Xander Thann
Xander Thann
Sheet
AC 13 · HP 26 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
13 featuresAction
- Summon Pact Weapon
When Action, empty hand available
Summon the pact longsword into an empty hand as an action. It is magical, and Xander can use Charisma for its attack and damage rolls.
- Pact Boon, Pact of the BladeLevel 3
Xander's patron grants him a pact boon. Through Pact of the Blade, he can use an action to create a pact weapon in his empty hand. He are proficient with it, and the weapon disappears if it is more than 5 feet away for 1 minute or if he dismisses it. He can also bind a magic weapon during a ritual.
Bonus action
- Hexblade's CurseLevel 1
When Bonus action, one creature within 30 feet
As a bonus action, curse one creature within 30 feet for 1 minute. Gain a proficiency bonus damage bonus against it, critical hit on 19 or 20, and regain 3 hit points if it dies.
Always on
- Eldritch Blast
When Action, target within 120 feet
Make a ranged spell attack with eldritch energy. On a hit, deal 1d10 force damage plus 0 from Charisma, with two beams available at higher levels only.
- Pact MagicLevel 1
When Spellcasting action or bonus action as specified by the spell
Expend one warlock spell slot to cast a known spell. Warlock spell slots recharge after a short or long rest.
- Otherworldly PatronLevel 1
Xander has made a pact with an otherworldly patron connected to a mysterious sentient weapon. This patron grants him arcane power in exchange for service and influence over his fate.
- Hex WarriorLevel 1
Xander gains proficiency with medium armor, shields, and martial weapons. After a long rest, he can touch one weapon that lacks the two-handed property and use Charisma instead of Strength or Dexterity for its attack and damage rolls. The weapon counts as magical if it is not already magical.
- Eldritch InvocationsLevel 2
Xander has learned two eldritch invocations, Agonizing Blast and Devil's Sight. Agonizing Blast adds his Charisma modifier to each damage roll of eldritch blast. Devil's Sight allows him to see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
- TraitHalf-ElfDarkvision, Xander can see in dim light within 60 feet as if it were bright light and in darkness as if it were dim light, though darkness appears gray.
- TraitHalf-ElfFey Ancestry, advantage on saving throws against being charmed, and magic cannot put Xander to sleep.
- TraitHalf-ElfSkill Versatility, proficiency in Athletics and Intimidation.
- TraitHalf-ElfAbility Score Increase, Charisma increases by 2, Strength increases by 1, and Constitution increases by 1.
- Military RankSoldier
Xander retains the respect and loyalty of former military and mercenary comrades. He can often secure access to military camps, find familiar soldiers, and use his reputation to obtain aid or information from those who recognize his service.
Spells
6 spellsSpellcasting. Xander Thann casts with Charisma (spell save DC 10, to hit with spell attacks).
Cantrips (at will): ,
1st level: , ,
2nd level (2 slots):
Gear
11 itemsWeapons
- Light crossbowA compact ranged weapon used during patrols and ambushes.
- Pact longswordA pact longsword formed from smoky silver light. Xander can summon or dismiss it as his Pact of the Blade weapon.
Armor
- Leather armorA battered suit of leather armor reinforced with old straps and buckles.
Tools
- Gaming setA small gaming set used to pass long hours on campaign.
Gear
- 20×Crossbow boltsAmmunition for the light crossbow.
- Component pouchA focus for channeling pact magic when his weapon is not at hand.
- Scholar's packA pack containing equipment suited to extended travel and study.
- Insignia of rankA worn military insignia from a company that no longer exists.
- Trophy from a fallen enemyA broken enemy standard taken during one of Xander's last campaigns.
- Common clothesSimple travel clothes kept carefully mended despite their age.
Purse
- 10×Gold piecesLoose coin remaining from his mercenary days.
Appearance
Xander is a broad-shouldered half-elf with weathered bronze skin, shoulder-length dark brown hair, and pale gray eyes inherited from his elven mother. A thin scar cuts across his left cheek, and old mercenary tattoos mark his forearms. He wears battered leather armor beneath a dark traveling coat, with a black iron sword belt at his waist. His pact weapon appears as a longsword with a smoky silver blade and faint red light pulsing beneath its surface whenever it hungers.
Mannerisms
Xander habitually checks the nearest exits, keeps one hand close to his sword belt, and counts his breaths before entering a dangerous room. He speaks to the pact sword in a low voice as if negotiating with a stubborn officer. When angry, he becomes unnaturally still rather than raising his voice.
Personality
Xander is guarded, disciplined, and quietly compassionate. He distrusts easy heroics and people who speak casually about killing. Though he presents himself as a practical wanderer, he is deeply protective of anyone being exploited by stronger forces. He tries to solve problems without violence, but the sword's presence constantly tests the limits of his restraint.
Ideals
Redemption. A person is not defined by the worst thing they have done, but redemption must be earned through action. Xander will not let the sword decide who deserves to live.
Bonds
The innocent lives lost during his final mercenary contract haunt Xander. He protects vulnerable people because he believes every life he saves is a small repayment for the lives he could not save. He is also determined to uncover the sword's origin and destroy the power that claims ownership of him.
Flaws
Xander believes he can control the sword through sheer willpower, even when its influence is clearly growing. He is dangerously willing to sacrifice himself, and sometimes others, to prevent the weapon from claiming an innocent life. When cornered, he can become cold, secretive, and frighteningly similar to the mercenary he swore to leave behind.
Quirks
Background
Xander Thann spent most of his adult life selling his sword to whoever could meet his price. He fought in border wars, escorted merchant caravans through raider country, and served under captains whose names he no longer remembers. The work made him strong, disciplined, and very good at surviving, but it also left him hollow. During one final contract, Xander obeyed an order that led to the deaths of helpless civilians. When the fighting ended, he threw down his weapon and swore that he would never spill blood again. He began wandering from town to town, never remaining long enough for anyone to ask too many questions. In a remote wilderness, he discovered a strange cave covered in symbols written in an unknown, almost otherworldly language. At its center rested a glowing sword embedded in black stone. When Xander touched the hilt, the world fell silent. A voice whispered, "You belong to me now." Since then, the sword has followed him as his pact weapon, appearing whenever he calls for it. It demands blood with increasing urgency, and each refusal brings nightmares of the cave and the nameless power behind the blade. Xander now travels in search of a way to break the pact, while secretly fearing that the sword may be the only thing standing between him and the monster he used to be.
“He fought in border wars, escorted merchant caravans through raider country, and served under captains whose names he no longer remembers.”
- Background
- Soldier
Connections
Species
Half-Elf
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