Tanis Arkel Character in Verum | World Anvil

Tanis Arkel

Tanis is a relatively tall half-elf with long red hair and a bushy red beard. He has icy blue eyes while a kind smile graces his face, although it is marred by several long scars. His left hand is blackened with red glowing veins snaking throughout.

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Tanis Arkel

Half-Elf Race
Dolten | Night Guard Aspirant Origin
Sorcerer (Divine Soul) | Bard (College of Swords) 12 Class & Level
Neutral Good Alignment
Iass Deity
Night Guard Faction
Member Rank/Position
13 Loyalty
Company

Strength 15
+2
Dexterity 15
+2
constitution 15
+2
intelligence 16
+3
wisdom 15
+2
charisma 19
+4
Total Hit Dice 12
Hit Die
1d6+2
+4 proficiency bonus
+2 Strength
+2 Dexterity
+6 Constitution
+3 Intelligence
+2 Wisdom
+8 Charisma
saving throws
+4 Acrobatics
+4 Animal Handling
+11 Arcana
+10 Athletics
+6 Deception
+5 History
+6 Insight
+6 Intimidation
+5 Investigation
+6 Martial
+4 Medicine
+5 Nature
+6 Perception
+6 Performance
+14 Persuasion
+5 Religion
+4 Sleight of Hands
+4 Stealth
+6 Survival
skills

 
66
MV
3
Prestige
3
Attunement Slots
18
Armor Class
93
Hit Points
+2
Initiative
30ft.
Speed
Ashes of Lost Causes 1d20+9 1d8+7 Slashing 1d6 Force
Night Blade 1d20+7 1d8+5 Slashing
Silencing Bow 1d20+7 1d8+3 Piercing
Dagger 1d20+6 1d4+2 Piercing
Fire Bolt 1d20+8 3d10 Fire
Ray of Frost 1d20+8 3d8 Cold
Chill Touch 1d20+8 3d8 Necrotic
Booming Blade 1d20+9 1d8+7 Slashing 2d8 Thunder 1d6 Thunder 3d8 Thunder on move
Attacks
MV - 66 / 66

Sorcerer (Divine Soul) 8, Bard 3 (College of Swords), Warlock 1 (Hexblade)
DM MV: 0 in reserve, transferred on 8/16/2020

Languages: Common (Leaf), Elven (Nomad), and Celestial (Aeden).


Proficiencies

  • Origin: Dolten (Night Guard Aspirant) (Perception)

  • Half-Elf Skill Versatility: Athletics, Insight

  • Sorcerer: no armor; daggers, darts, slings, quarterstaffs, light crossbows; Constitution and Charisma saves; Arcana and Persuasion

  • Bard Multi: light armor; Martial; Lute

  • Bard Bonus: medium armor, scimitar

  • Bard Expertise: Arcana, Athletics

  • Warlock Hexblade: medium armor, shields, martial weapons

  • Iass: Lip Service (Survival)

  • Night Guard Proficiencies: Night Guard arms and armor

  • Night Shade Expertise: Persuasion

  • Amateur Training: Calligrapher's Supplies

Proficiences

Spellcasting



Save DC: 16 | Spell Atk: +8

Spells Per Day: 4/3/3/3/2/1


Sorcerer Spells
  1. Cantrips: Booming Blade, Fire Bolt, Mage Hand, Prestidigitation, Ray of Frost

  1. 1st Level: Chromatic Orb, Cure Wounds, Shield

  1. 2nd Level: Scorching Ray, See Invisibility

  1. 3rd Level: Counterspell, Fireball, Spirit Guardians

  1. 4th Level: Greater Invisibility, Wall of Fire


Bard Spells
  1. Cantrips: Message, Minor Illusion

  1. 1st Level: Comprehend Languages, Dissonant Whispers, Faerie Fire, Heroism, Identify

  1. 2nd Level: Enhance Ability


Pact Magic



Save DC: 16 | Spell Atk: +8

Spells Per Day: 1st level (1/short)

  1. Cantrips: Chill Touch, Create Bonfire

  1. Warlock: Hellish Rebuke, Hex

Spellcasting

TOTAL CARRY WEIGHT

154.04lb.

MAX CARRY WEIGHT

225lb.

