Darkvision: 60ft
Fey Ancestry:
You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Drow Magic:
You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once per day; you must finish a long rest in order to cast the spell again using this trait. When you reach 5th level, you can also cast the darkness spell once per day; you must finish a long rest in order to cast the spell again using this trait. Charisma is your spellcasting ability for these spells.
Great Weapon Fighting:
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Second Wind: 1d10+fighter lvl healing
Action Surge:
On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
Weapon Bond:
At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.
Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.
You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.
War Magic:
When you use your action to cast a cantrip, you can make one weapon attack as a bonus action.
Indomitable:
You can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.
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 (refreshes on short rest):
-You gain a bonus to damage rolls against the cursed target equal to 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).
Hex Warrior:
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.
Eldritch Invocations:
Devil's Sight - darkvision 120ft in both magical and nonmagical darkness
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.
Agonizing Blast - When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.
Lifedrinker - When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum of 1).
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.
Trickster's Escape - You can cast freedom of movement once on yourself without expending a spell slot. You regain the ability to do so when you finish a 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 (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:
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.
Rider Feat:
Storm's Evocation - Gain an additional warlock spell slot. You learn one eldritch Invocation option of your choice from the warlock class. If the invocation has a prerequisite of any kind, you can choose that invocation only if you're a warlock who meets the prerequisite. Whenever you gain a level, you can replace the invocation with another one from the warlock class. Once in rider rrmor you regain a used warlock spell slot the turn you enter it.
Sun Nova Surge:
(Monks, Barbarians, or Fighters)
1 STR or CON
Gain 2 extra action surges that refresh at dawn, whenever using these 2 additional action aurges for the following actions you get an additional effect:
Henshin - You heal Hitpoints based off half the damage dealt with The Storm that is Approaching
Rider Kick/Punch/or Finisher - Is able to Critical Hit and get one reroll/inspiration until the end of combat.
Title - Commander:
+2AC, +2 to hit (both spell and weapon attacks), resistance to psychic damage
Feats:
Skill Expert (+1CHA, prof. in investigation, exp. in arcana)
Resilient WIS (+1WIS, prof. in WIS saves)
Slasher (+1DEX)
Linguist
Mounted Combatant
Elven Accuracy (+1INT)
Features & Traits