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omegoku

omegoku

Playing in Waterdeep: Dragon Heist Character Thread

 

 

image.png.b6d5a176bfae253aafa3f8286a2374fd.png

Mordikai Nowhere - Tiefling Hexblade 6


HP: 45/45 | AC: 20 | Speed: 30ft (Flying) | HD: 6d8/6d8 | Spell Slots (Lv3): 2/2

Perception: +4 | Saving Throws: Str +0 Dex +2 Con +2 Int -1 Wis +4 Cha +7 | Spell DC: 15 | Initiative: +2 

Statistics | Magic Items | Skills

Abilities

Safe Haven: As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true identities.
 Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Hellish Resistance: You have resistance to fire damage.
Winged: You have bat-like wings sprouting from your shoulders. You have a flying speed of 30 feet while you aren't wearing heavy armor.
Pact Magic: You regain all expended spell slots when you finish a short or long rest. Charisma is your spellcasting ability for your warlock spells
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).<b
You can't use this feature again until you finish a short or long rest.
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.
Pact of the Blade: You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see chapter 5 for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die. You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
Improved Pact Weapon:You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells. In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls. Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow.
Eldritch Sight: You can cast detect magic at will, without expending a spell slot
Thirsting Blade:You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.
Accursed Specter: Starting at 6th level, you can curse the soul of a person you slay, temporarily binding it to your service. When you slay a humanoid, you can cause its Spirit to rise from its corpse as a specter, the statistics for which are in the Monster Manual. When the specter appears, it gains temporary hit points equal to half your warlock level. Roll initiative for the specter, which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Charisma modifier (minimum of +0). The specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife. Once you bind a specter with this feature, you can't use the feature again until you finish a long rest.

Spells

Cantrips Known: Eldritch Blast, Mage Hand, Prestidigitation
Lv1 Spells: Hex, Arms of Hadar
Lv2 Spells:  Mirror Image, Misty Step, Invisibility
Lv3 Spells: Counterspell,Vampiric Touch

 


Descriptive words.

"Talky words."

Thinky words.

 

AL Logs: https://www.adventurersleaguelog.com/users/7288/characters/47081

Char Sheet https://www.myth-weavers.com/sheet.html#id=1974692

omegoku

omegoku

Playing in Waterdeep: Dragon Heist Character Thread

 

 

image.png.b6d5a176bfae253aafa3f8286a2374fd.png

Mordikai Nowhere - Tiefling Hexblade 6


HP: 45/45 | AC: 20 | Speed: 30ft (Flying) | HD: 6d8/6d8 | Spell Slots (Lv3): 2/2

Perception: +4 | Saving Throws: Str +0 Dex +2 Con +2 Int -1 Wis +4 Cha +7 | Spell DC: 15 | Initiative: +2 

Statistics | Magic Items | Skills

Abilities

Safe Haven: As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true identities.
 Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Hellish Resistance: You have resistance to fire damage.
Winged: You have bat-like wings sprouting from your shoulders. You have a flying speed of 30 feet while you aren't wearing heavy armor.
Pact Magic: You regain all expended spell slots when you finish a short or long rest. Charisma is your spellcasting ability for your warlock spells
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).<b
You can't use this feature again until you finish a short or long rest.
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.
Pact of the Blade: You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see chapter 5 for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die. You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
Improved Pact Weapon:You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells. In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls. Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow.
Eldritch Sight: You can cast detect magic at will, without expending a spell slot
Thirsting Blade:You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.
Accursed Specter: Starting at 6th level, you can curse the soul of a person you slay, temporarily binding it to your service. When you slay a humanoid, you can cause its Spirit to rise from its corpse as a specter, the statistics for which are in the Monster Manual. When the specter appears, it gains temporary hit points equal to half your warlock level. Roll initiative for the specter, which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Charisma modifier (minimum of +0). The specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife. Once you bind a specter with this feature, you can't use the feature again until you finish a long rest.

Spells

Cantrips Known: Eldritch Blast, Mage Hand, Prestidigitation
Lv1 Spells: Hex, Arms of Hadar
Lv2 Spells:  Mirror Image, Misty Step, Invisibility
Lv3 Spells: Counterspell,Vampiric Touch

 


Descriptive words.

"Talky words."

Thinky words.

