Thestalos Gravithol

Thestalos Gravithol (Human Form)

*"You gingers always piss me off."*

**Thestalos Gravithol (a.k.a. Talos)** was a Changeling **Hexblade Warlock** who served under **J-Org-A** while traveling with his group, **Nerovana**.

Thestalos has been apart of the main protagonist group since the very start but didn't play much of a role in some arcs except the **Remus Conviction Arc** and the **Ancient Evil Invasion Arc.**

## Relationships

**Hector Valorion**

**Nero Mumei**

**Geiser Kaklin**

**Remus Arthur**

## Abilities and Equipment

### Hexblade Warlock

#### Spells

Cantrips
The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
 Friends
 Chill Touch

Level 3
 Counterspell
 Fear
 Hunger of Hadar
The void creates a warp in the fabric of space, and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 cold damage. Any creature that ends its turn in the area must succeed on a DC 16 Dexterity saving throw or take 2d6 acid damage as milky, otherworldly tentacles rub against it.

Level 4
Roll initiative for the demon, which has its own turns. When you summon it and on each of your turns thereafter, you can issue a verbal command to it (requiring no action on your part), telling it what it must do on its next turn. If you issue no command, it spends its turn attacking any creature within reach that has attacked it.
At the end of each of the demon’s turns, it makes a DC 16 Charisma saving throw. The demon has disadvantage on this saving throw if you say its true name. On a failed save, the demon continues to obey you. On a successful save, your control of the demon ends for the rest of the duration, and the demon spends its turns pursuing and attacking the nearest non-demons to the best of its ability. If you stop concentrating on the spell before it reaches its full duration, an uncontrolled demon doesn’t disappear for 1d6 rounds if it still has hit points.
As part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demon can’t cross the circle or harm it, and it can’t target anyone within it. Using the material component in this manner consumes it when the spell ends.
 Shadow of Moil
Until the spell ends, you have resistance to radiant damage. In addition, whenever a creature within 10 feet of you hits you with an attack, the shadows lash out at that creature, dealing it 2d8 necrotic damage.

Level 5
 Enervation
Whenever the spell deals damage to a target, you regain hit points equal to half the amount of necrotic damage the target takes.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

Level 6
Steal Life. You can use a bonus action to drain vigor from the soul and regain 2d8 hit points.
Query Soul. You ask the soul a question (no action required) and receive a brief telepathic answer, which you can understand regardless of the language used. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic.
Borrow Experience. You can use a bonus action to bolster yourself with the soul’s life experience, making your next attack roll, ability check, or saving throw with advantage. If you don’t use this benefit before the start of your next turn, it is lost.
Eyes of the Dead. You can use an action to name a place the humanoid saw in life, which creates an invisible sensor somewhere in that place if it is on the plane of existence you’re currently on. The sensor remains for as long as you concentrate, up to 10 minutes (as if you were concentrating on a spell). You receive visual and auditory information from the sensor as if you were in its space using your senses.
A creature that can see the sensor (such as one using see invisibility or truesight) sees a translucent image of the tormented humanoid whose soul you caged.

#### Features

**Hex's Warrior**

At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.

The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type.

**Hex's Curse**

Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:

You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus. Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20. If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point). You can’t use this feature again until you finish a short or long rest.

**Eyes of the Rune Keeper**

You can read all writing.

**Fiendish Vigor**

You can cast False Life on yourself at will as a 1st-level spell, without expending a spell slot or material components

**Grasp of Hadar**

Once on each of your turns when you hit a creature with your Eldritch Blast, you can move that creature in a straight line 10 feet closer to yourself.

**Pact of the Blade**

You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see the Weapons section for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.

You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the wepaon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1 hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

**Accursed Specter**

Starting at 6th level, you can curse the soul of a person you slay, temporarily binding it in your service. When you slay a hummanoid, you can cause its spirit to rise from its corpse as a specter. When the specter appears, it gains temporary hit points equal to half your warlock level. Roll initiative for the specter, which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Charisma modifier (minimum of +0).

The specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife.

Once you bind a specter with this feature, you can't use the feature again until you finish a long rest.

**Dark One's Own Luck**

Starting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll's effects occur.

Once you use this feature, you can't use it again until you finish a short or long rest.

**Thirsting Blade**

You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.

### J-Org-A

#### Features

**Tendrils of the Void**

From your arm, you can manifest three tendrils which unravel around your left arm. These three tendrils can grapple anything, and allow you to add +2 to your grappling roll. They also allow you to attack during a grapple. If need be, the tendrils can also wrap around themselves to create a shield on the from of your arm boosting your ac by 1 as a bonus action. Lastly, the tendrils can be used as a last-resort weapon, using your dexterity mod. They can swing three times, but only deal 2d4 damage each, totaling 6d4 damage. The tendrils remain out for 2 rounds. After the Tendrils have been used, they have a 1 round cooldown period.

**Eye of the Void**

On your forehead lies a tattoo of an eye. Upon activation, for the next round, you gain Foresight. This allows you to forsee events, allowing you to inform your teammates of any upcoming attacks. You can only warn one teammate of the attack. This allows you to inflict disadvantage on the attack going for that teammate, or yourself. You automatically inflict disadvantage when the attack is targeting you. After use, Eye of The Void cannot be used until a short rest or long rest has passed.

**Eye of the Void - Eternal Sight**

The second ability of Eye of The Void.
The Eye of The Void naturally grants you blindsight, meaning even when your eyes are closed and when you're blinded, you can see around yourself in a 60 ft radius. This also allows you to percieve anything in your surroundings if your eyes are closed. Anything within your 60 ft radius of Blindsight, unless it's presence is entirely cloaked by magic, is perceivable by your Eye of The Void. This means that anyone within 60 ft of you, when you close your eyes, will be sensed by you.