Thematically, I'm playing a Variant Human Hexblade Bladelock named Alabastor Calistar who uses the Shadow-Touched and Aberrant Dragonmarked feats to flavor his true nature as a half-silver shadow dragon. His Hexblade patron is his own mother, an Ancient Silver Shadow Dragon with a mastery of cold and shadow magic. The warlock pact between the two of them was made both to allow the patron to keep tabs on her son and to aid him in learning to control his vast yet volatile arcane powers attributed to both his half-dragon nature and his royal human lineage's history of producing powerful magic users (He is the lost prince of an island kingdom). His draconic nature manifests most obviously in his right arm, which isn't a normal human arm but instead a black scaled dragon arm with claws that slowly fade into black shadowy runes that crawl up his shoulder and right side of his chest. This hand/arm is what manifests his pact blade, which looks like a huge shadowy dragon claw.
He uses the combo of Devil's Sight and Darkness, both to become a terrifying force of fear and as a means of protecting very injured or downed allies. Inflict Wounds and Dissonant Whispers (from Shadow-Touched and Fey-Touched respectively) adds to the terror aspect. Invisibility and Misty Step (also from Shadow-Touched and Fey-Touched respectively) are used for mobility, making him hard to pin down and predict. Spirit Shroud lets him channel both his and his mother's necrotic and cold energies into his weapon. Both Summon Shadowspawn and the Specter summoned via the Hexblade's level 6 feature are flavored as Shadows, as a Shadow Dragon's breath weapon has the effect that it summons shadows from the corpses of those killed by the breath attack. Life Transference (was given to warlocks via a now obsolete UA but my group thinks it fits the Warlock theme) is a great "Oh Shit" heal button, using his own blood and necrotic energies to heal his allies. Thunderwave and Thunder Step are magics connected to his kingdom, who is adept at stormy magics due to living on islands surrounded by the vast oceans.
His ultimate goal is to become a powerful leader worthy of ruling his kingdom and to unlock the full might of his draconic nature, allowing him to take on a true dragon form (True Polymorph).
Thematically, I'm playing a Variant Human Hexblade Bladelock named Alabastor Calistar who uses the Shadow-Touched and Aberrant Dragonmarked feats to flavor his true nature as a half-silver shadow dragon. His Hexblade patron is his own mother, an Ancient Silver Shadow Dragon with a mastery of cold and shadow magic. The warlock pact between the two of them was made both to allow the patron to keep tabs on her son and to aid him in learning to control his vast yet volatile arcane powers attributed to both his half-dragon nature and his royal human lineage's history of producing powerful magic users (He is the lost prince of an island kingdom). His draconic nature manifests most obviously in his right arm, which isn't a normal human arm but instead a black scaled dragon arm with claws that slowly fade into black shadowy runes that crawl up his shoulder and right side of his chest. This hand/arm is what manifests his pact blade, which looks like a huge shadowy dragon claw.
He uses the combo of Devil's Sight and Darkness, both to become a terrifying force of fear and as a means of protecting very injured or downed allies. Inflict Wounds and Dissonant Whispers (from Shadow-Touched and Fey-Touched respectively) adds to the terror aspect. Invisibility and Misty Step (also from Shadow-Touched and Fey-Touched respectively) are used for mobility, making him hard to pin down and predict. Spirit Shroud lets him channel both his and his mother's necrotic and cold energies into his weapon. Both Summon Shadowspawn and the Specter summoned via the Hexblade's level 6 feature are flavored as Shadows, as a Shadow Dragon's breath weapon has the effect that it summons shadows from the corpses of those killed by the breath attack. Life Transference (was given to warlocks via a now obsolete UA but my group thinks it fits the Warlock theme) is a great "Oh Shit" heal button, using his own blood and necrotic energies to heal his allies. Thunderwave and Thunder Step are magics connected to his kingdom, who is adept at stormy magics due to living on islands surrounded by the vast oceans.
His ultimate goal is to become a powerful leader worthy of ruling his kingdom and to unlock the full might of his draconic nature, allowing him to take on a true dragon form (True Polymorph).
Happy to see both thematically or mechanically, i do find i go mechanically more.
I'm playing a super nerdy, fat, unathletic dope with a lisp who calls himself Gorlax, but his real name is Cornelius. He finds a magical sword who makes a pact with him, as this sword used to have immense power but has since been weakened from centuries of neglect. Now the two are on a quest. With out his sword, Gorlax is nothing, but acts high and mighty with it by his side. He acts and speaks pretentiously, belittling others condescendingly even when his power 100% is not his own. Meanwhile his sword bides his time until he can devour foolish Gorlax's soul.
