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Warlock [The Raven Queen] (1)

Hexblade Eric Renart


CLASS & LEVEL BACKGROUND PLAYER NAME
Naxaar Drachedandrion
Dragonborn Neutral Good
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH Looks intimidating upon first
12 +1 30 glance, but friendly with those he
0 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
trusts.
It's not magic - or anything really- if you do it
only halfway. Whatever I do, I give it all I've got.
11 PERSONALITY TRAITS

Hit Point Maximum 11


0 Strength Discovery.
DEXTERITY
+1 Dexterity Every experiment has
the potential to reveal
+1 +3 Constitution
+1 Intelligence CURRENT HIT POINTS
more secrets of the multiverse.
IDEALS

12 +1 Wisdom
I'll never forget the laboratory where I learned
+6 Charisma my skills, or the other attendants who
learned alongside me.
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

+3
+1 Acrobatics (Dex)
1x(1d8+3) SUCCESSES Impulsive.
17 -1 Animal Handling (Wis) FAILURES I get bored easily, and if nothing is
+1 Arcana (Int) happening I'll make it happen.
HIT DICE DEATH SAVES FLAWS
INTELLIGENCE 0 Athletics (Str)

+1 +6 Deception (Cha)
+1 History (Int)
NAME ATK BONUS DAMAGE/TYPE
Backpack
Dagger +3 1d4+1 piercing
12 -1 Insight (Wis) Bag of Sand
+6 Intimidation (Cha) Crossbow, light +3 1d8+1 piercing Book
WISDOM +1 Investigation (Int) Component pouch
Spear +2 1d6+0 piercing
-1 Medicine (Wis) Crossbow bolt x20
-1 +1 Nature (Int) Number of Attacks: 1 Ink
8
-1 Perception (Wis) - Breath Weapon. Cold, 15 ft. Ink pen
+4 Performance (Cha) cone, 2d6 cold damage, Knife, Small
CHARISMA
+4 Persuasion (Cha) DC13 con save. Leather
+1 Religion (Int) Parchment x10
+4 +1 Sleight of Hand (Dex)
+1 Stealth (Dex)
19 -1 Survival (Wis)

SKILLS ATTACKS & SPELLCASTING

9 PASSIVE WISDOM (PERCEPTION)


CP

Weapon Proficiencies: SP

Martial; Simple
EP

Armor Proficiencies: Light;


GP
Medium; Shields
PP
Language Proficiencies:
Common; Draconic;
Dwarvish; Gnomish
OTHER PROFICIENCIES & LANGUAGES TREASURE EQUIPMENT

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
927 6' 9" 550 lbf
AGE HEIGHT WEIGHT
Naxaar Drachedandrion
Light Blue Silver Horns
CHARACTER NAME EYES SKIN HAIR

NAME

Izzet League

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Unlike most of the other members of his clan, Naxaar Drachedandrion was
born (hatched?) in Ravnica to the Drachedandrion Clan of Silver Dragonborn.
At a young age, he became fascinated with the Izzet League and their
technology, and wanted to become an engineer; breaking from the family
tradition of law enforcement and militia service. After much debate, he finally
convinced his parents, who are guildless, to allow him to pursue a
Civil Engineering degree and join the Izzet League, and even support him
in doing so.
It was in University that an idea came to him which would change his life
forever. Magical Shadowfell weapons, which also happen to be sentient,
were kept on campus for research purposes. The university's security policies
around these weapons were also lax (this being the Izzet League), and so
Naxaar was able to get his claws on one in order to use as part of a class
project in his Enchantment course. Owing to his impulsitivity, he didn't think
much of signing that waiver which absolved the university of any
responsibility from accidents resulting from unintended use...
When Naxaar attempted to use his newly-acquired Shadowfell dagger as a
spell focus in Enchantment Lab, unbeknownst to him, the magical energies
coursing through it had allowed it to form a bond with Naxaar's soul.
That night, Naxaar had a dream of what appeared to be a giant raven.
Naxaar didn't think much of it. He always tended to have strange dreams,
and this one was no different. The following night, however, he started to
hear whispers.
One day, Naxaar recieved a invite from an old high school acquaintance
to a happy hour by one of his old high school friends at the Leaky Tap.
"Well, even though its almost Finals Week, I might as well catch up with
some old kin and blow off some steam before studying." As he approaches
the tavern, though, he starts to hear whispers again...

