Backstory:
Bojo was born after a war. His parent have gotten amnesia after the war and left Sol back at their old home for years. They soon died with an illness, but not before regaining their memories of Sol, telling Bojo to find him.
Equipment:
-Chain mail armor
-Long Sword
-Daggers
-Mason's tools
-Common clothes
Race: Hill Dwarf
Class: Hexblade, Warlock (Pact of the Blade) (12)/ Samurai, Fighter (5)
Alignment: Chaotic Neutral
Languages: Common, Dwarfish, Orc
Proficiencies:
-All armor
-Shield
-Simple/ Martial weapons
-Battleaxe, Handaxe, Throwing hammer, Warhammer
-Mason's tools
-Flute
Features:
-4' 5''ft
-120 pounds
-Medium
-Darkvision 60ft
-Stonecunning
-EX Patron: Quinque Laminae
-Ring of Greed
Level Importance:
1-4, 6, 8, 10-20 (F-WAR)
2, 5, 7, 9, 12, 15, 18 (EXT-WAR)
1, 6, 10, 14 (HEX)
Class Features:
Otherworldly Patron, Pact Magic
Eldritch Invocations
Pact Boon (Pact of the Blade: conjure and gain proficiency with any one weapon)
Subclass Features:
Hexblade's Curse: (ADV on damage rolls, crit is 19/20, regain your level+CHA when fighting the cursed target), Hex Warrior (Form a pact with a weapon to use CHA modifier instead)
Accursed Specter: Slaying a humanoid causes its spirit to rise as a specter, gaining temporary hit points and a special bonus to attack rolls equal to your CHAR modifier. The specter obeys verbal commands and remains in your service until the end of your next long rest, then vanishes to the afterlife.
Mystic Arcanum: 6th level spell
Multiclass:
Fighting style(Defense), Second wind
Action Surge
Fighting Spirit
Extra Attack
STATS
HP: 158
AC: 16
Movement: 25ft
Initiative: +3
PB: +6
Spell Attack: +11
Spell Save: 19
PassWIS: 18
STATS
STR: 15 (+2)
DEX: 17 (+3)
CON: 18 (+4)
INT: 19 (+4)
WIS: 19 (+4)
CHA: 20 (+5)
Saving Throws:
STR: +7
DEX: +3
CON: +9
INT: +4
WIS: +9
CHA: +9
Skills:
Athletics: +7
Arcana: +8
Nature: +8
Survival: +9
Intimidation: +13
Persuasion: +9
Insight: +9
Animal Handling: +9
Deception: +9
Attacks: 2 Attacks
Pact Longsword: +10 to hit; 5ft; Magical 1d8/1d10+6 slashing damage (can make three attacks with this)
2x Dagger: +8 to hit; 5ft, 20/60ft; 1d4+3 piercing damage
Pale Rage: +7 to hit; 5ft; Magical 1d8+6 piercing damage and 1d4 cold damage
Spell slots:
3 Spell slots: Max 5th level
6th LV: Summon Fiend
Money
CP 77
SP 38
GP 2100
PP 0
Eldritch Invocations
Eyes of the Rune Keeper
You can read all writing
Mask of Many Faces
You can cast disguise self at will, without expending a spell slot
Beast Speech
You can cast speak with animals at will, without expending a spell slot
Sculptor of Flesh
You can cast polymorph once using a warlock spell slot. You can't do so again until you finish a long rest
Beguiling Influence
You gain proficiency in the Deception and Persuasion skills
Bewitching Whispers
You can cast compulsion once using a warlock spell slot. You can't do so again until you finish a long rest
Feats
Lucky
You have 3 luck points, which can be spent on an attack roll, ability check, or saving throw. You can roll an additional d20 after rolling the die. Also one point can be spent on an attack roll against you. Luck points cancel out if multiple creatures influence the outcome. You regain your expended luck points when you finish a long rest
Actions
Attack: Melee, Range
Use Spells: If casting time is 1 action
Draconic Healing
Dash: Double movement speed
Disengage: Avoid opportunity attacks
Dodge: Give attackers disadvantage
Escape: Break free
Help: Give an ally advantage on a roll
Hide: Stealth if not already seen
Ready: Take an action as a reaction
Search: Perception or Investigation
Stabilize: DC 10 Medicine check to stop someone from dying, automatic if using a healer's kit
Use object/potion/shield
Bonus Actions
Offhand Attack: Only if its a light weapon
Cast Spell: If casting time is 1 bonus action
Second Wind: Regain 1d10 + your fighter lv
Fighting Spirit: Gain advantage on attack rolls and gain 5 temp hp, can do it 3 times until a long rest
Reactions
Opportunity attack: Make one attack if the enemy moves out of range without disengaging
Casting Spell: If casting time is 1 reaction
Readied Action: After trigger occurs, else action wasted
Protective Wings
Free Action
Concentration: If a caster takes damage, they must make a CON saving throw of 10 or half damage, which is greater
Interacting: drop something, pick something up, draw something out, etc
Lucky: Redo any roll made
Action Surge: Take an additional action, once per short rest
Accursed Specter: When killing a humanoid, the corpse rises, doing what you want
FAIRY TALE: Ancient Magics of the Thirteen Otherworldly Virtues; Universal Resonance (Synchronization/Enhanced Perception & Senses)
When you do a combo attack with someone, do an extra (1/4 of character lv d8s) damage. Equal to your proficiency bonus until a long rest. Also have adv on perception related rolls and increase Passive Wisdom by 4
Notice: This will change over time, money won't be as up to date, and skills not mentioned just takes their stats modifier
If you feel like somethings wrong, it shouldn't be, I took 5hrs on this and did my research