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morgan_

morgan_

Mulan TokenFa Mulan Samurai Fighter 3; Hexblade Warlock 3

AC:
HP:
Speed:

17
49/49
30 ft.

Strength:
Dexterity:
Constitution:

15
10
14

(+2)
(+0)
(+2)

Intelligence:
Wisdom:
Charisma:

12
10
18

(+1)
(+0)
(+4)

Languages
Combat Proficiencies
Tool Proficiencies

  Second Wind (1d10+3) | Action Surge (1/1) | Fighting Spirit (3/3) | Hexblade's Curse (1/1) | 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

Description. | "Speech." | 'Thought.' |

OOC

Action:
Bonus Action:
Movement:
Reaction:
Object Interaction:

Spells

Spellcasting

Modifier (Cha): +4
Spell Attack: +7
Save DC: 15

Cantrips

  1. Create BonfireConjuration Cantrip
    Casting Time: 1 action
    Range/Area: 60ft./5ft.
    Components: V, S
    Duration: Concentration, up to 1 minute
    Attack/Save: DEX 15
    Source: EE, pg. 152

    You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire’s space for the first time on a turn or ends its turn there.

    The bonfire ignites flammable objects in its area that aren’t being worn or carried.

    The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
  2. Green-Flame BladeEvocation Cantrip
    Casting Time: 1 action
    Range/Area: Self/5ft.
    Components: S, M(a melee weapon worth at least 1 sp)
    Duration: Instantaneous
    Source: SCAG, pg. 142

    You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.

    This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).

2nd-Level

  1. Armor of Agathys1st Level Abjuration
    Casting Time: 1 action
    Range/Area: Self
    Components: V, S, M(a cup of water)
    Duration: 1 hour
    Source: PHB, pg. 215

    A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.

    At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot.
    *
  2. Blur2nd Level Illusion
    Casting Time: 1 action
    Range/Area: Self
    Components: V
    Duration: Concentration, up to 1 minute
    Source: PHB, pg. 219

    Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.
    (c)
  3. Find Familiar1st Level Conjuration
    Casting Time: 1 hour
    Range/Area: 10ft.
    Components: V, S, M(10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)
    Duration: Instantaneous
    Source: PHB, pg. 240

    You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.

    Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.

    When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.

    While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

    You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.

    Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
    *(R)
  4. Shield1st Level Abjuration
    Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
    Range/Area: Self
    Components: V, S
    Duration: 1 round
    Source: PHB, pg. 275

    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.
  5. Suggestion2nd Level Enchantment
    Casting Time: 1 action
    Range/Area: 30ft.
    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
    Attack/Save: WIS 15
    Source: PHB, pg. 279

    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 pursues 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.
    (c)

Stats

[b][url=/sheets/?id=2897775]Fa Mulan[/url][/b] [i]Human (Half-Elf) Fighter 3 / Warlock 3 6 NG[/i] [b]AC[/b] 17 [b]HP[/b] 49 [b]Speed[/b] 30ft [b]Str[/b] 15 (2) [b]Dex[/b] 10 (0) [b]Con[/b] 14 (2) [b]Wis[/b] 10 (0) [b]Int[/b] 12 (1) [b]Cha[/b] 18 (4) [b]Attacks[/b] [b]Jian (Slashing/5)[/b] +8 1d8+5(1d10+5) [b]Dagger (Piercing/20/60)[/b] +5 1d4+2 [b]Handaxe (Slashing/20/60)[/b] +5 1d6+2 [b]Longbow (Piercing/150/600)[/b] +3 1d6 [b]Unarmed Strike (Bl./5)[/b] +5 1d6(1d8) Fighter Features Fighting Style (Unarmed Fighting) | Second Wind | Action Surge | Martial Archetype (Samurai) | Bonus Proficiency | Fighting Spirit Warlock Features Otherworldly Patron (Hexblade) | Pact Magic | Expanded Spell List | Hexblade's Curse | Hex Warrior (Longsword) | Eldritch Invocations | Pact Boon (Pact of the Chain) Soldier Feature Military Rank: You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized. Half-Elf Features Darkvision (60 ft.) | Fey Ancestry | Skill Versatility
Fa Mulan
Human (Half-Elf) Fighter 3 / Warlock 3 6 NG

AC 17 HP 49 Speed 30ft

Str 15 (2) Dex 10 (0) Con 14 (2) Wis 10 (0) Int 12 (1) Cha 18 (4)

Attacks
Jian (Slashing/5) +8 1d8+5(1d10+5)
Dagger (Piercing/20/60) +5 1d4+2
Handaxe (Slashing/20/60) +5 1d6+2
Longbow (Piercing/150/600) +3 1d6
Unarmed Strike (Bl./5) +5 1d6(1d8)

Fighter Features
Fighting Style (Unarmed Fighting) | Second Wind | Action Surge | Martial Archetype (Samurai) | Bonus Proficiency | Fighting Spirit

Warlock Features
Otherworldly Patron (Hexblade) | Pact Magic | Expanded Spell List | Hexblade's Curse | Hex Warrior (Longsword) | Eldritch Invocations | Pact Boon (Pact of the Chain)

Soldier Feature
Military Rank: You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.

Half-Elf Features
Darkvision (60 ft.) | Fey Ancestry | Skill Versatility

Links: Sheet | Application

Inventory

Gp: 23 Sp: 9 Cp: 5

Equipped

  1. Splint
  2. Clothes, common
  3. Dagger
  4. Handaxe (2)
  5. Longbow
  6. Jian (Longsword), +1
  7. Lucky cricket (Arcane focus)
  8. Signal Whistle
  9. Quiver (20 arrows)

Backpack

  1. Ball bearings (bag of 1000)
  2. Bedroll
  3. Bell
  4. Blanket
  5. Candle
  6. Case, map or scroll
  7. Clothes, fine
  8. Crowbar
  9. Dice set
  10. Grappling hook
  11. Hammer
  12. Healer's kit
  13. Lantern, hooded
  14. Mess Kit
  15. Oil (10 flasks)
  16. Perfume (vial)
  17. Piton (10)
  18. Rations (10 days)
  19. Rope, hempen (50 ft.)
  20. Sack
  21. Shovel
  22. Soap
  23. Spikes, Iron
  24. String (10 ft.)
  25. Tent, two-person
  26. Tinderbox
  27. Waterskin

Khan (Draft Horse)

  1. Bit and bridle
  2. Saddle, military
  3. Saddlebags
  4. Feed (10 days)
morgan_

morgan_

Mulan TokenFa Mulan Samurai Fighter 3; Hexblade Warlock 3

AC:
HP:
Speed:

17
49/49
30 ft.

Strength:
Dexterity:
Constitution:

15
10
14

(+2)
(+0)
(+2)

Intelligence:
Wisdom:
Charisma:

12
10
18

(+1)
(+0)
(+4)

Languages
Combat Proficiencies
Tool Proficiencies

  Second Wind (1d10+3) | Action Surge (1/1) | Fighting Spirit (3/3) | Hexblade's Curse (1/1) | 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

Description. | "Speech." | 'Thought.' |

OOC

Action:
Bonus Action:
Movement:
Reaction:
Object Interaction:

Spells

Spellcasting

Modifier (Cha): +4
Spell Attack: +7
Save DC: 15

Cantrips

  1. Create BonfireConjuration Cantrip
    Casting Time: 1 action
    Range/Area: 60ft./5ft.
    Components: V, S
    Duration: Concentration, up to 1 minute
    Attack/Save: DEX 15
    Source: EE, pg. 152

    You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire’s space for the first time on a turn or ends its turn there.

    The bonfire ignites flammable objects in its area that aren’t being worn or carried.

    The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
  2. Green-Flame BladeEvocation Cantrip
    Casting Time: 1 action
    Range/Area: Self/5ft.
    Components: S, M(a melee weapon worth at least 1 sp)
    Duration: Instantaneous
    Source: SCAG, pg. 142

    You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.

    This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).

2nd-Level

  1. Armor of Agathys1st Level Abjuration
    Casting Time: 1 action
    Range/Area: Self
    Components: V, S, M(a cup of water)
    Duration: 1 hour
    Source: PHB, pg. 215

    A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.

