<div class="floatright">(https://i.imgur.com/opxNOyF.png)<br/>(https://i.imgur.com/XVxosVk.png)</div><strong>Name:</strong>Elerra Duskryn<strong>Class:</strong>Eldritch Knight 3/Hexblade Warlock 3<strong>Race:</strong>Half-Drow<br/><strong>Alignment:</strong>Neutral Evil<strong>Backround:</strong>Mercenary Veteran<br/><table class="bbc_table"><tbody><tr><td><strong>STR</strong></td><td><strong>DEX</strong></td><td><strong>CON</strong></td><td><strong>INT</strong></td><td><strong>WIS</strong></td><td><strong>CHA</strong></td></tr><tr><td>9(-1)</td><td>13(+1)</td><td>12(+1)</td><td>16(+3)</td><td>10(0)</td><td>16(+3)</td></tr></tbody></table><strong>HP:</strong>43<strong>Armor Class:</strong>18 (Mage Armor)<strong>Initiative Bonus:</strong>+3<strong>Speed:</strong>30ft<br/><strong>Strong Saves:</strong><br/>Strength(+2), Constitution(+3)<br/><strong>Skill Proficiencies:</strong><br/>Acrobatics(+4), Athletics(+2), Insight(+3), Investigation (+6), Perception(+3), Persuasion(+6)<br/><strong>Languages:</strong><br/>Common, Elvish, Undercommon<br/><strong>Half-Drow:</strong><br/>Fey Ancestry - You have advantage on saving throws against being charmed, and magic can't put you to sleep.<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/>Sunlight Sensitivity - You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.<br/>Drow Magic - You can cast the Faerie Fire spell once per day. You can also cast the Darkness spell once per day. Charisma is your spellcasting ability for these spells.<br/><strong>Eldritch Knight:</strong><br/>Second Wind - At first level, on your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.<br/>Fighting Style: 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.<br/>Action Surge - On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again.<br/>Weapon Bond - Over the course of a short rest, you can bond a weapon to you. Once bonded, you cannot be disarmed unless you are incapacitated and if the weapon is on the same plane of existence, you can summon it to your hand as a bonus action. You can bond up to two weapons at once.<br/><strong>Hexblade Warlock:</strong><br/>Hex Warrior - 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.<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Hexblade's Curse</div><div class="spoiler_body">As a bonus action, choose one creature you can see within 30 feet of you. The curse ends early if the target dies, you die, or you are incapacitated. The target is cursed for 1 minute. Until the curse ends, you gain the following benefits:<ul class="bbc_list"><li>You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.</li><li>Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.</li><li>If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier.</li></ul>You can't use this feature again until you finish a short or long rest.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Pact of the Blade</div><div class="spoiler_body">You 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. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to non-magical 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.<br/><br/>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 extra-dimensional 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 extra-dimensional space when the bond breaks.</div></div><br/>Improved Pact of the Blade - You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells. In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls. Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow.<br/>Armor of Shadows - You can cast Mage Armor on yourself at will, without expending a spell slot or material components.<br/><strong>Equipment and items:</strong><br/>Rapier, strapped shield, longbow, quiver, 20 arrows, traveler's clothes with mercenary company markings, playing card set, explorer's pack, a coin pouch with 10gp<br/><strong>Attacks:</strong><br/>Rapier +6 to hit 1d8 + 5 piercing damage<br/><strong>Spellcasting and Pact Magic:</strong><br/><strong>Cantrips:</strong><br/>Friends, Mage Hand, Toll of the Dead<br/>Chill Touch, True Strike<br/>Dancing Lights<br/><strong>First Level (2 slots):</strong><br/>Earth Tremor, Identify, Shield<br/>Armor of Agathys, Hellish Rebuke<br/><strong>Second Level (2 slots):</strong><br/>Crown of Madness, Misty Step