Argonak Deadhand

Feel free to ask, he's happy to answer.

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Argonak Deadhand

Half-orc Race
Krazax (Forge Child) Origin
Paladin(Redem) 6 | Warlock (Hex) 1 | Sorcerer (DivS) 1 8 Class & Level
Lawful Good Alignment
Babylon Deity
Great Coven Faction
Warlock Rank/Position
2 Loyalty
Company

Strength 16
+3
Dexterity 11
+0
constitution 17
+3
intelligence 10
+0
wisdom 11
+0
charisma 16
+3
Total Hit Dice 1d10 1d8
Hit Die
1d10+3
+3 proficiency bonus
+3 Strength
+0 Dexterity
+3 Constitution
+0 Intelligence
+2 Wisdom
+5 Charisma
saving throws
+0 Acrobatics
+0 Animal Handling
+0 Arcana
+5 Athletics
+3 Deception
+0 History
+0 Insight
+5 Intimidation
+0 Investigation
+0 Martial
+0 Medicine
+0 Nature
+0 Perception
+3 Performance
+5 Persuasion
+2 Religion
+0 Sleight of Hands
+0 Stealth
+2 Survival
skills

 
34
MV
0
Prestige
1
Attunement Slots
20
Armor Class
75
Hit Points
+0
Initiative
30ft
Speed
Longsword 1d20+5 [roll 1d8+3]
Attacks
Religion, Survival, Martial, Athletics, Persuasion, Intimidation
Light, Medium, and Heavy armor. Shields.
Simple Weapons, Martial Weapons.
Smiths tools.
Wisdom & Charisma Saving Throws.
Proficiences
Warlock.
  • Mage Hand & Eldritch Blast (Warlock Cantrips)
  • Comprehend Languages & Hex (Warlock)

  • Sorcerer.
  • Guidance, Shape Water, Prestidigitation, Mending
  • Shield, Healing Word

  • Paladin.

    Dark Gift:
    Devil Sight
    Spellcasting
    - Longsword
  • Shield
  • Dagger
  • Explorers Pack
  • Chain Mail

  • a cauldron
  • alchemist supplies
  • cook's utensils
  • vestments
  • a set of common clothes
  • 1000gp
  • Masterwork Dab Kite Shield
  • Hourglass
  • Pole of Collapsing
  • 2 Bandoliers
  • 2 Potions of Healing
  • 44 Crafting Tokens
  • Masterwork Full-plate (with sun bleached compass rose as a base) (Holy Symbol of Vavren, uses chains to symbolize Babylon)
  • Pyram
  • Seahorse Stuffed Animal (from Melihat)
  • Equinox

  • Equipment
    Great Coven
    Faction
    The Mad Man
    Stat Array
    Darkvision.

    Thanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
    Menacing.

    You gain proficiency in the Intimidation skill.
    Relentless Endurance.

    When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.
    Savage Attacks.

    When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.

    ====================================================================================
    PALADIN
    Divine Sense:
    The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.

    You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

    Lay On Hands
    Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5.

    As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

    Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

    This feature has no effect on undead and constructs.
    Divine Health
    By 3rd level, the divine magic flowing through you makes you immune to disease.

    Oath of Redemption p38

    The Oath of Redemption sets a paladin on a difficult path, one that requires a holy warrior to use violence only as a last resort. Paladins who dedicate themselves to this oath believe that any person can be redeemed and that the path of benevolence and justice is one that anyone can walk. These paladins face evil creatures in the hope of turning their foes to the light, and they slay their enemies only when such a deed will clearly save other lives. Paladins who follow this path are known as redeemers.

    While redeemers are idealists, they are no fools. Redeemers know that undead, demons, devils, and other supernatural threats can be inherently evil. Against such foes, paladins who swear this oath bring the full wrath of their weapons and spells to bear. Yet the redeemers still pray that, one day, even creatures of wickedness will invite their own redemption.
    Tenets of Redemption

    The tenets of the Oath of Redemption hold a paladin to a high standard of peace and justice.
    Peace.

    Violence is a weapon of last resort. Diplomacy and understanding are the paths to long-lasting peace.
    Innocence.

    All people begin life in an innocent state, and it is their environment or the influence of dark forces that drives them to evil. By setting the proper example, and working to heal the wounds of a deeply flawed world, you can set anyone on a righteous path.
    Patience.

    Change takes time. Those who have walked the path of the wicked must be given reminders to keep them honest and true. Once you have planted the seed of righteousness in a creature, you must work day after day to allow that seed to survive and flourish.
    Wisdom.

    Your heart and mind must stay clear, for eventually you will be forced to admit defeat. While every creature can be redeemed, some are so far along the path of evil that you have no choice but to end their lives for the greater good. Any such action must be carefully weighed and the consequences fully understood, but once you have made the decision, follow through with it knowing your path is just.
    Oath Spells

    You gain oath spells at the paladin levels listed.
    Oath of Redemption SpellsPaladin Level Spells
    3rd sanctuary, sleep
    5th calm emotions, hold person
    9th counterspell, hypnotic pattern
    13th Otiluke's resilient sphere, stoneskin
    17th hold monster, wall of force
    Channel Divinity: Emissary of Peace

    You can use your Channel Divinity to augment your presence with divine power. As a bonus action, you grant yourself a +5 bonus to Charisma (Persuasion) checks for the next 10 minutes.
    Channel Divinity: Rebuke the Violent

    You can use your Channel Divinity to rebuke those who use violence. Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage.

