• Max HP: 10
  • Proficiency Bonus: 2
  • Shadar-Kai Features
    • Ability Score Increases
      • Dexterity +2
      • Constitution +1
    • Dark Vision
      • See in dimlight as though it were bright light within 60 feet and dark light as though it were dim
    • Fey Ancestry
      • Advantage on all saving throws against being charmed and magic cannot put you to sleep
    • Blessing of the Raven Queen
      • As a bonus action, magically teleport up to 30 feet to a space you can see. Once you have used this feature you cannot use it again until you complete a long rest.
  • Background: Outlander
    • Proficiencies
      • Skills: Athletics, Survival
      • Tools: Lyre (instrument)
      • Languages: goblin
    • Origin: Tribal Marauder
      • Feature: Wanderer
        • I have excellent memory for maps and geography, and I can always recall the general layout of terrain, settlements, and other features around me.  In addition, I can find food and fresh water for myself and up to five other people each day, provided the land offers berries, small game, water, and so forth.
  • Warlock Features
    • Otherworldly Patron
      • 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
        • 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.
    • Pact Magic
      • Spell Slots: 1 first level
        • Regain all spell slots every short or long rest
      • Learned 2 cantrips
        • Eldritch Blast
        • Prestidigitation
      • Learned 1 level one spell
        • Shield
  • Max HP: 10->17
  • Eldritch Invocations
    • Learned Agonizing Blast
      • Add Charisma modidifer to Eldritch Blast damage rolls
    • Learned Fiendish Vigor
      • Cast False Life (1st-level) on self without using spell slot or material
  • Pact Magic
    • Three new spells:
      • False Life (from Eldritch Invocation)
      • Comprehend Languages
      • Hellish Rebuke
  • Max HP: 17->24
  • Blessing of the Raven Queen
    • After teleporting, you have resistance to all damage until the beginning of your next turn
  • Pact of the Tome
    • Learn 3 cantrips from any spell lists
    • Pact of Tome added to inventory
  • Eldritch Invocations
    • Forgot Agonizing Blast and Learned Eyes of the Rune Keeper
      • I can read all writing
  • Pact Magic
    • 3 new cantrips from Pact of the Tome
      • Dancing Lights
      • Guidance
      • Vicious Mockery
    • Spell Slot Levels: 1->2
    • Learned Hold Person
  • Max HP: 24->31
  • New Feat: Lucky
    • 3 luck point/long rest
    • When I make an ability check, saving throw, attack roll I can spend 1 point to roll a second d20 and choose which total to use.  This second roll comes after the first roll but before the DM declares the results.
    • When an attack roll is made against me I can spend 1 point to roll a d20 and choose if the attacker uses their roll or mine.  This second roll comes after the first roll but before the DM declares the results.
  • Added Mark of the Ancient Scrolls (Fluidity of the Spirit) to character sheet
  • Pact Magic
    • Learn one new cantrip (Mage Hand) and one 2nd level spell (Witch Bolt)
    • Forgot Comprehend Languages and Learned Cloud of Daggers
  • New proficiencies: one skill of my choice (Persuasion), one musical instrument (harmonica)
  • Max HP: 31->38
  • Proficiency Bonus: 2->3
  • Bardic Inspiration
    • X/long rest where X=Cha mod
    • Range: 60 ft.
    • Target one creature who can hear me
    • Cast Time: Bonus Action
    • Creature gains Bardic Inspiration for 10 minutes and may add 1d6 to one ability check, attack roll, or saving throw it chooses.  The Bardic Inspiration roll comes after the roll but before the DM declares the results.
    • Creatures can only have one Bardic Inspiration die at a time.
  • Spellcasting (Bard Spellcasting)
    • Two new cantrips
      • Mending
      • Message
    • Five new level one spells known
      • Cure Wounds
      • Detect Magic (ritual)
      • Dissonant Whispers
      • Feather Fall
    • Two 1st level Bard spell slots
    • Ritual Casting: Cast any bard spell I know as a ritual if it has the ritual tag