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Jhaan Jagor - Half-Elf Noble | Hexblade Warlock | Lord's Alliance Member


Falon

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WIP

 

 Jhaan Jagor - Half Elf Noble | Hexblade Warlock | Lord's Alliance Agent

Name: Jhaan Jagorspacer.pngspacer.png


Character concept: Illegitimate son of Duke Maldwyn Daggerford, bound to bear the shard of his cursed sword Lawflame after the duke's demise.


Race, Background, Subclass Class: Half Elf Faction Agentmodified Hexblade Warlock


Description: WIP


Character's Plothook: WIP


Past is Prologue: WIP


Deity: Lathander (Lip Service), Surtur (In Secret)


Is Might Right? There can be no other way. Without might to uphold it, right is nothing but a blabber.

  

 

Edited by Falon (see edit history)
Name
Set 1
11; 11; 8; 14; 14; 15
keep(4d6,highest,3);keep(4d6,highest,3);keep(4d6,highest,3);keep(4d6,highest,3);keep(4d6,highest,3);keep(4d6,highest,3) [1,3,3,5]; [1,3,3,5,2,3,4,4]; [1,3,3,5,2,3,4,4,2,4,2,2]; [1,3,3,5,2,3,4,4,2,4,2,2,4,3,5,5]; [1,3,3,5,2,3,4,4,2,4,2,2,4,3,5,5,6,3,5,1]; [1,3,3,5,2,3,4,4,2,4,2,2,4,3,5,5,6,3,5,1,3,3,6,6]
Set 2
16; 15; 14; 15; 14; 12
keep(4d6,highest,3);keep(4d6,highest,3);keep(4d6,highest,3);keep(4d6,highest,3);keep(4d6,highest,3);keep(4d6,highest,3) [6,6,4,2]; [6,6,4,2,3,4,6,5]; [6,6,4,2,3,4,6,5,4,6,4,4]; [6,6,4,2,3,4,6,5,4,6,4,4,5,4,1,6]; [6,6,4,2,3,4,6,5,4,6,4,4,5,4,1,6,6,4,4,2]; [6,6,4,2,3,4,6,5,4,6,4,4,5,4,1,6,6,4,4,2,5,3,3,4]
Set 3
14; 7; 13; 8; 10; 13
keep(4d6,highest,3);keep(4d6,highest,3);keep(4d6,highest,3);keep(4d6,highest,3);keep(4d6,highest,3);keep(4d6,highest,3) [2,6,5,3]; [2,6,5,3,5,1,1,1]; [2,6,5,3,5,1,1,1,4,4,5,4]; [2,6,5,3,5,1,1,1,4,4,5,4,2,2,4,2]; [2,6,5,3,5,1,1,1,4,4,5,4,2,2,4,2,1,3,5,2]; [2,6,5,3,5,1,1,1,4,4,5,4,2,2,4,2,1,3,5,2,3,6,2,4]
Starting Wealth
150
4d4*10 4,4,4,3
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Posted (edited)
Jhaan Jagor

Medium humanoid (half-elf), Lawful Neutralspacer.png


Armor Class 18 (14 scale mail, 2 shield, 2 Dex)

Hit Points 11 (1d8+3)

Speed 30 ft.


STR 12 (+1) DEX 16 (+3) CON 16 (+3) INT 14 (+2) WIS 14 (+2) CHA 18 (+4)
STR save +1 DEX save +3 CON save +3 INT save +2 WIS save +4 CHA save +6
athletics +1 acrobatics +5   arcana +4 animal handling +2 deception +4
  sleight of hand +3   history +2 insight +4 intimidation +4
  stealth +5D   investigation +4 medicine +2 performance +4
      nature +2 perception +4 persuasion +4
  D Disadvantage   religion +2 survival +2  

Senses. Passive perception 14 (darkvision 60 ft.).

Languages. Common, Giant, Elven.

Tool proficiencies. Thieves' tools (Dex) +5, forgery kit (Int) +4.

Equipment. Scale mail, longsword, shield, wand arcane focus, badge of the Lord's Alliance, fine clothes, waterskin, tinderbox, mess kit, backpack, bedroll, rations (10 days), thieves' tools, 1 gp, 1 sp.


Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Martial Adept (recharges after a short or long rest). You can use the Commanding Presence or maneuver, your supperiority die is d6.

• Commanding Presence. When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one superiority die (d6) and add the superiority die to the ability check.
• Riposte. When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die (d6) to the attack's damage roll.

Spellcasting. You are a 1st-level spellcaster. Your spellcasng ability is Charisma (spell save DC 14, +6 to hit with spella attacks). You have the following warlock spells prepared and you regain your spellslots on short or long rest.

• Cantrips (at will): Friends A sm, Green-Flame Blade A sm.
• 1st level (1 slots): Wrathful Smite BC v, Comprehend Languages A vsm.


ACTIONS

Longsword (versatile 1d10). Melee weapon attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d8+4) slashing damage.


BONUS ACTIONS

Hexblade's curse (recharges after a short or long rest). You can place a baleful curse on someone. 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 (+2).
• 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 (5 hp).

  

Edited by Falon (see edit history)
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Posted (edited)

Custom Background: Based on the Faction Agent background.

Skill Proficiencies: Insight and one Intelligence, Wisdom, or Charisma skill of your choice (Perception), as appropriate to your faction.

Languages: Two of your choice

Tool Proficiencies: None Thieves' Tools, Forgery Kit

Equipment (irrelevant due to rolled starting wealth): The badge or emblem of your faction, a copy of a seminal faction text (or a code-book for a covert faction), a set of common clothes, and a pouch containing 15gp

The Lords' Alliance (patron: Duchess Morwen Daggerford)
On one level, the agents of the Lords' Alliance are representatives of the cities and other governments that constitute the alliance. But, as a faction with interests and concerns that transcend local politics and geography, the Alliance has its own cadre of individuals who work on behalf of the organizations, wider agenda. Alliance agents are required to be knowledgeable in History, and can always rely on the aid of the governments that are part of the Alliance, plus other leaders and groups who uphold the Alliance's ideals.

Background Feature: Safe Haven
As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true identities.

 

 

Edited by Falon (see edit history)
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Posted (edited)

Party Role: A non-bard jack of all trades (except brute strength and ranged firepower) characters that can can hardly outshine a specialist, but helps a lot with:
• scouting (stealth, acrobatics, perception, investigation, darkvision, thieves' tools).
• tanking (decent AC, conditional self-healing, disadvantage to a key enemy's attacks with wrathful smite).
• decent single target damage (bonus damge, increased critical range and occasional extra attack against a single target).
• some "AOE" damage (green-flame blade).
• social interactions (comprehend languages, friends, commanding presence, forgery kit, insight proficiency and @lvl 2 persuasion plus deception proficiency).

Edited by Falon (see edit history)
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