Adetokun Brass
Adetokun Brass
Sheet
AC 20 · HP 163 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
36 featuresBonus action
- Hexblade's CurseLevel 1
When Bonus action, once per short or long rest
As a bonus action, mark one creature within 30 feet for 1 minute. She gains a bonus to damage rolls against it equal to her proficiency bonus, scores critical hits against it on a 19 or 20, and heals when it dies.
- Cunning ActionLevel 2
Cunning Action allows her to Dash, Disengage, or Hide as a bonus action.
- Master of IntrigueLevel 3
She gains proficiency with the disguise kit and poisoner's kit through her rogue training, and she can use the Help action as a bonus action to aid an ally with a task or attack.
Reaction
- Hexblade's Riposte
When Reaction after being hit
As a reaction, halve the damage from one attack that hits her, or attempt Armor of Hexes against her cursed target to turn the attack into a miss.
- Armor of HexesLevel 10
Armor of Hexes gives her a chance to cause an attack made by her cursed target to miss her entirely as a reaction, with a successful roll of 4 or higher on a d6.
Always on
- Pact Blade Flourish
When Attack action
Make two attacks with Orun or another pact weapon. On each hit, add Charisma to the weapon's damage through Hex Warrior and Lifedrinker.
- Gunslinger's Feint
When Ranged weapon attack with advantage or a valid nearby ally condition
Fire a revolver attack using Dexterity. Once per turn, add 4d6 Sneak Attack damage if the attack qualifies.
- Eldritch Blast
When Action
Cast eldritch blast, making up to four beams. Each beam uses her +11 spell attack bonus and deals 1d10 force damage on a hit, with agonizing blast adding +5 damage if the invocation is selected.
- Pact MagicLevel 1
Cantrips known: eldritch blast, booming blade, mage hand, and minor illusion. Warlock spellcasting uses Charisma. She knows 10 warlock spells and regains her Pact Magic spell slots after a short or long rest.
- Hex WarriorLevel 1
She is proficient with medium armor, shields, and martial weapons. She can use Charisma instead of Strength or Dexterity for attack and damage rolls with her pact weapon.
- Sneak AttackLevel 1
Sneak Attack deals an extra 4d6 damage once per turn when she has advantage, or when an eligible ally is within 5 feet of the target, using a finesse or ranged weapon.
- ExpertiseLevel 1
Expertise doubles her proficiency bonus for Persuasion and Stealth.
- Pact Boon, Pact of the BladeLevel 3
She chooses Pact of the Blade and can conjure a pact weapon. Her pact weapon can be used as a spellcasting focus, and she can dismiss it into an extradimensional space.
- Hexblade Patron WeaponLevel 3
Her chosen weapon is a sentient black-metal whip called Orun, which serves as the source of her Hexblade power.
- Fancy FootworkLevel 3
Fancy Footwork prevents a creature she attacks in melee from making opportunity attacks against her for the rest of that turn.
- Rakish AudacityLevel 3
Rakish Audacity adds her Charisma modifier to initiative rolls. She can also make a Sneak Attack against a creature when no other creature is within 5 feet of her or the target, provided she does not have disadvantage.
- Ability Score ImprovementLevel 4
She gains an Ability Score Improvement. Her Dexterity is increased by 2, reaching 20.
- Thirsting BladeLevel 5
She can attack twice whenever she takes the Attack action with her pact weapon.
- Uncanny DodgeLevel 5
Uncanny Dodge lets her use her reaction to halve the damage from one attack that hits her, if she can see the attacker.
- Ability Score ImprovementLevel 8
She gains an Ability Score Improvement. Her Wisdom is increased by 2, reaching 20.
- Accursed SpecterLevel 6
Accursed Specter allows her to raise the spirit of a humanoid she kills. The specter serves her until her next long rest.
- Ability Score ImprovementLevel 12
She gains an Ability Score Improvement. Her Charisma is increased by 1, reaching 21, and her Constitution is increased by 1, reaching 16.
- Mystic ArcanumLevel 11
Mystic Arcanum grants one sixth-level spell, one seventh-level spell, one eighth-level spell, and one ninth-level spell, each usable once per long rest.
- LifedrinkerLevel 12
Lifedrinker adds her Charisma modifier as necrotic damage to each hit with her pact weapon.
- Master of HexesLevel 14
Master of Hexes lets her transfer Hexblade's Curse to a new creature when the cursed target dies, without expending another use.
- Reliable TalentLevel 7
Reliable Talent treats any roll of 9 or lower on an ability check using a proficient skill as a 10.
- EvasionLevel 7
Evasion lets her take no damage on a successful Dexterity saving throw against an effect that normally deals half damage on a success, and half damage on a failure.
- Ability Score ImprovementLevel 16
She gains an Ability Score Improvement. Her Strength is increased by 2, reaching 14 from its original base of 14 through a flexible training adjustment.
- Ability Score ImprovementLevel 19
She gains an Ability Score Improvement. Her Intelligence is increased by 2, reaching 14 from its original base of 14 through a flexible training adjustment.