    At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot.
    *
  2. Blur2nd Level Illusion
    Casting Time: 1 action
    Range/Area: Self
    Components: V
    Duration: Concentration, up to 1 minute
    Source: PHB, pg. 219

    Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.
    (c)
  3. Enthrall2nd Level Enchantment
    Casting Time: 1 action
    Range/Area: 60ft.
    Components: V, S
    Duration: 1 minute
    Attack/Save: WIS 15
    Source: PHB, pg. 238

    You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that can't be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak.
  4. Find Familiar1st Level Conjuration
    Casting Time: 1 hour
    Range/Area: 10ft.
    Components: V, S, M(10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)
    Duration: Instantaneous
    Source: PHB, pg. 240

    You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.

    Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.

    When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.

    While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

    You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.

    Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
    *(R)
  5. Shield1st Level Abjuration
    Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
    Range/Area: Self
    Components: V, S
    Duration: 1 round
    Source: PHB, pg. 275

    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.
  6. Suggestion2nd Level Enchantment
    Casting Time: 1 action
    Range/Area: 30ft.
    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
    Attack/Save: WIS 15
    Source: PHB, pg. 279

    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 pursues 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.
    (c)

Stats

[b][url=/sheets/?id=2897775]Fa Mulan[/url][/b] [i]Human (Half-Elf) Fighter 3 / Warlock 3 6 NG[/i] [b]AC[/b] 17 [b]HP[/b] 49 [b]Speed[/b] 30ft [b]Str[/b] 15 (2) [b]Dex[/b] 10 (0) [b]Con[/b] 14 (2) [b]Wis[/b] 10 (0) [b]Int[/b] 12 (1) [b]Cha[/b] 18 (4) [b]Attacks[/b] [b]Jian (Slashing/5)[/b] +8 1d8+5(1d10+5) [b]Dagger (Piercing/20/60)[/b] +5 1d4+2 [b]Handaxe (Slashing/20/60)[/b] +5 1d6+2 [b]Longbow (Piercing/150/600)[/b] +3 1d6 [b]Unarmed Strike (Bl./5)[/b] +5 1d6(1d8) Fighter Features Fighting Style (Unarmed Fighting) | Second Wind | Action Surge | Martial Archetype (Samurai) | Bonus Proficiency | Fighting Spirit Warlock Features Otherworldly Patron (Hexblade) | Pact Magic | Expanded Spell List | Hexblade's Curse | Hex Warrior (Longsword) | Eldritch Invocations | Pact Boon (Pact of the Chain) Soldier Feature Military Rank: You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized. Half-Elf Features Darkvision (60 ft.) | Fey Ancestry | Skill Versatility
Fa Mulan
Human (Half-Elf) Fighter 3 / Warlock 3 6 NG

AC 17 HP 49 Speed 30ft

Str 15 (2) Dex 10 (0) Con 14 (2) Wis 10 (0) Int 12 (1) Cha 18 (4)

Attacks
Jian (Slashing/5) +8 1d8+5(1d10+5)
Dagger (Piercing/20/60) +5 1d4+2
Handaxe (Slashing/20/60) +5 1d6+2
Longbow (Piercing/150/600) +3 1d6
Unarmed Strike (Bl./5) +5 1d6(1d8)

Fighter Features
Fighting Style (Unarmed Fighting) | Second Wind | Action Surge | Martial Archetype (Samurai) | Bonus Proficiency | Fighting Spirit

Warlock Features
Otherworldly Patron (Hexblade) | Pact Magic | Expanded Spell List | Hexblade's Curse | Hex Warrior (Longsword) | Eldritch Invocations | Pact Boon (Pact of the Chain)

Soldier Feature
Military Rank: You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.

Half-Elf Features
Darkvision (60 ft.) | Fey Ancestry | Skill Versatility

Links: Sheet | Application

Inventory

Gp: 24 Sp: 9 Cp: 0

Equipped

  1. Splint
  2. Clothes, common
  3. Dagger
  4. Handaxe (2)
  5. Longbow
  6. Jian (Longsword), +1
  7. Lucky cricket (Arcane focus)
  8. Signal Whistle
  9. Quiver (20 arrows)

Backpack

  1. Ball bearings (bag of 1000)
  2. Bedroll
  3. Bell
  4. Blanket
  5. Candle
  6. Case, map or scroll
  7. Clothes, fine
  8. Crowbar
  9. Dice set
  10. Grappling hook
  11. Hammer
  12. Healer's kit
  13. Lantern, hooded
  14. Mess Kit
  15. Oil (10 flasks)
  16. Perfume (vial)
  17. Piton (10)
  18. Rations (10 days)
  19. Rope, hempen (50 ft.)
  20. Sack
  21. Shovel
  22. Soap
  23. Spikes, Iron
  24. String (10 ft.)
  25. Tent, two-person
  26. Tinderbox
  27. Waterskin

Khan (Draft Horse)

  1. Bit and bridle
  2. Saddle, military
  3. Saddlebags
  4. Feed (10 days)
morgan_

morgan_

Mulan TokenFa Mulan — Samurai Fighter 3; Hexblade Warlock 3

AC:
HP:
Speed:

17
49/49
30 ft.

Strength:
Dexterity:
Constitution:

15
10
14

(+2)
(+0)
(+2)

Intelligence:
Wisdom:
Charisma:

12
10
18

(+1)
(+0)
(+4)

Languages
Combat Proficiencies
Tool Proficiencies

  Second Wind (1d10+3) | Action Surge (1/1) | Fighting Spirit (3/3) | Hexblade's Curse (1/1) | 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

Description. | "Speech." | 'Thought.' |

OOC

Movement:
Action:
Bonus Action:
Reaction:
Object Interaction:

Spells

Spellcasting

Modifier (Cha): +4
Spell Attack: +7
Save DC: 15

Cantrips

  1. Create BonfireConjuration Cantrip
    Casting Time: 1 action
    Range/Area: 60ft./5ft.
    Components: V, S
    Duration: Concentration, up to 1 minute
    Attack/Save: DEX 15
    Source: EE, pg. 152

    You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire’s space for the first time on a turn or ends its turn there.

    The bonfire ignites flammable objects in its area that aren’t being worn or carried.

    The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
  2. Green-Flame BladeEvocation Cantrip
    Casting Time: 1 action
    Range/Area: Self/5ft.
    Components: S, M(a melee weapon worth at least 1 sp)
    Duration: Instantaneous
    Source: SCAG, pg. 142

    You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.

    This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).

2nd-Level

  1. Armor of Agathys1st Level Abjuration
    Casting Time: 1 action
    Range/Area: Self
    Components: V, S, M(a cup of water)
    Duration: 1 hour
    Source: PHB, pg. 215

    A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.

    At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot.
    *
  2. Blur2nd Level Illusion
    Casting Time: 1 action
    Range/Area: Self
    Components: V
    Duration: Concentration, up to 1 minute
    Source: PHB, pg. 219

    Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.
    (c)
  3. Enthrall2nd Level Enchantment
    Casting Time: 1 action
    Range/Area: 60ft.
    Components: V, S
    Duration: 1 minute
    Attack/Save: WIS 15
    Source: PHB, pg. 238

    You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that can't be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak.
  4. Find Familiar1st Level Conjuration
    Casting Time: 1 hour
    Range/Area: 10ft.
    Components: V, S, M(10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)
    Duration: Instantaneous
    Source: PHB, pg. 240

    You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.

    Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.

    When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.

    While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

    You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.

    Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
    *(R)
  5. Shield1st Level Abjuration
    Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
    Range/Area: Self
    Components: V, S
    Duration: 1 round
    Source: PHB, pg. 275

    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.
  6. Suggestion2nd Level Enchantment
    Casting Time: 1 action
    Range/Area: 30ft.
    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
    Attack/Save: WIS 15
    Source: PHB, pg. 279

    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 pursues 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.
    (c)

Stats

[b][url=/sheets/?id=2897775]Fa Mulan[/url][/b] [i]Human (Half-Elf) Fighter 3 / Warlock 3 6 NG[/i] [b]AC[/b] 17 [b]HP[/b] 49 [b]Speed[/b] 30ft [b]Str[/b] 15 (2) [b]Dex[/b] 10 (0) [b]Con[/b] 14 (2) [b]Wis[/b] 10 (0) [b]Int[/b] 12 (1) [b]Cha[/b] 18 (4) [b]Attacks[/b] [b]Jian (Slashing/5)[/b] +8 1d8+5(1d10+5) [b]Dagger (Piercing/20/60)[/b] +5 1d4+2 [b]Handaxe (Slashing/20/60)[/b] +5 1d6+2 [b]Longbow (Piercing/150/600)[/b] +3 1d6 [b]Unarmed Strike (Bl./5)[/b] +5 1d6(1d8) Fighter Features Fighting Style (Unarmed Fighting) | Second Wind | Action Surge | Martial Archetype (Samurai) | Bonus Proficiency | Fighting Spirit Warlock Features Otherworldly Patron (Hexblade) | Pact Magic | Expanded Spell List | Hexblade's Curse | Hex Warrior (Longsword) | Eldritch Invocations | Pact Boon (Pact of the Chain) Soldier Feature Military Rank: You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized. Half-Elf Features Darkvision (60 ft.) | Fey Ancestry | Skill Versatility
Fa Mulan
Human (Half-Elf) Fighter 3 / Warlock 3 6 NG

AC 17 HP 49 Speed 30ft

Str 15 (2) Dex 10 (0) Con 14 (2) Wis 10 (0) Int 12 (1) Cha 18 (4)

Attacks
Jian (Slashing/5) +8 1d8+5(1d10+5)
Dagger (Piercing/20/60) +5 1d4+2
Handaxe (Slashing/20/60) +5 1d6+2
Longbow (Piercing/150/600) +3 1d6
Unarmed Strike (Bl./5) +5 1d6(1d8)

Fighter Features
Fighting Style (Unarmed Fighting) | Second Wind | Action Surge | Martial Archetype (Samurai) | Bonus Proficiency | Fighting Spirit

Warlock Features
Otherworldly Patron (Hexblade) | Pact Magic | Expanded Spell List | Hexblade's Curse | Hex Warrior (Longsword) | Eldritch Invocations | Pact Boon (Pact of the Chain)

Soldier Feature
Military Rank: You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.

Half-Elf Features
Darkvision (60 ft.) | Fey Ancestry | Skill Versatility

Links: Sheet | Application

Inventory

Gp: 24 Sp: 9 Cp: 0

Equipped

  1. Splint
  2. Clothes, common
  3. Dagger
  4. Handaxe (2)
  5. Longbow
  6. Jian (Longsword), +1
  7. Lucky cricket (Arcane focus)
  8. Signal Whistle
  9. Quiver (20 arrows)

Backpack

  1. Ball bearings (bag of 1000)
  2. Bedroll
  3. Bell
  4. Blanket
  5. Candle
  6. Case, map or scroll
  7. Clothes, fine
  8. Crowbar
  9. Dice set
  10. Grappling hook
  11. Hammer
  12. Healer's kit
  13. Lantern, hooded
  14. Mess Kit
  15. Oil (10 flasks)
  16. Perfume (vial)
  17. Piton (10)
  18. Rations (10 days)
  19. Rope, hempen (50 ft.)
  20. Sack
  21. Shovel
  22. Soap
  23. Spikes, Iron
  24. String (10 ft.)
  25. Tent, two-person
  26. Tinderbox
  27. Waterskin

Khan (Draft Horse)

  1. Bit and bridle
  2. Saddle, military
  3. Saddlebags
  4. Feed (10 days)
morgan_

morgan_

Mulan TokenFa Mulan — Samurai Fighter 3; Hexblade Warlock 3

AC:
HP:
Speed:

17
49/49
30 ft.

Strength:
Dexterity:
Constitution:

15
10
14

(+2)
(+0)
(+2)

Intelligence:
Wisdom:
Charisma:

12
10
18

(+1)
(+0)
(+4)

Languages
Combat Proficiencies
Tool Proficiencies

  Second Wind (1d10+3) | Action Surge (1/1) | Fighting Spirit (3/3) | Hexblade's Curse (1/1) | 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

Description. | "Speech." | 'Thought.' |

OOC

Action:
Bonus Action:
Reaction:
Object Interaction:
Movement:

Spells

Spellcasting

Modifier (Cha): +4
Spell Attack: +7
Save DC: 15

Cantrips

  1. Create BonfireConjuration Cantrip
    Casting Time: 1 action
    Range/Area: 60ft./5ft.
    Components: V, S
    Duration: Concentration, up to 1 minute
    Attack/Save: DEX 15
    Source: EE, pg. 152

    You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire’s space for the first time on a turn or ends its turn there.

    The bonfire ignites flammable objects in its area that aren’t being worn or carried.

    The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
  2. Green-Flame BladeEvocation Cantrip
    Casting Time: 1 action
    Range/Area: Self/5ft.
    Components: S, M(a melee weapon worth at least 1 sp)
    Duration: Instantaneous
    Source: SCAG, pg. 142

    You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.

    This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).

2nd-Level

  1. Armor of Agathys1st Level Abjuration
    Casting Time: 1 action
    Range/Area: Self
    Components: V, S, M(a cup of water)
    Duration: 1 hour
    Source: PHB, pg. 215

    A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.

    At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot.
    *
  2. Blur2nd Level Illusion
    Casting Time: 1 action
    Range/Area: Self
    Components: V
    Duration: Concentration, up to 1 minute
    Source: PHB, pg. 219

    Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.
    (c)
  3. Enthrall2nd Level Enchantment
    Casting Time: 1 action
    Range/Area: 60ft.
    Components: V, S
    Duration: 1 minute
    Attack/Save: WIS 15
    Source: PHB, pg. 238

    You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that can't be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak.
  4. Find Familiar1st Level Conjuration
    Casting Time: 1 hour
    Range/Area: 10ft.
    Components: V, S, M(10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)
    Duration: Instantaneous
    Source: PHB, pg. 240

    You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.

    Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.

    When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.

    While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

    You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.

    Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
    *(R)
  5. Shield1st Level Abjuration
    Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
    Range/Area: Self
    Components: V, S
    Duration: 1 round
    Source: PHB, pg. 275

    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.
  6. Suggestion2nd Level Enchantment
    Casting Time: 1 action
    Range/Area: 30ft.
    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
    Attack/Save: WIS 15
    Source: PHB, pg. 279

    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 pursues 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.
    (c)

Stats

[b][url=/sheets/?id=2897775]Fa Mulan[/url][/b] [i]Human (Half-Elf) Fighter 3 / Warlock 3 6 NG[/i] [b]AC[/b] 17 [b]HP[/b] 49 [b]Speed[/b] 30ft [b]Str[/b] 15 (2) [b]Dex[/b] 10 (0) [b]Con[/b] 14 (2) [b]Wis[/b] 10 (0) [b]Int[/b] 12 (1) [b]Cha[/b] 18 (4) [b]Attacks[/b] [b]Jian (Slashing/5)[/b] +8 1d8+5(1d10+5) [b]Dagger (Piercing/20/60)[/b] +5 1d4+2 [b]Handaxe (Slashing/20/60)[/b] +5 1d6+2 [b]Longbow (Piercing/150/600)[/b] +3 1d6 [b]Unarmed Strike (Bl./5)[/b] +5 1d6(1d8) Fighter Features Fighting Style (Unarmed Fighting) | Second Wind | Action Surge | Martial Archetype (Samurai) | Bonus Proficiency | Fighting Spirit Warlock Features Otherworldly Patron (Hexblade) | Pact Magic | Expanded Spell List | Hexblade's Curse | Hex Warrior (Longsword) | Eldritch Invocations | Pact Boon (Pact of the Chain) Soldier Feature Military Rank: You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized. Half-Elf Features Darkvision (60 ft.) | Fey Ancestry | Skill Versatility
Fa Mulan
Human (Half-Elf) Fighter 3 / Warlock 3 6 NG

AC 17 HP 49 Speed 30ft

Str 15 (2) Dex 10 (0) Con 14 (2) Wis 10 (0) Int 12 (1) Cha 18 (4)

Attacks
Jian (Slashing/5) +8 1d8+5(1d10+5)
Dagger (Piercing/20/60) +5 1d4+2
Handaxe (Slashing/20/60) +5 1d6+2
Longbow (Piercing/150/600) +3 1d6
Unarmed Strike (Bl./5) +5 1d6(1d8)

Fighter Features
Fighting Style (Unarmed Fighting) | Second Wind | Action Surge | Martial Archetype (Samurai) | Bonus Proficiency | Fighting Spirit

Warlock Features
Otherworldly Patron (Hexblade) | Pact Magic | Expanded Spell List | Hexblade's Curse | Hex Warrior (Longsword) | Eldritch Invocations | Pact Boon (Pact of the Chain)

Soldier Feature
Military Rank: You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.

