Rejuvenation. Unless Jackar's Phylactery is destroyed, he gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.
Pact of the Blade. Jackar can summon his magic weapon (The Demon Blade) into his empty hand. His pact blade disappears if it is more than 5 feet away for 1 minute or more. It also return to its extra dimensional space if he dismisses it. The blade ceases being his pact weapon if he dies, the weapon appears at his feet if it is in the extradimensional space when the bond breaks.
Accursed Specter. Jackar can curse a soul of a person he slays, temporarily binding them to his service. He can cause a humanoid spirit to rise from its corpse as a specter, When it appears it gains 10 temporary hit points. It obeys his verbal commands. It gains a bonus of 10 to its attack rolls from his charisma modifier.
Legendary Resistance (3/Day). If Jackar fails a saving throw, he can choose to succeed instead.
Hexblade's Curse. Jackar can choose one creature he can see within 30 feet of him. The target is cursed for 1 minute. The curse ends early if the target dies, he dies, or he is incapacitated. Until the curse ends, he gains the following benefits.
- Any attack roll he makes against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
- If the cursed target dies, he regains hit points equal to his warlock level + his Charisma modifier. (20+10=30hp)
Innate Spellcasting. Jackar’s innate spellcasting ability is Charisma (spell save DC 24, + 16 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
At will: Eldritch Blast, Green-Flame Blade, Prestidigitation, Toll the Dead, Thaumaturgy,
1/day each: Soul Cage, Summon Greater Demon, Power Word Pain,
2/day each: Create Undead, Shadow of Moil, Darkness,
3/day each: Hellish Rebuke, Finger of Death, Vampiric Touch, Invisibility, Misty Step,
Thirsting Blade. Jackar attacks twice with his Demon Blade.Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 18 (2d8 + 9) Slashing damage.
Improved Eldritch blast (Eldritch Spear, Agonizing Blast). Spell Attack(cantrip): +15 to hit, reach 300 ft., 4 beams that can be directed at the same target or different targets. Hit: 5.5 (1d10+CHA mod (10)) Force damage.
Reaction Name. Enter the description for your action. Spell attack
Jackar can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Jackar regains spent legendary actions at the start of his turn.
Cantrip. Jackar casts a cantrip
Frightening Gaze (Costs 2 Actions). Jackar fixes his gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 20 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends, the target is immune to Jackar's gaze for the next 24 hours.
Counter Spell (Costs 1 Actions). Counterspell at 9th level
Description
Jackar was once a Lord in the continent of Belas, having a wife and young daughter. He was born of nobility, and in his younger life he fought in many campaigns as a officer. He fought and led his men until he eventually became a general of the Empires army and was given the title of lord and a region of land.
An enemy of the empire attacked his region and Jackar's forces lost due the slow deployment of the empire. His wife and daughter was tortured to death in front of him and a god of destruction offered him power in order to enact his revenge. With Jackar's death the god bound his soul in his wedding band creating a phylactery and binding him in lichdom on the material plane to seek revenge on all those who murdered his family. The god also granted Jackar the powers of a Hexblade Warlock and bestowed upon him his pact weapon (Muramasa, The Demon Blade).







Comments