Brisca Maredrath
Brisca Maredrath
Sheet
AC 18 · HP 163 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
29 featuresAction
- Pact Weapon Barrage
When You take the Attack action
Make two attacks with your pact weapon. Once per turn, add 4d6 Sneak Attack damage when you have advantage or an eligible nearby ally, or when Rakish Audacity applies.
- Arcane Revolver Blast
When You cast eldritch blast
Fire a magitech revolver using Eldritch Blast, adding your Charisma modifier to one damage roll through Agonizing Blast.
Bonus action
- Hexblade's CurseLevel 1
When A creature within 30 feet is selected
As a bonus action, curse one creature within 30 feet. You gain bonus damage equal to your proficiency bonus against it, critical hits against it on a 19 or 20, and regain hit points when it dies.
- Cunning ActionLevel 2
When Your turn
Dash, Disengage, or Hide as a bonus action.
Reaction
- Uncanny DodgeLevel 5
When An attack hits you
Halve the damage from one attack that hits you.
Always on
- Fancy Footwork
When You make a melee attack against a creature
After attacking a creature, it cannot make opportunity attacks against you for the rest of your turn.
- EvasionLevel 7
When You make a Dexterity saving throw for half damage
Take no damage on a successful Dexterity saving throw against an effect that normally deals half damage, and half damage on a failure.
- Pact MagicLevel 1
You regain all expended Pact Magic spell slots when you finish a short or long rest. Your warlock spell slots are 5th level.
- Hex WarriorLevel 1
You gain proficiency with medium armor, shields, and martial weapons.
- Eldritch InvocationsLevel 2
You learn two Eldritch Invocations. Her invocations are Agonizing Blast and Improved Pact Weapon.
- Pact Boon, Pact of the BladeLevel 3
You choose Pact of the Blade. You can create, bond with, and summon a pact weapon. Her pact weapon is a magitech revolver-whip called Coilshot.
- Ability Score ImprovementLevel 4
You gain an Ability Score Improvement or feat.
- Thirsting BladeLevel 5
You can attack twice when taking the Attack action with your pact weapon.
- Accursed SpecterLevel 6
You gain the Accursed Specter feature. When a humanoid dies within 30 feet, you can raise its spirit as a specter under your control until your next long rest.
- Ability Score ImprovementLevel 8
You gain an Ability Score Improvement or feat.
- Armor of HexesLevel 10
You gain Armor of Hexes. When cursed by Hexblade's Curse, a d6 roll of 4 or higher can cause an attack against you to miss.
- Mystic Arcanum, 6th LevelLevel 11
You gain Mystic Arcanum, allowing one 6th-level warlock spell once per long rest.
- LifedrinkerLevel 12
You gain Lifedrinker. When you hit with your pact weapon, you add your Charisma modifier to the necrotic damage dealt.
- Mystic Arcanum, 7th LevelLevel 13
You gain Mystic Arcanum, allowing one 7th-level warlock spell once per long rest.
- Expertise and Sneak AttackLevel 1
You gain Expertise in two skills, chosen here as Acrobatics and Persuasion. You also gain Sneak Attack, dealing an extra 4d6 damage once per turn when applicable.
- Rogue ProficienciesLevel 1
You gain proficiency with thieves' tools and light armor. You also gain proficiency with one musical instrument, chosen here as a fiddle.
- Roguish Archetype, SwashbucklerLevel 3
You choose Swashbuckler as your Roguish Archetype. Fancy Footwork prevents opportunity attacks from creatures you attack, and Rakish Audacity adds your Charisma modifier to initiative and allows Sneak Attack against a creature isolated from other enemies.
- Ability Score ImprovementLevel 4
You gain an Ability Score Improvement or feat.
- ExpertiseLevel 6
You gain Expertise in two additional skills, chosen here as Intimidation and Investigation.
- Ability Score IncreaseHuman+1 to all ability scores, incorporated into the listed base-derived scores where applicable
- SizeHumanMedium
- SpeedHuman30 feet
- LanguagesHumanCommon and one additional language
- Position of PrivilegeNoble
People of high birth treat her as a person of consequence, and she can secure an audience with local nobility when appropriate. Common folk may also assume she has the authority and resources of a noble house.
