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Level 4 Tiefling (Glasya) Warlock, The Hexblade 2700

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Leonus
Entertainer Chaotic Good Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Darkvision. You can see in dim light within 60 feet of


STRENGTH Chain Shirt 15 you as if it were bright light, and in darkness as if it
were dim light.
PROFICIENCY BONUS +2
-1
SHIELD
AC
Actor. You have advantage on Deception and
N
Performance checks when trying to pass yourself off
CIE C

-1 Strength as a different person.You can mimic the speech of


Y
PROFI

8 another person or the sounds made by other


+2 Dexterity creatures. You must have heard the person speaking,
+2 Constitution ARMOR CLASS or heard the creature make the sound, for at least 1
DEXTERITY minute. A successful Insight check contested by your
-1 Intelligence Deception check allows a listener to determine that
MAXIMUM HIT DICE TEMPORARY

+2 ✘ +2 Wisdom the effect is faked.


32 4d8
✘ +6 Charisma Eldritch Invocations.
CONDITIONAL Fiendish Vigor. You can cast false life on yourself at
15 will, without expending a spell slot or material
components.
CURRENT HIT POINTS Mask of Many Faces. You can cast disguise self at
will, without expending a spell slot.
CONSTITUTION DEATH SAVING THROWS

SAVING THROWS
Pact of the Blade (Action). Create a pact weapon in
+2 N
CIE C

+4 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
your empty hand. This weapon counts as magical for
Y
PROFI

✘ the purpose of overcoming resistance and immunity


RT

EXPE

+0 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION to nonmagical attacks and damage.Your pact weapon
15 -1 Arcana (Int) Darkvision
disappears if it is more than 5 feet away from you for
1 minute or more. It also disappears if you use this
-1 Athletics (Str) Resistances. Fire feature again, if you dismiss the weapon (no action
required), or if you die.You can transform one magic
INTELLIGENCE ✘ +6 Deception (Cha) weapon into your pact weapon by performing a
special ritual while you hold the weapon. You
-1 -1 History (Int)
+0 Insight (Wis)
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
✘ +6 Intimidation (Cha) SPEED, SENSES, & CONDITIONS space, and it appears whenever you create your pact
8 -1 Investigation (Int) weapon thereafter. You can’t affect an artifact or a
sentient weapon in this way. The weapon ceases
+0 Medicine (Wis) Hellish Resistance. You have resistance to fire being your pact weapon if you die, if you perform the
WISDOM
damage. 1-hour ritual on a different weapon, or if you use a 1-
-1 Nature (Int)
hour ritual to break your bond to it. The weapon
+0 +0 Perception (Wis) Legacy of Malbolge. You know the minor illusion appears at your feet if it is in the extradimensional
cantrip. When you reach 3rd level, you can cast space when the bond breaks.
✘ +6 Performance (Cha) the disguise self spell once with this trait and
+4 Persuasion (Cha) regain the ability to do so when you finish a long Hexblade’s Curse (Bonus Action—1/Short Rest).
10 -1 Religion (Int)
rest. When you reach 5th level, you can cast the Choose one creature you can see within 30ft. The
invisibility spell once with this trait and regain the target is cursed for 1 minute. Until the curse ends,
+2 Sleight of Hand (Dex) ability to do so when you finish a long rest. you gain the following benefits:You gain a +2 bonus
CHARISMA Charisma is your spellcasting ability for these to damage rolls against the cursed target and any
+2 Stealth (Dex) spells. attack roll you make against the cursed target is a

+4 +0 Survival (Wis) critical hit on a roll of 19 or 20 on the d20.If the


SKILLS cursed target dies, you regain 8 hp.