    AURA OF PROTECTION
    Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

    ====================================================================================
    WARLOCK
    Pact Magic
    Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the warlock spell list.
    Cantrips

    You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.
    Spell Slots

    The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

    For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.
    Spells Known of 1st Level and Higher

    At 1st level, you know two 1st-level spells of your choice from the warlock spell list.

    The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.

    Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.
    Spellcasting Ability

    Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.

    Spell save DC = 8 + your proficiency bonus + your Charisma modifier

    Spell attack modifier = your proficiency bonus + your Charisma modifier

    Spellcasting Focus

    You can use an arcane focus (found in chapter 5) as a spellcasting focus for your warlock spells.

    Otherworldly Patron:
    Hexblade (as I'm a filthy power-gamer and Argo like sword)

    You have made your pact with a mysterious entity from the Shadowfell—a force that manifests in sentient magic weapons carved from the stuff of shadow. The mighty sword Blackrazor is the most notable of these weapons, which have been spread across the multiverse over the ages. The shadowy force behind these weapons can offer power to warlocks who form pacts with it. Many hexblade warlocks create weapons that emulate those formed in the Shadowfell. Others forgo such arms, content to weave the dark magic of that plane into their spellcasting.

    Because the Raven Queen is known to have forged the first of these weapons, many sages speculate that she and the force are one and that the weapons, along with hexblade warlocks, are tools she uses to manipulate events on the Material Plane to her inscrutable ends.
    Expanded Spell List

    The Hexblade lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you:
    Spell Level | Spells
    1st | Shield, Wrathful Smite
    2nd | Blur, Branding Smite
    3rd | Blink, Elemental Weapon
    4th | Phantasmal Killer, Staggering Smite
    5th | Banishing Smite, Cone of Cold

    Hexblade's Curse
    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.
    ========================================================
    Favored by the Gods

    Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you can't use it again until you finish a short or long rest.
    =======================================================
    Fire God's Blessing
    Prerequisite: Greenskin; Worship Glory, Babylon, Silloway, Lorita, or Astaroth. Your worship of these fiery gods brings a powerful, infernal blessing upon your prowess in combat. You gain the following benefits:

    Before you make a melee weapon attack, you can choose to take a -2 penalty to the attack roll. If the attack hits, it deals an additional 1d8 fire damage.
    When you deal fire damage in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1). You can do this a number of times equal to your constitution modifier (minimum of 1) per long rest.
    Should your worship of any of these gods cease, the penalty to hit is increased to -4.


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    MAGIC ITEMS WOOOOOO!


    Pyram
    +1 Longsword - Major Rare (2,300gp) - Attunement

    This scorched black longsword has a twist to the base of its blade before smoothing out into a sharp edge. After a short rest, the weapon comes alight with a persistent flame.

    This weapon does an extra 1d6 fire damage after taking a short rest, lasting until you complete a long rest.

    This sword starts with 0 charges which reset to 0 on a long rest. For every beast, monstrosity, aberration, or humanoid you have reduced to 0 hit points with this weapon, it gains a charge to a maximum of 4 charges.

    Estus Sanitatum - During combat, you can use your bonus action to expend any number of charges to heal yourself for 1d4 each. Only 4 charges can be used this way per short rest.

    Provideo - During a short rest, you can stab this sword into a campfire to spend 1d6 per charge of healing to every ally that does not use their hit dice to heal.

    [Base Material, Enhancement]


    Equinox
    " +1 Halberd – Very Rare (4750gp, 48 days) – Attunement
    Frostbitten steel is forged into this halberd’s blade and flow with a Paladin’s divine powers. Blessed Flame is imbued into the head of the halberd. The chilling steel and the warming flame come at odds with each other, slowly shifting in power. The Blessed Flame will slowly enwreathe the edge of the blade in the daytime, while the cold and icy magic from the Frostbitten steel will seep into the head of the halberd during nighttime. A small grove is engraved into each side of the blade in Celestial, one side reading “The light in the darkness.” and “The shroud in the sunlight.” on the other.

    • While attuned to this halberd, your Strength Score gains +3.
    This halberd is in a never-ending cycle of time that betrays the workings of the world around it. A cycle works as follows: For 1 round it will be in dawn, for 4 it will be day, for 1 it will be dusk, and then for 4 it will be night, after which it will return to dawn. When you roll initiative, determine its progress through the cycle by rolling a d10, with the result being its place in the cycle. The halberd grants the following benefits depending on its place in the cycle:
    • Day. When you deal fire or radiant damage, you deal an additional 1d6 damage of the appropriate type. Additionally, any healing spells you cast with an instantaneous duration restore an additional 1d6 hit points to the target.
    • Night. This halberd deals an additional 1d6 cold damage on a hit. When you score a critical hit with this weapon, you deal an additional 2d6 cold damage and restore 2d6 hit points.
    • Dusk and Dawn. You deal an additional 1d4 cold damage and 1d4 radiant damage whenever you roll damage against a creature. Additionally, any healing spells you cast restore an additional 1d4 hit points, and if the spell was hardcast, you restore hit points to all allies within 10 feet of you equal to your proficiency bonus."
    Class/Racial Features & Traits