Jump to content

Edit History

Steel Warrior

Steel Warrior

5JL4S7h.png Ahmonet 

HP: 35/35   Saves: Str: -1, Dex: +2, Con: +5, Int: +1, Wis: +5, Cha: +7  AC: 17, Initiative: 2, Speed: 30


"Two undead, one appears to be a spectre or ghost of some sort!" she notates that the ghostly archer may prove to be the most dangerous of the two, at least for melee.

She is quick to wave her hands forward as the eldritch blast releases from her fingertips in two rapid succession at the ghostly archer.

Stablock

[b][url=https://test.myth-weavers.com/sheets/?id=2702395]Ahmonet[/url][/b] [i]Darakhul Warlock 2, Sorcerer 3 5 CG[/i] [b]AC[/b] 17 [b]HP[/b] 35 [b]Speed[/b] ft, [b]Initiative:[/b] +2 [b]Str[/b] 8 (-1) [b]Dex[/b] 14 (2) [b]Con[/b] 14 (2) [b]Wis[/b] 12 (1) [b]Int[/b] 12 (1) [b]Cha[/b] 18 (4) [b]Attacks[/b] [b]Glaive[/b] +7 1d10+4 [b]Eldritch Blast (120')[/b] +7 1d10+4 [B]Skills:[/B] [B]Str:[/B] -1 [B]Dex:[/B] +2, Stealth 5, Con 2 (5), [B]Int:[/B] +1, Arcana 4, History 4, Investigation 4, Religion 4, [B]Wis:[/B] +1, Insight 4, [B]Cha:[/B] +4, Deception 7, Intimidation 7, Performance 4, Persuasion 7 [B]Feats:[/B] [ooc="Polearm Master"] When you take the Attack action and attack with only a glaive, halberd, quarterstaff, or spear, you can use a bonus action to make a melee attack with the opposite end of the weapon; this attack uses the same ability modifier as the primary attack. The weapon's damage die for this attack is a d4, and the attack deals bludgeoning damage. While you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.[/ooc], [ooc="Warcaster"] You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage. You can perform the somatic components of spells even when you have weapons or a shield in one or both hands. When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.[/ooc] [B]Warlock Abilities: 1st:[/B] [ooc=" Hexblade's Curse"]Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits: You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus. Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20. If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point). You can't use this feature again until you finish a short or long rest.[/ooc], [ooc=" Hex Warrior"]At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons. The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type.[/ooc] [B]Sorcerer Abilities: 1st:[/B] Origin: Shadow, [ooc=" Eyes of the Dark"]Starting at 1st level, you have darkvision with a range of 120 feet. When you reach 3rd level in this class, you learn the darkness spell, which doesn't count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can see through the darkness created by the spell.[/ooc], [ooc=" Strength of the Grave"]Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can't use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit. After the saving throw succeeds, you can't use this feature again until you finish a long rest.[/ooc], [B]2nd:[/B] Sorcery Points: 3, Flexible Casting, [B]3rd:[/B] Metamagic: ([ooc=" Quickened Spell"]When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.[/ooc], [ooc="Twinned Spell"]When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.[/ooc]) [spoiler="Warlock Spells"][B]Warlock Spells Known:[/B] Cantrips: 2, Spells 2 (1st), Invocations 2 [B]0:[/B] Eldritch Blast, True Strike [B]1st:[/B] Armor of Agathys, Hex [B]Invocations:[/B] Agonizing Blast, Beguiling Influence[/spoiler] [spoiler="Sorcerer Spells"][B]Sorcerer Spells Known:[/B] Cantrips: 4, Spells 4 [B]Spells Per Day:[/B] 1st: 4, 2nd: 2 Sorcery Points: 3 [B]0:[/B] Create Bonfire, Mage Hand, Prestidigitation, Shape Water [B]1st:[/B] Burning Hands, Detect Magic [B]2nd:[/B] Aganazzar's Scorcher, Blindness/Deafness, bonus: Darkness [/spoiler]
Ahmonet
Darakhul Warlock 2, Sorcerer 3 5 CG
AC 17 HP 35 Speed ft, Initiative: +2
Str 8 (-1) Dex 14 (2) Con 14 (2) Wis 12 (1) Int 12 (1) Cha 18 (4)
Attacks
Glaive +7 1d10+4
Eldritch Blast (120') +7 1d10+4