Mechanically, he's a lvl 7 hexblade and lvl 6 devotion paladin levistus tiefling with a flame tongue great sword. Starting with 17 Cha, I took fey touched and GWM. Invocations included improved pact weapon, agonizing blast, eldritch smite, and devil sight.
Before certain scenarios I'll use armor of agathys from the levistus racial, and keep my sword lit. During combat I'll either buff myself with the channel divinity, darkness (racial), or hexblade's curse. His goal is to have great sustainable damage with my various buff options and always-on GWM throughout various encounters, and when I crit the boss, unload both 4th lvl pact slots on double smite for crazy damage. This build definitely is a slot-saving build but still can really lay down the hurt when needed.
I'm playing a super nerdy, fat, unathletic dope with a lisp who calls himself Gorlax, but his real name is Cornelius. He finds a magical sword who makes a pact with him, as this sword used to have immense power but has since been weakened from centuries of neglect. Now the two are on a quest. With out his sword, Gorlax is nothing, but acts high and mighty with it by his side. He acts and speaks pretentiously, belittling others condescendingly even when his power 100% is not his own. Meanwhile his sword bides his time until he can devour foolish Gorlax's soul.
Mechanically, he's a lvl 7 hexblade and lvl 6 devotion paladin levistus tiefling with a flame tongue great sword. Starting with 17 Cha, I took fey touched and GWM. Invocations included improved pact weapon, agonizing blast, eldritch smite, and devil sight.
Before certain scenarios I'll use armor of agathys from the levistus racial, and keep my sword lit. During combat I'll either buff myself with the channel divinity, darkness (racial), or hexblade's curse. His goal is to have great sustainable damage with my various buff options and always-on GWM throughout various encounters, and when I crit the boss, unload both 4th lvl pact slots on double smite for crazy damage. This build definitely is a slot-saving build but still can really lay down the hurt when needed.
Starting stats: Str 8 Dex 16 Con 14, Int 10, Wis 10, Cha 16. Starting cantrip Mending (since Warlock doesn't get it).
Background: Outlander: Wanderer feature. Customized (p125 PHB) with proficiencies in Acrobatics, Stealth, Thieves' Tools, Herbalism Kit. Take the equipment from the Hermit to get a Herbalism kit.
Starting stats: Str 8 Dex 16 Con 14, Int 10, Wis 10, Cha 16. Starting cantrip Mending (since Warlock doesn't get it).
Background: Outlander: Wanderer feature. Customized (p125 PHB) with proficiencies in Acrobatics, Stealth, Thieves' Tools, Herbalism Kit. Take the equipment from the Hermit to get a Herbalism kit.
Mask of Many Faces is my favorite invocation just because it conceals so much.
My character is 5'10" and 150lbs, medium height and lithe, so his illusions tend to be about the same size (it avoids unnecessary ducking if he looks shorter than he is, or walking into things if he appears taller), but he has a handful of general forms, which are basically human looking, approximately his size but concealing the fact he's an elf and mixing up his appearance so nobody knows who he is. When wearing armour his illusions become bulkier, concealing the fact he's wearing armour, even concealing weapons that might be in his hands, that sword becoming a walking stick, for example, so an attacker doesn't realize the dagger strike is going to hit his half-plate. If time allows, and he's being attacked by generic enough mooks, he takes an appearance similar enough to theirs to cause confusion (DM rules, attackers roll with disadvantage).
We need to infiltrate a place? Take the boss's appearance and walk in the front door. Want to save a kidnapping victim, take their appearance and wait for the kidnappers to come and receive the shock of their lives. "You thought it was Christina, the banker's daughter, but it was I, Dio!"
Mask of Many Faces would be up there with the most powerful "real world" effects, just because we humans are very visual creatures.
I am currently playing a Kobold Hexblade in Hoard of the Dragon Queen, and oh boy I am loving to play him!
This little kobold is full of snark and attitude with the backstory is that he a magical-looking rapier from the dragon that his warren served, the dragon killed quite a few of the other kobolds in the warren out of rage. He feels no real remorse, why you might ask? He loathes dragons and thinks anyone who serves them to be idiots, including his own warren. He gained magical powers via the blade mostly unknowingly, but after the party got wiped he had a vision where he saw a shadow dragon that is, from my understanding from talking to my DM, my patron. Also, the rapier now is able to transform into a very special longsword, only when it wants to though, plus it can telepathically communicate with him, although it really doesn't seem to like to have conversations.