 

AL Logs: https://www.adventurersleaguelog.com/users/7288/characters/47081

Char Sheet https://www.myth-weavers.com/sheet.html#id=1974692

omegoku

omegoku

Playing in Waterdeep: Dragon Heist Character Thread

 

 

image.png.b6d5a176bfae253aafa3f8286a2374fd.png

Mordikai Nowhere - Tiefling Hexblade 6


HP: 45/45 | AC: 20 | Speed: 30ft (Flying) | HD: 6d8/6d8 | Spell Slots (Lv3): 2/2

Perception: +4 | Saving Throws: Str +0 Dex +2 Con +2 Int -1 Wis +4 Cha +7 | Spell DC: 15 | Initiative: +2 

Statistics | Magic Items | Skills

Abilities

Safe Haven: As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true identities.
 Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Hellish Resistance: You have resistance to fire damage.
Winged: You have bat-like wings sprouting from your shoulders. You have a flying speed of 30 feet while you aren't wearing heavy armor.
Pact Magic: You regain all expended spell slots when you finish a short or long rest. Charisma is your spellcasting ability for your warlock spells
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).<b
You can't use this feature again until you finish a short or long rest.
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.
Pact of the Blade: You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see chapter 5 for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die. You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
Improved Pact Weapon:You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells. In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls. Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow.
Eldritch Sight: You can cast detect magic at will, without expending a spell slot
Thirsting Blade:You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.
Accursed Specter: Starting at 6th level, you can curse the soul of a person you slay, temporarily binding it to your service. When you slay a humanoid, you can cause its Spirit to rise from its corpse as a specter, the statistics for which are in the Monster Manual. When the specter appears, it gains temporary hit points equal to half your warlock level. Roll initiative for the specter, which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Charisma modifier (minimum of +0). The specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife. Once you bind a specter with this feature, you can't use the feature again until you finish a long rest.

Spells

Cantrips Known: Eldritch Blast, Mage Hand, Prestidigitation
Lv1 Spells: Hex, Arms of Hadar
Lv2 Spells:  Mirror Image, Misty Step, Invisibility
Lv3 Spells: Counterspell,Vampiric Touch

 


Descriptive words.

"Talky words."

Thinky words.

 

AL Logs: https://www.adventurersleaguelog.com/users/7288/characters/47081

 

omegoku

omegoku

Playing in Waterdeep: Dragon Heist Character Thread

 

 

image.png.b6d5a176bfae253aafa3f8286a2374fd.png

Mordikai Nowhere - Tiefling Hexblade 6


HP: 45/45 | AC: 20 | Speed: 30ft (Flying) | HD: 6d8/6d8 | Spell Slots (Lv3): 2/2

Perception: +4 | Saving Throws: Str +0 Dex +2 Con +2 Int -1 Wis +4 Cha +7 | Spell DC: 15 | Initiative: +2 

Statistics | Magic Items | Skills

Abilities

Safe Haven: As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true identities.
 Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Hellish Resistance: You have resistance to fire damage.
Winged: You have bat-like wings sprouting from your shoulders. You have a flying speed of 30 feet while you aren't wearing heavy armor.
Pact Magic: You regain all expended spell slots when you finish a short or long rest. Charisma is your spellcasting ability for your warlock spells
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).<b
You can't use this feature again until you finish a short or long rest.
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.
Pact of the Blade: You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see chapter 5 for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die. You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
Improved Pact Weapon:You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells. In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls. Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow.
Eldritch Sight: You can cast detect magic at will, without expending a spell slot
Thirsting Blade:You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.
Accursed Specter: Starting at 6th level, you can curse the soul of a person you slay, temporarily binding it to your service. When you slay a humanoid, you can cause its Spirit to rise from its corpse as a specter, the statistics for which are in the Monster Manual. When the specter appears, it gains temporary hit points equal to half your warlock level. Roll initiative for the specter, which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Charisma modifier (minimum of +0). The specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife. Once you bind a specter with this feature, you can't use the feature again until you finish a long rest.

Spells

Cantrips Known: Eldritch Blast, Mage Hand, Prestidigitation
Lv1 Spells: Hex, Arms of Hadar
Lv2 Spells:  Mirror Image, Misty Step, Invisibility
Lv3 Spells: Counterspell,Vampiric Touch

 


Descriptive words.

"Talky words."

Thinky words.

 

 

 

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