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Xavier Lairs

Human Race
Dealer Origin
Hexblade Warlock 10 Class & Level
True Nutral Alignment
Deity
Faction
Rank/Position
Loyalty
Company

Strength 10
+0
Dexterity 14
+2
constitution 18
+4
intelligence 17
+3
wisdom 13
+1
charisma 20
+5
Total Hit Dice 10
Hit Die
1d1d8+4
+4 proficiency bonus
+0 Strength
+2 Dexterity
+4 Constitution
+3 Intelligence
+5 Wisdom
+9 Charisma
saving throws
+2 Acrobatics
+1 Animal Handling
+7 Arcana
+0 Athletics
+9 Deception
+3 History
+1 Insight
+9 Intimidation
+7 Investigation
+1 Martial
+1 Medicine
+2 Nature
+5 Perception
+5 Performance
+9 Persuasion
+3 Religion
+2 Sleight of Hands
+6 Stealth
+1 Survival
skills

 

MV

Prestige
3
Attunement Slots
16
Armor Class
120
Hit Points
+2
Initiative
30
Speed
Attacks
Persuasion, Deception, and intimidation, Arcana, Investigation, stealth, perception
Proficiences
DC 17
+9 to hit
Longsword Pact weapon: 1d8+6 dmg
1d20+10 to hit

Cantrips: Eldritch Blast, Chill Touch, Mage Hand

spells: Hex, counterspell, summon greater demon, fear, enemies abound, hold person, witch bolt, unseen servent
1st: shield, wrathful smite
2nd: blur, branding smite
3rd: blink, elemental weapon
4th: phantasmal killer, staggering smite
5th: banishing smite, cone of cold
Spellcasting
50 data
arcane focus
dungeoneers pack
2 daggers
Scale mail due to hexblade
Equipment
Rolled
Stat Array
Dealer
You have access to the black market as part of your cybernetics. On a long rest, you can spend data to have the item deliver to you.
You have prof in Persuasion, Deception, and intimidation.

Human Determination: When you make an attack roll, an ability check, or a saving throw, you can do so with advantage. You can use this ability equal to your prof mod, you can't use it again until you finish a long rest.

Star Sign: Oath breaker: As an action, the paladin channels the darkest emotions and focuses them into a burst of magical menace. Each creature of the paladin's choice within 30 feet of the paladin must make a Wisdom saving throw if it can see the paladin. On a failed save, the target is frightened of the paladin for 1 minute. If a creature frightened by this effect ends its turn more than 30 feet away from the paladin, it can attempt another Wisdom saving throw to end the effect on it.

Hex blade's Curse
XGE p55
[–]
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
XGE p55
[–]
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 of the Blade
PHB p107
[–]
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 (see chapter 5 for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical 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 extradimensional 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 extradimensional space when the bond breaks.

Accursed Specter
XGE p55
[–]
Starting at 6th level, you can curse the soul of a person you slay, temporarily binding it to your service. When you slay a humanoid, you can cause its spirit to rise from its corpse as a specter, the statistics for which are in the Monster Manual. When the specter appears, it gains temporary hit points equal to half your warlock level. Roll initiative for the specter, which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Charisma modifier (minimum of +0).

The specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife.

Once you bind a specter with this feature, you can't use the feature again until you finish a long rest.

Armor of Hexes
XGE p55
[–]
At 10th level, your hex grows more powerful. If the target cursed by your Hexblade's Curse hits you with an attack roll, you can use your reaction to roll a d6. On a 4 or higher, the attack instead misses you, regardless of its roll.

Eldrich Evocation
Agonizing blast
When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit

Eldritch smite

Once per turn when you hit a creature with your pact weapon, you can expend a warlock spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot, and you can knock the target prone if it is Huge or smaller.

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.

Thirsting Blade
can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.