Mechanically, he is a level two hexblade kobold that took the invocations of Armor of Shadows, and Fiendish vigor so he can not die as HotDQ is very deadly and poorly balanced, but thankfully his stats are pretty good overall with the following:
I have a Hexblade Swords Bard multiclass planned which I affectionately dubbed the Sexblade, They're going to be a changeling escort who gained their pact by "entertaining" a mysterious patron very effectively, they wake up the next morning to find an unusual black jewel embedded on their pelvic area that grants their hexblade abilities.
Y’Whil's usual visage is a goldan tanned half-elf male with slicked back white hair(Think Faker Archer from Fate/Stay Night) but they do change their visage when the situations calls for it or if their client requests so, their true visage is pretty much the same but with Charcaol gray skin and irisless white eyes.
The two highest stats I'd would focus for them would Con and Char(being the higher of the two), with atleast a 14 for dex, I plan on starting Bard level 1 and Hexblade at 2 with a spear as the pact weapon(In my brain they wield a sword staff)which works with PAM, the stopping point of the hexblade dip being Level 5. I plan on picking pact of the tome for Sapping sting, with Eldritch mind,Maddening hex and possibly Fiendish Vigor or Devil's Sight as their Eldritch Invocations.
For the Bard's Magical Secrets I plan on picking up; Spiritual Weapon,Steel Wind Strike and Blade Barrier(I think I can combo it with a Quickened sapping sting when I pick up Metamgic Adept), havent deciced on the fourth magical secret spell yet.
basically I'm focusing on picking every weapon like spell like sword burst,cloud of daggers and the aformentioned magical secrets.
Edit: Oh I forgot to mention Spear is only weapon I think thats Thrown and Versatile. So I added Mage hand to my planned list in order to retrieve the spear if thrown.
“Ages ago, Sehanine, Corellon, and Lolth lived in joyful harmony. Their lives and love were woven through bonds of kinship and passion unlike any the world has seen since. Their company was doomed to heartache when darkness poisoned Lolth against her fellows, leading to her exile in the Abyss and the fall of those elves who sided with her against their kin. Before the tragic end of their romance, Lolth’s jealousy was fed by Corellon’s adoration for Sehanine. To restore her place as Corellon’s favored, Lolth beguiled an eladrin knight and wove a glamour to make him look like Corellon. The enchantments affecting the poor knight led him to a pool where Sehanine bathed. The goddess believed the young knight to be her companion, and she conceived a child from their union. Corellon was enraged when he discovered Sehanine’s infidelity. Before Sehanine could intercede, Corellon doomed the child to remain at the pool where she had been conceived until the day when she might give her heart freely to another.
Sehanine cared for her daughter, gave her power over the night, and taught her powerful magic. The moon goddess’s favours would not last however; Lolth’s treachery and the Dawn War that followed saw both Sehanine and Corellon withdraw from the Feywild. Thus the lady of the White Well has remained, waiting for one worthy to win her heart. She has not had to endure the long years alone. Many have come to her shore, seeking favor. She has refused them all so far, but to those few who impress her with earnestness and valour, she has offered boons. To the rarest few, those for whom her heart aches, she offers something even greater: the chance to win not only her heart but also her hand. Upon these, she bestows the Sword of the White Well in the hope that her champion will prove worthy."
Check out my Disabled & Dragons Youtube Channel for 5e Monster and Player Tactics. Helping the Disabled Community and Players and DM’s (both new and experienced) get into D&D. Plus there is a talking Dragon named Quill.
Here is my minmaxed 3 Hexblade warlock/17 Draconic sorcerer:
*Inhales*
Eldritch Blast at max level shoots four beams at your target, 1d10 per beam.
Agonizing Blast lets each of these beams benefit from your Charisma bonus.
Hexblade Curse adds your proficiency bonus to each attack, and it crits on a 19.
Hex adds 1d6 to each beam.
Sign of ill omen adds another 1d8 to each beam.
Quickened Spell lets you do it all over again as a bonus action.
Damage per beam:
Base: 1d10
Agonizing blast: + 5 force
Hexblades curse adds 6 force, so 1d10 + 11 force.
Sign of ill omen adds 1d8 necrotic, which means 1d10 + 11 force + 1d8 necrotic.
Hex adds 1d6 necrotic, which adds up to 1d10 + 11 force + 1d8 + 1d6 necrotic.
So, you deal 1d10 + 11 force + 1d8 + 1d6 necrotic damage, or 22 Force + 14 Necrotic = 36 total max damage.
Minimum damage is 1 + 11 Force + 1 + 1 Necrotic = 12 Force + 2 Necrotic = 14 total min damage.
