Drinking & Dragons

User:Wizardoest/PCs/Doomguide Hank

From Drinking and Dragons

Heinrich "Hank" Von Edelmann

Doomguide of Kelemvor, the god of the Dead (Warlock 8)
Patron: A village of tiny fey who lost a bet against me (Archfey)
Background: Acolyte
Lawful Good | Human

Abilities Str 14 +2 | Dex 14 +2 | Con 15 +2 | Int 11 +0 | Wis 10 +0 | Cha 16 +3
27 point buy, Includes human +1 to all scores and ability score increase at 4th (Cha)

Proficiency Bonus: +4


HP: 59 (8d8+16)
AC: 12
Saves: Wisdom, Charisma


Move: 40'
Melee [Pact weapon]: Greatsword +6/+6 (2d6 slashing)
Melee [Pact weapon]: Maul +6/+6 (2d6 bludgeoning)
Melee [Pact weapon]: War pick +6/+6 (1d8 piercing)
Ranged: <none> +6 (0 dmg)
Eldritch Blast +7/+7 (1d10+3 force, 300', ignore 1/2 and 3/4 cover) May take -5 att for +10 dmg.


Spell Descriptions
Save: 15 (8+prof+Cha)
Spell Attack: +7
Spell Slots: 2 at 4th level (short or long rest to recharge)

Dimensional Door, Dominate Beast, Greater Invisibility; Hallucinatory Terrain
Fly, Counterspell, Blink, Plant Growth
Suggestion, Zone of Truth, Calm Emotions, Phantasmal Force
Cure Wounds, Longstrider, Bane, Faerie Fire, Sleep
Eldritch Blast, Mage Hand, True Strike


Misty Visions, You can cast silent image at will, without expending a spell slot or material components.
1 action, Range 60', VSM, Concentration up to 10 min.
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn’t accompanied by sound, smell, or other sensory effects. You can use your action to cause the image to move to any spot within range. Intelligence (Investigation) vs spell save DC reveals it as an illusion.

Pact of the Blade, standard action to summon any melee weapon (w/prof) that counts as magic for overcoming resistance and immunity to nonmagical attacks and damage. It disappears if it goes more than 5' away for more than one minute.

Warlock Abilities

Fey Presence (short or long rest recharge), standard action to cause all creatures in 10' cube (on me) to make a Wisdom save vs Spell DC. Fail are charmed or frightened by me until the end of my next turn.

Misty Escape (short or long rest recharge), when you take damage you may use your reaction to turn invisible and teleport up to 60' anywhere with line of sight.


Inspiring Leader
You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can’t gain temporary hit points from this feat again until it has finished a short or long rest.
You are exceptionally speedy and agile. You gain the following benefits:
Your speed increases by 10 feet.
When you use the Dash action, difficult terrain doesn’t cost you extra movement on that turn.
When you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
Your ranged weapon attacks ignore half cover and three-quarters cover.
Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.


  • Deception +7
  • Insight + 4
  • Intimidation +7
  • Religion +4

Languages: 2

Passive Abilities

Proficiencies: Light armor, Simple Weapons, no tools.


Agonizing Blast (Prerequisite: eldritch blast cantrip)
When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.

Eldritch Spear (Prerequisite: eldritch blast cantrip)
When you cast eldritch blast, its range is 300 feet.

Thirsting Blade (Prerequisite: 5th level, Pact o f the Blade feature)
You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.


Feature: Shelter of the Faithful

As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share 1 your religion will support you (but only you) at a modest lifestyle.

You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.


Personality trait I have a complicated relationship with the truth and straight answers, which is only amplified by my relationship with the fey.

Ideal I have faith that the work I do for Kelemvor putting the dead to rest makes the world a better place for the living and the dead.

Bond I do what I do to be able to someday put my grandmother's spirit to rest.

Flaw Beholden to a community of pixies.

How the pact with the Archfey was forged

Years ago, in fact almost a decade ago, a fresh-faced Hank was lost in the woods while on a mission for Kelemvor. As he tried to find his way back his path was vexed by a host of small fey, who decided that he was to be their entertainment. To their surprise, he retaliated not with violence, but with tricks of his own, outsmarting the host of pixies. Seeing something in him, he won his freedom by agreeing to be their sponsored representative.

This sponsorship grants Hank a host of abilities to tend his duties as a Doomguide but it also holds him liable to the needs and whims of his pixie host.