Hex Warrior. Whenever you finish a long rest, you


18 10 PASSIVE PERCEPTION 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 +6 for the
ADVANTAGE
attack and +4 damage.
INITIATIVE +2 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Pact Flamberge 5 ft +5 vs AC 2d6+3 slashing
Heavy, Two-Handed
FEATURES & TRAITS
Hex Crossbow (light) 80/320 +5 vs AC 1d8+3 piercing
Ammunition, Loading, Two-Handed

Longsword 5 ft +5 vs AC 1d8+3 slashing Armor Proficiencies. Light Armor, Medium Armor,


Versatile
Shields

Dagger 20/60 +4 vs AC 1d4+2 piercing Weapon Proficiencies. Simple Weapons, Martial


Finesse, Light, Thrown Weapons
+2 damage to Hexblade Cursed targets
Tool Proficiencies. Disguise kit, Yarting
LONGSWORD IS DAMAGED (-2 DMG)
Languages. Common, Infernal

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 4'9" 110 lb.
GENDER AGE HEIGHT WEIGHT
Leonus
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You thrive in front of an audience. You know how to entrance them, entertain them, and even inspire them. Your poetics
can stir the hearts of those who hear you, awakening grief or joy, laughter or anger. Your music raises their spirits or
captures their sorrow. Your dance steps captivate, your humor cuts to the quick. Whatever techniques you use, your art
I love a good insult, even one directed at me. is your life.

PERSONALITY TRAITS

Honesty. Art should reflect the soul; it should come


from within and reveal who we really are. (Any)

IDEAL

My instrument is my most treasured possession, and


it reminds me of someone I love.

BOND

I once satirized a noble who still wants my head. It


was a mistake that I will likely repeat.

FLAW BACKGROUND STORY

By Popular Demand
You can always find a place to perform, usually in an
inn or tavern but possibly with a circus, at a theater,
or even in a noble’s court. At such a place, you
receive free lodging and food of a modest or
comfortable standard (depending on the quality of
the establishment), as long as you perform each
night. In addition, your performance makes you
something of a local figure. When strangers
recognize you in a town where you have performed,
they typically take a liking to you.

BACKGROUND FEATURE

A dragon’s bony talon hanging from a plain leather


necklace

TRINKET
ADDITIONAL FEATURES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb Dungeoneer’s Pack. a backpack,
Dungeoneer’s Pack 1 10 Hat of Vermin 1 — a crowbar,
[Pact Flamberge] 1 6 a hammer,
Hex Crossbow (light) 1 5 10 pitons,
Longsword 1 3 10 torches,
Shield 1 6 a tinderbox,
Dagger 2 2 10 days of rations,
Yarting 1 2 a waterskin.
Disguise Kit 1 3 50 feet of hempen rope strapped to the side of it.
Potion of Healing 2 1
Crossbow Bolt 19 .95 Charm of Restoration. This charm has 6 charges. You can
Clothes, Costume 1 4 use an action to expend some of its charges to cast one
Leather Armored Vest 1 10 of the following spells: greater restoration (4 charges) or
[Chain Shirt] 1 20 lesser restoration (2 charges). Once all its charges have
Charm of Restoration 1 .25 been expended, the charm vanishes from you
25g of trinkets from an estate 1 1
Locked Tome 1 5 Locked Tome. ...

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 61 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

80.4 lb / 120 lb 240 lb

INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT

ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES

#1 #2
STORED ITEM # lb. STORED ITEM # lb.

STORED ITEMS QUEST ITEMS & TRINKETS

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Charisma +6 14 N/A

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Warlock, The Hexblade

CANTRIPS Green-Flame Blade Mage Hand


Prestidigitation

1ST LEVEL Charm Person Hex

2ND LEVEL 2 SPELL SLOTS Invisibility Misty Step


Shatter

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Other Spells

CANTRIPS Minor Illusion (Tiefling (Glasya))

1ST LEVEL Disguise Self (Tiefling (Glasya)) False Life (Fiendish Vigor)
Disguise Self (Tiefling (Glasya))
Green-Flame Blade Mage Hand Minor Illusion
Evocation Cantrip Conjuration Cantrip Illusion Cantrip

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE 5 feet RANGE 30 feet RANGE 30 feet
DURATION Instantaneous DURATION 1 minute DURATION 1 minute
COMPONENTS V, M (a weapon) COMPONENTS V, S COMPONENTS S, M (a bit of fleece)