*necrotic damage in bold
We do 280 max damage. We can damage every single type of monster because of the necrotic/ force damage combo. Remember, this isn’t nova. This is single target sustained, which means we deal this damage every turn. Along with this, we have +11 to attack rolls. This means we almost have a guaranteed hit against most monsters. Also, if you encounter a helmed horror or a Rakshasa, you can use transmuted spell to change to damage type. Finally, if you wanted to stay with warlock the whole time, you would deal 140 damage, not 280 damage.
*Inhales more*
Important Stats:
Metamagic: Quickened
Important spells: Hex
Invocations: Agonizing blast, Sign of ill omen
Hexblade Curse
Base Damage: 4d10 Force, 4 beams
Agonizing blast:
Agonizing blast adds your charisma modifier to each beam and is always active. For these calculations, we assume you have 20 charisma, which is +5.
4d10 + 20 Force damage, 4 beams.
Base damage + Quickened spell Metamagic:
Quickened spell lets you cast as an action and as a bonus action, doubling damage.
4d10 x 2 = 8d10 + 40 force, 8 beams. We are doing more damage than disintegrate. (10d6 + 40)
Base damage + Hex:
Hex adds 1d6 necrotic damage to each beam.
4d10 force + 4d6 necrotic + 20 force, 4 beams.
Base damage + Hexblades curse:
Hexblades curse adds your proficiency bonus to attack and damage roles. With a proficiency of 6, you deal an extra 4x6 (24) damage.
4d10 + 44 force damage, 4 beams.
Base damage + sign of ill omen:
Sign of ill omen adds has several options, but the one we are using adds 1d6 necrotic damage to each beam.
4d10 + 20 force + 4d6 necrotic damage.
Everything together:
Quickened Metamagic doubles damage, which has been added to the calculations.
Agonizing blast adds 40 force = 8d10 + 40 force damage (120 max, 48 min)
Sign of ill omen adds 8d8 necrotic damage = 8d10 + 40 force + 8d8 necrotic damage (120 F. + 48 N. (184 max, 58 min)
Hex adds 8d6 necrotic damage = 8d10 + 40 force + 8d8 + 6d8 necrotic damage (120 F. + 112 N. (232 max, 64 min))
Hexblades curse adds 48 force = 8d10 + 88 force + 8d8 + 6d8 necrotic damage (168 F. + 112 N. (280 max, 110 min))
*inhales in lore*
My character is a 15 year old Eladrin Sorlock with the Hexblade patron (Raven Queen) and draconic bloodline (flavored as a gift from the Raven queen) who met Erevan Ilesere, escaped Temaurenell, fell into the Shadowfell, met the raven queen, made a pact, escaped, and went to Phandalin. Also, he is slightly possessed by the raven queen to the point where she can control his body in an emergency. He also has a sister who died, but survived.
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Hello!
By reading this signature, you have agreed to pull 20 cards from the deck of many things. If you lose your soul in any way, it will go to me and the following will happen: When you create your next character, you will become a celestial warlock in servitude to me. Once a month, I require an ounce of empyrean blood. If you fail to deliver on this, all the cards you pulled will converge on you at once.
Here is my minmaxed 3 Hexblade warlock/17 Draconic sorcerer:
*Inhales*
Eldritch Blast at max level shoots four beams at your target, 1d10 per beam.
Agonizing Blast lets each of these beams benefit from your Charisma bonus.
Hexblade Curse adds your proficiency bonus to each attack, and it crits on a 19.
Hex adds 1d6 to each beam.
Sign of ill omen adds another 1d8 to each beam.
Quickened Spell lets you do it all over again as a bonus action.
Damage per beam:
Base: 1d10
Agonizing blast: + 5 force
Hexblades curse adds 6 force, so 1d10 + 11 force.
Sign of ill omen adds 1d8 necrotic, which means 1d10 + 11 force + 1d8 necrotic.
Hex adds 1d6 necrotic, which adds up to 1d10 + 11 force + 1d8 + 1d6 necrotic.
So, you deal 1d10 + 11 force + 1d8 + 1d6 necrotic damage, or 22 Force + 14 Necrotic = 36 total max damage.
Minimum damage is 1 + 11 Force + 1 + 1 Necrotic = 12 Force + 2 Necrotic = 14 total min damage.
*necrotic damage in bold
We do 280 max damage. We can damage every single type of monster because of the necrotic/ force damage combo. Remember, this isn’t nova. This is single target sustained, which means we deal this damage every turn. Along with this, we have +11 to attack rolls. This means we almost have a guaranteed hit against most monsters. Also, if you encounter a helmed horror or a Rakshasa, you can use transmuted spell to change to damage type. Finally, if you wanted to stay with warlock the whole time, you would deal 140 damage, not 280 damage.