TREASURE CHARACTER BACKSTORY

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Warlock Charisma 14 +6
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Chill Touch
Minor Illusion

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 1 7
EPAR
SPELL NAME
ED
PR

Chaos Bolt

Charm Person
4
SPELLS KNOWN

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS

Damage Resistances: cold

-----------Other Traits------------
Hex Warrior. 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.

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. .
Page 1

Chill Touch Minor Illusion Chaos Bolt


Warlock Cantrip Necromancy DC 14 Spell Mod +6 Warlock Cantrip Illusion DC 14 Spell Mod +6 Warlock Level 1 Abjuration DC 14 Spell Mod +6
1 Act. 120 ft V,S 1 Rnd 1 Act. 30 ft S,M 1 min 1 Act. 120 ft V,S instantaneous
A bit of fleece

You create a ghostly, skeletal hand in the You create a sound or an image of an object You hurl an undulating, warbling mass of
space of a creature within range. Make a within range that lasts for the duration. The chaotic energy at one creature in range. Make
ranged spell attack against the creature to illusion also ends if you dismiss it as an action a ranged spell attack against the target. On a
assail it with the chill of the grave. On a hit, or cast this spell again. If you create a sound, hit, the target takes 2d8 + ld6 damage. Choose
the target takes 1d8 necrotic damage, and it its volume can range from a whisper to a one of the d8s. The number rolled on that die
can't regain hit points until the start of your scream. It can be your voice, someone else's determines the attack's damage type, as
next turn. Until then, the hand clings to the voice, a lion's roar, a beating of drums, or any shown below. d8 Damage Type l Acid 2 Cold 3
target. If you hit an undead target, it also has other sound you choose. The sound continues Fire 4 Force 5 Lightning 6 Poison 7 Psychic 8
disadvantage on attack rolls against you until unabated throughout the duration, or you can Thunder If you roll the same number on both
the end of your next turn. This spell's damage make discrete sounds at different times before d8s, the chaotic energy leaps from the target to
increases by 1d8 when you reach 5th level the spell ends. If you create an image of an a different creature of your choice within 30
(2d8), 11th level (3d8), and 17th level (4d8). object—such as a chair, muddy footprints, or a feet of it. Make a new attack roll against the
small chest—it must be no larger than a 5-foot new target, and make a new damage roll,
cube. The image can't create sound, light, which could cause the chaotic energy to leap
smell, or any other sensory effect. Physical again. A creature can be targeted only once by
interaction with the image reveals it to be an this casting of the spell. At Higher Levels.
illusion, because things can pass through it. If When you cast this spell using a spell slot of
a creature uses its action to examine the sound 2nd level or higher, each target takes ld6 extra
or image, the creature can determine that it is damage of the type rolled for each slot level

Charm Person
Warlock Level 1 Enchantment DC 14 Spell Mod +6
1 Act. 30 ft V,S 1 hr

You attempt to charm a humanoid you can see


within range. It must make a Wisdom saving
throw, and does so with advantage if you or
your companions are fighting it. If it fails the
saving throw, it is charmed by you until the
spell ends or until you or your companions do
anything harmful to it. The charmed creature
regards you as a friendly acquaintance. When
the spell ends, the creature knows it was
charmed by you. At Higher Levels. When you
cast this spell using a spell slot of 2nd level or
higher, you can target one additional creature
for each slot level above 1st. The creatures
must be within 30 feet of each other when you
target them.
Page 1 (reverse)

Chaos Bolt (reverse) Minor Illusion (reverse)


above 1st. an illusion with a successful Intelligence
(Investigation) check against your spell save
DC. If a creature discerns the illusion for what
it is, the illusion becomes faint to the creature.

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