COINAGE

Total: 5,957.39gp || PP: 595 | GP: 7 | SP: 3 | CP 9
Bank: || 38,230gp


SPECIAL ITEMS

94lb. || 94lb. on person

The Ashes of Lost Causes (Attuned)
The Ashes of Lost Causes
Longsword +1 - Very Rare - Attunement
"The death of the wielder of this spiraling blade was only the beginning of another story entirely.”
A blade in the style of a night blade, but with a spiraling and ever glowing blade. Even in death the crafter had the presence of mind to not use a Nightblade against Dolten.
A creature that is proficient with a Night Blade is also proficient with this weapon.
Delivered by my Hand: This weapon deals an additional 1d6 force damage on a successful hit.
Until my Blood Burns: While attuned to this weapon, the wielder knows the Green Flame Blade cantrip. If the wielder critically hits with this weapon while using Green Flame Blade, the flame leaps to two additional creatures.
Blood For Blood: When the wielder of this weapon successfully hits a creature, they may spend 2 sorcery points to make a second attack against the same creature. If this attack is successful, they gain temporary hit points equal to the damage dealt by the weapon. (1d8+1d6+Mod)
(Base Material, Enhancement, Enchantment, Special Crafter)


Night's Champion (Attuned) (5lb.)
This helmet has been forged in the fires of the Crimson Citadel, the self same within which the Night Blades and those that wield them are also forged. A dark metal, colored a black that seems to embody the darkness of the night. Engraved with glowing runes, with two curled horns sticking out from either side, it makes an imposing visage. One needed to combat the horrors of Dolten.
-Attunement – Major Rare – 2850 gp (29 days)
-( https://i.pinimg.com/originals/19/3b/b7/193bb7ed46165cb667cbeafb0bfb650c.jpg )
-Attunement required by a member of the Night Guard
-While attuned to this helmet you have advantage on Dexterity (Stealth) checks, and resistance of Radiant and Necrotic damage.
-Regenerative Will: As an action you can activate the latent power within this helmet. Until you spend another action to end the effect you regain hit points equal to your character level at the beginning of your turn. You will receive one level of exhaustion for every two times this healing effect occurred when Regenerative Will ends, regardless of the ability deactivating between the effect occurring. Regenerative Will ends automatically when you take a short or long rest.


Veil of False Gold (Attuned) (45lb.)
+2 Scalemail - Undetermined Rarity - Attunement
The art of forging dragon scales into armor is one that has existed since Dragons roamed freely on Kalkatesh. It is an ancient and potent art, the likes of which not see in many years. Difficult, time consuming, but worth every effort. Odin Bellhammer of the Bards College toiled over these scales for a time only he knows the duration of, but when his forge hammer fell, the scales fell into place, just as he designed.
The wearer of this armor gains absorption to fire. (You do not take damage from fire, instead you are healed for half of the fire damage you would have taken. If the fire damage would come from a source that would pierce fire resistance, this ability is treated as fire resistance instead. These effects are only active during true combat.)
At the start of combat, the wearer is granted 10 temporary hit points.


Blooded Plate of the Mad (40lb.)
+2 Full Plate - Undetermined Rarity - Attunement
The art of forging dragon scales into armor is one that has existed since Dragons roamed freely on Kalkatesh. It is an ancient and potent art, the likes of which not see in many years. Difficult, time consuming, but worth every effort. Terrance of the Bards College toiled over these scales for a time only he knows the duration of, but when his forge hammer fell, the scales fell into place, just as he designed.
The wearer of this armor gains absorption to fire. (You do not take damage from fire, instead you are healed for half of the fire damage you would have taken. If the fire damage would come from a source that would pierce fire resistance, this ability is treated as fire resistance instead. These effects are only active during true combat.)
At the start of combat, the wearer is granted 10 temporary hit points.


Sanguine Ember (40lb.)
+2 Half-Plate - Undetermined Rarity - Attunement
The art of forging dragon scales into armor is one that has existed since Dragons roamed freely on Kalkatesh. It is an ancient and potent art, the likes of which not see in many years. Difficult, time consuming, but worth every effort. Terrance of the Bards College toiled over these scales for a time only he knows the duration of, but when his forge hammer fell, the scales fell into place, just as he designed.
The wearer of this armor gains absorption to fire. (You do not take damage from fire, instead you are healed for half of the fire damage you would have taken. If the fire damage would come from a source that would pierce fire resistance, this ability is treated as fire resistance instead. These effects are only active during true combat.)
At the start of combat, the wearer is granted 10 temporary hit points.


Crimson Maille (45lb.)
The iconic crimson armor of the Night Guard is not only a distinct indicator as to their authority, but also a potent piece of equipment in its own right. This armor does not provide disadvantage on stealth checks, it is also infused with the eldritch power of the witches and allows the wearer to gain advantage on saving throws against compulsion, fear, and curse effects.


