Mutasafen

-Roscoe-'s page

58 posts. Alias of Y.T..


Race

| Witch Hunter 3 | Spells 0/2 | Spell DC 13 | HP 17/23 | HD 3/3 | HR 1/1 |

Classes/Levels

| AC 11 | Init +0 | Saves S-1, D0, C1, I2, W4, Ch5 | Pass Perc 14 | Status: Normal | Insp: No |

About -Roscoe-

Race: Tiefling Class: Hexblade
STR 8 (-1) DEX 10 (+0) CON 12 (+1) INT 14 (+2) WIS 14 (+2) CHA 17 (+3)
HP 10/23 (HD: 1d8)
AC 11
Initiative +0
Speed: 30'
Proficiency +2
Alignment: NG

Proficiencies:

Saving Throws: Wis (+4), Cha (+5)
Skills: Arcana, Investigation, Insight, Perception
Weapons: Simple weapons, Martial weapons
Tools: Thieves tools
Armor (Light, medium): Leather armour
Languages: Infernal, Common

Spellcasting:

Spell Attack: +5
Spellcasting DC: 13
Spell Slots: 0/2
Cantrips Known (3): Thaumaturgy, Eldrich Blast, Booming blade

Lvl 1 spells known:

Invisibility (1 action)
Misty step (1 bonus action)
Hex (1 bonus action)
Armor of Agathys (1 action)
Hellish rebuke (1 reaction) (1/day)

Class & Race Abilities:

Class Features:

Feat: War caster

Darkvision 60ft, Resistance to fire damage

Agonizing Blast:
Cha mod to damage of eldrich blast
Mask of many faces: Alter self at will

Pact of the Blade:
You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.

Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.

You can transform one Magic Weapon into your pact weapon by performing a Special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a Short Rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

Hexblade’s Curse
Starting at 1st level, you gain the ability to place a baleful curse on an enemy. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. 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.
You can’t use this feature again until you finish a short or long rest.


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