[hider=Warforged Warlock] [center][h1]Yoh[/h1] [img]https://i.imgur.com/o0cEfMD.jpg[/img] Warlock 1 | Warforged | Lawful Neutral | Urban Bounty Hunter[/center] [hr] [h2]Combat Stats[/h2] [b]Armor Class:[/b] 14 [b]Initiative:[/b] +2 [b]Hit Points:[/b] 10 [1d8] [b]Speed:[/b] 30 feet [hr] [h2]General Stats[/h2] [b]Strength[/b] 8 [-1] [b]Dexterity[/b] 14 [+2] [b]Constitution[/b] 14 [+2] [b]Intelligence[/b] 8 [-1] [b]Wisdom[/b] 14 [+2] [b]Charisma[/b] 16 [+3] [hr] [h2]Proficiencies[/h2] [b]Proficiency Bonus:[/b] +2 [b]Passive Perception:[/b] 14 [b]Proficient Saving Throws:[/b] Charisma, Wisdom [b]Proficient Skills:[/b] Deception (+5), Insight (+4), Intimidation (+5), Perception (+4), Stealth (+4) [b]Proficient Weapons:[/b] Simple and Martial [b]Proficient Armor:[/b] Light, Medium, and Shields [b]Other Proficiencies:[/b] Tinker Tools, Thieves Tools, Dulcimer [b]Languages:[/b] Common, Elvish [hr] [h2]Attacks & Spellcasting[/h2] [b][i]Hexblade Spear One-Handed[/i][/b]|+5 |[i]1d6+3/Piercing[/i] [b][i]Hexblade Spear Two-Handed[/i][/b]| +5 |[i]1d8+3/Piercing[/i] [b][i]Green Flame Blade[/i][/b]| - |[i]3/Fire[/i] [b][i]Eldritch Blast[/i][/b]| +5 |[i]1d10/Force[/i] [b][i]Hex[/i][/b]| - |[i]1d6/Necrotic[/i] [b][i]Armor of Agathys[/i][/b]| - |[i]5/Cold[/i] [hr] [h2]Features[/h2] [b]Construct Resilience[/b] You were created to have remarkable fortitude, represented by the following benefits: You have advantage on saving throws against being poisoned, and you have resistance to poison damage. You don't need to eat, drink, or breathe. You are immune to disease. You don't need to sleep, and magic can't put you to sleep. [b]Sentry's Rest[/b] When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn't render you unconscious, and you can see and hear as normal. [b]Integrated Protection[/b] Your body has built-in defensive layers, which can be enhanced with armor: You gain a +1 bonus to Armor Class. You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way. While you live, your armor can't be removed from your body against your will. [b]Specialized Design[/b] You gain one skill proficiency and one tool proficiency of your choice. [b]Ear To The Ground[/b] You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area. [b]Pact Magic (1/1)[/b] Your arcane research and the magic bestowed on you by your patron have given you facility with spells. 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. You regain all expended spell slots when you finish a short or long rest. [b]Hexblade's Curse[/b] 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. [b]Hex Warrior[/b] 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. [hr] [h2]Spells[/h2] Cantrips (at will): [i]Eldritch Blast, Green-Flame Blade[/i] 1st level (-): [i]Armor of Agathys, Hex[/i] 2nd level (-): [i]None[/i] 3rd level (-): [i]None[/i] 4th level (-): [i]None[/i] 5th level (-): [[i]None[/i] 6th level (-): [i]None[/i] 7th level (-): [i]None[/i] 8th level (-): [i]None[/i] 9th level (-): [i]None[/i] [hr] [center][h2]Personality[/h2] [b]Personality Traits[/b] Stoic - Not a man of many words or feelings. While he understands emotions, Yoh often needs to verbally express them as he lacks the ability to emote. Autonomous - Capable of self determination and independent action, enabling him to be able to both act by himself and choose to act alongside others. Analytical - Not much occupies this simple machine's mind but his own thoughts. Thoughts about the situation, thoughts about the possibilities of the future, thoughts about secrets from the past. Just a lot of thinking. [b]Ideals[/b] Cooperation - Alone Yoh needs to be careful, but with a team he can do so much more efficiently. And he likes efficiency. Proactive - Yoh is not the type of person who waits for disaster to come to him. He will seek out the darkness before it can harm him or others. Vigilante - Unable to rest both physically and mentally, Yoh will constantly seek out new threats even during moments of peace, always waiting and watching for danger in ever shadow. [b]Bonds[/b] Friends - Family is what you make of it. With no knowledge of his creators or origins, Yoh stays with those who treat him well. Peace - Though built for war, Yoh prefers a peaceful life and will do what he can to maintain peace around him, whether it is bickering neighbors or an army. Community - Yoh knows through experience that the most powerful force in the universe is the cooperative power of a community, and he wishes to maintain said community, even if only for his own benefit. [b]Flaws[/b] Selfish - Though Yoh is capable of caring about others, ultimately he only cares because of how others may inconvenience him. When confronted by the plight of strangers, cowards, or weaklings, he would need sufficient motivation to assist them beyond pity. Disagreeable - Though Yoh wishes to cooperate with others, he is no slave or servant and will often speak out his thoughts, criticisms, and concerns with no regard to subtle or secrecy. He demands logical and reliable answers to his concerns, and a lack of either will earn his ire. Violent - Yoh was built for war, and often his methods will reflect it. Though certainly capable of nonviolence, Yoh's presence in any situation means that at any moment he is entirely able and willing to kill or murder for no particular reason. [b]History[/b] Yoh awaken in the sewers one day. He had no idea who he was, where he was at, or why he was here. For the longest time he had simply wandered around the sewers until eventually he was found by a gang of bounty hunters. They surprisingly were quite kind to him and integrated him into their gang, giving him a name and purpose. They taught him various skills to assist them and utilized his natural agility to aid them in hunts. This gang had no desire to bring about the destruction of the evil or chaos, they were simply men who had little skills beyond violence and are trying to survive by what means they could. They gave Yoh a basic lesson in morality, to not harm the innocent but at the same time avoid the ire of the powerful, but many of these things Yoh did not feel was right. For a long while he learned and stayed with this gang, slowly developing a sense of self before one day he felt a higher calling. Magic powers filled Yoh for reasons he could not adequately explain, but he knew that his destiny did not lay here. He bid farewell to his fellows, many who had moved on up in the world, and sought out the city of Waterdeep, feeling an explainable urge to simply look for work there. [/center] [hr] [h2]Equipment[/h2] [b]PP[/b] 0 [b]GP[/b] 20 [b]EP[/b] 0 [b]SP[/b] 0 [b]CP[/b] 0 Spear (Hex Weapon) Spell Component Pouch Dungeoneer's pack Leather Armor Traveler's Clothes Shortbow Dagger x2 [/hider]