Jump to content

Edit History

KingGoblin

KingGoblin

  

token1.png.1f361b5b69f15cd7a9ff716bb787caee.pngHunni Collic

Gully Dwarf Mage of High Sorcery Hexblade Warlock


AC: 18 (Scale Mail+2 Shield +2 Dex) | HP: 26/26 (hd 3d8) | Speed: 30 ft.
Senses: Darkvision, passive Perception 11, Insight 11, Investigation 9
StrSave: -1
Athletics: -1
Carrying Capacity: 120 lb.
Lift/Push/Drag: 240 lb.
:
8 (-1) | DexSave: +2
Acrobatics: +2
Slight-of-Hand: +2
Stealth: +2☆
☆ disadvantage on Dexterity (Stealth) checks from Scale Mail Armor.

Initiative: +2
:
14 (+2) | ConSave: +2: 15 (+2) | IntSave: -1
Arcana: +1
History: +1
Investigation: -1
Nature: +1
Religion: -1
:
8 (-1) | WisSave: +3
Animal Handling: +1
Insight: +1
Medicine: +1
Perception: +1
Survival: +3
:
12 (+1) | ChaSave: +5
Deception: +5
Intimidation: +3
Performance: +3
Persuasion: +3
:
17 (+3)

Languages: You can speak, read, and write Common, Gullytalk, Elven, and Dwarven


 

The Next Day

Hunni gets up with the others, having spent time with her new staff unlocking its secrets. Perhaps too many secrets; it appears different in the morning, the shadows cling to it a little too much, and seem a bit deeper than before. Almost like her whip. Except... The whip has no shadows on it, and instead appears normal, if well-worn, at her side.

 

The gully dwarf seems content to follow Artanis and Mery around today, although she doesn't go into the stables. She still seems to be leery of the horses. Pulling Mery aside, Hunni takes the whip from her belt and pushes it into Mery's hands. "Stupid horses. Take this; the beast won't kill you if it sees you are protected. Carry a whip, Mery, for me, so it knows who's boss. If you're going to try to ride it, at least carry a whip." Hunni seems sincere, suspicious of the horse, and fearful that something might happen to the bard. With a twitch of her wrist, a second whip, this one composed of pure darkness and shadow, forms in her hand. "Jezebel got stronger after that battle, so I don't need it any more anyway." Idly, she coils Jezebel up, and attaches her to her belt where her old whip used to be.

 

For the actual trip to the clearing, Hunni gets bored of walking after less than fifteen minutes, and tosses her staff to the ground. Uttering the command word, she transforms the staff into a Huge Constrictor Snake, which she calmly climbs onto and rides. It can't be comfortable, but it seems to beat walking. Hunni still glares at the horses whenever they are close enough, though.

 

The young warlock doesn't dismiss her snake until they get to the clearing, where she helps with the tracking. Her tracking is, perhaps surprisingly, very good, and she helps locate and follow the tracks with relative ease. Until the group reaches the border to the valley. "Yes, Artanis, we need to let them know. I hope Volger has enough boats for everyone. And... Are you going to join the army, then, Modri?"

OOC

Action:

Bonus Action:

Movement:

Reaction:

Actions and Resources

Actions

Eldritch Blast (cantrip). Ranged Spell Attack: + 5 to hit, range 120 ft, one target.
Hit: (1d10 + cha) force damage.

Infestation (cantrip). Spell: Constitution Save DC 13, range 30 ft, one target.
On failed save: (1d6) poison damage, and target must move 5' in a random direction (d4; 1-North, 2-South, 3-East, 4-West). 

Improved Pact Weapon varies, usually whip (+1 to hit, damage, spell focus)

Whip (finesse, reach). Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
Hit: (1d4 + 4) slashing damage.

Battleaxe (versatile). Melee Weapon Attack: reach 5 ft., one target.
Hit: (1d8 - 1) slashing damage.
Versatile: (1d10 - 1) slashing damage.

Staff of the Python (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: (1d6 +3) bludgeoning damage.
Versatile: (1d8 +3) bludgeoning damage.

☆ Note:  With Hex Warrior, can set one weapon to use Charisma instead of Strength or Dexterity for to-hit and damage.  Normally Staff of the Python, but also always Pact Weapon.

Bonus Actions

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.

Grovel, Cower, and Beg (Reskinned Draconic Cry).

As a bonus action, you let out a cry at your enemies within 10 feet of you. Until the start of your next turn, you and your allies have advantage on attack rolls against any of those enemies who could hear you. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Spellcasting

Spell Slots:  2 / 2, cast at 2nd level

Hunni is a spellcaster.  Her spell slots are at 1st level.  She has 2 spell slots.  Her spellcasting attribute is Charisma.  Spell Save DC 13.  Spell Attack Modifier +5.  She can use an arcane focus as a spellcasting focus.