Magical Lockbox (--)
A tiny jewelry box. It seems to be made of gold, with a red droplet design painted on top. There is no keyhole, and cannot be opened or unlocked by conventional methods. When the keyword is spoken while holding it, the gold turns into silver, and the droplet design reverses, unlocking it. Once it has been opened and closed, it automatically relocks.
THIS IS SECRET: The keyword is an amalgamation of the words ‘Open’ in both Elvish and Necril. Knowing both languages allows one to unlock the box easily. Knowing only one of the languages requires a DC 12 Intelligence check to unlock, while possessing neither makes it impossible.


Lover's Embrace - Emerald and Ruby (--)
Major Uncommon (750 gp) – Bonded Attunement: The Lover’s Embrace – Emerald/Ruby
-These rings only function while both are worn by two individuals who have pledged mutual love to one another. Should you not truly love, or fall out of love with the your bonded, the rings’ magics become inert.
-You have a continuous, magical awareness to your bonded. You always know the direction and distance to them as long as they are alive and on the same plane of existence within 1 mile of you. If you are within 100 ft. of your bonded, you also know of any negative conditions affecting them.


Night Blade (3lb.)
Night Blade - (Longsword) - This magical blade is standard issue amongst the elite Night Guard. It is creature from a carefully sanctified infernal steel, allowing the weapon to draw strength from evil and safeguard the wielder from nefarious influence. This is a +1 longsword that counts as it's enhancement bonus double versus evil undead, evil shapechangers, and evil fae.


Vial of Trippy Water
Vial of Trippy Water a sample of the strange drug that caused Allegro to murder several citizens of Khao.


Crown of Abaddon
This is the Crown of Abaddon, it has the ability to transform the wearer into a Reaver Daemon.


Fists of Highwind (worn)
1 lbs ; The beak from an undead hippogriff has been cut in half and used as the business end of this special kind of bladed weapon. The beak is attached to a glove made from durable leather and secured by iron. While wielded, your unarmed strike with that hand deals 1d4 points of piercing damage.


Red Dragon Skull Helmet (0lb.), x3
It takes 1 minute to don or doff this helmet.
You gain a +1 bonus to AC while not wearing a shield. This becomes a bonus +2 to AC if a dragon skull was used in crafting this helmet.
You have disadvantage on perception checks.
You can make a breath weapon attack as if you were a dragonborn, dealing 2d6 of the chosen chromatic dragon element damage type. If you are already a dragonborn, you can add an additional 2d6 of the helmet’s element to your breath weapon attack. If a dragon skull was used to craft this helmet, you can make your breath weapon attack as a free action on your turn. You can do this once, regaining the use at dawn.



PETS

Skyknight Gryphon
Skyknight Gryphon
Large Monstrosity, Unaligned - Exotic 1
Armor Class 12 (17 Half-Plate Barding)
Hit Points 84 (8d10+40)
Speed 30ft. Fly 80ft.
Str 18 (+4) Dex 14 (+2) Con 16 (+3) Int 3 (-4) Wis 12 (+1) Cha 6 (-2)
Skills Perception +5
Saves Strength +8, Dexterity +6
Senses Darkvision 60ft. Passive Perception 15
Languages Can Understand Common, but cannot speak it
CR 3
Keen Sight. The Skyknight Gryphon has advantage on Wisdom (Perception) checks that rely on sight.
Monstrous Vitality. This monstrosity earns 2 additional hit points per hit die.
Actions
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Exotic Pact Abilities
  • Prestige 1: Razor Wind. The Skyknight Gryphon deals double damage to ship sails and structures.

  • Prestige 2: Hell Diver. The Skyknight Gryphon can use its reaction to halt a freefall at any point without the need to ready action a dash. This ability can not be used if the Gryphon's fly speed is reduced to 0.

  • Prestige 3: Interceptor. As a bonus action, the Skyknight Gryphon can move up to its speed toward a hostile creature that it can see.

  • Prestige 4: Ace. When this gryphon is mounted, the griffon and the rider do not provoke opportunity attacks when they fly out of an enemy's reach.


 



CONSUMABLES

102lb. I 39lb. on person


  • Masterwork Bandolier, (s Counterspell, p Heroism, s Dispel Magic x2) (1lb.) (Active)

  • Masterwork Bandolier, (p Supreme Heal, s Dispel Magic x2, p Invulnerability) (1lb.) (Active)

  • Bandolier, (s Greater Invisibility, p Supreme Healing, p Heroism) (1lb.)

