<div class="floatleft">(https://s33.postimg.cc/pre58quov/4ff73580bded2110844662369aaad835.jpg)</div><br/><span class="bbc_size" style="font-size: 14pt;">Zelbrun Cursebroken</span><br/>Race: Hobgoblin<br/>Background: Haunted One<br/>Class: Warlock (Hexblade) 2<br/>Alignment: Lawful Neutral<br/><br/>HP: 20<br/>Hit Dice: 1d8 + Con (Max: 10, Average: 6)<br/>Proficiency Bonus: +2<br/>Initiative: +2<br/>Passive Perception: 12<br/><br/>AC: 16 [14(Scale Mail+0(Dex)+2(Shield)]<br/><br/>Strength: 14 (+2)<br/>Dexterity: 10 (+0)<br/>Constitution: 14 (+2)<br/>Intelligence: 11 (+0)<br/>Wisdom: 10 (+0)<br/>Charisma: 15 (+2)<br/><br/><span class="bbc_u">Saving Throws</span><br/><br/>Str: +2, Dex: +0, Con: +2, Int: +0, Wis: +2, Cha: +4<br/><br/><span class="bbc_u">Skills (Taken Only)</span><br/><br/>Arcana: +2<br/>Intimidation: +4<br/>History: +2<br/>Survival: +2<br/><br/><span class="bbc_u">Racial Features</span><br/><br/>Ability Score Increase: Your Constitution score increases by 2, and your Intelligence score increases by 1.<br/>Age: Hobgoblins mature at the same rate as humans and have lifespans similar in length to theirs.<br/>Alignment: Hobgoblin society is built on fidelity to a rigid, unforgiving code of conduct. As such, they tend toward lawful evil.<br/>Size: Hobgoblins are between 5 and 6 feet tall and weigh between 150 and 200 pounds. Your size is Medium.<br/>Speed: Your base walking speed is 30 feet.<br/>Darkvision: 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.<br/>Martial Training: You are proficient with two martial weapons of your choice and with light armor.<br/>Saving Face: Hobgoblins are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can't use it again until you finish a short or long rest.<br/>Languages: You can speak, read, and write Common and Goblin.<br/><br/><span class="bbc_u">Background Features</span><br/><br/>Skills: History/Survival<br/>Languages Gained: Draconic/Infernal<br/>Equipment Gained: Monster Hunter's Pack, Common Clothes, A black wooden pipe that creates skulls from the smoke clouds.<br/><br/>Heart of Darkness: Those who look into your eyes can see that you have faced great horror and are no stranger to darkness. Though you might be feared commoners will do their utmost to extend every courtesy and help you. They will even come to your aid to the point where, unless you have proven to be a danger, they will take up arms to fight alongside you should you face evil alone.<br/><br/><span class="bbc_u">Class Features</span><br/><br/>Spellcasting/Cantrips: See Spellcasting.<br/>Otherworldly Patron: Hexblade<br/>Pact of the Blade: Warlock can create a weapon which can be summoned at will with an action. The weapon type is chosen at the time of summoning and he is proficient in the use of that weapon while he holds it. If parted from the created weapon for more than a minute it vanishes. Spending an hour with a magical weapon that is found can allow that weapon to gain the benefits of the pact (ie summoning with an action into an empty hand). Weapons created by this pact are considered magical for the purposes of overcoming magic resistance.<br/>Eldritch Invocations: Agonizing Blast, Eldritch Sight<br/>-Agonizing Blast: Add the Charisma modifier to the damage of Eldritch Blast<br/>-Eldritch Sight: Cast Detect Magic at will without expending a spell slot.<br/>Hex Warrior: Gain Proficiency with medium armor, martial weapons, and shields. Use Charisma instead of Str/Dex when using a one handed weapon.<br/>Hexblade's Curse: Bonus Action. Once per short/long rest. 30 foot range. 1 minute duration.<br/>-Cursed foes take Proficiency bonus as extra damage when hit by the Hexblade.<br/>-Cursed foes are crit on 19 or 20 instead of just 20.<br/>-If the cursed foe is killed the Hexblade heals equal to their warlock level + their charisma modifier (4 hp gain).<br/><br/><span class="bbc_u">Equipment (Weapons)</span><br/><br/>General Attack (Pact of the Blade lets him create any weapon he can equip so listing them all would be mad I think. He doesn't really need to carry stuff around when he can just summon something.)<br/><br/>Attack Bonus: +2 (Prof + Dex), +4 (Prof + Str/Cha)<br/>Damage: Variable<br/><br/>Most Common Choice: Longsword<br/>Attack: +4 (Cha + Prof)<br/>Damage: 1d8+2<br/><br/><span class="bbc_u">Equipment (Armor)</span><br/><br/>Scale Mail<br/>AC = 14 + 0 (No Dex)<br/><br/>Metal Shield<br/>AC +2<br/><br/><span class="bbc_u">Equipment (Other)</span><br/><br/>Monster Hunter Pack (A chest, crowbar, hammer, 3 stakes, holy symbol (Selune's Symbol), flask of holy water, set of manacles, steel mirror, flask of oil, tinderbox, and three torches.)<br/>Explorer's Pack (A backpack, a bedroll, a mess kit, a tinderbox, 10 days of rations, and a waterskin, 50 feet of hempen rope strapped to the side of it. He ditched the torches because of darkvision.)