Class abilities and magic:Hex Warrior: Use CHA score for attack and damage rolls.
Hexblades Curse: Bonus action, one target within 30 feet, 1 minute duration.
Bonus to damage rolls = prof bonus. Critical on 19-20. If target killed regain warlock level + cha mod hitpoints.
Regain on short rest.
Quicken Metamagic: Spend 2 sorcery points to cast a 1 action spell as 1 bonus action.
Dancing Lights at will. 1/long rest faerie fire and darkness (CHA based)
Favoured by the gods: 1/short rest after a failed attack or save - roll 2d4 and add it to the original roll.
Blessed countenance: Double proficiency bonus on CHA checks.
Sorcery Points: 7 (sacrifice spell levels 1 for 1 to regain)
Sorcerer Spells Known: 8 (+1 bonus cleric, plus lightning bolt pillar bonus)
Lv0: Sacred Flame, Guidance, Mage Hand, Minor Illusion, Mending
Lv1: Absorb Elements, Bless, Identify, Healing Word
Lv2: Misty Step, Spiritual Weapon, Dispel Magic, Web
Lv3: Fireball, Counterspell, Glyph of Warding, Lightning Bolt
Lv4: Polymorph, Improved Invisibility
Warlock Spells Known: 4
Lv0: Eldritch Blast, Friends, Thaumaturgy, Prestidigitation, Spare the Dying
Lv1: Shield, Hex, Armour of Agathys
Lv2: Mirror Image
Invocations:
Agonising Blast - add CHA to eldritch blast damage
Mask of Many Faces
Rituals:
Find Familiar (imp, Pseudodragon, Quasit, Sprite)
Staff of Power: (20 charges, regain 2d8+4 per day)
Globe of Invulnerability(6), Cone of Cold(5), 10D6 Fireball(5), 10D6 Lightning Bolt(5), Hold Monster(5), Levitate(2), Magic Missile(1), Ray of Enfeeblement(1)
Spell slots available:
(regain sorcerer on long rest, regain warlock on short rest)
Lv1: -Sorc: x4
Lv2: -Sorc: x3 -Warlock: x3
Lv3: -Sorc: x3
Lv4: -Sorc: x1
(can also regain 1 additional warlock slot at any time with rod of pact keeper, refreshes on long rest)
Spell specifics
1 action:
Guidance - touch. +d4 to an ability check.
Mirror image - 1 minute, 3 duplicates hit on d20 roll of (6+/8+/11+). Destroyed as hit, AC 10+Dex mod
Armour of Agathys - 1 hour, gain 5 bonus temporary hitpoints - if a creature damages these hitpoints they take 5 cold damage.
Fireball - 150 feet. Creatures take DEX save within 20 feet. 8d6 fire damage, save halves.
Lightning bolt - 100 foot line, 5 feet wide. 8d6 damage with DEX save for half
(C) Bless - 30' range. Up to 3 creatures gain +d4 to attacks and saving throws
(C) Faerie fire - 60 feet. Creature outlined if it fails DEX save granting advantage and blocking invisibility
(C) Darkness - 15 feet of darkness within 60 feet range.
(C) Invisibility - Max 1 hour, +1 creature for higher spell levels
(C) Polymorph - Concentration, max 1 hour
-Buff form is t-rex, 136 temp hitpoints, AC 13, bite+10 for 4d12+7, tail at different target +10 for 3d8+7
-Giant ape also works for 157 temp hitpoints, AC 12, two fists+9 for 3d10+6
-Debuff form is a rat, wisdom save to resist, 60 foot range, speed 20, bite+0 for 1 damage
Bonus action:
Spiritual Weapon - 60' range. Melee spell attack, D8+spell ability damage. Bonus action on turn to move it 20' and attack again. 1 minute duration.
(C) Hex - 90' range. Target takes an extra d6 necrotic damage when you hit it and has disadvantage with ability checks on 1 stat. If target killed hex can be moved to another target as a bonus action.
Misty step - teleport 60'
Reaction:
Shield - gain +5 AC until start of next turn (including against triggering attack)
Absorb elements - gain resistance against an element. Deal 1d6 damage to next creature that hits you in melee
Special:
Glyph of Warding - 10 minute cast time, allows a concentration spell of 3rd or higher to be cast on a character and last its full duration without maintaining concentration. Higher level castings increase the level of spell that can be extended in this way.
Thoughts going forward
Lvls of sorcerer for spells, single lvl of warlock for pact.
Pact of Chain quasit to replicate Callos old magic resistance and summon-scouting, and generally handy for providing advantage via 'help' actions.
roll20.net/compendium/dnd5e/Quasit#contentMore spells. Animate objects(coins) looks fun.
Dual-Focused feat?