Overview

A few sentences to be confirmed by Paul. (further info can be dropped into headings below as necessary)


Conroy Van Vonvolkvan

Level 10 | Warlock 10
STR+2(14)
DEX+2(14)
CON+3(16)
INT+0(11)
WIS-1(9)
CHA+4(18)
AC: 10Speed: 30ft
HP: 83 / 83 (Temp: 15)
Initiative: +2Proficiency Bonus: +4
Death Saves: Successes: 0/3 | Failures: 0/3
Exhaustion: 0
Conditions:
Exceeding Carrying Capacity

Skills

Acrobatics
+2
Animal Handling
-1
Arcana
+4
Athletics
+2
Deception
+4
History
+0
Insight
-1
Intimidation
+4
Investigation
+4
Medicine
-1
Nature
+0
Perception
-1
Performance
+4
Persuasion
+4
Religion
+4
Sleight of Hand
+2
Stealth
+2
Survival
+3

Saving Throws

STR
+2
DEX
+2
CON
+3
INT
+0
WIS
+3
CHA
+8

Details

Type: Humanoid
Species: Human
Background: Haunted One

Proficiencies

Armor: Light, Medium, Shields
Weapons: Simple, Martial
Tools: —
Features & Traits
The Hexblade
Description

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.

Class Features

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.

Hexblade Expanded Spells

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 @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{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

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.

Accursed Specter

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

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.

Master of Hexes

Starting at 14th level, you can spread your Hexblade’s Curse from a slain creature to another creature. When the creature cursed by your Hexblade’s Curse dies, you can apply the curse to a different creature you can see within 30 feet of you, provided you aren’t @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{incapacitated}. When you apply the curse in this way, you don’t regain hit points from the death of the previously cursed creature.
Human
Humans are the most adaptable and ambitious people among the common races. Whatever drives them, humans are the innovators, the achievers, and the pioneers of the worlds.

Racial Traits

+1 to All Ability Scores, Extra Language

Languages

You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.

Ability Score Increase

Your ability scores each increase by 1.

Age

Humans reach adulthood in their late teens and live less than a century.

Size

Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

Speed

Your base walking speed is 30 feet.
Additional Warlock Spells
1st-level warlock feature

The spells in the following list expand the warlock spell list in the Player’s Handbook. The list is organized by spell level, not character level. Each spell is in the Player’s Handbook, unless it has an asterisk (a spell in chapter 3 of Tasha’s Cauldron of Everything). Xanathar’s Guide to Everything also offers more spells.

Level

Additional Spells

Cantrip

Booming blade *, Green-flame blade *, Lightning lure *, Mind sliver *, Sword burst *

3rd

Intellect fortress *, Spirit shroud *, Summon fey *, Summon shadowspawn *, Summon undead *

4th

Summon aberration *

5th

Mislead, Planar binding, Teleportation circle

6th

Summon fiend *, Tasha’s otherworldly guise *

7th

Dream of the blue veil *

9th

Blade of disaster *, Gate, Weird
Otherworldly Patron
At 1st level, you have struck a bargain with an otherworldly being of your choice: the Fiend, which is detailed at the end of the class description, or one from another source. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.
Pact Magic
Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See Spells Rules for the general rules of spellcasting and the Spells Listing 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 Pact Magic 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 (see the Adventuring Gear section) as a spellcasting focus for your warlock spells.
Eldritch Invocations: Agonizing Blast
In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.

At 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table.

Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.

If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

Agonizing BlastPrerequisite: eldritch blast cantrip

When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.
Eldritch Invocations: Devil's Sight
In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.

At 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table.

Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.

If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

Devil’s SightYou can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
Eldritch Invocations: Tomb of Levistus
In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.

At 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table.

Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.

If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

Tomb of LevistusPrerequisite: 5th level

As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per warlock level, which take as much of the triggering damage as possible. Immediately after you take the damage, you gain vulnerability to fire damage, your speed is reduced to 0, and you are @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{incapacitated}. These effects, including any remaining temporary hit points, all end when the ice melts.

Once you use this invocation, you can’t use it again until you finish a short or long rest.
Eldritch Invocations: Thirsting Blade
In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.

At 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table.

Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.

If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

Thirsting BladePrerequisite: 5th level, Pact of the Blade feature

You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.
Eldritch Invocations: Lance of Lethargy
In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.

At 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table.

Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.

If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

Lance of Lethargy

Prerequisite: eldritch blast cantrip

Once on each of your turns when you hit a creature with your eldritch blast, you can reduce that creature’s speed by 10 feet until the end of your next turn.
Pact Boon: Pact of the Blade
At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.

Pact of the BladeYou 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 the Weapons section 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.
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.

Hexblade Expanded Spells

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
Once per short rest, as a bonus action, choose one creature you can see within 30 ft. to curse it for 1 minute (or until the target dies, you die, or you are @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{incapacitated}). Against the cursed target, you gain a [[ + 4]] bonus to damage rolls, score a critical hit on a roll of 19 or 20, and you regain 14 HP if it dies.

More Details

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 @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.TpkZgLfxCmSndmpb]{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
You gain proficiency with medium armor, shields, and martial weapons. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. With that weapon, you can use your CHA modifier for the attack and damage rolls until you finish your next long rest. You can also use your CHA modifier for the attack and damage rolls for any of your pact weapons if you have that feature.

More Details

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.
Accursed Specter
When you slay a humanoid, you can cause its spirit to rise as a specter that gains [[ + 5]] temp HP. Roll initiative for the specter, which has its own turns. It obeys your verbal commands, gains a [[ + 4]] bonus to its attack rolls, and remains until the end of your next long rest.

More Details

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
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.

More Details

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.
Create Pact Weapon
As an action, you can create a pact weapon in your hand (you choose the form, you're proficient with it, and it counts as magical). You can also transform a magic weapon into your pact weapon by performing a special ritual.
Tomb of Levistus
Once per short rest, as a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn, gaining 100 temp HP. After you take the damage, you gain vulnerability to fire damage, your speed is reduced to 0, and you are @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{incapacitated}. All these effects end when the ice melts.
Inventory
ItemQty
Heward's Handy Haversack1
Potion of Healing4
Riding Horse1
Potion of Healing (Greater)2
Potion of Healing (Superior)1
Bit and Bridle1
Saddle, Riding1
Unarmed Strike1
Armor of Psychic Resistance, Half Plate1
Scroll of Protection from Aberrations1
Earring of Messaging1
Dagger1
Dagger1
Longsword1
Shortbow1
Backpack1
Chest1
Clothes, Common1
Waterskin1
Arcane Focus1
Shield1
Crowbar1
Hammer1
Piton10
Rations (1 day)18
Rope, Hempen (50 feet)1
Tinderbox1
Torch13
Breastplate1
Spear1
Holy Water (flask)1
Manacles1
Mirror, Steel1
Oil (flask)1
Stake (Wooden)9
Holy Symbol1
Spellbook
Spell NameLevelComponents
Eldritch BlastCantripV, S
Sword BurstCantripV
Mind SliverCantripV
Chill TouchCantripV, S
Wrathful Smite1V
Arms of Hadar1V, S
Hellish Rebuke1V, S
Misty Step2V
Blur2V
Summon Shadowspawn3V, S, M
Spirit Shroud3V, S
Staggering Smite4V
Blight4V, S
Synaptic Static5V, S

Appearance & Personality