*Inhales more*
Important Stats:
Metamagic: Quickened
Important spells: Hex
Invocations: Agonizing blast, Sign of ill omen
Hexblade Curse
Base Damage: 4d10 Force, 4 beams
Agonizing blast:
Agonizing blast adds your charisma modifier to each beam and is always active. For these calculations, we assume you have 20 charisma, which is +5.
4d10 + 20 Force damage, 4 beams.
Base damage + Quickened spell Metamagic:
Quickened spell lets you cast as an action and as a bonus action, doubling damage.
4d10 x 2 = 8d10 + 40 force, 8 beams. We are doing more damage than disintegrate. (10d6 + 40)
Base damage + Hex:
Hex adds 1d6 necrotic damage to each beam.
4d10 force + 4d6 necrotic + 20 force, 4 beams.
Base damage + Hexblades curse:
Hexblades curse adds your proficiency bonus to attack and damage roles. With a proficiency of 6, you deal an extra 4x6 (24) damage.
4d10 + 44 force damage, 4 beams.
Base damage + sign of ill omen:
Sign of ill omen adds has several options, but the one we are using adds 1d6 necrotic damage to each beam.
4d10 + 20 force + 4d6 necrotic damage.
Everything together:
Quickened Metamagic doubles damage, which has been added to the calculations.
Agonizing blast adds 40 force = 8d10 + 40 force damage (120 max, 48 min)
Sign of ill omen adds 8d8 necrotic damage = 8d10 + 40 force + 8d8 necrotic damage (120 F. + 48 N. (184 max, 58 min)
Hex adds 8d6 necrotic damage = 8d10 + 40 force + 8d8 + 6d8 necrotic damage (120 F. + 112 N. (232 max, 64 min))
Hexblades curse adds 48 force = 8d10 + 88 force + 8d8 + 6d8 necrotic damage (168 F. + 112 N. (280 max, 110 min))
*inhales in lore*
My character is a 15 year old Eladrin Sorlock with the Hexblade patron (Raven Queen) and draconic bloodline (flavored as a gift from the Raven queen) who met Erevan Ilesere, escaped Temaurenell, fell into the Shadowfell, met the raven queen, made a pact, escaped, and went to Phandalin. Also, he is slightly possessed by the raven queen to the point where she can control his body in an emergency. He also has a sister who died, but survived.
When you have action economy woes, I recommend following the DMG standard of assuming a 3-round combat (Hex is an odd duck, because once it's up, you can bonus action move it onto a target without casting, which means you can guarantee it doesn't break stealth, so provided you're explicit about the assumption, it may be ok to assume you Hex before combat begins, from stealth). Opinions may be divided on analyzing long rest woes, but I've taken to following the DMG standard of 7 fights per long rest, spread across 2 short rests, meaning a Warlock normally goes into 3 of the 7 fights completely fresh.
Here, you've chosen a 1/long rest ability that costs an action and is range touch, and you're pairing it with Eldritch Blast, not weapon strikes. However you want to do so, you should account for all three issues that would interfere with using this in a real combat with eldritch blast, hex, and hexblade's curse: 1) 1/long rest (while also consuming a spell slot, which may matter for sorcery point juggling), 2) 1 action casting time, 3) range touch.
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Looking for something new, show me what you have :-)
Are you talking thematically or mechanically?
Thematically, I'm playing a Variant Human Hexblade Bladelock named Alabastor Calistar who uses the Shadow-Touched and Aberrant Dragonmarked feats to flavor his true nature as a half-silver shadow dragon. His Hexblade patron is his own mother, an Ancient Silver Shadow Dragon with a mastery of cold and shadow magic. The warlock pact between the two of them was made both to allow the patron to keep tabs on her son and to aid him in learning to control his vast yet volatile arcane powers attributed to both his half-dragon nature and his royal human lineage's history of producing powerful magic users (He is the lost prince of an island kingdom). His draconic nature manifests most obviously in his right arm, which isn't a normal human arm but instead a black scaled dragon arm with claws that slowly fade into black shadowy runes that crawl up his shoulder and right side of his chest. This hand/arm is what manifests his pact blade, which looks like a huge shadowy dragon claw.
