information.
malcius derdenvaad.
STR
9
DEX
14
CON
17
INT
10
WIS
14
CHA
20
D&D OC, set in the world of Critical Role.
summary;
Malcius Derdenvaad, “Mal” to his friends. A magic school drop-out from the prestigious Soltryce Academy, who once made an ill-advised pact with a demon in order to fake his way through his classes. Was eventually found out and expelled, and is now roaming around picking up mercenary jobs for a living. Can be unexpectedly charming, but in a buffoonish sort of way; is a self-serving disaster himbo just making things up on the fly. Squabbles with his mysterious patron Abaddon (aka “Abe”), who speaks through his weapon and is also the source of most of his magical powers; they seem to have settled into the comfortable back-and-forth bickering of a buddy comedy. Mal can technically summon the shape of any weapon, but he sticks to a giant ole two-handed greataxe. He can sometimes be heard arguing with the axe, and it changes size whenever his patron is displeased with him or just feels like yanking Mal’s chain.Mercenary work is the usual hook for meeting new characters. He doesn’t talk much about his history; you’ll have to reach a higher friendship level to unlock that backstory.

— 𝐅𝐄𝐀𝐓𝐔𝐑𝐄𝐒 𝐀𝐍𝐃 𝐓𝐑𝐀𝐈𝐓𝐒.
PROFICIENCIES Arcana, Athletics, Deception, Persuasion
RESISTANCES Cold, Fire, Poison
TOOLS Playing Card Set, Vehicles (Land)
LANGUAGES Common, Infernal
WARLOCK FEATURES
ACCURSED SPECTER When you slay a humanoid, you can cause its spirit to rise as a specter that gains +4 temp HP. Roll initiative for the specter, which has its own turns. It obeys your verbal commands, gains a +5 bonus to its attack rolls, and remains until the end of your next long rest.
ELDRITCH INVOCATIONS
— Agonizing Blast: When you cast eldritch blast, add +5 to the damage it deals on a hit.
— Eldritch Sight: You can cast detect magic at will, without expending a spell slot.
— Ghostly Gaze: Once per short rest, as an action, you gain the ability to see through solid objects (with darkvision) to a range of 30 ft for 1 minute.
— Improved Pact Weapon: Your pact weapon can be your spellcasting focus, gains a +1 bonus to its attack and damage rolls (unless it already has a magic bonus), and can be a shortbow, longbow, light crossbow, or heavy crossbow.
— Thirsting Blade: You can attack with your pact weapon twice whenever you take the Attack action on your turn.
HEXBLADE’S CURSE Once per short rest, as a bonus action, choose one creature you can see within 30 ft. to curse it for 1 minute (or until the target dies, you die, or you are incapacitated). Against the cursed target, you gain a +4 bonus to damage rolls, score a critical hit on a roll of 19 or 20, and you regain 14 HP if it dies.
PACT BOON (PACT OF THE BLADE) As an action, you can create a pact weapon in your hand (you choose the form, you're proficient with it, and it counts as magical). You can also transform a magic weapon into your pact weapon by performing a special ritual.
RACIAL TRAITS
DARKVISION You can see in darkness (shades of gray) up to 60 ft.
HELLISH RESISTANCE You have resistance to fire damage.
INFERNAL LEGACY
— Thaumaturgy (Cantrip)
— Hellish Rebuke
— Darkness
FEATS
INFERNAL CONSTITUTION Increase your CON score by 1. You have resistance to cold damage and poison damage, and you have advantage on saving throws against being poisoned.
MAGIC INITIATE (SORCERER)
— Dancing Lights (Cantrip)
— Message (Cantrip)
— Comprehend Languages (1st)
— 𝐒𝐏𝐄𝐋𝐋𝐒.
CANTRIPS
— Dancing Lights Ⓢ
— Eldritch Blast
— Message Ⓢ
— Minor Illusion
— Poison Spray
— Thaumaturgy Ⓣ
1st LEVEL
— Comprehend Languages Ⓢ ❏
— Detect Magic
2nd LEVEL
— Darkness Ⓣ ❏
— Hellish Rebuke Ⓣ ❏
5th LEVEL ❏❏
— Armor of Agathys
— Banishment
— Dimension Door
— Enervation
— Far Step
— Hunger of Hadar
— Invisibility
— Mind Spike
— Sickening Radiance
— Vampiric Touch