Goravanu Maeloc
Goravanu Maeloc
Sheet
AC 11 · HP 111 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
22 featuresAction
- Twin Bites of the Jaw
When Taking the Attack action.
Make two attacks with the pact longsword. Each attack uses Charisma for attack and damage rolls, deals 1d8 + 3 slashing damage, and deals an additional 2 necrotic damage from Lifedrinker.
- Thirsting BladeLevel 5
You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.
Bonus action
- Hexblade's CurseLevel 1
When A dangerous enemy appears within 30 feet.
As a bonus action, invoke the curse of the Jaw against one creature within 30 feet. For 1 minute, gain a bonus to damage equal to proficiency bonus, critical hit on 19 or 20, and regain hit points when the target dies.
- Misty Step
When You need to reposition or escape.
As a bonus action, teleport up to 30 feet to an unoccupied space you can see, leaving behind a burst of dark red spectral teeth.
- Improved Pact WeaponLevel 3
You can use your bonus action to transform one nonmagical melee weapon into your pact weapon, making it magical and allowing it to overcome resistance and immunity to nonmagical attacks and damage. You also gain a +1 bonus to attack and damage rolls with it, and can use it as a spellcasting focus.
- AggressiveOrcAs a bonus action, move up to your speed toward a hostile creature you can see or hear, ending closer to it than you started.
Reaction
- Eldritch SmiteLevel 5
When You hit a creature with the pact weapon.
When you hit with the pact weapon, expend a pact magic slot to deal 4d8 additional force damage and knock the target prone on a failed Strength save.
Always on
- Pact MagicLevel 1
You regain all expended warlock spell slots when you finish a short or long rest. At 12th level, you have two 5th-level pact magic slots.
- Hex WarriorLevel 1
You gain proficiency with medium armor, shields, and martial weapons. When you finish a long rest, you can touch one weapon you are proficient with that lacks the two-handed property. You can use Charisma instead of Strength or Dexterity for its attack and damage rolls. The benefit lasts until you finish a long rest.
- Eldritch InvocationsLevel 2
You learn eldritch invocations. At 12th level, you know six invocations.
- Pact Boon, Pact of the BladeLevel 3
You can choose one of the following options: Pact of the Chain, Pact of the Blade, or Pact of the Tome. You have chosen Pact of the Blade, allowing you to create a pact weapon in your empty hand, dismiss it, and bond with a magic weapon through a ritual.
- Ability Score ImprovementLevel 4
You can increase one ability score by 2, or two ability scores by 1, to a maximum of 20. You increased Charisma by 2, raising it from 13 to 15 after species bonuses and earlier training.
- Mystic Arcanum, 6th LevelLevel 11
You can choose a new warlock spell whenever you gain a level in this class, in place of one spell you already know. You also gain access to 6th-level Mystic Arcanum.
- Accursed SpecterLevel 6
When you kill a humanoid, you can cause its spirit to rise as a specter under your control. The specter remains until the end of your next long rest. Once used, this feature requires a long rest to recharge.
- Devil's SightLevel 2
You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
- LifedrinkerLevel 12
You add your Charisma modifier to the damage rolls of your pact weapon.
- Armor of HexesLevel 10
When a creature cursed by your Hexblade's Curse hits you with an attack, you can roll a d6. On a 4 or higher, the attack misses you instead. You can use this feature once per short or long rest.
- Ability Score IncreaseOrcStrength increases by 2 and Constitution increases by 1.
- DarkvisionOrcYou can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
- MenacingOrcYou gain proficiency in the Intimidation skill.
- Powerful BuildOrcYou count as one size larger when determining carrying capacity and the weight you can push, drag, or lift.
- Shelter of the FaithfulAcolyte
You command the respect of those who share your faith, and can usually secure basic aid, shelter, and religious assistance from temples and followers of the Jaw, provided your requests do not endanger them.
Spells
16 spellsSpellcasting. Goravanu Maeloc casts with Charisma (spell save DC 14, to hit with spell attacks).
Cantrips (at will): , , ,
1st level: , ,
2nd level: , , ,
3rd level:
4th level:
5th level (2 slots): ,
6th level (1 slot):
Gear
10 itemsWeapons
- LongswordA martial weapon used as the cult's altar blade and pact weapon
- DaggerA dagger with a hooked ritual edge
Armor
- Leather armorBlack leather armor with red stitching and iron reinforcement
Gear
- Arcane focusA crystal shard mounted in a jawbone setting, used as an arcane focus
- Scholar's packA pack containing parchment, ink, pens, robes, candles, incense, and a small prayer book
- Prayer bookA prayer book containing the surviving liturgy of the Jaw
- 5×IncenseFive sticks of incense used in private rites
- VestmentsVestments bearing the old cult's red jaw symbol
- Holy symbolA small pouch of ritual supplies and donations
Purse
- 15×Gold piecesA purse of mixed coin gathered from temple service and adventuring
Appearance
A broad-shouldered orc with deep green skin, a heavy jaw, and long ivory tusks that curve visibly over his lower lip. His weathered skin is roughened by cold winds, torch smoke, and years of martial labor. He wears black leather armor reinforced with dark iron plates and stitched with blood-red thread. His coarse black hair is braided with small bone rings, and his thick hands are permanently stained by weapon oil, candle soot, and old ritual pigments. When he eats or laughs, his tusks and powerful jaw dominate his expression, giving even amusement the impression of a threat.
Mannerisms
He tests the edge of his pact blade with one tusk when thinking. He speaks in low, deliberate sentences, then becomes unexpectedly eloquent when discussing faith, hunger, or betrayal. He never sits with his back to an open doorway.
Personality
Goravanu is blunt, vigilant, and grimly practical, but not humorless. He respects anyone who stands by a promise, even an enemy. He dislikes ceremony unless he understands its purpose, and he has a habit of treating meals, duels, and negotiations as equally serious tests of character. Beneath his threatening presence is a surprisingly patient listener who has learned that people reveal their true beliefs when they think no one is judging them.
Ideals
Freedom. No god, chief, or master has the right to own another person's will. Every chain deserves a strong bite.
Bonds
He carries the blackened altar blade used by the cult of the Jaw, and will die before allowing it to be returned to his former masters.
Flaws
He cannot easily distinguish righteous defiance from simple spite, and once he decides someone is weak or corrupt, he becomes cruelly certain of it. He is also terrified that the Jaw's voice is not a patron's command, but his own buried hunger given supernatural volume.
Quirks
Background
Goravanu was raised among an isolated war cult that worshiped the Jaw, an ancient power they believed lived in the moment when hunger, violence, and devotion became one. The cult taught that every promise must be sealed with pain and every weakness must be chewed away through discipline. Goravanu served as an acolyte, keeper of the war altar, and executioner of sacred judgments. He learned to chant over bloodied weapons, interpret omens in cracked teeth, and preach that survival was proof of divine favor. His faith broke when the cult demanded the sacrifice of a child taken during a border raid. Goravanu refused, turning his axe against his own brothers and fleeing with the altar blade hidden beneath his robes. In the wilderness, the Jaw answered him directly, not as a god of mercy, but as a vast and hungry intelligence that offered power in exchange for continued defiance. Goravanu accepted the pact, becoming a Hexblade whose weapon carries the cult's old red markings. He now wanders as an armed penitent, hunting former members of the cult while secretly fearing that every victory brings him closer to becoming the Jaw's perfect servant.
“The cult taught that every promise must be sealed with pain and every weakness must be chewed away through discipline.”
- Background
- Acolyte
Connections
Species
Orc
Media
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