As part of the action used to cast this spell, you must make a melee A spectral, floating hand appears at a point you choose within range. You create a sound or an image of an object within range that lasts
attack with a weapon against one creature within the spell’s range, The hand lasts for the duration or until you dismiss it as an action. for the duration. The illusion also ends if you dismiss it as an action or
otherwise the spell fails. On a hit, the target suffers the attack’s The hand vanishes if it is ever more than 30 feet away from you or if cast this spell again. If you create a sound, its volume can range from
normal effects, and green fire leaps from the target to a different you cast this spell again. a whisper to a scream. It can be your voice, someone else’s voice, a
creature of your choice that you can see within 5 feet of it. The You can use your action to control the hand. You can use the hand lion’s roar, a beating of drums, or any other sound you choose. The
second creature takes fire damage equal to your spellcasting ability to manipulate an object, open an unlocked door or container, stow or sound continues unabated throughout the duration, or you can make
modifier. retrieve an item from an open container, or pour the contents out of discrete sounds at different times before the spell ends. If you create
This spell’s damage increases when you reach higher levels. At 5th a vial. You can move the hand up to 30 feet each time you use it. The an image of an object—such as a chair, muddy footprints, or a small
level, the melee attack deals an extra 1d8 fire damage to the target, hand can’t attack, activate magic items, or carry more than 10 chest—it must be no larger than a 5-foot cube. The image can’t
and the fire damage to the second creature increases to 1d8 + your pounds. create sound, light, smell, or any other sensory effect. Physical
spellcasting ability modifier. Both damage rolls increase by 1d8 at interaction with the image reveals it to be an illusion, because things
11th level and 17th level. can pass through it. If a creature uses its action to examine the sound
or image, the creature can determine that it is 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.

Pact Magic (Warlock) Sword Coast Adventurer’s Guide Pact Magic (Warlock) Player’s Handbook Legacy of Malbolge (Tiefling (Glasya)) Player’s Handbook

Prestidigitation Charm Person Disguise Self


Transmutation Cantrip 1st-level enchantment 1st-level illusion

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE 10 feet RANGE 30 feet RANGE Self
DURATION Up to 1 hour DURATION 1 hour DURATION 1 hour
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S

This spell is a minor magical trick that novice spellcasters use for You attempt to charm a humanoid you can see within range. It must You make yourself—including your clothing, armor, weapons, and
practice. You create one of the following magical effects within make a Wisdom saving throw, and does so with advantage if you or other belongings on your person—look different until the spell ends
range: your companions are fighting it. If it fails the saving throw, it is or until you use your action to dismiss it. You can seem 1 foot shorter
• You create an instantaneous, harmless sensory effect, such as a charmed by you until the spell ends or until you or your companions or taller and can appear thin, fat, or in between. You can’t change
shower of sparks, a puff of wind, faint musical notes, or an odd odor. do anything harmful to it. The charmed creature regards you as a your body type, so you must adopt a form that has the same basic
• You instantaneously light or snuff out a candle, a torch, or a friendly acquaintance. When the spell ends, the creature knows it arrangement of limbs. Otherwise, the extent of the illusion is up to
small campfire. was charmed by you. you.
• You instantaneously clean or soil an object no larger than 1 cubic At Higher Levels. When you cast this spell using a spell slot of 2nd The changes wrought by this spell fail to hold up to physical
foot. level or higher, you can target one additional creature for each slot inspection. For example, if you use this spell to add a hat to your
• You chill, warm, or flavor up to 1 cubic foot of nonliving material level above 1st. The creatures must be within 30 feet of each other outfit, objects pass through the hat, and anyone who touches it
for 1 hour. when you target them. would feel nothing or would feel your head and hair. If you use this
• You make a color, a small mark, or a symbol appear on an object spell to appear thinner than you are, the hand of someone who
or a surface for 1 hour. reaches out to touch you would bump into you while it was
• You create a nonmagical trinket or an illusory image that can fit seemingly still in midair.
in your hand and that lasts until the end of your next turn. To discern that you are disguised, a creature can use its action to
inspect your appearance and must succeed on an Intelligence
If you cast this spell multiple times, you can have up to three of its (Investigation) check against your spell save DC.
non-instantaneous effects active at a time, and you can dismiss such
an effect as an action.

