Race |
Half-Elf |
Classes/Levels |
Warlock 1 (Hexblade) |
Strength |
10 |
Dexterity |
14 |
Constitution |
16 |
Intelligence |
12 |
Wisdom |
12 |
Charisma |
20 |
About Ruach "Rosetongue" Ceallaigh
Prof Bonus +2
Init +2 Passive Perception 13
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HP 11 (1d8+3)
AC 16 (+4 armor, +2 dex)
Saving Throws Str: +0 Dex: +2 Con: +3 Int: +1 Wis: +3 Cha: +7
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Spells (Warlock, Charisma, DC 15, +7 spell attacks)
Cantrips - eldritch blast, prestidigitation
1st (1/1) - hex, shield
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Combat
Speed 30'
Longsword +7 (1d8+5)
Dagger +4 (1d4+2) or thrown +4 (1d4+2) 20/60' range
Eldritch Blast +7 (1d8) 120' range
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Proficient Skills
Acrobatics +4, Intimidation +7, Investigation +3, Perception +3, Performance +7, Stealth +4
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Features and Traits
Darkvision 60'
By Popular Demand You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble's court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.
Fey Ancestry Advantage on Charmed saves, and immune to sleep magic.
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.
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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Equipment
11 GP
longsword, scale mail, lute, lover's trinket, clothes (costume), belt pouch, rod focus, bedroll, thieves' tools, crowbar, hempen rope, tinderbox, water skin, backpack