Madening Hex
As a bonus action, you cause a psychic disturbance around the target cursed by your hex spell or by a warlock feature of yours, such as Hex blade's Curse or Sign of Ill Omen. When you do so, you deal psychic damage to the cursed target and each creature of your choice that you can see within 5 feet of it. The psychic damage equals your Charisma modifier (minimum of 1 damage). To use this invocation, you must be able to see the cursed target, and it must be within 30 feet of you.


implants
NeuroFi (Free) - This handy implant gives an array of benefits and in addtion it doesn't count towards your total amount of allowed implants due to the low harm the device produces. You gain the following benefits;
The implant allows you to wirelessly connect to local Wi-Fi networks. This can provide you with access to information, maps, and data in real-time. You gain proficiency in Investigation checks when searching for digital information.

Deeper Web Connection: Once a day, the implant grants you access to the Deeper Web, a hidden realm of the internet that is inaccessible to most individuals. You can use this connection to gather secret information, find black market goods, and potentially interact with powerful entities lurking within the Deeper Web.

Holographic Display: Through the implant, you can project a holographic heads-up display (HUD) visible only to you. This HUD can provide you with vital information such as health, status effects, and inventory. It can also display augmented reality overlays, aiding you in perception-based checks.

Language Translator: The implant includes a language translator module, allowing you to understand and speak any language you encounter. This grants you the ability to communicate with a wide range of creatures and overcome language barriers.
-
Eye Trackers - The implant includes advanced eye-tracking technology that enhances your accuracy in combat. You gain the following benefits:
Ignore Half Cover: When making attack rolls against a creature that has half cover, such as behind a low wall or a small obstacle, you ignore the bonus to the target's AC provided by half cover.

Ignore Quarter Cover: Similarly, when making attack rolls against a creature that has quarter cover, such as behind a narrow tree trunk or a small corner, you ignore the bonus to the target's AC provided by quarter cover.

Vitals Scanner: When you make a check against a creature to identify its abilities, you have advantage.

Chroma-Skin - The implant's advanced nanotechnology has transformed your skin into a metallic-like structure, giving you control over its appearance. As an action, you can determine how your skin looks, allowing you to change its color, texture, and even create intricate patterns or designs. You gain the following benefits;

Camouflage: You can blend into your surroundings by mimicking the colors and textures of nearby objects or environments. This grants you advantage on Dexterity (Stealth) checks to hide when you are not moving.

Intimidation: Altering the appearance of your skin can be used to instill fear or awe in others. You gain advantage on Charisma (Intimidation) checks when your transformed metallic skin is visible.

Social Interaction: Your ability to change the appearance of your skin can make you stand out or blend in at social gatherings. You gain advantage on Charisma (Persuasion) checks when your transformed skin is used to enhance your appearance or impress others.

Resistance to Certain Conditions: The metallic nature of your skin provides a degree of resilience. You gain resistance to one damage type of your choice.

Consumption Furnace - Through intricate modifications to your internal organs, they have been transformed into an advanced bioenergy furnace. The Consumption Furnace implant allows you to derive sustenance from unconventional sources, providing unique benefits:

Unconventional Sustenance: With the Consumption Furnace implant, you can consume inorganic materials, such as metal or even weapons, as well as corpses for sustenance. These materials are broken down within your body, fueling the furnace and providing nourishment.

Temporal Vitality: Once every 10 minutes, when you consume an inorganic material or a corpse, the Consumption Furnace converts the energy released into temporary hit points. You gain temporary hit points equal to your character level, reflecting the power generated by your bioenergy furnace.

Unique Metabolism: The Consumption Furnace implant alters your body's metabolism to efficiently process the unconventional sustenance. You no longer require traditional food sources and can subsist solely on the energy derived from inorganic materials and corpses.

Feats:
Fey Touched: Misty step, Silvery Barbs
Mobile:
Class/Racial Features & Traits

The statblocks of your Weapons, armor and other important/magical equipment

Statblocks for your familiars, mounts etc.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

SouLGrimzz.

Statblock Type

Verum Character Sheet

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