  • Bandolier, (p Invulnerability, p Superior Healing, p Flying) (1lb.)

  • Bandolier, (p Superior Healing, s Fireball, p Heroism) (1lb.)

  • Bandolier, (p Superior Heal x2, p Flying) (1lb.)


35lb. - 13 + 4; if not in bandolier in saddlebag

Scrolls
  • Scroll of Fireball, x1 (1lb.)

  • Scroll of Dragon's Breath, x2 (2lb.)

  • Scroll of Healing Word, x9 (9lb.)

  • Scroll of Lesser Restoration, x2 (2lb.)

  • Scroll of Cure Wounds, x3 (3lb.)

  • Scroll of Sending, x1 (1lb.)

  • Scroll of Counterspell, x2 (2lb.)

  • Scroll of See Invisibility, x3 (3lb.)

  • Scroll of Greater Invisibility, x2 (2lb.)

  • Scroll of Shield, x2 (2lb.)

  • Scroll of Spirit Guardians, x1 (1lb.)

  • Scroll of Bless, x2(2lb.)


70lb.; if not in bandolier in saddlebag

Potions
  • Potion of Heroism, x6 (12lb.)

  • Potion of Gaseous Form, x2(4lb.)

  • Potion of Superior Healing x11 (22lb.)

  • Antitoxin x8 (16lb.)

  • Potion of Greater Healing, x3 (6lb.)

  • Potion of Invisibility x2 (4lb)

  • Potion of Flying x3 (6lb)

  • Supreme Healing Potions x2 (4lb)

  • Potion of Invulnerability x2 (4lb)

  • Poison of Torpor reagent x1 (2lb)


CRAFTING ITEMS

0lb. I 0lb. on person


  • Crafting Token x46

  • Red Dragon Scales (prev. Dsangir Scales), x42 - Large Dragon Scale

Red Dragon Scale Contract - Tanis Arkel is providing the Steton Striders, specifically Luqen with x27 Red Dragon Scales (prev. Dsangir Scales) - Large Dragon Scale, in exchange for the crafting of 3 Dragon Helmets for the NG and the remaining 6 scales as payment.
  • Diamond (500gp), x1


MUNDANE ITEMS

44lb. saddle I 21.04lb person


  • Coinage (5.04lb.)

  • Topaz (50 gp) (--)

  • Pearl (100gp for Identify) (--)

Mundane
  • Common Clothes (3lb.)

  • Mace (4lb.)

  • Component Pouch (2lb.)

  • Spatula (1lb.)

  • Rations, x6 (12lb.) (saddlebag)

  • Dagger, x2 (1lb. e)

  • Silver Pendant (--)

  • Tuft of Wolfsbane (--)

  • Cold Iron Charm (--)

  • Belt Pouch (1lb.)

  • Healer's Kit (10/10) (3lb.)

  • Climber's Kit (12lb.) (saddlebag)

  • Grappling Hook (4lb.) (saddlebag)

  • Hemp Rope (50 ft.) (10lb.) (saddlebag)

  • Braille Cheat Sheet, x3 (--)

  • Shield - Night Guard Heraldry (6lb.) (saddlebag)

  • Incomplete Night Guard Bestiary (--)

  • Arcane Focus (Crystal) (--)

Equipment
Night Guard
Faction
Razzle Dazzle
Stat Array
Racials

Half-Elf Abiliites: Your Charisma score increases by 2, and two other ability scores of your choice increase by 1. (Charisma 2, Strength 1, Dexterity 1)
Darkvision: Thanks to your elf 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.

Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Skill Versatility: You gain proficiency in two skills of your choice.


 


Origin

Dolten: Having lived in fear, Doltenians are much harder to scare. You gain a +3 bonus to saving throws vs. Fear effects.

Dolten Ability: A Doltenian has a strong mind. +1 Wisdom.

Night Guard Aspirant: Your body is hardened to stand up to the denizens of the dark. You gain +5 hitpoints. Skill Prof – Perception
Night Guard Aspirant Corruption: So long have you looked into the dark, you cannot see clearly in the light. You have disadvantage on perception checks made in the sunlight. This cannot be removed in any way. Corruption Bonus – +1 Constitution

The Shadows Call:Whenever you would slay an enemy with a spell, that enemy explodes into shadowy missiles, this acts like a level 5 magic missile, except it deals necrotic damage. This can occur only once per encounter. This is a triggered action.

