Roley

Class & Level

Hexblade Warlock Lvl 3

Species

Dwarf

Background

Knight of Solamnia

Alignment

Choatic Neutral

Strength

12

+1

Dexterity

12

+1

Constitution

14

+2

Intelligence

8

-1

Wisdom

16

+3

Charisma

16

+3

12

Armour
Class

0

Initiative
Bonus

30

Movement
Speed

Health Points

Saving Throws

Strength

+1

Dexterity

+1

Constitution

+2

Intelligence

-1

Wisdom

+5

Charisma

+5

+2

Proficiency
Bonus

2

d8

Hit Dice

13

Spellsave
DC

Skills

Acrobatics Dex

+1

Animal Handling Wis

+3

Arcana Int

-1

Athletics Str

+3

Deception Cha

+5

History Int

-1

Insight Wis

+3

Intimidation Cha

+3

Investigation Int

-1

Medicine Wis

+3

Nature Int

-1

Perception Wis

+3

Performance Cha

+5

Persuasion Cha

+3

Religion Int

-1

Sleight of Hand Dex

+1

Stealth Dex

+1

Survival Wis

+5

Traits & Gear

1

Racial & Class Traits

Hexblade’s Curse: 1x LR
As a bonus action, choose one creature you
can see within 30 feet of you. The target is
cursed for 1 minute.
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.

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.

Equipment & Money

Abilities & Actions

Passive Abilities

Mount Up: Mounting or dismounting costs you only 5 feet of movement

Agonizing blast:
When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.
Repelling blast:
When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.

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.

Actions

+5 to hit
Longsword (pact weapon)
1d8/1d10+3 (Versatile)

+3 to hit
Crossbow (120/180)
1d6+3

Precise Strike: Once per turn, when you make a weapon attack roll against a creature, you can cause the attack roll to have advantage. If the attack hits, you roll a d8 and add the number rolled as a bonus to the attack’s damage roll. You can use this benefit a number of times equal to your proficiency bonus, but a use is expended only if the attack hits. You regain all expended uses when you finish a long rest.

Spells

Cantrips

Evocation cantrip

Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous

A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.

At Higher Levels. The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

 

Enchantment cantrip

Casting Time: 1 action
Range: Self
Components: S, M (a small amount of makeup applied to the face as this spell is cast)
Duration: Concentration, up to 1 minute

For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn’t hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM’s discretion), depending on the nature of your interaction with it.

Spellslots

Level 2 Pact Spellslot

Spells

1st-level conjuration

Casting Time: 1 action
Range: Self (10-foot radius)
Components: V, S
Duration: Instantaneous

You invoke the power of Hadar, the Dark Hunger. Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can’t take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

1st-level enchantment

Casting Time: 1 bonus action
Range: 90 feet
Components: V, S, M (the petrified eye of a newt)
Duration: Concentration, up to 1 hour

You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.

If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.

Remove Curse cast on the target ends this spell early.

At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

1st-level evocation

Casting Time: 1 reaction, which you take when you are damaged by a creature within 60 feet of you that you can see
Range: 60 feet
Components: V, S
Duration: Instantaneous

You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

1st-level abjuration

Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
Range: Self
Components: V, S
Duration: 1 round

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

1st-level evocation

Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute

The next time you hit with a melee weapon attack during this spell’s duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.

Casting Time: 1 action
Range: 30 feet
Components: V, M (a snake’s tongue and either a bit of honeycomb or a drop of sweet oil)
Duration: Concentration, up to 8 hours

You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.

The target must make a Wisdom saving throw. On a failed save, it purses the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn’t met before the spell expires, the activity isn’t performed.

If you or any of your companions damage the target, the spell ends.