Half-Elf Features
Darkvision (60 ft.) | Fey Ancestry | Skill Versatility

Links: Sheet | Application

Inventory

Gp: 24 Sp: 9 Cp: 0

Equipped

  1. Splint
  2. Clothes, common
  3. Dagger
  4. Handaxe (2)
  5. Longbow
  6. Jian (Longsword), +1
  7. Lucky cricket (Arcane focus)
  8. Signal Whistle
  9. Quiver (20 arrows)

Backpack

  1. Ball bearings (bag of 1000)
  2. Bedroll
  3. Bell
  4. Blanket
  5. Candle
  6. Case, map or scroll
  7. Clothes, fine
  8. Crowbar
  9. Dice set
  10. Grappling hook
  11. Hammer
  12. Healer's kit
  13. Lantern, hooded
  14. Mess Kit
  15. Oil (10 flasks)
  16. Perfume (vial)
  17. Piton (10)
  18. Rations (10 days)
  19. Rope, hempen (50 ft.)
  20. Sack
  21. Shovel
  22. Soap
  23. Spikes, Iron
  24. String (10 ft.)
  25. Tent, two-person
  26. Tinderbox
  27. Waterskin

Khan (Draft Horse)

  1. Bit and bridle
  2. Saddle, military
  3. Saddlebags
  4. Feed (10 days)
morgan_

morgan_

Mulan TokenFa Mulan — Samurai Fighter 3; Hexblade Warlock 3

AC:
HP:
Speed:

17
49/49
30 ft.

Strength:
Dexterity:
Constitution:

15
10
14

(+2)
(+0)
(+2)

Intelligence:
Wisdom:
Charisma:

12
10
18

(+1)
(+0)
(+4)

Languages
Combat Proficiencies
Tool Proficiencies

  Second Wind (1d10+3) | Action Surge (1/1) | Fighting Spirit (3/3) | Hexblade's Curse (1/1) | 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

Description. | "Speech." | 'Thought.' |

OOC

Action:
Bonus Action:
Reaction:
Object Interaction:
Movement:

Spells

Spellcasting

Modifier (Cha): +4
Spell Attack: +7
Save DC: 15

Cantrips

  1. Create BonfireConjuration Cantrip
    Casting Time: 1 action
    Range/Area: 60ft./5ft.
    Components: V, S
    Duration: Concentration, up to 1 minute
    Attack/Save: DEX 15
    Source: EE, pg. 152

    You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire’s space for the first time on a turn or ends its turn there.

    The bonfire ignites flammable objects in its area that aren’t being worn or carried.

    The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
  2. Green-Flame BladeEvocation Cantrip
    Casting Time: 1 action
    Range/Area: Self/5ft.
    Components: S, M(a melee weapon worth at least 1 sp)
    Duration: Instantaneous
    Source: SCAG, pg. 142

    You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.

    This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).

2nd-Level

  1. Armor of Agathys1st Level Abjuration
    Casting Time: 1 action
    Range/Area: Self
    Components: V, S, M(a cup of water)
    Duration: 1 hour
    Source: PHB, pg. 215

    A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.

    At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot.
    *
  2. Blur2nd Level Illusion
    Casting Time: 1 action
    Range/Area: Self
    Components: V
    Duration: Concentration, up to 1 minute
    Source: PHB, pg. 219

    Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.
    (c)
  3. Enthrall2nd Level Enchantment
    Casting Time: 1 action
    Range/Area: 60ft.
    Components: V, S
    Duration: 1 minute
    Attack/Save: WIS 15
    Source: PHB, pg. 238

    You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that can't be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak.
  4. Find Familiar1st Level Conjuration
    Casting Time: 1 hour
    Range/Area: 10ft.
    Components: V, S, M(10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)
    Duration: Instantaneous
    Source: PHB, pg. 240

    You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.

    Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.

    When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.

    While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

    You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.

    Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
    *(R)
  5. Shield1st Level Abjuration
    Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
    Range/Area: Self
    Components: V, S
    Duration: 1 round
    Source: PHB, pg. 275

    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.
  6. Suggestion2nd Level Enchantment
    Casting Time: 1 action
    Range/Area: 30ft.
    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
    Attack/Save: WIS 15
    Source: PHB, pg. 279

    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 pursues 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.
    (c)

Stats

[b][url=/sheets/?id=2897775]Fa Mulan[/url][/b] [i]Human (Half-Elf) Fighter 3 / Warlock 3 6 NG[/i] [b]AC[/b] 17 [b]HP[/b] 49 [b]Speed[/b] 30ft [b]Str[/b] 15 (2) [b]Dex[/b] 10 (0) [b]Con[/b] 14 (2) [b]Wis[/b] 10 (0) [b]Int[/b] 12 (1) [b]Cha[/b] 18 (4) [b]Attacks[/b] [b]Jian (Slashing/5)[/b] +8 1d8+5(1d10+5) [b]Dagger (Piercing/20/60)[/b] +5 1d4+2 [b]Handaxe (Slashing/20/60)[/b] +5 1d6+2 [b]Longbow (Piercing/150/600)[/b] +3 1d6 [b]Unarmed Strike (Bl./5)[/b] +5 1d6(1d8) Fighter Features Fighting Style (Unarmed Fighting) | Second Wind | Action Surge | Martial Archetype (Samurai) | Bonus Proficiency | Fighting Spirit Warlock Features Otherworldly Patron (Hexblade) | Pact Magic | Expanded Spell List | Hexblade's Curse | Hex Warrior (Longsword) | Eldritch Invocations | Pact Boon (Pact of the Chain) Soldier Feature Military Rank: You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized. Half-Elf Features Darkvision (60 ft.) | Fey Ancestry | Skill Versatility
Fa Mulan
Human (Half-Elf) Fighter 3 / Warlock 3 6 NG

AC 17 HP 49 Speed 30ft

Str 15 (2) Dex 10 (0) Con 14 (2) Wis 10 (0) Int 12 (1) Cha 18 (4)

Attacks
Jian (Slashing/5) +8 1d8+5(1d10+5)
Dagger (Piercing/20/60) +5 1d4+2
Handaxe (Slashing/20/60) +5 1d6+2
Longbow (Piercing/150/600) +3 1d6
Unarmed Strike (Bl./5) +5 1d6(1d8)

Fighter Features
Fighting Style (Unarmed Fighting) | Second Wind | Action Surge | Martial Archetype (Samurai) | Bonus Proficiency | Fighting Spirit

Warlock Features
Otherworldly Patron (Hexblade) | Pact Magic | Expanded Spell List | Hexblade's Curse | Hex Warrior (Longsword) | Eldritch Invocations | Pact Boon (Pact of the Chain)

Soldier Feature
Military Rank: You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.

Half-Elf Features
Darkvision (60 ft.) | Fey Ancestry | Skill Versatility

Links: Sheet | Application

Inventory

Gp: 29 Sp: 9 Cp: 0

Equipped

  1. Splint
  2. Clothes, common
  3. Dagger
  4. Handaxe (2)
  5. Longbow
  6. Jian (Longsword), +1
  7. Lucky cricket (Arcane focus)
  8. Signal Whistle
  9. Quiver (20 arrows)

Backpack

  1. Ball bearings (bag of 1000)
  2. Bedroll
  3. Bell
  4. Blanket
  5. Candle
  6. Case, map or scroll
  7. Clothes, fine
  8. Crowbar
  9. Dice set
  10. Grappling hook
  11. Hammer
  12. Healer's kit
  13. Lantern, hooded
  14. Mess Kit
  15. Oil (10 flasks)
  16. Perfume (vial)
  17. Piton (10)
  18. Rations (10 days)
  19. Rope, hempen (50 ft.)
  20. Sack
  21. Shovel
  22. Soap
  23. Spikes, Iron
  24. String (10 ft.)
  25. Tent, two-person
  26. Tinderbox
  27. Waterskin

Khan (Draft Horse)

  1. Bit and bridle
  2. Saddle, military
  3. Saddlebags
  4. Feed (10 days)
morgan_

morgan_

Mulan TokenFa Mulan — Samurai Fighter 3; Hexblade Warlock 3

AC:
HP:
Speed:

17
49/49
30 ft.

