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Lyall Allister, Wandering Knight
Old November 3rd, 2018, 08:59 PM   #1
Skull612
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Default Lyall Allister, Wandering Knight

Lyall Allister
Class & Level: Warlock 4
Race: Human
Background: Knight

History:

Personality Traits: Folks that need helping, help 'em. Folks that need fighting, fight 'em. Folks what need spankin', you bet i'll spank 'em.
Ideals: There's no going back. Live for those who're still alive, and to remember the fallen.
Bonds: Everyone here at the guild is my family now.
Flaws: Drink is the bane of every man, isn't it?

Armor Class: 16
HP: 31/31
Hit Dice: 4d8
Initiative: +2
Speed: 30

ABILITY SCORES
STR: 10 (0)
DEX: 14 (+2)
CON: 14 (+2)
INT: 10 (0)
WIS: 10 (0)
CHA: 18 (+4)

Proficiency Bonus: +2

SAVING THROWS (P = Proficient)
STR 0
DEX 2
CON 2
INT 0
WIS 2 (P)
CHA 6 (P)

12 Passive Wisdom (Perception)

ABILITIES:
-Eyes of the Rune Keeper: You can read all writing. You can comprehend any written word or symbol, should it hold any linguistic meaning
-Improved Pact Weapon: You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells. In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls. Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow.
-Hex Warrior: Use Charisma modifier for one-handed/Pact of the Blade weapons
-Hexblade's Curse: Starting at 1st level, as a bonus action, choose one creature you can see within 30 feet of you. The curse ends early if the target dies, you die, or you are incapacitated. 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.

-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 non-magical 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 extra-dimensional 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 extra-dimensional space when the bond breaks.


SKILLS (P = Proficient)
Acrobatics: 2
Animal Handling: 2
Arcana: 2 (P)
Athletics: 0
Deception: 6
History: 2 (P)
Insight: 4 (P)
Intimidation: 6 (P)
Investigation: 0
Medicine: 2
Nature: 0
Perception: 2
Performance: 4
Persuasion: 6 (P)
Religion: 0
Sleight of Hand: 2
Stealth: 2
Survival: 2

Languages
-Common
-Elvish
-Dwarvish

FEATS
-Great Weapon Master: You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:

On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.

Currency: 20gp

ITEMS, ATK, DAMAGE/TYPE
-Light Crossbow, 1d8, 20 bolts
-Arcane Focus: Necklace
-Scholars Pack
-2 Daggers, 1d4 Piercing
-Umbressan Silver Longsword, 1d8 slashing, Emits moonlight in darkness.
-Umbressan Scale Mail, +2 to stealth in darkness, no disadvantage if in the dark and standing still.
-Pearl Of Power

-OTHER NOTES-
-

---
~
SPELLS
~
Spell Save DC: 14
Spell Attack Bonus: +6
~
Cantrips
-Frostbite
-Booming Blade
-Minor Illusion
-
-
LEVEL 1 (2 Spell slots)
-Hex
-Armor of Agathys
-Wrathful Smite
-
-
LEVEL 2 (2 Spell Slots)
-Mirror Image
-Mind Spike
-Hold Person
-Branding Smite
-Blur
LEVEL 3 (X Spell slots)
-
-
-
-
-
LEVEL 4 (X Spell slots)
-
-
-
-
-
LEVEL 5 (X Spell Slots)
-
-
-
-
-
LEVEL 6 (X Spell slots)
-
-
-
-
-
LEVEL 7 (X Spell slots)
-
-
-
-
-
LEVEL 8 (X Spell slots)
-
-
-
-
-
LEVEL 9 (X Spell slots)
-
-
-
-
-

Last edited by Skull612; January 7th, 2019 at 11:12 PM.
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