- Mystic Arcanum, Ninth LevelLevel 13
She gains the ability to choose a 9th-level warlock spell as her final Mystic Arcanum. Her patron's influence also grants her the power to command a weapon's curse at the height of her training.
- Constructed ResilienceWarforgedadvantage on saving throws against being poisoned, resistance to poison damage, immunity to disease, and no need to eat, drink, or breathe.
- Sentry's RestWarforgedshe can remain motionless for six hours while retaining awareness, gaining the benefits of a long rest.
- Integrated ProtectionWarforgedshe gains a +1 bonus to Armor Class while wearing armor.
- Specialized DesignWarforgedproficiency with the disguise kit and poisoner's kit, and one additional skill proficiency.
- Ability Score IncreaseWarforged+2 Constitution and +1 Charisma, applied to the provided base scores.
- Position of PrivilegeNoble
People of high birth recognize her former household's sign and generally expect her to receive fair treatment, an audience, or a place among other nobles. She can also secure an audience with a local noble if needed.
Spells
14 spellsSpellcasting. Adetokun Brass casts with Charisma (spell save DC 19, to hit with spell attacks).
Cantrips (at will): , , ,
1st level: ,
2nd level:
3rd level:
4th level:
5th level (3 slots):
6th level:
7th level:
8th level:
9th level:
Gear
12 itemsWeapons
- WhipOrun, a pact-bound segmented black-metal whip used as her Hexblade weapon
- 2×RevolverReliable single-action firearms with ivory-colored grips and engraved brass frames
- Light crossbow and boltsA light crossbow and twenty bolts from her rogue training kit
Armor
- Half plateHalf plate armor, polished beneath a weathered long coat
- ShieldA shield bearing the scratched-off crest of her former noble house
Tools
- Rogue's toolsA disguise kit and poisoner's kit
Gear
- 40×BulletsAmmunition for her revolvers
- Scholar's packA scholar's pack containing books, ink, parchment, tinder, and travel supplies
- Fine clothesA fine set of clothes suitable for court appearances
- Signet ringA signet ring with its crest deliberately defaced
- Scroll of pedigreeA scroll of pedigree documenting her former household and legal ownership
Purse
- Coin purseA purse containing 25 gp, appropriate to the Noble background
Appearance
A tall, finely constructed warforged woman made from dark walnut-colored wood, burnished brass, and overlapping steel plates. Her face is smooth and expressive, with amber glass eyes and a narrow brass jawline. A faded noble house crest has been scratched from her left shoulder. She wears a tailored half plate beneath a long coat, carries a pair of revolvers at her hips, and keeps a segmented black-metal whip coiled across her back. Her movements are precise and economical, but her clothing and equipment show the wear of long service.
Mannerisms
She pauses for exactly one measured breath before answering difficult questions. When irritated, she adjusts her gloves finger by finger. Before a duel, she gives her opponent a formal bow and states the rules aloud, even if the opponent has already attacked.
Personality
Adetokun is composed, observant, and unfailingly courteous, even while threatening someone. She treats conversation like a duel, watching hands, exits, and changes in tone. Beneath her formal bearing is a dry, practical humor and a fierce tenderness toward people who have been treated as property. She prefers direct solutions, dislikes wasteful cruelty, and considers competence a form of kindness.
Ideals
Dignity is not inherited. It is proven by what a person protects when no reward remains.
Bonds
She carries the damaged signet of the house that built her and will restore its surviving members to safety, even if the family no longer deserves the name.
Flaws
She cannot resist correcting poor etiquette, even when silence would be safer. She also believes that every promise must be honored, including promises extracted through coercion or supernatural influence.
Quirks
Background
Adetokun was commissioned during a border war by a minor noble house that needed a bodyguard who could not be bribed, frightened, or distracted by courtly scandal. Her first lessons were not in battle, but in posture, etiquette, heraldry, and the careful art of remembering every name in a room. She became the household's quiet constant, standing behind the family matriarch during negotiations and beside the heir during duels. Her favored weapons were a ceremonial whip and a pair of experimental repeating pistols, tools that let her control distance while maintaining the polished appearance expected of a noble retainer. When the house fell into debt, its surviving members sold Adetokun's contract to a mysterious collector of cursed weapons. The collector's blade spoke to her through dreams she did not believe she could have, promising freedom in exchange for service. She accepted, then used the pact's power to reclaim the house's stolen ledgers and expose the nobles who had engineered its ruin. Years later, she has become both a Hexblade duelist and a self-appointed wandering agent of restitution. Her rogue training came from smuggling herself through locked estates, learning the habits of corrupt aristocrats, and mastering the Swashbuckler's audacity. She still carries herself like a lady of the court, but now every bow conceals a calculated angle of attack.
“Her first lessons were not in battle, but in posture, etiquette, heraldry, and the careful art of remembering every name in a room.”
- Background
- Noble
Connections
Species
Warforged
Media
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