Pact Magic (Warlock) Player’s Handbook Pact Magic (Warlock) Player’s Handbook Legacy of Malbolge (Tiefling (Glasya)) Player’s Handbook

False Life Hex Invisibility


1st-level necromancy 1st-level enchantment 2nd-level illusion

CASTING TIME 1 action CASTING TIME 1 bonus action CASTING TIME 1 action
RANGE Self RANGE 90 feet RANGE Touch
DURATION 1 hour DURATION Concentration, up to 1 hour DURATION Concentration, up to 1 hour
COMPONENTS V, S, M (a small amount of alcohol or distilled spirits) COMPONENTS V, S, M (the petrified eye of a newt) COMPONENTS V, S, M (an eyelash encased in gum arabic)

Bolstering yourself with a necromantic facsimile of life, you gain 1d4 You place a curse on a creature that you can see within range. Until A creature you touch becomes invisible until the spell ends. Anything
+ 4 temporary hit points for the duration. the spell ends, you deal an extra 1d6 necrotic damage to the target the target is wearing or carrying is invisible as long as it is on the
At Higher Levels. When you cast this spell using a spell slot of 2nd whenever you hit it with an attack. Also, choose one ability when you target’s person. The spell ends for a target that attacks or casts a
level or higher, you gain 5 additional temporary hit points for each cast the spell. The target has disadvantage on ability checks made spell.
slot level above 1st. with the chosen ability. If the target drops to 0 hit points before this At Higher Levels. When you cast this spell using a spell slot of 3rd
spell ends, you can use a bonus action on a subsequent turn of yours level or higher, you can target one additional creature for each slot
to curse a new creature. A remove curse cast on the target ends this level above 2nd.
spell early.
At Higher Levels. When you cast this spell using a spell slot of 3rd
or 4th level, you can maintain your concentration on the spell for up
to 8 hours. When you use a spell slot of 5th level or higher, you can
maintain your concentration on the spell for up to 24 hours.

Fiendish Vigor (Warlock) Player’s Handbook Pact Magic (Warlock) Player’s Handbook Pact Magic (Warlock) Player’s Handbook
Misty Step Shatter Dungeoneer’s Pack
2nd-level conjuration 2nd-level evocation Equipment Packs

CASTING TIME 1 bonus action CASTING TIME 1 action Includes a backpack, a crowbar, a hammer, 10 pitons, 10
RANGE Self RANGE 60 feet torches, a tinderbox, 10 days of rations, and a waterskin.
The pack also has 50 feet of hempen rope strapped to the
DURATION Instantaneous DURATION Instantaneous side of it.
COMPONENTS V COMPONENTS V, S, M (a chip of mica)

Briefly surrounded by silvery mist, you teleport up to 30 feet to an A sudden loud ringing noise, painfully intense, erupts from a point of
unoccupied space that you can see. your choice within range. Each creature in a 10-foot-radius sphere
centered on that point must make a Constitution saving throw. A
creature takes 3d8 thunder damage on a failed save, or half as much
damage on a successful one. A creature made of inorganic material
such as stone, crystal, or metal has disadvantage on this saving
throw. A nonmagical object that isn’t being worn or carried also takes
the damage if it’s in the spell’s area.
At Higher Levels. When you cast this spell using a spell slot of 3rd
level or higher, the damage increases by 1d8 for each slot level above
2nd.

Pact Magic (Warlock) Player’s Handbook Pact Magic (Warlock) Player’s Handbook 10 lbs. Player’s Handbook

Pact Flamberge Hex Crossbow (light) Longsword


Weapons Weapons Weapons

6 lb. Player’s Handbook 5 lb. Player’s Handbook 3 lb. Player’s Handbook

Shield Dagger Dagger


Armor Weapons Weapons

A shield is made from wood or metal and is carried in one


hand. Wielding a shield increases your Armor Class by 2.
You can benefit from only one shield at a time.