Strength:
Dexterity:
Constitution:

15
10
14

(+2)
(+0)
(+2)

Intelligence:
Wisdom:
Charisma:

12
10
18

(+1)
(+0)
(+4)

Languages
Combat Proficiencies
Tool Proficiencies

  Second Wind (1d10+3) | Action Surge (1/1) | Fighting Spirit (3/3) | Hexblade's Curse (1/1) | 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

Description. | "Speech." | 'Thought.' |

OOC

Action:
Bonus Action:
Reaction:
Object Interaction:
Movement:

Spells

Spellcasting

Modifier (Cha): +4
Spell Attack: +7
Save DC: 15

Cantrips

  1. Create BonfireConjuration Cantrip
    Casting Time: 1 action
    Range/Area: 60ft./5ft.
    Components: V, S
    Duration: Concentration, up to 1 minute
    Attack/Save: DEX 15
    Source: EE, pg. 152

    You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire’s space for the first time on a turn or ends its turn there.

    The bonfire ignites flammable objects in its area that aren’t being worn or carried.

    The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
  2. Green-Flame BladeEvocation Cantrip
    Casting Time: 1 action
    Range/Area: Self/5ft.
    Components: S, M(a melee weapon worth at least 1 sp)
    Duration: Instantaneous
    Source: SCAG, pg. 142

    You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.

    This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).

2nd-Level

  1. Armor of Agathys1st Level Abjuration
    Casting Time: 1 action
    Range/Area: Self
    Components: V, S, M(a cup of water)
    Duration: 1 hour
    Source: PHB, pg. 215

    A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.

    At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot.
    *
  2. Blur2nd Level Illusion
    Casting Time: 1 action
    Range/Area: Self
    Components: V
    Duration: Concentration, up to 1 minute
    Source: PHB, pg. 219

    Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.
    (c)
  3. Enthrall2nd Level Enchantment
    Casting Time: 1 action
    Range/Area: 60ft.
    Components: V, S
    Duration: 1 minute
    Attack/Save: WIS 15
    Source: PHB, pg. 238

    You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that can't be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak.
  4. Find Familiar1st Level Conjuration
    Casting Time: 1 hour
    Range/Area: 10ft.
    Components: V, S, M(10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)
    Duration: Instantaneous
    Source: PHB, pg. 240

    You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.

    Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.

    When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.

    While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

    You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.

    Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
    *(R)
  5. Shield1st Level Abjuration
    Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
    Range/Area: Self
    Components: V, S
    Duration: 1 round
    Source: PHB, pg. 275

    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.
  6. Suggestion2nd Level Enchantment
    Casting Time: 1 action
    Range/Area: 30ft.
    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
    Attack/Save: WIS 15
    Source: PHB, pg. 279

    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 pursues 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.
    (c)

Stats

[b][url=/sheets/?id=2897775]Fa Mulan[/url][/b] [i]Human (Half-Elf) Fighter 3 / Warlock 3 6 NG[/i] [b]AC[/b] 17 [b]HP[/b] 49 [b]Speed[/b] 30ft [b]Str[/b] 15 (2) [b]Dex[/b] 10 (0) [b]Con[/b] 14 (2) [b]Wis[/b] 10 (0) [b]Int[/b] 12 (1) [b]Cha[/b] 18 (4) [b]Attacks[/b] [b]Jian (Slashing/5)[/b] +8 1d8+5(1d10+5) [b]Dagger (Piercing/20/60)[/b] +5 1d4+2 [b]Handaxe (Slashing/20/60)[/b] +5 1d6+2 [b]Longbow (Piercing/150/600)[/b] +3 1d6 [b]Unarmed Strike (Bl./5)[/b] +5 1d6(1d8) Fighter Features Fighting Style (Unarmed Fighting) | Second Wind | Action Surge | Martial Archetype (Samurai) | Bonus Proficiency | Fighting Spirit Warlock Features Otherworldly Patron (Hexblade) | Pact Magic | Expanded Spell List | Hexblade's Curse | Hex Warrior (Longsword) | Eldritch Invocations | Pact Boon (Pact of the Chain) Soldier Feature Military Rank: You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized. Half-Elf Features Darkvision (60 ft.) | Fey Ancestry | Skill Versatility
Fa Mulan
Human (Half-Elf) Fighter 3 / Warlock 3 6 NG

AC 17 HP 49 Speed 30ft

Str 15 (2) Dex 10 (0) Con 14 (2) Wis 10 (0) Int 12 (1) Cha 18 (4)

Attacks
Jian (Slashing/5) +8 1d8+5(1d10+5)
Dagger (Piercing/20/60) +5 1d4+2
Handaxe (Slashing/20/60) +5 1d6+2
Longbow (Piercing/150/600) +3 1d6
Unarmed Strike (Bl./5) +5 1d6(1d8)

Fighter Features
Fighting Style (Unarmed Fighting) | Second Wind | Action Surge | Martial Archetype (Samurai) | Bonus Proficiency | Fighting Spirit

Warlock Features
Otherworldly Patron (Hexblade) | Pact Magic | Expanded Spell List | Hexblade's Curse | Hex Warrior (Longsword) | Eldritch Invocations | Pact Boon (Pact of the Chain)

Soldier Feature
Military Rank: You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.

Half-Elf Features
Darkvision (60 ft.) | Fey Ancestry | Skill Versatility

Links: Sheet | Application

Inventory

Gp: 39 Sp: 9 Cp: 0

Equipped

  1. Splint
  2. Clothes, common
  3. Dagger
  4. Handaxe (2)
  5. Longbow
  6. Jian (Longsword), +1
  7. Lucky cricket (Arcane focus)
  8. Signal Whistle
  9. Quiver (20 arrows)

Backpack

  1. Ball bearings (bag of 1000)
  2. Bedroll
  3. Bell
  4. Blanket
  5. Candle
  6. Case, map or scroll
  7. Clothes, fine
  8. Crowbar
  9. Dice set
  10. Grappling hook
  11. Hammer
  12. Healer's kit
  13. Lantern, hooded
  14. Mess Kit
  15. Oil (10 flasks)
  16. Perfume (vial)
  17. Piton (10)
  18. Rations (10 days)
  19. Rope, hempen (50 ft.)
  20. Sack
  21. Shovel
  22. Soap
  23. Spikes, Iron
  24. String (10 ft.)
  25. Tent, two-person
  26. Tinderbox
  27. Waterskin

Khan (Draft Horse)

  1. Bit and Bridle
  2. Riding Saddle
  3. Saddlebags
  4. Feed (10 days)
morgan_

morgan_

Mulan TokenFa Mulan — Samurai Fighter 3; Hexblade Warlock 3

AC:
HP:
Speed:

17
49/49
30 ft.

Strength:
Dexterity:
Constitution:

15
10
14

(+2)
(+0)
(+2)

Intelligence:
Wisdom:
Charisma:

12
10
18

(+1)
(+0)
(+4)

Languages
Combat Proficiencies
Tool Proficiencies

  Second Wind (1d10+3) | Action Surge (1/1) | Fighting Spirit (3/3) | Hexblade's Curse (1/1) | 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

Description. | "Speech." | 'Thoughts.'

OOC

Action:
Bonus Action:
Reaction:
Object Interaction:
Movement:

Spells

Spellcasting

Modifier (Cha): +4
Spell Attack: +7
Save DC: 15

Cantrips

  1. Create BonfireConjuration Cantrip
    Casting Time: 1 action
    Range/Area: 60ft./5ft.
    Components: V, S
    Duration: Concentration, up to 1 minute
    Attack/Save: DEX 15
    Source: EE, pg. 152

    You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire’s space for the first time on a turn or ends its turn there.

    The bonfire ignites flammable objects in its area that aren’t being worn or carried.

    The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
  2. Green-Flame BladeEvocation Cantrip
    Casting Time: 1 action
    Range/Area: Self/5ft.
    Components: S, M(a melee weapon worth at least 1 sp)
    Duration: Instantaneous
    Source: SCAG, pg. 142

    You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.