Skills: Str: -1 Dex: +2, Stealth 5, Con 2 (5), Int: +1, Arcana 4, History 4, Investigation 4, Religion 4, Wis: +1, Insight 4, Cha: +4, Deception 7, Intimidation 7, Performance 4, Persuasion 7
Feats: Polearm Master When you take the Attack action and attack with only a glaive, halberd, quarterstaff, or spear, you can use a bonus action to make a melee attack with the opposite end of the weapon; this attack uses the same ability modifier as the primary attack. The weapon's damage die for this attack is a d4, and the attack deals bludgeoning damage.
While you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.
, Warcaster You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

Warlock Abilities: 1st: Hexblade's CurseStarting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:

You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).

You can't use this feature again until you finish a short or long rest.
, Hex 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.

Sorcerer Abilities: 1st: Origin: Shadow, Eyes of the DarkStarting at 1st level, you have darkvision with a range of 120 feet.

When you reach 3rd level in this class, you learn the darkness spell, which doesn't count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can see through the darkness created by the spell.
, Strength of the GraveStarting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can't use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit.

After the saving throw succeeds, you can't use this feature again until you finish a long rest.
, 2nd: Sorcery Points: 3, Flexible Casting, 3rd: Metamagic: ( Quickened SpellWhen you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting. , Twinned SpellWhen you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).

To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.
)

"Warlock Spells"

Warlock Spells Known: Cantrips: 2, Spells 2 (1st), Invocations 2
0: Eldritch Blast, True Strike
1st: Armor of Agathys, Hex
Invocations: Agonizing Blast, Beguiling Influence

 

"Sorcerer Spells"

Sorcerer Spells Known: Cantrips: 4, Spells 4
Spells Per Day: 1st: 4, 2nd: 2
Sorcery Points: 3
0: Create Bonfire, Mage Hand, Prestidigitation, Shape Water
1st: Burning Hands, Detect Magic
2nd: Aganazzar's Scorcher, Blindness/Deafness, bonus: Darkness

 

 
Steel Warrior

Steel Warrior

5JL4S7h.png Ahmonet 

HP: 35/35   Saves: Str: -1, Dex: +2, Con: +5, Int: +1, Wis: +5, Cha: +7  AC: 17, Initiative: 2, Speed: 30


"Two undead, one appears to be a spectre or ghost of some sort!" she notates that the ghostly archer may prove to be the most dangerous of the two, at least for melee.

She is quick to wave her hands forward as the eldritch blast releases from her fingertips in two rapid succession.

