Junior Jacobs

Warforged, Guild Artisan, Warlock [11]

Strength Dexterity Constitution Intelligence Wisdom Charisma
16 [+3] 17 [+3] 16 [+3] 12 [+1] 11 [+0] 16 [+3]

HP: 91
Speed: 30ft
Saving Throws: Wisdom, Charisma
AC: 20 (Heavy Plating [16] + Prof [4])
Weight: 450 lbs

Feats and Features

  • Modified Cold One's Blessing: 2+warlock level in THP when downing anything. THP can be used to heal the same amount of HP. +1 AC when have THP. Halve all healing that isn't from this or other Warlock features and ignore clerical healing.
  • Warforged Resilience: You have advantage on saving throws against being poisoned, and you have resistance to poison damage. You are immune to disease. You don’t need to eat, drink, or breathe. You don’t need to sleep and don’t suffer the effects of exhaustion due to lack of rest, and magic can’t put you to sleep.
  • Alignment to Levistus: Resistance cold damage

Proficiencies [+2]
Languages: Common, Elvish

  • Athletics
  • Stealth
  • Animal Handling
  • Insight
  • Survival
  • Persuasion
  • Trapping tools
  • Carpenters tools

Hexblade Features:

  • Hexblade's Curse:
    • 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.
  • Accursed Spectre:
    • Starting at 6th level, you can curse the soul of a person you slay, temporarily binding it in your service. When you slay a humanoid, you can cause its spirit to rise from its corpse as a specter. When the specter appears, it gains temporary hit points equal to half your warlock level. Roll initiative for the specter, which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Charisma modifier (minimum of +0).
  • Armor of Hexes:
    • If the target cursed by your Hexblade’s Curse hits you with an attack roll, roll a d6. On a 4 or higher, the attack instead misses you, regardless of its roll.


  • Ice great-hammer (pact weapon) +2 weapon and casting focus
    • +9 to hit and D12+5 damage
  • Cold Stone (to be provided by earthy blacksmith on return from current quest)
    • Aura of cold: Constant 5 ft radius uncomfortable cold, freezes all objects and surfaces causing difficult terrain. Can water walk at will. Ignores difficult terrain caused by cold.
    • Focused Cold: can create 5 ft cube endothermic fire, used to reduce the temperature of surroundings or freeze objects/water.
    • Frost Nova, S Concentration: 1/LR use an action to cause an explosion of cold centered on self in 40 ft cube. Creates difficult terrain on all surfaces in the cube. Can target up to 6 creatures in the area of effect, all targeted creatures must make con saving throw, on a fail their speed is halved, takes a -2 penalty to AC and dex saving throws and they can't use reactions. On their turn they can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn. If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use an action on that turn to complete the spell. If it can't, the spell is wasted. A creature affected by this spell makes another constitution saving throw at the end of its turn. On a successful save, the effect ends for it. Slow effects last 1 minute, difficult terrain lasts 1 hr.
  • Shortsword
  • Longbow
  • Dagger
  • Leather armour
  • Letter of introduction
  • 5*rations
  • 9*torches
  • Bear trap
  • Gloves of missile snaring
  • Poorly made cold gun

* Cold Locket
* One time use when crushed to cast investiture of ice on self

Platinum 0
Gold 0
Silver 0
Copper 0




  • Mask of Many Faces
    • Cast disguise self at will
  • Improved Pact Weapon
    • Can use pact weapon as spellcasting focus and it becomes +2
  • Thirsting blade
    • Can attack twice with pact weapon
  • Tomb of Levistus
    • As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per warlock level, which take as much of the triggering damage as possible. Immediately after you take the damage, you gain vulnerability to fire damage, your speed is reduced to 0, and you are incapacitated. These effects, including any remaining temporary hit points, all end when the ice melts. Once you use this invocation, you can’t use it again until you finish a short or long rest.
  • Eldritch Smite
    • Once per turn when you hit a creature with your pact weapon, you can expend a warlock spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot, and you can knock the target prone if it is Huge or smaller.


  • Eldritch Blast
  • Booming blade
  • Minor Illusion

Level 1 (Warlock)

  • Armor of Agathys

Level 2 (Warlock)

  • Shadow Blade

Level 3:

  • Remove Curse
  • Thunder Step

Level 4:

  • Elemental Bane
  • Dimension Door
  • Sickening Radiance
  • Summon Greater Demon

Level 5:

  • Banishing Smite
  • Far Step

Level 6:

  • Arcane Gate

Personality: I change my mind often
Personality: Constantly refers to father who left
Ideal: Work love and protect the land
Bond: Prefer complicated solutions over simple ones
Flaw: Always help those in need regardless of personal costs

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