6 lb. Player’s Handbook 1 lb. Player’s Handbook 1 lb. Player’s Handbook


Yarting Disguise Kit Potion of Healing
Musical Instruments Tools Adventuring Gear

A southern instrument from Arnn and Calimshan that is a The perfect tool for anyone who wants to engage in trickery, a disguise A character who drinks the magical red fluid in this vial
Faerilnian analog to the guitar. Numerous variations have kit enables its owner to adopt a false identity. regains 2d4 + 2 hit points. Drinking or administering a
Components. A disguise kit includes cosmetics, hair dye, small props,
spread across the continent. and a few pieces of clothing. potion takes an action.
Deception. In certain cases, a disguise can improve your ability to
weave convincing lies.
Intimidation. The right disguise can make you look more fearsome,
whether you want to scare someone away by posing as a plague victim
or intimidate a gang of thugs by taking the appearance of a bully.
Performance. A cunning disguise can enhance an audience’s
enjoyment of a performance, provided the disguise is properly designed
to evoke the desired reaction.
Persuasion. Folk tend to trust a person in uniform. If you disguise
yourself as an authority figure, your efforts to persuade others are often
more effective.
Create Disguise. As part of a long rest, you can create a disguise. It
takes you 1 minute to don such a disguise once you have created it. You
can carry only one such disguise on you at a time without drawing undue
attention, unless you have a bag of holding or a similar method to keep
them hidden. Each disguise weighs 1 pound.
At other times, it takes 10 minutes to craft a disguise that involves
moderate changes to your appearance, and 30 minutes for one that
requires more extensive changes.
DISGUISE KIT
Activity DC
Cover injuries or distinguishing marks 10
Spot a disguise being used by someone else 15
Copy a humanoid’s appearance 20

2 lbs. Sword Coast Adventurer’s Guide 3 lbs. Player’s Handbook ½ lb. Player’s Handbook

Crossbow Bolt Clothes, Costume Leather Armored Vest


Ammunition Adventuring Gear Armor

Crossbow bolts are used with a crossbow to make a ranged The breastplate and shoulder protectors of this armor are
attack. made of leather that has been stiffened by being boiled in
oil. The rest of the armor is made of softer and more
flexible materials.

1/20 lb. Player’s Handbook 4 lb. Player’s Handbook 10 lb. Player’s Handbook

Chain Shirt Hat of Vermin Charm of Restoration


Armor Wondrous Items Adventuring Gear

Made of interlocking metal rings, a chain shirt is worn This hat has 3 charges. While holding the hat, you can use
between layers of clothing or leather. This armor offers an action to expend 1 of its charges and speak a command
modest protection to the wearer’s upper body and allows word that summons your choice of a bat, a frog, or a rat
the sound of the rings rubbing against one another to be (see the Player’s Handbook or the Monster Manual for
muffled by outer layers. statistics). The summoned creature magically appears in
the hat and tries to get away from you as quickly as
possible. The creature is neither friendly nor hostile, and it
isn’t under your control. It behaves as an ordinary creature
of its kind and disappears after 1 hour or when it drops to 0
hit points. The hat regains all expended charges daily at
dawn.

20 lb. Player’s Handbook 0 lb. Xanathar’s Guide to Everything 1/4 lb. Player’s Handbook
25g of trinkets from an estate Locked Tome
Adventuring Gear Adventuring Gear

A cloth or leather pouch can hold up to 20 sling bullets or The Tome of Strahd is an ancient work penned by Strahd, a
50 blowgun needles, among other things. tragic tale of how he came to his fallen state. The book is
bound in a thick leather cover with steel hinges and
fastenings. The pages are of parchment and very brittle.
Most of the book is written in the curious shorthand that
only Strahd employs. Stains and age have made most of the
work illegible, but several paragraphs remain intact and
readable. If the characters acquire the Tome of Strahd and
want to read these paragraphs, show the players the "From
the Tome of Strahd" section in appendix F.
If Strahd sees, or learns from a minion, that the tome has
fallen into the party's possession, all of his other objectives
(see chapter 1, "Into the Mists") are put on hold until the
book is recovered. When Strahd attacks, his preferred
target is whoever has the tome.