    This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).

2nd-Level

  1. Armor of Agathys1st Level Abjuration
    Casting Time: 1 action
    Range/Area: Self
    Components: V, S, M(a cup of water)
    Duration: 1 hour
    Source: PHB, pg. 215

    A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.

    At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot.
    *
  2. Blur2nd Level Illusion
    Casting Time: 1 action
    Range/Area: Self
    Components: V
    Duration: Concentration, up to 1 minute
    Source: PHB, pg. 219

    Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.
    (c)
  3. Enthrall2nd Level Enchantment
    Casting Time: 1 action
    Range/Area: 60ft.
    Components: V, S
    Duration: 1 minute
    Attack/Save: WIS 15
    Source: PHB, pg. 238

    You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that can't be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak.
  4. Find Familiar1st Level Conjuration
    Casting Time: 1 hour
    Range/Area: 10ft.
    Components: V, S, M(10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)
    Duration: Instantaneous
    Source: PHB, pg. 240

    You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.

    Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.

    When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.

    While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

    You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.

    Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
    *(R)
  5. Shield1st Level Abjuration
    Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
    Range/Area: Self
    Components: V, S
    Duration: 1 round
    Source: PHB, pg. 275

    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.
  6. Suggestion2nd Level Enchantment
    Casting Time: 1 action
    Range/Area: 30ft.
    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
    Attack/Save: WIS 15
    Source: PHB, pg. 279

    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 pursues 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.
    (c)

Stats

[b][url=/sheets/?id=2897775]Fa Mulan[/url][/b] [i]Human (Half-Elf) Fighter 3 / Warlock 3 6 NG[/i] [b]AC[/b] 17 [b]HP[/b] 49 [b]Speed[/b] 30ft [b]Str[/b] 15 (2) [b]Dex[/b] 10 (0) [b]Con[/b] 14 (2) [b]Wis[/b] 10 (0) [b]Int[/b] 12 (1) [b]Cha[/b] 18 (4) [b]Attacks[/b] [b]Jian (Slashing/5)[/b] +8 1d8+5(1d10+5) [b]Dagger (Piercing/20/60)[/b] +5 1d4+2 [b]Handaxe (Slashing/20/60)[/b] +5 1d6+2 [b]Longbow (Piercing/150/600)[/b] +3 1d6 [b]Unarmed Strike (Bl./5)[/b] +5 1d6(1d8) Fighter Features Fighting Style (Unarmed Fighting) | Second Wind | Action Surge | Martial Archetype (Samurai) | Bonus Proficiency | Fighting Spirit Warlock Features Otherworldly Patron (Hexblade) | Pact Magic | Expanded Spell List | Hexblade's Curse | Hex Warrior (Longsword) | Eldritch Invocations | Pact Boon (Pact of the Chain) Soldier Feature Military Rank: You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized. Half-Elf Features Darkvision (60 ft.) | Fey Ancestry | Skill Versatility
Fa Mulan
Human (Half-Elf) Fighter 3 / Warlock 3 6 NG

AC 17 HP 49 Speed 30ft

Str 15 (2) Dex 10 (0) Con 14 (2) Wis 10 (0) Int 12 (1) Cha 18 (4)

Attacks
Jian (Slashing/5) +8 1d8+5(1d10+5)
Dagger (Piercing/20/60) +5 1d4+2
Handaxe (Slashing/20/60) +5 1d6+2
Longbow (Piercing/150/600) +3 1d6
Unarmed Strike (Bl./5) +5 1d6(1d8)

Fighter Features
Fighting Style (Unarmed Fighting) | Second Wind | Action Surge | Martial Archetype (Samurai) | Bonus Proficiency | Fighting Spirit

Warlock Features
Otherworldly Patron (Hexblade) | Pact Magic | Expanded Spell List | Hexblade's Curse | Hex Warrior (Longsword) | Eldritch Invocations | Pact Boon (Pact of the Chain)

Soldier Feature
Military Rank: You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.

Half-Elf Features
Darkvision (60 ft.) | Fey Ancestry | Skill Versatility

Links: Sheet | Application

Inventory

Gp: 39 Sp: 9 Cp: 0

Equipped

  1. Splint
  2. Clothes, common
  3. Dagger
  4. Handaxe (2)
  5. Longbow
  6. Jian (Longsword), +1
  7. Lucky cricket (Arcane focus)
  8. Signal Whistle
  9. Quiver (20 arrows)

Backpack

  1. Ball bearings (bag of 1000)
  2. Bedroll
  3. Bell
  4. Blanket
  5. Candle
  6. Case, map or scroll
  7. Clothes, fine
  8. Crowbar
  9. Dice set
  10. Grappling hook
  11. Hammer
  12. Healer's kit
  13. Lantern, hooded
  14. Mess Kit
  15. Oil (10 flasks)
  16. Perfume (vial)
  17. Piton (10)
  18. Rations (10 days)
  19. Rope, hempen (50 ft.)
  20. Sack
  21. Shovel
  22. Soap
  23. Spikes, Iron
  24. String (10 ft.)
  25. Tent, two-person
  26. Tinderbox
  27. Waterskin

Khan (Draft Horse)

  1. Bit and Bridle
  2. Riding Saddle
  3. Saddlebags
  4. Feed (10 days)
morgan_

morgan_

Mulan TokenFa Mulan — Samurai Fighter 3; Hexblade Warlock 3

AC:
HP:
Speed:

17
49/49
30 ft.

Strength:
Dexterity:
Constitution:

15
10
14

(+2)
(+0)
(+2)

Intelligence:
Wisdom:
Charisma:

12
10
18

(+1)
(+0)
(+4)

Languages
Combat Proficiencies
Tool Proficiencies

  Second Wind (1d10+3) | Action Surge (1/1) | Fighting Spirit (3/3) | Hexblade's Curse (1/1) | 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

Description. | "Speech." | 'Thoughts.'

OOC

Action:
Bonus Action:
Reaction:
Object Interaction:
Movement:

Spells

Spellcasting

Modifier (Cha): +4
Spell Attack: +7
Save DC: 15

Cantrips

  1. Create BonfireConjuration Cantrip
    Casting Time: 1 action
    Range/Area: 60ft./5ft.
    Components: V, S
    Duration: Concentration, up to 1 minute
    Attack/Save: DEX 15
    Source: EE, pg. 152

    You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire’s space for the first time on a turn or ends its turn there.

    The bonfire ignites flammable objects in its area that aren’t being worn or carried.

    The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
  2. Green-Flame BladeEvocation Cantrip
    Casting Time: 1 action
    Range/Area: Self/5ft.
    Components: S, M(a melee weapon worth at least 1 sp)
    Duration: Instantaneous
    Source: SCAG, pg. 142

    You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.

    This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).

2nd-Level

  1. Armor of Agathys1st Level Abjuration
    Casting Time: 1 action
    Range/Area: Self
    Components: V, S, M(a cup of water)
    Duration: 1 hour
    Source: PHB, pg. 215

    A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.

    At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot.
    *
  2. Blur2nd Level Illusion
    Casting Time: 1 action
    Range/Area: Self
    Components: V
    Duration: Concentration, up to 1 minute
    Source: PHB, pg. 219

    Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.
    (c)
  3. Enthrall2nd Level Enchantment
    Casting Time: 1 action
    Range/Area: 60ft.
    Components: V, S
    Duration: 1 minute
    Attack/Save: WIS 15
    Source: PHB, pg. 238

    You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that can't be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak.
  4. Find Familiar1st Level Conjuration
    Casting Time: 1 hour
    Range/Area: 10ft.
    Components: V, S, M(10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)
    Duration: Instantaneous
    Source: PHB, pg. 240

    You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.

    Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.

    When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.

    While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

    You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.

    Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
    *(R)
  5. Shield1st Level Abjuration
    Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
    Range/Area: Self
    Components: V, S
    Duration: 1 round
    Source: PHB, pg. 275

    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.
  6. Suggestion2nd Level Enchantment
    Casting Time: 1 action
    Range/Area: 30ft.
    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
    Attack/Save: WIS 15
    Source: PHB, pg. 279

    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 pursues 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.
    (c)

Stats

[b][url=/sheets/?id=2897775]Fa Mulan[/url][/b] [i]Human (Half-Elf) Fighter 3 / Warlock 3 6 NG[/i] [b]AC[/b] 17 [b]HP[/b] 49 [b]Speed[/b] 30ft [b]Str[/b] 15 (2) [b]Dex[/b] 10 (0) [b]Con[/b] 14 (2) [b]Wis[/b] 10 (0) [b]Int[/b] 12 (1) [b]Cha[/b] 18 (4) [b]Attacks[/b] [b]Jian (Slashing/5)[/b] +8 1d8+5 [b]Dagger (Piercing/20/60)[/b] +5 1d4+2 [b]Handaxe (Slashing/20/60)[/b] +5 1d6+2 [b]Longbow (Piercing/150/600)[/b] +3 1d6 [b]Unarmed Strike (Bl./5)[/b] +5 1d6(1d8) Fighter Features Fighting Style (Unarmed Fighting) | Second Wind | Action Surge | Martial Archetype (Samurai) | Bonus Proficiency | Fighting Spirit Warlock Features Otherworldly Patron (Hexblade) | Pact Magic | Expanded Spell List | Hexblade's Curse | Hex Warrior (Longsword) | Eldritch Invocations | Pact Boon (Pact of the Chain) Soldier Feature Military Rank: You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized. Half-Elf Features Darkvision (60 ft.) | Fey Ancestry | Skill Versatility
Fa Mulan
Human (Half-Elf) Fighter 3 / Warlock 3 6 NG

AC 17 HP 49 Speed 30ft

Str 15 (2) Dex 10 (0) Con 14 (2) Wis 10 (0) Int 12 (1) Cha 18 (4)

Attacks
Jian (Slashing/5) +8 1d8+5
Dagger (Piercing/20/60) +5 1d4+2
Handaxe (Slashing/20/60) +5 1d6+2
Longbow (Piercing/150/600) +3 1d6
Unarmed Strike (Bl./5) +5 1d6(1d8)

Fighter Features
Fighting Style (Unarmed Fighting) | Second Wind | Action Surge | Martial Archetype (Samurai) | Bonus Proficiency | Fighting Spirit

Warlock Features
Otherworldly Patron (Hexblade) | Pact Magic | Expanded Spell List | Hexblade's Curse | Hex Warrior (Longsword) | Eldritch Invocations | Pact Boon (Pact of the Chain)

Soldier Feature
Military Rank: You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.

Half-Elf Features
Darkvision (60 ft.) | Fey Ancestry | Skill Versatility

Links: Sheet | Application

Inventory

Gp: 39 Sp: 9 Cp: 0

Equipped

  1. Splint
  2. Clothes, common
  3. Dagger
  4. Handaxe (2)
  5. Longbow
  6. Jian (Longsword), +1
  7. Lucky cricket (Arcane focus)
  8. Signal Whistle
  9. Quiver (20 arrows)

Backpack

  1. Ball bearings (bag of 1000)
  2. Bedroll
  3. Bell
  4. Blanket
  5. Candle
  6. Case, map or scroll
  7. Clothes, fine
  8. Crowbar
  9. Dice set
  10. Grappling hook
  11. Hammer
  12. Healer's kit
  13. Lantern, hooded
  14. Mess Kit
  15. Oil (10 flasks)
  16. Perfume (vial)
  17. Piton (10)
  18. Rations (10 days)
  19. Rope, hempen (50 ft.)
  20. Sack
  21. Shovel
  22. Soap
  23. Spikes, Iron
  24. String (10 ft.)
  25. Tent, two-person
  26. Tinderbox
  27. Waterskin

Khan (Draft Horse)

  1. Bit and Bridle
  2. Riding Saddle
  3. Saddlebags
  4. Feed (10 days)
morgan_

morgan_

Mulan TokenFa Mulan — Samurai Fighter 3; Hexblade Warlock 3

AC:
HP:
Speed:

17
49/49
30 ft.

Strength:
Dexterity:
Constitution:

15
10
14

(+2)
(+0)
(+2)

Intelligence:
Wisdom:
Charisma:

12
10
18

(+1)
(+0)
(+4)

Languages
Combat Proficiencies
Tool Proficiencies

  Second Wind (1d10+3) | Action Surge (1/1) | Fighting Spirit (3/3) | Hexblade's Curse (1/1) | 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

Description. | "Speech." | 'Thoughts.'

OOC

Action:
Bonus Action:
Reaction:
Object Interaction:
Movement:

Spells

Spellcasting

Modifier (Cha): +4
Spell Attack: +7
Save DC: 15

Cantrips

  1. Create BonfireConjuration Cantrip
    Casting Time: 1 action
    Range/Area: 60ft./5ft.
    Components: V, S
    Duration: Concentration, up to 1 minute
    Attack/Save: DEX 15
    Source: EE, pg. 152

    You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire’s space for the first time on a turn or ends its turn there.

    The bonfire ignites flammable objects in its area that aren’t being worn or carried.

    The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
  2. Green-Flame Blade

2nd-Level

  1. Armor of Agathys1st Level Abjuration
    Casting Time: 1 action
    Range/Area: Self
    Components: V, S, M(a cup of water)
    Duration: 1 hour
    Source: PHB, pg. 215

    A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.

    At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot.
    *
  2. Blur2nd Level Illusion
    Casting Time: 1 action
    Range/Area: Self
    Components: V
    Duration: Concentration, up to 1 minute
    Source: PHB, pg. 219

    Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.
    (c)
  3. Enthrall2nd Level Enchantment
    Casting Time: 1 action
    Range/Area: 60ft.
    Components: V, S
    Duration: 1 minute
    Attack/Save: WIS 15
    Source: PHB, pg. 238

    You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that can't be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak.
  4. Find Familiar1st Level Conjuration
    Casting Time: 1 hour
    Range/Area: 10ft.
    Components: V, S, M(10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)
    Duration: Instantaneous
    Source: PHB, pg. 240

    You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.

    Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.

    When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.

    While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

    You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.

    Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
    *(R)
  5. Shield1st Level Abjuration
    Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
    Range/Area: Self
    Components: V, S
    Duration: 1 round
    Source: PHB, pg. 275

    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.
  6. Suggestion2nd Level Enchantment
    Casting Time: 1 action
    Range/Area: 30ft.
    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
    Attack/Save: WIS 15
    Source: PHB, pg. 279

    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 pursues 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.
    (c)

Stats

[b][url=/sheets/?id=2897775]Fa Mulan[/url][/b] [i]Human (Half-Elf) Fighter 3 / Warlock 3 6 NG[/i] [b]AC[/b] 17 [b]HP[/b] 49 [b]Speed[/b] 30ft [b]Str[/b] 15 (2) [b]Dex[/b] 10 (0) [b]Con[/b] 14 (2) [b]Wis[/b] 10 (0) [b]Int[/b] 12 (1) [b]Cha[/b] 18 (4) [b]Attacks[/b] [b]Jian (Slashing/5)[/b] +8 1d8+5 [b]Dagger (Piercing/20/60)[/b] +5 1d4+2 [b]Handaxe (Slashing/20/60)[/b] +5 1d6+2 [b]Longbow (Piercing/150/600)[/b] +3 1d6 [b]Unarmed Strike (Bl./5)[/b] +5 1d6(1d8) Fighter Features Fighting Style (Unarmed Fighting) | Second Wind | Action Surge | Martial Archetype (Samurai) | Bonus Proficiency | Fighting Spirit Warlock Features Otherworldly Patron (Hexblade) | Pact Magic | Expanded Spell List | Hexblade's Curse | Hex Warrior (Longsword) | Eldritch Invocations | Pact Boon (Pact of the Chain) Soldier Feature Military Rank: You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized. Half-Elf Features Darkvision (60 ft.) | Fey Ancestry | Skill Versatility
Fa Mulan
Human (Half-Elf) Fighter 3 / Warlock 3 6 NG

AC 17 HP 49 Speed 30ft

Str 15 (2) Dex 10 (0) Con 14 (2) Wis 10 (0) Int 12 (1) Cha 18 (4)

Attacks
Jian (Slashing/5) +8 1d8+5
Dagger (Piercing/20/60) +5 1d4+2
Handaxe (Slashing/20/60) +5 1d6+2
Longbow (Piercing/150/600) +3 1d6
Unarmed Strike (Bl./5) +5 1d6(1d8)

Fighter Features
Fighting Style (Unarmed Fighting) | Second Wind | Action Surge | Martial Archetype (Samurai) | Bonus Proficiency | Fighting Spirit

Warlock Features
Otherworldly Patron (Hexblade) | Pact Magic | Expanded Spell List | Hexblade's Curse | Hex Warrior (Longsword) | Eldritch Invocations | Pact Boon (Pact of the Chain)

Soldier Feature
Military Rank: You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.

