RACE: Human
+1 Con, +1 Cha
Bonus Feat (Warcaster)
Bonus Skill (Perception)
CLASS: Warlock (Hexblade)
Otherworldly Patron
Pact Magic
Expanded Spell List (Hex, Wrathful Smite)
Hex Warrior
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
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.
Eldritch Invocations
·Devil's Sight See normally in darkness, magical or nonmagical, up to 120 ft.
·Agonizing Blast Add Cha bonus to Eldritch Blast damage.
FEATS
Warcaster
·You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
·You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
·When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
BACKGROUND: Northlands Reaver
Reaver's Journey
Many sailors fear to sail far from charted water and familiar shores. Some balk at steering into the teeth of a gale in the dead of night. They are not you. As long as you aren’t traveling at a fast pace, you can’t lose your way under normal conditions. Inclement weather, lack of tools, or magic might impose penalties or steer you awry at the GMs discretion. Additionally, if you don’t undertake any other activity while traveling on a rowed vessel, you can drive the rowers to push beyond their ordinary limits. The rowers can crew the ship for 1 additional hour before risking exhaustion.