He uses the combo of Devil's Sight and Darkness, both to become a terrifying force of fear and as a means of protecting very injured or downed allies. Inflict Wounds and Dissonant Whispers (from Shadow-Touched and Fey-Touched respectively) adds to the terror aspect. Invisibility and Misty Step (also from Shadow-Touched and Fey-Touched respectively) are used for mobility, making him hard to pin down and predict. Spirit Shroud lets him channel both his and his mother's necrotic and cold energies into his weapon. Both Summon Shadowspawn and the Specter summoned via the Hexblade's level 6 feature are flavored as Shadows, as a Shadow Dragon's breath weapon has the effect that it summons shadows from the corpses of those killed by the breath attack. Life Transference (was given to warlocks via a now obsolete UA but my group thinks it fits the Warlock theme) is a great "Oh Shit" heal button, using his own blood and necrotic energies to heal his allies. Thunderwave and Thunder Step are magics connected to his kingdom, who is adept at stormy magics due to living on islands surrounded by the vast oceans.
His ultimate goal is to become a powerful leader worthy of ruling his kingdom and to unlock the full might of his draconic nature, allowing him to take on a true dragon form (True Polymorph).
"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
Characters for Tenebris Sine Fine
RoughCoronet's Greater Wills
Happy to see both thematically or mechanically, i do find i go mechanically more.
I'm playing a super nerdy, fat, unathletic dope with a lisp who calls himself Gorlax, but his real name is Cornelius. He finds a magical sword who makes a pact with him, as this sword used to have immense power but has since been weakened from centuries of neglect. Now the two are on a quest. With out his sword, Gorlax is nothing, but acts high and mighty with it by his side. He acts and speaks pretentiously, belittling others condescendingly even when his power 100% is not his own. Meanwhile his sword bides his time until he can devour foolish Gorlax's soul.
Mechanically, he's a lvl 7 hexblade and lvl 6 devotion paladin levistus tiefling with a flame tongue great sword. Starting with 17 Cha, I took fey touched and GWM. Invocations included improved pact weapon, agonizing blast, eldritch smite, and devil sight.
Before certain scenarios I'll use armor of agathys from the levistus racial, and keep my sword lit. During combat I'll either buff myself with the channel divinity, darkness (racial), or hexblade's curse. His goal is to have great sustainable damage with my various buff options and always-on GWM throughout various encounters, and when I crit the boss, unload both 4th lvl pact slots on double smite for crazy damage. This build definitely is a slot-saving build but still can really lay down the hurt when needed.
Thanks Cool pal :-)
I'm playing a High Elf Hexblade.
Starting stats: Str 8 Dex 16 Con 14, Int 10, Wis 10, Cha 16. Starting cantrip Mending (since Warlock doesn't get it).
Background: Outlander: Wanderer feature. Customized (p125 PHB) with proficiencies in Acrobatics, Stealth, Thieves' Tools, Herbalism Kit. Take the equipment from the Hermit to get a Herbalism kit.
Warlock Proficiencies: Investigation, Intimidation.
High Elf Proficiency: Perception
Basically he plays much like a Rogue. He's a thief and assassin who also possesses the powers of a Warlock.
His patron is the Saint of Swords, a pale haired, pale skinned, blindfolded woman in white who has chosen him (among others) as her executioner.
Looks good, you'er going to have alot of fun with this one :-)
Thanks.
Mask of Many Faces is my favorite invocation just because it conceals so much.
My character is 5'10" and 150lbs, medium height and lithe, so his illusions tend to be about the same size (it avoids unnecessary ducking if he looks shorter than he is, or walking into things if he appears taller), but he has a handful of general forms, which are basically human looking, approximately his size but concealing the fact he's an elf and mixing up his appearance so nobody knows who he is. When wearing armour his illusions become bulkier, concealing the fact he's wearing armour, even concealing weapons that might be in his hands, that sword becoming a walking stick, for example, so an attacker doesn't realize the dagger strike is going to hit his half-plate. If time allows, and he's being attacked by generic enough mooks, he takes an appearance similar enough to theirs to cause confusion (DM rules, attackers roll with disadvantage).
We need to infiltrate a place? Take the boss's appearance and walk in the front door. Want to save a kidnapping victim, take their appearance and wait for the kidnappers to come and receive the shock of their lives. "You thought it was Christina, the banker's daughter, but it was I, Dio!"
Mask of Many Faces would be up there with the most powerful "real world" effects, just because we humans are very visual creatures.
I am currently playing a Kobold Hexblade in Hoard of the Dragon Queen, and oh boy I am loving to play him!
This little kobold is full of snark and attitude with the backstory is that he a magical-looking rapier from the dragon that his warren served, the dragon killed quite a few of the other kobolds in the warren out of rage. He feels no real remorse, why you might ask? He loathes dragons and thinks anyone who serves them to be idiots, including his own warren. He gained magical powers via the blade mostly unknowingly, but after the party got wiped he had a vision where he saw a shadow dragon that is, from my understanding from talking to my DM, my patron. Also, the rapier now is able to transform into a very special longsword, only when it wants to though, plus it can telepathically communicate with him, although it really doesn't seem to like to have conversations.
