three orders.

   Mage of High Sorcery Trinkets. When you make your character, roll once on the Mage of High Sorcery Trinkets table instead of on the Trinkets table in the Player’s Handbook for your starting trinket.

Source: DSotDQ, page 30

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Warlock Class

Level Proficiency Bonus Features Cantrips Known Spells Known Spell Slots Slot Level Invocations Known
1st +2 Otherworldly Patron, Pact Magic 2 2 1 1st -
2nd +2 Eldritch Invocations 2 3 2 1st 2
3rd +2 Pact Boon (Pact of the Blade) 2 4 2 2nd

2

4th +2 Ability Score Improvement 3 5 2 2nd 2
5th +3   3 6 2 3rd

3

Hit Points

Hit Dice: 1d8 per Warlock level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Warlock level after 1st

Proficiencies

Armor: Light Armor
Weapons: simple Weapons
Tools: none
Saving Throws: Wisdom, Charisma
Skills: Choose two Skills from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion

Starting Equipment

You start with the following Equipment, in addition to the Equipment granted by your background:

• (a) a light crossbow and 20 bolts or (b) any simple weapon
• (a) a component pouch or (b) an arcane focus
• (a) a scholar's pack or (b) a dungeoneer's pack
• Leather Armor, any simple weapon, and two daggers

   Alternatively, you may start with 4d4 × 10 gp (average 100 gp) to buy your own equipment.

Level 1 - Otherworldly Patron:  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.

Because the Raven Queen is known to have forged the first of these weapons, many sages speculate that she and the force are one and that the weapons, along with hexblade warlocks, are tools she uses to manipulate events on the Material Plane to her inscrutable ends.

Source: Xanathar's Guide to Everything

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.

Level 1 - 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. 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.

Spells Known of 1st Level and Higher

At 1st Level, you know two 1st-level Spells of your choice from the Warlock spell list.

You learn a new Warlock spell every time you gain a level from 2 through 9, as well as at level 19. 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 + Proficiency bonus + Charisma modifier
Spell Attack modifier = Proficiency bonus + Charisma modifier


Spellcasting Focus

You can use an arcane focus as a Spellcasting focus for your Warlock Spells.

Level 2 -  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.

Level 3 -  Pact Boon (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.
Edited by KingGoblin (see edit history)
Name
Level 2 HP roll
7
1d8 7
Level 3 HP roll
5
1d8 5
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Feats

Level 1 Bonus Feat

Initiate of High Sorcery

Prerequisites: Dragonlance Campaign, plus Sorcerer, Wizard, or Mage of High Sorcery

   You’ve received training from magic-users affiliated with the Mages of High Sorcery.

   Choose one of the three moons of Krynn to influence your magic: the black moon, Nuitari; the red moon, Lunitari; or the white moon, Solinari. You learn one cantrip of your choice from the wizard spell list and two 1st-level spells based on the moon you choose, as specified in the Lunar Spells table.

Lunar Spells

Moon 1st-Level Spell
Nuitari Choose two from dissonant whispers, false life, hex, and ray of sickness
Lunitari Choose two from color spray, disguise self, feather fall, and longstrider
Solinari Choose two from comprehend languages, detect evil and good, protection from evil and good, and shield

   You can cast each of the chosen 1st-level spells without a spell slot, and you must finish a long rest before you can cast them in this way again. You can also cast the spells using any spell slots you have.

   Your spellcasting ability for this feat’s spells is Intelligence, Wisdom, or Charisma (choose when you select this feat).

