| Race |
Female Tielfing Hexblade Warlock 1 HP 9/9 Temp HP: 12/12 | AC 14 | Passive Perception 10 |
About Damine Nithrissa
Damine Nithrissa
NG Tiefling Warlock 1
Init: +2; Perception: +0
XP: 0
Downtime Days: 0
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DEFENSE
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AC: 14
HP: 9/9
Armor: Hide
Saving Throws: Wis, Cha
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OFFENSE
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Speed: 30 ft.
Proficiency Bonus: +2
Longsword +5 (1d8+3 S) (versatile 1d10)
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STATISTICS
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STR: 8(-1), DEX: 15(+2), CON: 12(+1), INT: 14(+2), WIS: 10(+0), CHA: 16(+3)
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SKILLS & LANGUAGES
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Acrobatics +2
Animal Handling +3
* Arcana +4
* Athletics +1
Deception +3
History +2
Insight +0
* Intimidation +5
* Investigation +4
Medicine +0
Nature +2
Perception +0
Performance +3
Persuasion +3
Religion +2
Sleight of Hand +2
Stealth +2
Survival +0
Languages: Common, Infernal
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BACKGROUND
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Background: Soldier
Skill Proficiencies: Athletics, Intimidation
Tool Proficiencies: Dice Set, vehicles (land)
Personality: I face problems head-on. A simple, direct solution is the best path to success.
Ideal: Our lot is to lay down our lives in defense of others.
Flaw: I’d rather eat my armor than admit when I’m wrong.
Bond: Those who fight beside me are those worth dying for.
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SPELLS & SPECIAL TRAITS
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Otherworldly Patron (Hexblade): At 1st level, you have struck a bargain with an otherworldly being of your choice. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.
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.
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 Magic:
Your arcane research and the magic bestowed on you by your patron have given you facility with Spells. See the general rules of Spellcasting and the warlock spell list.
Cantrips
You know two Cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.
Spell Slots
The Warlock table shows how many spell slots you have. The table also shows what the level of those slots is; all of your Spell Slots are the same level. To cast one of your warlock Spells of 1st level or higher, you must expend a spell slot. You regain all expended Spell Slots when you finish a short or Long Rest.
For example, when you are 5th level, you have two 3rd-level Spell Slots. To cast the 1st-level spell Thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.
Spells Known of 1st Level and Higher
At 1st level, you know two 1st-level Spells of your choice from the warlock spell list.
The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.
Additionally, when you gain a level in this class, you can choose one of the warlock Spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have Spell Slots.
Spellcasting Ability
Charisma is your Spellcasting ability for your warlock Spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when Making an Attack roll with one.
Spell save DC = 8 + your proficiency bonus +
your Charisma modifier (DC 13)
Spell Attack modifier = your proficiency bonus +
your Charisma modifier (+5)
Spellcasting Focus
You can use an arcane focus as a Spellcasting focus for your warlock Spells.
Cantrips Known: Eldritch Blast, Friends
First Level Spells Known: Shield, Hex
Bardic Inspiration: As a bonus action, a creature (other than you) within 60 ft. that can hear you gains an inspiration die (1d6). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Darkvision: Thanks to your infernal heritage, you have superior vision in dark and dim Conditions. 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.
Infernal Legacy: You know the Thaumaturgy cantrip. When you reach 3rd level, you can cast the Hellish Rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a Long Rest. When you reach 5th level, you can cast the Darkness spell once with this trait and regain the ability to do so when you finish a Long Rest. Charisma is your Spellcasting ability for these Spells.
Proficiencies: Light Armor, Medium Armor, Shields, Simple Weapons, Martial Weapons, Dice Set, Vehicles (land)
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WEALTH & EQUIPMENT
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Equipment: Hide Armor, Longsword, Crystal (Arcane Focus), Backpack, Manacles, Bedroll, Waterskin
Magic Items: None
PP:
GP: 10
SP:
CP:
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REWARDS & ADVENTURES
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AL +1: XGE
AL Advancement Points: 0
AL Treasure Points: 0