Mechanically, he is a level two hexblade kobold that took the invocations of Armor of Shadows, and Fiendish vigor so he can not die as HotDQ is very deadly and poorly balanced, but thankfully his stats are pretty good overall with the following:
Str: 12 Dex: 18 Con: 15 Int: 13 Wis: 13 Char: 18
Pico De Lolobardo; Aarakocra bard.
Tyto is family of owls like the Barn Owl.
I have a Hexblade Swords Bard multiclass planned which I affectionately dubbed the Sexblade, They're going to be a changeling escort who gained their pact by "entertaining" a mysterious patron very effectively, they wake up the next morning to find an unusual black jewel embedded on their pelvic area that grants their hexblade abilities.
Y’Whil's usual visage is a goldan tanned half-elf male with slicked back white hair(Think Faker Archer from Fate/Stay Night) but they do change their visage when the situations calls for it or if their client requests so, their true visage is pretty much the same but with Charcaol gray skin and irisless white eyes.
The two highest stats I'd would focus for them would Con and Char(being the higher of the two), with atleast a 14 for dex, I plan on starting Bard level 1 and Hexblade at 2 with a spear as the pact weapon(In my brain they wield a sword staff)which works with PAM, the stopping point of the hexblade dip being Level 5. I plan on picking pact of the tome for Sapping sting, with Eldritch mind,Maddening hex and possibly Fiendish Vigor or Devil's Sight as their Eldritch Invocations.
For the Bard's Magical Secrets I plan on picking up; Spiritual Weapon,Steel Wind Strike and Blade Barrier(I think I can combo it with a Quickened sapping sting when I pick up Metamgic Adept), havent deciced on the fourth magical secret spell yet.
basically I'm focusing on picking every weapon like spell like sword burst,cloud of daggers and the aformentioned magical secrets.
Edit: Oh I forgot to mention Spear is only weapon I think thats Thrown and Versatile. So I added Mage hand to my planned list in order to retrieve the spear if thrown.
“Ages ago, Sehanine, Corellon, and Lolth lived in joyful harmony. Their lives and love were woven through bonds of kinship and passion unlike any the world has seen since. Their company was doomed to heartache when darkness poisoned Lolth against her fellows, leading to her exile in the Abyss and the fall of those elves who sided with her against their kin. Before the tragic end of their romance, Lolth’s jealousy was fed by Corellon’s adoration for Sehanine. To restore her place as Corellon’s favored, Lolth beguiled an eladrin knight and wove a glamour to make him look like Corellon. The enchantments affecting the poor knight led him to a pool where Sehanine bathed. The goddess believed the young knight to be her companion, and she conceived a child from their union. Corellon was enraged when he discovered Sehanine’s infidelity. Before Sehanine could intercede, Corellon doomed the child to remain at the pool where she had been conceived until the day when she might give her heart freely to another.
Sehanine cared for her daughter, gave her power over the night, and taught her powerful magic. The moon goddess’s favours would not last however; Lolth’s treachery and the Dawn War that followed saw both Sehanine and Corellon withdraw from the Feywild. Thus the lady of the White Well has remained, waiting for one worthy to win her heart. She has not had to endure the long years alone. Many have come to her shore, seeking favor. She has refused them all so far, but to those few who impress her with earnestness and valour, she has offered boons. To the rarest few, those for whom her heart aches, she offers something even greater: the chance to win not only her heart but also her hand. Upon these, she bestows the Sword of the White Well in the hope that her champion will prove worthy."
Dreslin DeVir - Drow Hexblade - Spell Sniper + Polearm Master + Warcaster.
Check out my Disabled & Dragons Youtube Channel for 5e Monster and Player Tactics. Helping the Disabled Community and Players and DM’s (both new and experienced) get into D&D. Plus there is a talking Dragon named Quill.
https://www.youtube.com/channel/UCPPmyTI0tZ6nM-bzY0IG3ww
Here is my minmaxed 3 Hexblade warlock/17 Draconic sorcerer:
*Inhales*
Eldritch Blast at max level shoots four beams at your target, 1d10 per beam.
Agonizing Blast lets each of these beams benefit from your Charisma bonus.
Hexblade Curse adds your proficiency bonus to each attack, and it crits on a 19.
Hex adds 1d6 to each beam.
Sign of ill omen adds another 1d8 to each beam.
Quickened Spell lets you do it all over again as a bonus action.
Damage per beam:
Base: 1d10
Agonizing blast: + 5 force
Hexblades curse adds 6 force, so 1d10 + 11 force.
