STR
-1
[8]
DEX
+2
[13]+1
CON
+2
[15]
INT
+0
[10]
WIS
+1
[12]
CHA
+4
[16]+2
Name:
Level/Class:

Race:
Gender:
Age:
Height/Weight:
Alignment:
Patron:
Languages:
Background:
Resistances:
Vision:
Speed:

Max HP:
Current HP:
+Temporary HP:
AC:

Saving Throws:
Skills:

Arizmenda Mastema
Level 3 Warlock

Glasya Tiefling
Female
32
5ft7 140lbs
Chaotic Neutral
HEXBLADE
Infernal, Common
Urban Bounty Hunter
Fire damage
Darkvision 60ft
Walking 30ft

24
24
0
12

Wisdom, Charisma
Intimidation, Deception, Stealth, Persuasion

Eldritch Blast
1 Action, Instananeous, 120 ft.
1d10 force damage. Ranged spell attack. +CHA modifier from Agonizing Blast.

Green-Flame Blade
1 Action, Instananeous, 30ft, 1 min.
You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.

Minor Illusion
1 Action, 30 ft. 1min
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.

Armor of Agathys
1 Action, Instananeous, Self, 1 hour.
You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.

Hex
Bonus Action, Concentration, up to 1 hour, 90ft.
You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.
If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.

Arms of Hadar
1 Action, Instantaneous, 10ft from Self.
You invoke the power of Hadar, the Dark Hunger. Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can't take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.

Invisibility
1 Action, Concentration up to 1 hour, Touch.
A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell.

Invocation List

Agonizing Blast
When you cast Eldritch Blast, add your Charisma modifier to the damage it deals on a hit.

Devil's Sight
You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Hexblade's Curse
Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:
You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).
You can't use this feature again until you finish a short or long rest.

Hex Warrior
At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.
The influence of your patron also allows you to mystically channel your will through a particular weapon. 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.

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 chapter 5 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 attacks and damage.

Gold: 125

Armor
Standard: Leather Armor 11 + Dex modifier [12]



Red cloak
Simple black clothes
Dungeoneer's Pack
Bell
Bedroll
Blanket
Grappling Hook
Waterproof Sack Cards
Thieves' Tools
Arcane Focus
Mace: 1d6 bludgeoning


Tool Proficiencies: card games, thieves' tools

Arizmenda was born to human parents, both with minor magical abilities who traveled between small towns selling overpromised cure-alls, trinkets, and rarities at overinflated prices. Through her parents influence deception was second nature to Arizmenda, and she grew up holding no regard for regional laws or traditions. Though her nomadic childhood was isolating at times, living on the outside of conventional society protected her from the social rejection that is commonly experienced by Tiefling children.

As a young teen, Arizmenda relocated to a large merchant city inspired by a desire to get involved with more glamorous and high-stakes criminal activity. In time she also grew to value being surrounded by familiar streets and faces, a stability that she never knew in childhood. Arizmenda never formally joined the city's Thieves Guild but was often associated with its members. She came to be known as a trusted operator who gained influence by collecting the secrets of judges, politicians, and church officials. She was eventually contracted by one of the city's most powerful corrupt merchants to join a team of bounty hunters tasked with eliminating anyone who crossed him or interfered with his dealings. Arizmenda eventually married the merchant, a Drow named Volahn Mastema. Although he was neither very handsome nor physically strong, he was highly intelligent and a brilliant tactician.

One day, after living in the city for more than 10 years, Arizmenda was struck by a stray bolt of cosmic energy and cursed with an interstellar vision. Into her mind sprung the image of a massive dark planet covered by impossibly deep, stygian oceans in which an Elder God slept. As she gazed upon the sleeping titan it opened its terrible eye and she too was seen. That night she did not go home. Instead, she ran into the woods to escape. She wandered the wilderness, insane, for months before she was found and brought to another town to recover. From her encounter with the Old God she remembered a symbol, like a chaos star with a spiral, which she now draws frequently.

After regaining her strength and most of her sanity, Arizmenda re-entered the world changed. Memories of her past life were hazy and out of focus. She no longer held any emotional attachments and did not seek out her former home and friends. It is unknown whether her husband and colleagues have heard anything about her since her disappearance. Instead, she cares only about obeying the will of the Old God, believing that it has shown her the truth about the universe and the nature of existence. After her encounter, Arizmenda began to develop powers including the ability to communicate telepathically and call upon dark, ancient magic. She is still drawn to working in groups- perhaps a reminder of her old crew- and has become known among the local townships as a charismatic but troubled traveler.