1 lb. Player’s Handbook 5 lb. Curse of Strahd


Darkvision Hellish Resistance Legacy of Malbolge
Vision Racial Trait Racial Trait

Many creatures in the worlds of D&D, especially those that You have resistance to fire damage. You know the minor illusion cantrip. When you reach 3rd
dwell underground, have darkvision. Within a specified level, you can cast the disguise self spell once with this trait
range, a creature with darkvision can see in darkness as if and regain the ability to do so when you finish a long rest.
the darkness were dim light, so areas of darkness are only When you reach 5th level, you can cast the invisibility spell
lightly obscured as far as that creature is concerned. once with this trait and regain the ability to do so when you
However, the creature can’t discern color in darkness, only finish a long rest. Charisma is your spellcasting ability for
shades of gray. these spells.

Tiefling Player’s Handbook Tiefling Player’s Handbook Tiefling (Glasya) Mordenkainen’s Tome of Foes

Actor Eldritch Invocations Fiendish Vigor


Feat Class Feature Class Feature

Skilled at mimicry and dramatics, you gain the following In your study of occult lore, you have unearthed eldritch You can cast false life on yourself at will as a 1st-level spell,
benefits invocations, fragments of forbidden knowledge that imbue without expending a spell slot or material components.
• Increase your Charisma score by 1, to a maximum of you with an abiding magical ability.
20. At 2nd level, you gain two eldritch invocations of your
• You have advantage on Charisma (Deception) and choice. Your invocation options are detailed at the end of
Charisma (Performance) checks when trying to pass the class description. When you gain certain warlock levels,
yourself off as a different person. you gain additional invocations of your choice, as shown in
• You can mimic the speech of another person or the the Invocations Known column of the Warlock table.
sounds made by other creatures. You must have heard the Additionally, when you gain a level in this class, you can
person speaking, or heard the creature make the sound, for choose one of the invocations you know and replace it with
at least 1 minute. A successful Wisdom (Insight) check another invocation that you could learn at that level.
contested by your Charisma (Deception) check allows a
listener to determine that the effect is faked.

Feat (4) Player’s Handbook Warlock Player’s Handbook Eldritch Invocations Player’s Handbook

Mask of Many Faces Pact of the Blade Hexblade’s Curse


Class Feature Class Feature Archetype Feature

You can cast disguise self at will, without expending a spell You can use your action to create a pact weapon in your Starting at 1st level, you gain the ability to place a baleful
slot. empty hand. You can choose the form that this melee curse on someone. As a bonus action, choose one creature
weapon takes each time you create it. You are proficient you can see within 30 feet of you. The target is cursed for 1
with it while you wield it. This weapon counts as magical minute. The curse ends early if the target dies, you die, or
for the purpose of overcoming resistance and immunity to you are incapacitated. Until the curse ends, you gain the
nonmagical attacks and damage. following benefits:
Your pact weapon disappears if it is more than 5 feet • You gain a bonus to damage rolls against the cursed
away from you for 1 minute or more. It also disappears if target. The bonus equals your proficiency bonus.
you use this feature again, if you dismiss the weapon (no • Any attack roll you make against the cursed target is a
action required), or if you die. critical hit on a roll of 19 or 20 on the d20.
You can transform one magic weapon into your pact • If the cursed target dies, you regain hit points equal to
weapon by performing a special ritual while you hold the your warlock level + your Charisma modifier (minimum of 1
weapon. You perform the ritual over the course of 1 hour, hit point).
which can be done during a short rest. You can then dismiss
the weapon, shunting it into an extradimensional space, You can’t use this feature again until you finish a short or
and it appears whenever you create your pact weapon long rest.
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.

Eldritch Invocations Player’s Handbook Pact Boon Player’s Handbook The Hexblade Xanathar’s Guide to Everything
Hex Warrior
Archetype Feature

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.

The Hexblade Xanathar’s Guide to Everything

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