Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×
Create a free account

Ewen Abalain

1539803609

Edited 1564598434
Ewen Abalain, Warlock 3 Medium Humanoid (Half-Elf), Neutral Armour Class 14 Shielded, (Mastercrafted Leathern Jacket; DR 4) Wounds  14 Vigour 21 (3d8+3) Speed 30 ft. Proficiency +2 Inspiration Yes STR 8 (-1), DEX 14 (+2), CON 12 (+1), INT 14 (+2), WIS 11 (+0), CHA 18 (+4) Saving Throws Wis +2, Cha +6 Skills Acrobatics +2, Animal Handling +0, *Arcana +4, Athletics -1, *Deception +6, History +2, Insight +0, Intimidation +4, *Investigation +4, Medicine +0, *Nature +4, *Perception +2, Performance +4, Persuasion +4, Religion +2, Sleight of Hand +2, Stealth +2, *Survival +2 Senses  Passive Perception 12 Languages Brittonic, Anglo-Saxon, Goidelic Class Features Otherworldly Patron You have struck a bargain with an otherworldly being. The Hexblade Expanded Spell List Additional spells are added to the warlock spell list for you. 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 incapacitated). Against the cursed target, you gain a 2 bonus to damage rolls, score a critical hit on a roll of 19 or 20, and you regain +6 HP if it dies. 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 (or any of your pact weapons). With that weapon, you can use your CHA modifier for the attack and damage rolls until you finish your next long rest. Eldritch Invocations You learn fragments of forbidden knowledge that imbue you with an abiding magical ability. ·          Improved Pact Weapon: 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 these rolls . Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow. ·          Mask of Many Faces : You can cast disguise self at will, without expending a spell slot. Pact Magic You can cast known warlock spells using CHA as your spellcasting modifier (Spell DC 14 , Spell Attack +6 ). You can use an arcane focus as a spellcasting focus. Pact Boon 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 Blade 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 (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 attack s 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), o r 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.        Racial Trait (Half-Elf) Darkvision: You can see in darkness (shades of gray) up to 60 ft. 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. (Survival & Perception) Feats Actor: You gain +1 CHA, you have advantage on Deception and Performance checks when trying to pass yourself off as a different person, and you can mimic the speech of another person or the sounds made by other creatures that you have heard (for at least 1 minute). Actions ATTACK RANGE HIT/DC DAMAGE NOTE Hunter's Bow 80 (320) +4 1d6+2 Simple, Ammunition, Range, Two-Handed, Piercing Seax 20 (60) +4 1d4+2 Simple, Finesse, Light, Thrown, Piercing Toirneoir (Sweord)* --- +7 2d4+5 (1d6+1d4+5) Martial, Versatile, Slashing Spells NAME TIME RANGE HIT/DC EFFECT NOTES Toll the Dead* 1A 60 Wis 14 1d8/1d12 (Necrotic) V/S Prestidigitation* 1A 10 --- Utility D: 1h, V/S Armor of Agathys 1A Self --- 5 (Cold) D: 1h, V/S/M Charm Person 1A 30 Wis 14 * D: 1h, V/S Shield 1R Self --- Warding D: 1R, V/S Hold Person 1R 60 Wis 14 * D: 1R, V/S/M Background: Haunted One Origin Exile Trait I expect danger around every corner. I refuse to become a victim, and I will not allow others to be victimized. Ideal I have a dark calling the puts me above the law. Bond I keep my thoughts and discoveries in a journal. My journal is my legacy. Flaw I talk to spirits no one else can see. Heart of Darkness Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone. Harrowing Event You were born under a dark star. You can feel it watching you, coldly and distantly. Sometimes it beckons you in the dead of night. Appearance Equipment   Mundane Backpack Bedroll Mess Kit Mummified Raven’s Claw Rope (50 ft) Tinderbox Torch (5) Waterskin   Armour Leathern Warriors Jacket Wooden Shield   Consumable 20 Arrows Trail Rations (10 days)   Currency
1541016408

Edited 1544205967
Ewen was the product of vanity and fey cruelty; his family hailed from the village of Caerleon on the River Plym near the outskirts of the ancient forest of Dartmoor. Given their proximity to the mysterious wood, the people of Caerleon were considered to be strange folk who meddled perhaps too much into the world of the Fae. As such, they were perhaps more tolerant and aware of the Otherworld, but treated it with a fearful respect and placed a small monument upon a sídhe that was present at the edge of the woods closest to Caerleon. Before every Samhain an offering was gathered by the villagers and taken by an appointed maiden from the village; the young maiden would be crowned with a circle of hawthorn, granted a staff of oak, and carry a bowl carved of ash filled with the offering which was then left upon the sídhe . One particular year, the maiden chosen to present the offering was Avalina Abalain, a pretty young lass of black hair and bright blue eyes who was perhaps a bit too aware of comeliness. While carrying the offering to the sídh, Avalina came across a comely traveler who commented on the bounty she carried, begging a small favor to sate his hunger. Initially Avalina rebuked him, explaining the purpose behind the offering; however, the traveler appealed to her and commented eloquently upon her beauty. The traveler's continual praise eventually won over Avalina's vanity and she presented the traveler with some of the bounty before bidding she see him again for the evening's Samhain festival. She then continued on with her appointed task to deliver the, now reduced, offering. She returned to Caerleon to seek out the comely traveler, but to her sorrow found him nowhere within the village as the festivities began. As the fires were lit and the feast began, a group of travelers came to the gates of Caerleon seeking shelter for the night and to partake in the celebrations with offerings of mead. The elders knew well that Samhain was a liminal time in which the veil between worlds was thin and there was a possibility these travelers were more than what they appeared. The travelers were accepted into the revelries and the festival began in earnest. During the night Avalina caught the attention of one of the strangers, a winsome man who invited her to dance and to drink of his mead which she gratefully accepted after the disappointment earlier in the day. The night was filled with much drinking and dancing, more so than most could recall for these travelers' mead was heady and seemed to fill the heart with desire of dancing, singing, and other frivolities. When the cool dawn rose the next morning, many found themselves in heaps upon the earth as if they had simply collapsed where there stood with hazy memories of the previous night.