Half-Elf Features
Darkvision (60 ft.) | Fey Ancestry | Skill Versatility

Links: Sheet | Application

Inventory

Gp: 39 Sp: 9 Cp: 0

Equipped

  1. Splint
  2. Clothes, common
  3. Dagger
  4. Handaxe (2)
  5. Longbow
  6. Jian (Longsword), +1
  7. Lucky cricket (Arcane focus)
  8. Signal Whistle
  9. Quiver (20 arrows)

Backpack

  1. Ball bearings (bag of 1000)
  2. Bedroll
  3. Bell
  4. Blanket
  5. Candle
  6. Case, map or scroll
  7. Clothes, fine
  8. Crowbar
  9. Dice set
  10. Grappling hook
  11. Hammer
  12. Healer's kit
  13. Lantern, hooded
  14. Mess Kit
  15. Oil (10 flasks)
  16. Perfume (vial)
  17. Piton (10)
  18. Rations (10 days)
  19. Rope, hempen (50 ft.)
  20. Sack
  21. Shovel
  22. Soap
  23. Spikes, Iron
  24. String (10 ft.)
  25. Tent, two-person
  26. Tinderbox
  27. Waterskin

Khan (Draft Horse)

  1. Bit and Bridle
  2. Riding Saddle
  3. Saddlebags
  4. Feed (10 days)
morgan_

morgan_

Mulan TokenFa Mulan — Samurai Fighter 3; Hexblade Warlock 3

AC:
HP:
Speed:

17
49/49
30 ft.

Strength:
Dexterity:
Constitution:

15
10
14

(+2)
(+0)
(+2)

Intelligence:
Wisdom:
Charisma:

12
10
18

(+1)
(+0)
(+4)

Languages
Combat Proficiencies
Tool Proficiencies

  Second Wind (1d10+3) | Action Surge (1/1) | Fighting Spirit (3/3) | Hexblade's Curse (1/1) | 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

Description. | "Speech." | 'Thoughts.'

OOC

Action:
Bonus Action:
Reaction:
Object Interaction:
Movement:

Spells

Spellcasting

Modifier (Cha): +4
Spell Attack: +7
Save DC: 15

Cantrips

  1. Create BonfireConjuration Cantrip
    Casting Time: 1 action
    Range/Area: 60ft./5ft.
    Components: V, S
    Duration: Concentration, up to 1 minute
    Attack/Save: DEX 15
    Source: EE, pg. 152

    You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire’s space for the first time on a turn or ends its turn there.

    The bonfire ignites flammable objects in its area that aren’t being worn or carried.

    The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
  2. Green-Flame Blade

2nd-Level

  1. Armor of Agathys1st Level Abjuration
    Casting Time: 1 action
    Range/Area: Self
    Components: V, S, M(a cup of water)
    Duration: 1 hour
    Source: PHB, pg. 215

    A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.

    At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot.
    *
  2. Blur2nd Level Illusion
    Casting Time: 1 action
    Range/Area: Self
    Components: V
    Duration: Concentration, up to 1 minute
    Source: PHB, pg. 219

    Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.
    (c)
  3. Enthrall2nd Level Enchantment
    Casting Time: 1 action
    Range/Area: 60ft.
    Components: V, S
    Duration: 1 minute
    Attack/Save: WIS 15
    Source: PHB, pg. 238

    You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that can't be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak.
  4. Find Familiar1st Level Conjuration
    Casting Time: 1 hour
    Range/Area: 10ft.
    Components: V, S, M(10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)
    Duration: Instantaneous
    Source: PHB, pg. 240

    You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.

    Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.

    When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.

    While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

    You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.

    Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
    *(R)
  5. Shield1st Level Abjuration
    Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
    Range/Area: Self
    Components: V, S
    Duration: 1 round
    Source: PHB, pg. 275

    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.
  6. Suggestion2nd Level Enchantment
    Casting Time: 1 action
    Range/Area: 30ft.
    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
    Attack/Save: WIS 15
    Source: PHB, pg. 279

    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 pursues 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.
    (c)

Stats

[b][url=/sheets/?id=2897775]Fa Mulan[/url][/b] [i]Human (Half-Elf) Fighter 3 / Warlock 3 6 NG[/i] [b]AC[/b] 17 [b]HP[/b] 49 [b]Speed[/b] 30ft [b]Str[/b] 15 (2) [b]Dex[/b] 10 (0) [b]Con[/b] 14 (2) [b]Wis[/b] 10 (0) [b]Int[/b] 12 (1) [b]Cha[/b] 18 (4) [b]Attacks[/b] [b]Jian (Slashing/5)[/b] +8 1d8+5 [b]Dagger (Piercing/20/60)[/b] +5 1d4+2 [b]Handaxe (Slashing/20/60)[/b] +5 1d6+2 [b]Longbow (Piercing/150/600)[/b] +3 1d6 [b]Unarmed Strike (Bl./5)[/b] +5 1d6(1d8) Fighter Features Fighting Style (Unarmed Fighting) | Second Wind | Action Surge | Martial Archetype (Samurai) | Bonus Proficiency | Fighting Spirit Warlock Features Otherworldly Patron (Hexblade) | Pact Magic | Expanded Spell List | Hexblade's Curse | Hex Warrior (Longsword) | Eldritch Invocations | Pact Boon (Pact of the Chain) Soldier Feature Military Rank: You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized. Half-Elf Features Darkvision (60 ft.) | Fey Ancestry | Skill Versatility
Fa Mulan
Human (Half-Elf) Fighter 3 / Warlock 3 6 NG

AC 17 HP 49 Speed 30ft

Str 15 (2) Dex 10 (0) Con 14 (2) Wis 10 (0) Int 12 (1) Cha 18 (4)

Attacks
Jian (Slashing/5) +8 1d8+5
Dagger (Piercing/20/60) +5 1d4+2
Handaxe (Slashing/20/60) +5 1d6+2
Longbow (Piercing/150/600) +3 1d6
Unarmed Strike (Bl./5) +5 1d6(1d8)

Fighter Features
Fighting Style (Unarmed Fighting) | Second Wind | Action Surge | Martial Archetype (Samurai) | Bonus Proficiency | Fighting Spirit

Warlock Features
Otherworldly Patron (Hexblade) | Pact Magic | Expanded Spell List | Hexblade's Curse | Hex Warrior (Longsword) | Eldritch Invocations | Pact Boon (Pact of the Chain)

Soldier Feature
Military Rank: You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.

Half-Elf Features
Darkvision (60 ft.) | Fey Ancestry | Skill Versatility

Links: Sheet | Application

Inventory

Gp: 39 Sp: 9 Cp: 0

Equipped

  1. Splint
  2. Clothes, common
  3. Dagger
  4. Handaxe (2)
  5. Longbow
  6. Jian (Longsword), +1
  7. Lucky cricket (Arcane focus)
  8. Signal Whistle
  9. Quiver (20 arrows)

Backpack

  1. Ball bearings (bag of 1000)
  2. Bedroll
  3. Bell
  4. Blanket
  5. Candle
  6. Case, map or scroll
  7. Clothes, fine
  8. Crowbar
  9. Dice set
  10. Grappling hook
  11. Hammer
  12. Healer's kit
  13. Lantern, hooded
  14. Mess Kit
  15. Oil (10 flasks)
  16. Perfume (vial)
  17. Piton (10)
  18. Rations (10 days)
  19. Rope, hempen (50 ft.)
  20. Sack
  21. Shovel
  22. Soap
  23. Spikes, Iron
  24. String (10 ft.)
  25. Tent, two-person
  26. Tinderbox
  27. Waterskin

Khan (Draft Horse)

  1. Bit and Bridle
  2. Riding Saddle
  3. Saddlebags
  4. Feed (10 days)
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