Call of Gorash: Once per long rest you may take the form of Gorash


Faction

Night Guard Attribute Cap Increase: Choose two attributes from Strength, Dexterity, Constitution, Wisdom, and Charisma. Their Attribute Caps are increased by 2. This boosts the maximum of an ability score, but not the score itself. (Strength, Charisma)
Warding Brand: Branded on their right hand with a powerful warding hex. This acts as protection against the darkness, but also as a sign of all they accomplished.
Vampiric Charm: Members of the Night Guard receive +2 to any Persuasion check they make.
Nightshade:This strange substance is applied as an enhancing drug that pushes the Night Guard to the limit and is ingested when a new recruit has proven themselves trustworthy. At 1 Loyalty a Night Guard member ingests this strange concoction and is granted a +1 to all their attributes. This effect is fueled by the power of the Shadowfell and its effects fade if a Night Guard leaves the faction. If the Night Guard leaves in disgrace these effects are instead reversed. The result of this substance causes the Night Guard to forever be tainted by the Shadowfell and therefore always detect as evil. This cannot be disguised, suppressed, or removed.
Shadow Geld (Sorcery Points; Persuasion): The geld provides: +2 Intelligence, and +2 Charisma. You may teleport as per the Misty Step spell at will, as long as your starting and ending destinations are in dim light. If you have a class resource, such as Ki or Sorcery Points, you gain an additional 2. You gain expertise in a skill of your choice that you are proficient in. However, You cannot benefit from hardcast spells your allies provide, except for spells that would return you to life. And you gain -1 MV from each mission you complete (minimum 1).

 


Sorcerer Class Features



Spellcasting
Spellcasting: An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the sorcerer spell list.


Sorcerous Origin
Sorcerous Origin (Divine Soul): Choose a sorcerous origin, which describes the source of your innate magical power.

Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.


Divine Magic
Divine Magic: Your link to the divine allows you to learn spells from the cleric class. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

In addition, choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. You learn an additional spell based on that affinity, as shown below. It is a sorcerer spell for you, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.

Good: You learn the cure wounds spell, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.


Font of Magic
Font of Magic: At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.

Sorcery Points (8+2)
You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.

Flexible Casting
You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.

Creating Spell Slots: You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.

Any spell slot you create with this feature vanishes when you finish a long rest.
Converting a Spell Slot to Sorcery Points: As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.


Favored by the Gods
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.


Metamagic
Metamagic: At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.

You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

Distant Spell
When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.

Quickened Spell
When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.


ASI 4th
ASI (Elven Accuracy; Charisma +1): The accuracy of elves is legendary, especially that of elf archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits: Increase your Dexterity, Intelligence, Wisdom, or Charisma score by 1, up to your maximum. Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.


Empowered Healing
Empowered Healing: Starting at 6th level, the divine energy coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points a spell restores, you can spend 1 sorcery point to reroll any number of those dice once, provided you aren’t incapacitated. You can use this feature only once per turn.


Elemental Adept - Fire
8th ASI (Elemental Adept - Fire): When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder. Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.


Bard Class Features



Spellcasting
Spellcasting: You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations. See Spells Rules for the general rules of spellcasting and the Spells Listing for the bard spell list.

Bardic Inspiration
Bardic Inspiration (4): You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.


Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.


You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.


Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

Jack of All Trades
Jack of All Trades: Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.

Song of Rest
Song of Rest: Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.


The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.

Bonus Proficiences
Bonus Proficiences: When you join the College of Swords at 3rd level, you gain proficiency with medium armor and the scimitar.

If you’re proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your bard spells.

Dueling Fighting Style
Fighting Style (Dueling): At 3rd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if something in the game lets you choose again. Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Blade Flourish
Blade Flourish: At 3rd level, you learn to perform impressive displays of martial prowess and speed. Whenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn, and if a weapon attack that you make as part of this action hits a creature, you can use one of the following Blade Flourish options of your choice. You can use only one Blade Flourish option per turn.

Defensive Flourish
You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also add the number rolled to your AC until the start of your next turn.

Slashing Flourish
You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see within 5 feet of you. The damage equals the number you roll on the Bardic Inspiration die.

Mobile Flourish
You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target.


Warlock Class Features



Otherworldly Patron (Hexblade)
Otherworldly Patron (Hexblade): 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
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.

Hexblade's Curse
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.

Hex Warrior
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.

Class/Racial Features & Traits

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