  • Cantrips:  Eldritch Blast, Infestation, Prestidigitation
  • Spells Known:  Armor of Agathys, Wrathful Smite, Hex, Dissonant Whispers, Unseen Servant, Blur
  • Invocations:  Improved Pact Weapon, Agonizing Blast

 

 

KingGoblin

KingGoblin

  

token1.png.1f361b5b69f15cd7a9ff716bb787caee.pngHunni Collic

Gully Dwarf Mage of High Sorcery Hexblade Warlock


AC: 18 (Scale Mail+2 Shield +2 Dex) | HP: 26/26 (hd 3d8) | Speed: 30 ft.
Senses: Darkvision, passive Perception 11, Insight 11, Investigation 9
StrSave: -1
Athletics: -1
Carrying Capacity: 120 lb.
Lift/Push/Drag: 240 lb.
:
8 (-1) | DexSave: +2
Acrobatics: +2
Slight-of-Hand: +2
Stealth: +2☆
☆ disadvantage on Dexterity (Stealth) checks from Scale Mail Armor.

Initiative: +2
:
14 (+2) | ConSave: +2: 15 (+2) | IntSave: -1
Arcana: +1
History: +1
Investigation: -1
Nature: +1
Religion: -1
:
8 (-1) | WisSave: +3
Animal Handling: +1
Insight: +1
Medicine: +1
Perception: +1
Survival: +3
:
12 (+1) | ChaSave: +5
Deception: +5
Intimidation: +3
Performance: +3
Persuasion: +3
:
17 (+3)

Languages: You can speak, read, and write Common, Gullytalk, Elven, and Dwarven


 

The Next Day

Hunni gets up with the others, having spent time with her new staff unlocking its secrets. Perhaps too many secrets; it appears different in the morning, the shadows cling to it a little too much, and seem a bit deeper than before. Almost like her whip. Except... The whip has no shadows on it, and instead appears normal, if well-worn, at her side.

 

The gully dwarf seems content to follow Artanis and Mery around today, although she doesn't go into the stables. She still seems to be leery of the horses. Pulling Mery aside, Hunni takes the whip from her belt and pushes it into Mery's hands. "Stupid horses. Take this; the beast won't kill you if it sees you are protected. Carry a whip, Mery, for me, so it knows who's boss. If you're going to try to ride it, at least carry a whip." Hunni seems sincere, suspicious of the horse, and fearful that something might happen to the bard. With a twitch of her wrist, a second whip, this one composed of pure darkness and shadow, forms in her hand. "Jezebel got stronger after that battle, so I don't need it any more anyway." Idly, she coils Jezebel up, and attaches her to her belt where her old whip used to be.

 

For the actual trip to the clearing, Hunni gets bored of walking after less than fifteen minutes, and tosses her staff to the ground. Uttering the command word, she transforms the staff into a Huge Constrictor Snake, which she calmly climbs onto and rides. It can't be comfortable, but it seems to beat walking. Hunni still glares at the horses whenever they are close enough, though.

 

The young warlock doesn't dismiss her snake until they get to the clearing, where she helps with the tracking. Going to roll a Survival check, just to see how well she does... Pending...

OOC

Action:

Bonus Action:

Movement:

Reaction:

Actions and Resources

Actions

Eldritch Blast (cantrip). Ranged Spell Attack: + 5 to hit, range 120 ft, one target.
Hit: (1d10 + cha) force damage.

Infestation (cantrip). Spell: Constitution Save DC 13, range 30 ft, one target.
On failed save: (1d6) poison damage, and target must move 5' in a random direction (d4; 1-North, 2-South, 3-East, 4-West). 

Improved Pact Weapon varies, usually whip (+1 to hit, damage, spell focus)

Whip (finesse, reach). Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
Hit: (1d4 + 4) slashing damage.

Battleaxe (versatile). Melee Weapon Attack: reach 5 ft., one target.
Hit: (1d8 - 1) slashing damage.
Versatile: (1d10 - 1) slashing damage.

Staff of the Python (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: (1d6 +3) bludgeoning damage.
Versatile: (1d8 +3) bludgeoning damage.

☆ Note:  With Hex Warrior, can set one weapon to use Charisma instead of Strength or Dexterity for to-hit and damage.  Normally Staff of the Python, but also always Pact Weapon.

Bonus Actions

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.

Grovel, Cower, and Beg (Reskinned Draconic Cry).

As a bonus action, you let out a cry at your enemies within 10 feet of you. Until the start of your next turn, you and your allies have advantage on attack rolls against any of those enemies who could hear you. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Spellcasting

Spell Slots:  2 / 2, cast at 2nd level

Hunni is a spellcaster.  Her spell slots are at 1st level.  She has 2 spell slots.  Her spellcasting attribute is Charisma.  Spell Save DC 13.  Spell Attack Modifier +5.  She can use an arcane focus as a spellcasting focus.

  • Cantrips:  Eldritch Blast, Infestation, Prestidigitation
  • Spells Known:  Armor of Agathys, Wrathful Smite, Hex, Dissonant Whispers, Unseen Servant, Blur
  • Invocations:  Improved Pact Weapon, Agonizing Blast

 

 

×
×
  • Create New...