Vsevolod

Snorri Svensson's page

130 posts. Alias of Jereru.


Race

Stats:
AC 15 | Init +2 | Speed 30ft | Str-1 Dex+2 Con+2 Int+0 Wis+3 Cha+5 | Perc +3, Insight +1

Classes/Levels

HP 18/18 | Spells 1st 1/2 | Curse 1/1

Gender

CG Human Warlock 2 | Status:

About Snorri Svensson

Intro, Defense and Offense:

Snorri Svensson
CG Male Human Hexblade Warlock 2

STATS
Str 08 (-1)
Dex 14 (+2)
Con 14 (+2) (13 Base +1 Race)
Int 10 (+0)
Wis 12 (+1)
Cha 16 (+3) (15 Base +1 Race)

HP 18 (8+6 +Con Bonus)

Proficiency +2

Initiative: +2

Speed 30 ft.

Languages
Common
Northern Tongue
Giant

OFFENSE
Handaxe: +5 1d6+3 P
Eldritch Blast: +5 1d10 Force 120ft

DEFENSE
AC: 15 (11 leather Armor +2 Dex +2 Shield)
Str -1 | Dex +2 | Con +2
Int +0 | Wis +2 | Cha +5


Race, Class, Feats and Background:

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.


Skills & Tools:

SKILL PROFICIENCIES
Deception: +5 (2 Prof +3 Cha) (Warlock)
Nature: +2 (2 Prof +0 Int) (Warlock)
Intimidation: +5 (2 Prof +3 Cha) (N. Reaver)
Perception: +3 (2 Prof +1 Wis) (Human)
Survival: +3 (2 Prof +1 Wis) (N. Reaver)

TOOL PROFICIENCIES
Vehicles (Water) +2 Prof +? Attr


Spell Book:

CANTRIPS
-Booming Blade
-Eldritch Blast

LEVEL 1 (1/1)
-Armor of Agathys
·Cause Fear
·Hex
Hexblade Bonus Spells:
·Shield
·Wrathful Smite


Gear:

Handaxe
Leather Armor
Dagger x2
Shield
Arcane Focus
Dungeoneer's Pack:
-Backpack
-Crowbar
-Hammer
-Pitons (10)
-Tinderbox
-Torches (10)
-Rations (10)
-Waterskin
-Rope (50ft)
Memento
Hemp Rope
Traveler's Clothes
Belt Pouch

4 gp 10 sp


Background:

Sven was a warrior by his own rights, and grief invaded his heart when he knew his small baby would remain a weakling forever. Deadly fevers took hold of the little one, only two years old, and it was a miracle he didn't die, though he would carry the consequences forever. A father in such a situation would do everything for his son, or so he thought at the time... even striking a pact with shadow entities in his name.
Snorri grew up knowing he couldn't beat the other boys at any athletic feat. He couldn't run fast, lift weight or climb. However, when it came to fighting, he had a knack. He was also good with his tongue, and that granted him many friends as well as enemies.

It wasn't easy for him to make a name, since many were afraid of his abilities. Snorri quickly realised he would need double the effort as anyone else, and that on top of being ill almost from birth. He appointed himself in an expedition to faraway lands in hopes of coming back one day with fame and riches.

During his travels, he knew of the Heralds of St. Helba, and thought that was the proper place and means to achieve his goal.