Stablock

[b][url=https://test.myth-weavers.com/sheets/?id=2702395]Ahmonet[/url][/b] [i]Darakhul Warlock 2, Sorcerer 3 5 CG[/i] [b]AC[/b] 17 [b]HP[/b] 35 [b]Speed[/b] ft, [b]Initiative:[/b] +2 [b]Str[/b] 8 (-1) [b]Dex[/b] 14 (2) [b]Con[/b] 14 (2) [b]Wis[/b] 12 (1) [b]Int[/b] 12 (1) [b]Cha[/b] 18 (4) [b]Attacks[/b] [b]Glaive[/b] +7 1d10+4 [b]Eldritch Blast (120')[/b] +7 1d10+4 [B]Skills:[/B] [B]Str:[/B] -1 [B]Dex:[/B] +2, Stealth 5, Con 2 (5), [B]Int:[/B] +1, Arcana 4, History 4, Investigation 4, Religion 4, [B]Wis:[/B] +1, Insight 4, [B]Cha:[/B] +4, Deception 7, Intimidation 7, Performance 4, Persuasion 7 [B]Feats:[/B] [ooc="Polearm Master"] When you take the Attack action and attack with only a glaive, halberd, quarterstaff, or spear, you can use a bonus action to make a melee attack with the opposite end of the weapon; this attack uses the same ability modifier as the primary attack. The weapon's damage die for this attack is a d4, and the attack deals bludgeoning damage. While you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.[/ooc], [ooc="Warcaster"] You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage. You can perform the somatic components of spells even when you have weapons or a shield in one or both hands. When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.[/ooc] [B]Warlock Abilities: 1st:[/B] [ooc=" Hexblade's Curse"]Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits: You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus. Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20. If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point). You can't use this feature again until you finish a short or long rest.[/ooc], [ooc=" Hex Warrior"]At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons. The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type.[/ooc] [B]Sorcerer Abilities: 1st:[/B] Origin: Shadow, [ooc=" Eyes of the Dark"]Starting at 1st level, you have darkvision with a range of 120 feet. When you reach 3rd level in this class, you learn the darkness spell, which doesn't count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can see through the darkness created by the spell.[/ooc], [ooc=" Strength of the Grave"]Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can't use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit. After the saving throw succeeds, you can't use this feature again until you finish a long rest.[/ooc], [B]2nd:[/B] Sorcery Points: 3, Flexible Casting, [B]3rd:[/B] Metamagic: ([ooc=" Quickened Spell"]When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.[/ooc], [ooc="Twinned Spell"]When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.[/ooc]) [spoiler="Warlock Spells"][B]Warlock Spells Known:[/B] Cantrips: 2, Spells 2 (1st), Invocations 2 [B]0:[/B] Eldritch Blast, True Strike [B]1st:[/B] Armor of Agathys, Hex [B]Invocations:[/B] Agonizing Blast, Beguiling Influence[/spoiler] [spoiler="Sorcerer Spells"][B]Sorcerer Spells Known:[/B] Cantrips: 4, Spells 4 [B]Spells Per Day:[/B] 1st: 4, 2nd: 2 Sorcery Points: 3 [B]0:[/B] Create Bonfire, Mage Hand, Prestidigitation, Shape Water [B]1st:[/B] Burning Hands, Detect Magic [B]2nd:[/B] Aganazzar's Scorcher, Blindness/Deafness, bonus: Darkness [/spoiler]
Ahmonet
Darakhul Warlock 2, Sorcerer 3 5 CG
AC 17 HP 35 Speed ft, Initiative: +2
Str 8 (-1) Dex 14 (2) Con 14 (2) Wis 12 (1) Int 12 (1) Cha 18 (4)
Attacks
Glaive +7 1d10+4
Eldritch Blast (120') +7 1d10+4

Skills: Str: -1 Dex: +2, Stealth 5, Con 2 (5), Int: +1, Arcana 4, History 4, Investigation 4, Religion 4, Wis: +1, Insight 4, Cha: +4, Deception 7, Intimidation 7, Performance 4, Persuasion 7
Feats: Polearm Master When you take the Attack action and attack with only a glaive, halberd, quarterstaff, or spear, you can use a bonus action to make a melee attack with the opposite end of the weapon; this attack uses the same ability modifier as the primary attack. The weapon's damage die for this attack is a d4, and the attack deals bludgeoning damage.
While you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.
, Warcaster You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

Warlock Abilities: 1st: Hexblade's CurseStarting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:

You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).

You can't use this feature again until you finish a short or long rest.
, Hex 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.

Sorcerer Abilities: 1st: Origin: Shadow, Eyes of the DarkStarting at 1st level, you have darkvision with a range of 120 feet.

When you reach 3rd level in this class, you learn the darkness spell, which doesn't count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can see through the darkness created by the spell.
, Strength of the GraveStarting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can't use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit.

After the saving throw succeeds, you can't use this feature again until you finish a long rest.
, 2nd: Sorcery Points: 3, Flexible Casting, 3rd: Metamagic: ( Quickened SpellWhen you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting. , Twinned SpellWhen you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).

To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.
)

"Warlock Spells"

Warlock Spells Known: Cantrips: 2, Spells 2 (1st), Invocations 2
0: Eldritch Blast, True Strike
1st: Armor of Agathys, Hex
Invocations: Agonizing Blast, Beguiling Influence

 

"Sorcerer Spells"

Sorcerer Spells Known: Cantrips: 4, Spells 4
Spells Per Day: 1st: 4, 2nd: 2
Sorcery Points: 3
0: Create Bonfire, Mage Hand, Prestidigitation, Shape Water
1st: Burning Hands, Detect Magic
2nd: Aganazzar's Scorcher, Blindness/Deafness, bonus: Darkness

 

 
×
×
  • Create New...