Source: DSotDQ, page 32

Level 4 Bonus Feat

  • Adept of the Black Robes

    Prerequisites: 4th level, initiate of high sorcery (nuitari) feat

       You chose the moon Nuitari to influence your magic, and your ambition and loyalty to the Order of the Black Robes have been recognized, granting you these benefits:

       Ambitious Magic. You learn one 2nd-level spell of your choice. The 2nd-level spell must be from the enchantment or necromancy school of magic. You can cast this feat’s 2nd-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast this spell using spell slots you have of the appropriate level. The spell’s spellcasting ability is the one chosen when you gained the Initiate of High Sorcery feat. (Suggestion)

       Life Channel. You can channel your life force into the power of your magic. When a creature you can see within 60 feet of you fails a saving throw against a spell that deals damage that you cast, you can expend a number of Hit Dice equal to the level of the spell. Roll the expended Hit Dice and add them together. The damage that the creature takes increases by an amount equal to that total.

    Source: DSotDQ, page 31

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Inventory

Worn

  1. A pouch containing 10 gp - Starting equipment (background)
  2. A set of common clothes - Starting equipment (background)
  3. Scale Mail - 50 gp - Bought with starting gold (class)
  4. Shield - 10 gp - Bought with starting gold (class)

Weapons

  1. Whip - 2 gp - Bought with starting gold (class)
  2. Battleaxe - 10 gp - Bought with starting gold (class)
  3. Pact Weapon (usually a Whip) (Pact Boon)
  4. Snake-Adorned StaffStaff of the Python
    Staff, weapon, uncommon (requires attunement by a cleric, druid, or warlock)
    Major tier
    Simple weapon, melee weapon

    4 lb. 1d6 bludgeoning - versatile (1d8)
    You can use an action to speak this staff's command word and throw the staff on the ground within 10 feet of you. The staff becomes a giant constrictor snake under your control and acts on its own initiative count. By using a bonus action to speak the command word again, you return the staff to its normal form in a space formerly occupied by the snake.

    On your turn, you can mentally command the snake if it is within 60 feet of you and you aren’t incapacitated. You decide what action the snake takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location.

    If the snake is reduced to 0 hit points, it dies and reverts to its staff form. The staff then shatters and is destroyed. If the snake reverts to staff form before losing all its hit points, it regains all of them.

    Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.
    Found On: Magic Item Table F
    Source: DMG, page 204. Available in the SRD.
    (Chapter the Third)

Instruments & Tools

  1. Arcane focus - Crystal - 10 gp - Bought with starting gold (class)

Other

  1. An ink pen - Starting equipment (background)
  2. A bottle of colored ink - Starting equipment (background)
  3. Pouch emblazoned with the symbol of the Mages of High Sorcery (trinket)
  4. A spellbook emblazoned with the symbol of the Mages of High Sorcery (prelude)
  5. Scroll for Wyhan who resides in the city of Kalaman (prelude)
  6. Fishbone Toy (purchased in the village)
  7. Amulet with a closed eye and a weird symbol Amulet of Proof against Detection and Location

    Wondrous Item, uncommon (requires attunement)

    While wearing this amulet, you are hidden from divination magic. You can't be targeted by such magic or perceived through magical scrying sensors.

    Notes: Deception, Jewelry
  8. Box of Turquoise Animal Figurines
  9. Burglar's Pack - 16 gp - Bought with starting gold (class)
  • Backpack
  • a bag of 1,000 Ball bearings
  • 10 feet of string
  • a bell
  • 5 Candles
  • a Crowbar
  • a Hammer
  • 10 pitons
  • a Hooded lantern
  • 2 flasks of oil
  • 5 days Rations
  • a Tinderbox
  • a Waterskin
  • The pack also has 50 feet of Hempen rope strapped to the side of it.

Money - Took average starting wealth of 100 gp instead of starting equipment for class.