Sign of ill omen adds 1d8 necrotic, which means 1d10 + 11 force + 1d8 necrotic.
Hex adds 1d6 necrotic, which adds up to 1d10 + 11 force + 1d8 + 1d6 necrotic.
So, you deal 1d10 + 11 force + 1d8 + 1d6 necrotic damage, or 22 Force + 14 Necrotic = 36 total max damage.
Minimum damage is 1 + 11 Force + 1 + 1 Necrotic = 12 Force + 2 Necrotic = 14 total min damage.
*necrotic damage in bold
We do 280 max damage. We can damage every single type of monster because of the necrotic/ force damage combo. Remember, this isn’t nova. This is single target sustained, which means we deal this damage every turn. Along with this, we have +11 to attack rolls. This means we almost have a guaranteed hit against most monsters. Also, if you encounter a helmed horror or a Rakshasa, you can use transmuted spell to change to damage type. Finally, if you wanted to stay with warlock the whole time, you would deal 140 damage, not 280 damage.
*Inhales more*
Important Stats:
Metamagic: Quickened
Important spells: Hex
Invocations: Agonizing blast, Sign of ill omen
Hexblade Curse
Base Damage: 4d10 Force, 4 beams
Agonizing blast:
Agonizing blast adds your charisma modifier to each beam and is always active. For these calculations, we assume you have 20 charisma, which is +5.
4d10 + 20 Force damage, 4 beams.
Base damage + Quickened spell Metamagic:
Quickened spell lets you cast as an action and as a bonus action, doubling damage.
4d10 x 2 = 8d10 + 40 force, 8 beams. We are doing more damage than disintegrate. (10d6 + 40)
Base damage + Hex:
Hex adds 1d6 necrotic damage to each beam.
4d10 force + 4d6 necrotic + 20 force, 4 beams.
Base damage + Hexblades curse:
Hexblades curse adds your proficiency bonus to attack and damage roles. With a proficiency of 6, you deal an extra 4x6 (24) damage.
4d10 + 44 force damage, 4 beams.
Base damage + sign of ill omen:
Sign of ill omen adds has several options, but the one we are using adds 1d6 necrotic damage to each beam.
4d10 + 20 force + 4d6 necrotic damage.
Everything together:
Quickened Metamagic doubles damage, which has been added to the calculations.
Agonizing blast adds 40 force = 8d10 + 40 force damage (120 max, 48 min)
Sign of ill omen adds 8d8 necrotic damage = 8d10 + 40 force + 8d8 necrotic damage (120 F. + 48 N. (184 max, 58 min)
Hex adds 8d6 necrotic damage = 8d10 + 40 force + 8d8 + 6d8 necrotic damage (120 F. + 112 N. (232 max, 64 min))
Hexblades curse adds 48 force = 8d10 + 88 force + 8d8 + 6d8 necrotic damage (168 F. + 112 N. (280 max, 110 min))
*inhales in lore*
My character is a 15 year old Eladrin Sorlock with the Hexblade patron (Raven Queen) and draconic bloodline (flavored as a gift from the Raven queen) who met Erevan Ilesere, escaped Temaurenell, fell into the Shadowfell, met the raven queen, made a pact, escaped, and went to Phandalin. Also, he is slightly possessed by the raven queen to the point where she can control his body in an emergency. He also has a sister who died, but survived.
Hello!
By reading this signature, you have agreed to pull 20 cards from the deck of many things. If you lose your soul in any way, it will go to me and the following will happen: When you create your next character, you will become a celestial warlock in servitude to me. Once a month, I require an ounce of empyrean blood. If you fail to deliver on this, all the cards you pulled will converge on you at once.
Many thanks,
Gweledydd Slantse
wow you've put some work into that one.
When you have action economy woes, I recommend following the DMG standard of assuming a 3-round combat (Hex is an odd duck, because once it's up, you can bonus action move it onto a target without casting, which means you can guarantee it doesn't break stealth, so provided you're explicit about the assumption, it may be ok to assume you Hex before combat begins, from stealth). Opinions may be divided on analyzing long rest woes, but I've taken to following the DMG standard of 7 fights per long rest, spread across 2 short rests, meaning a Warlock normally goes into 3 of the 7 fights completely fresh.
Here, you've chosen a 1/long rest ability that costs an action and is range touch, and you're pairing it with Eldritch Blast, not weapon strikes. However you want to do so, you should account for all three issues that would interfere with using this in a real combat with eldritch blast, hex, and hexblade's curse: 1) 1/long rest (while also consuming a spell slot, which may matter for sorcery point juggling), 2) 1 action casting time, 3) range touch.