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Jhaan Jagor - Silvanesti Half-elf Quandrix Student Fighter/Hexblade Warlock


Falon

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 Jhaan Jagor - Half-elf Quandrix Student | Fighter 1/Hexblade Warlock 7

Name: Jhaan Jagorspacer.png


Character concept: A young half-elf born into a noble family who "failed upwards" trice - first his squirehood, then his initiation into the High Sorcery, and finally when he found himself possesed by the weapon of Garail Kes-Filon - an ancient vampire and former cleric of Sargonnas.


Race, Background, Subclass Class: Silvanesti Half Elf Quandrix Student Fighter/Hexblade Warlock


Background and Concept: WIP


Life Goals:

  • Apparent goal: Unearth the truth behind the assassination the family of Garail Kes-Filon.
  • To be developed: Find a place to live that he can trully call his own and feel accepted.

Secrets:

  • For Jhaan to keep: WIP
  • For Jhaan to find: Garail Kes-Filon is not trully dead, but lies in torpor while influencing the young half elf through his blade... until the time has come for the ancient vampire to walk the earth once more.

Friends and Foe: WIP

  • Friend -
  • Acquantance - Gerard Uth Mondar. Former solamnic knight, sheriff of Solace.
  • Foe - Darkend Grimstone. Duegar slaver.

Quirks and Mannierism: WIP

  

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

Medium humanoid (half-elf), Chaotic Good


Armor Class 19 (15 half-plate + 2 Dex + 1 Defense Fighting Style + 1 Cloak of Protection)

Hit Points 71 (1d10+2 plus 7d8+14)

Speed 30 ft.


STR 9 (-1) DEX 14 (+2) CON 12 (+2) INT 10 (+0) WIS 14 (+2) CHA 20 (+5)
STR save +3 DEX save +3 CON save +6 INT save +1 WIS save +3 CHA save +6
athletics -1 acrobatics +5   arcana +3 animal handling +2 deception +8
  sleight of hand +3   history +0 insight +5 intimidation +5
  stealth +5D   investigation +0 medicine +2 performance +5
      nature +3 perception +5 persuasion +8
  D Disadvantage   religion +0 survival +2  

Senses. Passive perception 15 (darkvision 120 ft.).

Languages. Common, Magius, Solamnic, Elven.

Tool proficiencies. Calligraphy tools.

Eldritch Invocations. Beguiling Infuence, Eldritch Mind, Thirsting Blade, Devil's Sight.

• Beguiling Infuence. You gain proficiency in the Deception and Persuasion skills.
• Eldritch Mind. You have advantage on Constitution saving throws that you make to maintain your concentration on a spell.
• Thirsting Blade. You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.
• Devil's Sight. You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Fighting Style. Defense. While you are wearing armor, you gain a +1 bonus to AC.

Feats. Strixhaven Initiate, Elven Accuracy (+1 Cha), Slasher (+1 Dex).

Equipment. Half-plate, Stirring Dragon's Wrath Glaive, Cloak of Protection, wand arcane focus, a bottle of black ink, an ink pen, an abacus, a book of arcane theory, spyglass, fine clothes (including a vest with 100 tiny pockets), a signet ring, a scroll of pedigree, waterskin, tinderbox, mess kit, backpack, bedroll, rations (10 days), spell component pouch (an undead eyeball encased in a gem, and 30 gp worth of charcoal, incense, and herbs), brass brazier, and a pouch containing 6 pp, 25 gp, and 12 sp.


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

Accursed Spectre (recharges after long rest). 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. 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 (+5). The specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife.

Spellcasting. Your spellcasng ability is Charisma (spell save DC 16, +8 to hit with spell attacks). You have the following warlock spells prepared, and you have two 4th level spell slots that recover on short or long rest. One per long rest you can cast the Find Familiar spell without using a spell slot.

• Cantrips (at will): Friends A sm, Guidance AC vs, Mage Hand A vs, Minor Illusion A sm, Prestidigitation A vs.
• 1st level: Armor of Agathys A vsm, Find Familiar 1h vsm.
• 2nd level: Suggestion AC vm.
• 3rd level: Counterspell R s, Fly AC vsm, Spirit Shroud BC vs.
• 4th level: Shadow of Moil AC vsm, Raulothim's Psychic Lance A v, Dimension Door A v.

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.
• Your Hex Warrior feature can affect any weapon, allowing you to use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls, when you attack with that weapon.


ACTIONS

Stirring Dragon's Wrath Glaive. Melee weapon attack (x2): +9 to hit, reach 10 ft., one target. Hit: 12 (1d10+6) slashing damage plus 1d6 lightning 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 (12 hp).

Second Wind (recharges after a short or long rest). You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level (+1).

  

Edited by Falon (see edit history)
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Posted (edited)
  • Items for DM approval:
  1. Cloak of Protection (uncommon) - Dungeon Master's Guide
  2. Stirring Dragon's Wrath Glaive (rare) - Fizban's Treasury of Dragons
  • Party Role. Social competence, frontline presence, and melee damage capability (with shifting emphasis on the last two depending on active spells). Insight, Deception and Persuasion proficiency, coupled with with outstanding Charisma and Decept wisdom open up a lot if not all options in social encounters while Spirit Shroud or Shadow of Moil, coupled with Armor of Agathys enhance his damage dealing and tanking capabilities. A familiar and his cused spectre ability, together with good perception score help with his exploration and information gathering abilities.

 

Edited by Falon (see edit history)
Name
Trinket
36
1d100 36
Hit points
26
7d8 1,2,5,1,3,8,6
Hit points again (can't see the separate rolls) rolls.
5; 6; 8; 7; 2; 7; 3
1d8;1d8;1d8;1d8;1d8;1d8;1d8 [5]; [5,6]; [5,6,8]; [5,6,8,7]; [5,6,8,7,2]; [5,6,8,7,2,7]; [5,6,8,7,2,7,3]
Hit points one final time (I promise) because I was reading the hit point rule of a different game...
45
7d4+28 3,4,4,1,1,1,3
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On 4/7/2024 at 7:20 AM, Falon said:
  • Items for DM approval:
  1. Cloak of Protection (uncommon) - Dungeon Master's Guide
  2. Stirring Dragon's Wrath Glaive (rare) - Fizban's Treasury of Dragons

Both of those items are acceptable. Let me know if you have any questions as you work on Jhaan's background.

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