Money
Platinum (pp) Gold (gp) or Steel (stl) Bronze (bp) or Silver (sp) Copper (cp)
0 21 0 0

Trinket

  1. A pouch or spellbook emblazoned with the triple moon symbol of the Mages of High Sorcery
Edited by KingGoblin (see edit history)
Name
Trinket
5
1d6 5
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Spells

Spell slots: 2, cast at 3rd level

Cantrips

  1. Eldritch Blast (Level 1)
  2. Infestation (Level 1)
  3. Prestidigitation (feat)
  4. Minor Illusion (Level 4)

Spells

  1. Armor of Agathys (Level 1)
  2. Wrathful Smite © (Level 1)
  3. Unseen Servant (Granted at level 2)
  4. Blur © (Granted at level 3)
  5. Hex © (feat)
  6. Dissonant Whispers (feat)
  7. Suggestion © (feat)
  8. Misty Step (Granted at level 4)
  9. Hunger of Hadar © (Granted at level 5)

Invocations

  1. Devil's Sight Retrained at level 3 to Improved Pact Weapon
  2. Agonizing Blast
  3. Thirsting Blade (granted at level 5)
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token1.png.1f361b5b69f15cd7a9ff716bb787caee.pngHunni Ravenwing, of clan Collic

Gully Dwarf Mage of High Sorcery Hexblade Warlock


AC: 18 (Scale Mail+2 Shield +2 Dex) | HP: 40/40 (hd 5d8) | Speed: 30 ft.
Senses: Darkvision, passive Perception 11, Insight 11, Investigation 9
StrSave: -1
Athletics: -1
Carrying Capacity: 120 lb.
Lift/Push/Drag: 240 lb.
:
8 (-1) | DexSave: +2
Acrobatics: +2
Slight-of-Hand: +2
Stealth: +2☆
☆ disadvantage on Dexterity (Stealth) checks from Scale Mail Armor.

Initiative: +2
:
14 (+2) | ConSave: +2: 15 (+2) | IntSave: -1
Arcana: +2
History: +2
Investigation: -1
Nature: +2
Religion: -1
:
8 (-1) | WisSave: +4
Animal Handling: +1
Insight: +1
Medicine: +1
Perception: +1
Survival: +4
:
12 (+1) | ChaSave: +7
Deception: +7
Intimidation: +4
Performance: +4
Persuasion: +4
:
19 (+4)

Languages: You can speak, read, and write Common, Gullytalk, Elven, and Dwarven


This is where I shall post all the wonderful things that I type up for her to do.  "She can talk like this!"

OOC

Action:

Bonus Action:

Movement:

Reaction:

Actions and Resources

Actions

Eldritch Blast (cantrip). Ranged Spell Attack: + 7 to hit, range 120 ft, one target.
Hit: (1d10 + cha) force damage.

Infestation (cantrip). Spell: Constitution Save DC 15, range 30 ft, one target.
On failed save: (1d6) poison damage, and target must move 5' in a random direction (d4; 1-North, 2-South, 3-East, 4-West). 

Improved Pact Weapon varies, usually whip (+1 to hit, damage, spell focus)

Whip (finesse, reach). Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
Hit: (1d4 + 5) slashing damage.

Battleaxe (versatile). Melee Weapon Attack: reach 5 ft., one target.
Hit: (1d8 - 1) slashing damage.
Versatile: (1d10 - 1) slashing damage.

Staff of the Python (versatile). Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: (1d6 +4) bludgeoning damage.
Versatile: (1d8 +4) bludgeoning damage.

☆ Note:  With Hex Warrior, can set one weapon to use Charisma instead of Strength or Dexterity for to-hit and damage.  Normally Staff of the Python, but also always Pact Weapon.

Bonus Actions

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.

Grovel, Cower, and Beg (Reskinned Draconic Cry).

As a bonus action, you let out a cry at your enemies within 10 feet of you. Until the start of your next turn, you and your allies have advantage on attack rolls against any of those enemies who could hear you. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Spellcasting

Spell Slots:  2 / 2, cast at 3rd level, refreshed at short rest

Free Spells from Feats: 1/long rest - Hex, Dissonant Whispers, Suggestion

Hunni is a spellcaster.  Her spell slots are at 3rd level.  She has 2 spell slots.  Her spellcasting attribute is Charisma.  Spell Save DC 15.  Spell Attack Modifier +7.  She can use an arcane focus as a spellcasting focus.