<br/>Arcane Focus (Crystal)<br/>Rations<br/><br/><span class="bbc_u">Equipment (Magic Items)</span><br/><br/><strong>Oil of Slipperiness</strong><br/><em>Potion, uncommon</em><br/>This sticky black unguent is heavy in its container, but flows quickly when poured. The oil can cover a medium or small creature and all of its equipment; applying the oil takes 10 minutes. The affected creature gains the effect of a<em>Freedom of Movement</em>spell for eight hours. Alternatively, the oil can be poured out onto a surface, where it covers a 10-foot square and replicates the effects of the<em>grease</em>spell for eight hours.<br/><em>Strangely, you've found that holding the flask of oil helps you get your bearings; it can function as a compass. You're 100% certain that this is a property of the oil and not the flask it's in.</em><br/><br/><strong>Pole of Angling</strong><br/><em>Wondrous item, common</em><br/>When held and its command word (<em>"Humuhumunukunukuāpuaʻa"</em>) is spoken, this 10-foot pole transforms into a fishing pole complete with hook, reel, and line. Speaking the command word again turns it back into a normal 10-foot pole.<br/><em>Every time you've transformed this thing, it mutters and grumbles at you in Undercommon. Only you can hear it. it seems to be trying to give you advice.</em><br/><br/><strong>Trinket:</strong>You have in your possession a necklace, of a sort; two crooked, mummified raven's feet on an otherwise unadorned leather cord. You've always had it, that you can remember...<br/><br/><span class="bbc_u">Spellcasting</span><br/><br/>Spell Save DC = 8 + 2 + 2 (14)<br/>Spell Attack Modifier = 2 + 2 (4)<br/><br/>Cantrips Known: 2<br/><br/>-Eldritch Blast: A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage. The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.<br/>--Casting Time: 1 action<br/>--Range: 120 feet<br/>--Components: V S<br/>--Duration: Instantaneous<br/><br/>-Chill Touch: You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.<br/>--Casting Time: 1 action<br/>--Range: 120 feet<br/>--Components: V S<br/>--Duration: 1 round<br/><br/>Spells Known: 3<br/>-Armor of Agathys: Creates a magical protective force granting 5 temporary HP while also causing 5 cold damage if an opponent hits you while this is active.<br/>--Casting Time: 1 action<br/>--Range: Self<br/>--Components: V, S, M<br/>--Duration: 1 hour<br/><br/>-Hellish Rebuke: You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels, when you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.<br/>--Casting Time: 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see<br/>--Range: 60 feet<br/>--Components: V S<br/>--Duration: Instantaneous<br/><br/>-Unseen Servant: This spell creates an invisible, mindless, shapeless force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can’t attack. If it drops to 0 hit points, the spell ends. Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command. If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.<br/>--Casting Time: 1 action<br/>--Range: 60 feet<br/>--Components: V S M (A piece of string and a bit of wood)<br/>--Duration: 1 hour<br/><br/>Spell Slots: 2 1st Level<br/><br/><br/><span class="bbc_u">Background/History</span><br/><br/>Age: 28<br/>Height: 6'1"<br/>Weight: 180 lbs.<br/>Eye Color: Brown<br/>Hair Color: Black<br/><br/>History: Zelbrun was born unlucky it would seem. At the ripe young age of ten a devil of some repute came to collect on a deal his people had made. An agreement to fight that had been upheld but the battle lost before his time. The devil killed and claimed the souls of his fellows. Children were allowed to live but each of them was cursed in their own way. Some were cursed to never hold a blade, some were cursed to be frail, and one or two others were cursed like Zelbrun. Their curse was one of supernaturally poor luck. Things constantly went against them. Life was a trial until he came across a warlock. One who had learned the secrets of manipulating such forces.<br/><br/>Under that training Zelbrun became Zelbrun Cursebroken for he turned that devil's curse into his own boon wielding it like a weapon through intense discipline and sheer will. He bears the haunting marks of his young life experiences and he has, indeed, seen many horrible things but now he is a weapon against the darkness and he would have it no other way.<br/><br/>Personality: Zelbrun looks rather tense and on edge but he's generally a rather calm fellow. While he won't often crack jokes or the like he does enjoy being a part of a team. It's in his hobgoblin nature, after all, to be a part of a unit fighting together. He lives by a code as well in order, as he sees it, to keep the curse at bay which generally involves him never partaking in excessive drink (lest he lose control and allow the curse to assert itself) nor will he attack children except in the most extreme of circumstances.<br/><br/>Religion: Selune (Zelbrun isn't the most devout of men but he offers Selune his praise becuase he found his teacher in the dead of night and his mentor claimed to have been led by the Moon. Whether this was actually Selune's doing or his mentor being more than a little mad is up for debate.)