Spells
17 spellsSpellcasting. Brisca Maredrath casts with Charisma (spell save DC 24, to hit with spell attacks).
Cantrips (at will): , ,
1st level: , ,
2nd level: , ,
3rd level: ,
4th level: ,
5th level (3 slots): ,
6th level (1 slot):
7th level (1 slot):
Gear
12 itemsWeapons
- 2×Coilshot revolverMagitech pact revolver with an arcane focusing chamber
- Arc-chain whipA segmented magitech whip that can channel her pact energy
Armor
- Studded leather armorStudded leather armor reinforced with brass plates
Tools
- Thieves' toolsThieves' tools for locks and traps
- FiddleA family heirloom fiddle used to entertain guests and encode messages
Gear
- Fine clothesTailored dark riding coat bearing the Maredrath crest
- Signet ringA signet ring proving her noble lineage
- Scroll of pedigreeA scroll establishing her family's noble ancestry
- Burglar's packA burglar's pack containing a backpack, ball bearings, string, bells, candles, crowbar, hammer, pitons, hooded lantern, oil, tinderbox, rations, and waterskin
- Component pouchA component pouch for spells without material costs
- Arcane focusA black iron talisman bearing the symbol of her patron
Purse
- PursePurse containing 25 gp from noble starting equipment
Appearance
A tall, striking human woman with weathered bronze skin, sharply cut cheekbones, and dark auburn hair worn in a tightly braided crown. Her eyes are gray-green with thin gold rings around the irises, an unmistakable mark of her pact magic. She dresses in tailored burgundy and charcoal riding leathers beneath a long noble's coat, its silver clasps engraved with her family's crest. A black iron whip hangs at her hip beside two rune-etched magitech revolvers. Blue-white sparks crawl across the weapons whenever she invokes her patron.
Mannerisms
She rolls one of her revolvers across her knuckles while thinking, taps the butt of her whip against the floor before making a difficult decision, and addresses dangerous opponents with the formal courtesy reserved for dinner guests.
Personality
Brisca is poised, quick-witted, and theatrically courteous. She enjoys verbal feints as much as physical ones, remembers the names of servants and street vendors, and has a habit of smiling just before doing something spectacularly dangerous. She is generous with people who work for a living and merciless toward nobles who treat status as moral permission.
Ideals
Responsibility. Privilege is a debt. If I possess the power to intervene, refusing to do so makes me part of the injustice.
Bonds
The Maredrath family name must never again be used to conceal a crime against the powerless. She also owes a debt to the mysterious patron who saved her, though she intends to discover the patron's true identity before the debt comes due.
Flaws
She cannot resist turning a dangerous confrontation into a performance, even when retreat would be wiser. Beneath her confidence lies a terror of helplessness, and she reacts to any attempt to control her with reckless defiance.
Quirks
Background
Brisca Maredrath was born into a minor human noble house whose estates sat above a heavily industrialized river city. Her family manufactured precision components for airships, clockwork artillery, and the first experimental revolvers. Brisca was expected to become a courtly patron of the family business, but she preferred the forge, the dueling hall, and the city streets below the manor. Her talent with a whip and pistol made her an embarrassment to some relatives and a useful problem-solver to others. During a failed demonstration of an experimental arcane firearm, Brisca was trapped inside a collapsing containment chamber. Something ancient answered her desperate oath. The entity offered survival in exchange for service, and its power flowed through the weapon she held. She emerged as a Hexblade warlock, carrying a revolver whose cylinder turned without being touched and a whip that could cut through both flesh and spellwork. Years spent hunting the people who sabotaged the demonstration honed her into a Swashbuckler, a duelist who treats every battlefield as a ballroom and every escape as part of the performance. She now uses her inherited name, her patron's power, and her impossible weapons to protect those whom aristocratic society considers expendable.
“Her family manufactured precision components for airships, clockwork artillery, and the first experimental revolvers.”
- Background
- Noble
Connections
Species
Human
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