  • Cantrips:  Eldritch Blast, Infestation, Prestidigitation, Minor Illusion
  • Spells Known:  Armor of Agathys, Wrathful Smite ©, Hex © (feat), Dissonant Whispers (feat), Unseen Servant, Blur ©, Misty Step, Suggestion © (feat), Hunger of Hadar ©
  • Invocations:  Improved Pact Weapon, Agonizing Blast, Thirsting Blade

Life Channel. You can channel your life force into the power of your magic. When a creature you can see within 60 feet of you fails a saving throw against a spell that deals damage that you cast, you can expend a number of Hit Dice equal to the level of the spell. Roll the expended Hit Dice and add them together. The damage that the creature takes increases by an amount equal to that total.

Amulet of Proof against Detection and Location. While wearing this amulet, you are hidden from divination magic. You can't be targeted by such magic or perceived through magical scrying sensors.

 

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Statblock

Small humanoid (Gully Dwarf, Reskinned Kobold), Chaotic Good
Age: 17 years old | Height: 3'2" | Weight: 100 lbs
Armor Class: 18 (14 scale mail + 2 shield +2 dex) | Max HP: 40
Speed: 30 ft.
Proficiency Bonus: + 3

STR
8 (-1)

Save: -1
Athletics: -1
Carrying Capacity: 120 lb.
Lift/Push/Drag: 240 lb.

 

DEX
14 (+2)

Save: +2
Acrobatics: +2
Slight-of-Hand: +2
Stealth: +2☆

 

CON
15 (+2)

Save: +2





 

INT
8 (-1)
Save: -1
Arcana: +2
History: +2
Investigation: -1
Nature: +2
Religion: -1
WIS
12 (+1)
Save: +4
Animal Handling: +1
Insight: +1
Medicine: +1
Perception: +1
Survival: +4
CHA
19 (+4)
Save: +7
Deception: +7
Intimidation: +4
Performance: +4
Persuasion: +4

 

☆ disadvantage on Dexterity (Stealth) checks from Scale Mail Armor.

Damage Resistances:
Damage Immunities:
Senses: Darkvision, passive Perception 11, passive Insight 11, passive Investigation 9
Languages: You can speak, read, and write Common, Gullytalk, Elven, Dwarven
Proficiencies: Medium armor, light armor, shields, martial weapons, and simple weapons

Actions

Eldritch Blast (cantrip). Ranged Spell Attack: + 7 to hit, range 120 ft, one target.
Hit: (1d10 + cha) force damage.
Infestation (cantrip). Spell: Constitution Save DC 15, range 30 ft, one target.
On failed save: (1d6) poison damage, and target must move 5' in a random direction (d4; 1-North, 2-South, 3-East, 4-West). 
Improved Pact Weapon varies, usually whip (+1 to hit, damage, spell focus)
Whip (finesse, reach). Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
Hit: (1d4 + 4) slashing damage.
Battleaxe (versatile). Melee Weapon Attack: reach 5 ft., one target.
Hit: (1d8 - 1) slashing damage.
Versatile: (1d10 - 1) slashing damage.
Staff of the Python (versatile). Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: (1d6 +4) bludgeoning damage.
Versatile: (1d8 +4) bludgeoning damage.
☆ Note:  With Hex Warrior, can set one weapon to use Charisma instead of Strength or Dexterity for to-hit and damage.  Normally Staff of the Python, but also always Pact Weapon.

Bonus Actions

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.

Grovel, Cower, and Beg (Reskinned Draconic Cry).

As a bonus action, you let out a cry at your enemies within 10 feet of you. Until the start of your next turn, you and your allies have advantage on attack rolls against any of those enemies who could hear you. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

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Edited by KingGoblin (see edit history)
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