-1 | Strength |
+0 | Dexterity |
+1 | Constitution |
+3 | Intelligence |
+6 | Wisdom |
+8 | Charisma |
+0 | Acrobatics |
+2 | Animal Handling |
+7 | Arcana |
+1 | Athletics |
+4 | Deception |
+7 | History |
+2 | Insight |
+8 | Intimidation |
+7 | Investigation |
+2 | Medicine |
+3 | Nature |
+2 | Perception |
+4 | Performance |
+4 | Persuasion |
+3 | Religion |
+0 | Sleight of Hands |
+0 | Stealth |
+2 | Survival |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Your patron is the Raven Queen, a mysterious being who rules the Shadowfell from a palace of ice deep within that dread realm.
Her ability to reach into the world is limited. Thus, she turns to mortal warlocks to serve her will.
She concerns herself with ensuring that those fated to die pass from the world as expected, and bids her agents to defeat those who seek to cheat death through undeath or other imitations of immortality.
You start with the following equipment, in addition to the equipment granted by your background:
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Age: Tieflings mature at the same rate as humans but live a few years longer Alignment: Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent Nature inclines many tieflings toward a chaotic Alignment. Darkvision: Thanks to your Infernal heritage, you have superior vision in dark and dim Conditions. You can see in dim light within 60 feet of you as if it were bright light, and in Darkness as if it were dim light. You can’t discern color in Darkness, only shades of gray. Hellish Resistance: You have Resistance to fire damage. Infernal Legacy: You know the Thaumaturgy cantrip. When you reach 3rd level, you can cast the Hellish Rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a Long Rest. When you reach 5th level, you can cast the Darkness spell once with this trait and regain the ability to do so when you finish a Long Rest. Charisma is your Spellcasting ability for these Spells
Languages. Can speak, read, and write Common and Infernal
Statblocks for companions, followers and other allies.
Mimicry. The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Statblocks for your spells.
Grimlore's Grimoire
0-level (Cantrip) Necromancy
You feed off fragments of life-force from the dying. Select a humanoid that has 0 Hit Points and is not stable that you can see within range. The target must succeed a Death saving throw. On a failure, the creature inches closer to death and you gain a number of temporary Hit Points equal to one of the creature's Hit Dice. Alternatively, you can target a humanoid corpse that has died within the last minute to gain this benefit. You cannot use the same corpse more than once. You gain one additional Hit Dice worth of temporary Hit Dice at 5th level (2 HD), 11th level (3 HD), and 17th level (4 HD)
0-level (Cantrip) Necromancy
You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.
If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
At higher levels: This spell's damage increases by 1d8 when you reach 5th level 2d8 , 11th level 3d8 , and 17th level 4d8 .
0-level (Cantrip) Conjuration
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can't attack, activate magical items, or carry more than 10 pounds.
Mordenkainen's Lost Notebook
3-level Evocation
Choose an area the size of a 40-foot cube within range.
All creatures of your choice within the area must make a
Wisdom saving throw or become distracted. An affected
creature has disadvantage on Wisdom (Perception),
Wisdom (Insight), and Intelligence (Investigation) checks
for the duration. An affected creature can make a new
saving throw at the end of each of its turns, ending the
spell’s effect on it with a success.
At higher levels: At higher levels: When you cast this spell using a spell
slot of 5th level or higher, the cube’s size increases by 10
feet for every two slot levels above 3rd.
PHB, page 237
0-level (Cantrip) Evocation
A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
2-level Illusion
A cloud of Magical darkness spreads from a point you choose within range. It can be of any shape but fills a volume of 45. If one is out side of the cloud, anything they veiw within the cloud is lightly obscure anything behind it. When the spell is cast or on subsequent turns, one may use their bonus action to move the cloud 20 feet in any direction. All hostel creatures within the cloud may make a Wisdom saving throw upon casting or entering the cloud, if they fail they are blinded and deafened as long as they remain within it. If they succeed on their saving throw, they can hear and but are still blinded until they escape the cloud.
If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you add 10 square feet to the diameter for each slot level above 2nd.
1-level Enchantment
You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.
If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.
A Remove Curse cast on the target ends this spell early.
At higher levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
PHB, page 252
1-level Divination (ritual)
You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.
If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
PHB, page 250
1-level Evocation
You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
PHB
1-level Necromancy
Bolstering yourself with a necromantic facsimile of life, you gain 1d4+4 temporary hit points for the duration.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.
2-level Illusion (ritual)
For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.
PHB
3-level Illusion
You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.
While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.
3-level Necromancy
You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can’t be undead. The spell fails if the corpse was the target of this spell within the last 10 days. Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn’t return the creature’s soul to its body, only its animating spirit. Thus, the corpse can’t learn new information, doesn’t comprehend anything that has happened since it died, and can’t speculate about future events.
4-level Necromancy
Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on Undead or constructs.
If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.
If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw, it simply withers and dies.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. 5th level: 2d8 . 6th level: 3d8 . 7th level: 4d8 . 8th level: 5d8 . 9th level: 6d8 .
PHB, page 233
4-level Conjuration
You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as 200 feet straight downward or upward to the northwest at a 45-degree angle, 300 feet.
You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.
If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.
5-level Evocation
A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one.
A creature killed by this spell becomes a frozen statue until it thaws.
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. 6th level 9d8 , 7th level 10d8 , 8th level 11d8 , 9th level 12d8 .
Statblocks for your Trinkets, businesses, building, castles, empires.