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Isăilă Văcărescu

Warlock 5 Class & Level
Noble Background
Aasimar Race
Lawful-Good Alignment

Strength 8
-1
Dexterity 12
+1
constitution 12
+1
intelligence 12
+1
wisdom 13
+1
charisma 18
+4
Total Hit Dice 1
Hit Die
1d8+1
+3 proficiency bonus
-1 Strength
+1 Dexterity
+1 Constitution
+1 Intelligence
+3 Wisdom
+5 Charisma
saving throws
+1 Acrobatics
+1 Animal Handling
+3 Arcana
-1 Athletics
+3 Deception
+1 History
+1 Insight
+3 Intimidation
+1 Investigation
+1 Medicine
+1 Nature
+1 Perception
+3 Performance
+3 Persuasion
+3 Religion
+1 Sleight of Hands
+1 Stealth
+1 Survival
skills Languages: Common, Celestial. Other: Dragonchess. proficiencies

 
10
Armor Class
37
Hit Points
+1
Initiative
30
Speed
Attacks
Armor: Light Armor.
Weapons: Simple weapons.
Tools: None.
Saving Throws: Wisdom, Charisma
Skills: Arcana, Religion
Proficiences
Light (cantrip)
Sacred Flame (cantrip)
Eldritch Blast (cantrip)
Prestidigitation (cantrip)
Thaumaturgy (cantrip)
Message (cantrip)
Minor Illusion (cantrip)
Burning Hands (Level 1)
Unseen Servant (Level 1)
Charm Person (Level 1)
Find Familiar (Level 1, ritual)
Ceremony (Level 1, ritual)
Mage Armor (Level 1)
Flaming Sphere (Level 2)
Spellcasting
Fine Clothes (2)
Signet Ring
Scroll of Pedigree
Arcane Focus (Crystal)
Diplomat's Pack
Chest
Map or Scroll Case (2)
ink
Ink Pen
Lamp
Oil (2)
Paper (5)
Perfume
Sealing Wax
Soap
Dagger

Equipment
No one could doubt by looking at my regal bearing that I am a cut above the unwashed masses.
Personality Traits
Noble Obligation. It is my duty to protect and care for the people beneath me. (Good)
Ideals
I am in love with the heir of a family that my family despises.
Bonds
I hide a truly scandalous secret that could ruin my family forever.
Flaws
Darkvision (Racial: Aasimar)
Celestial Resistance (Racial: Aasimar)
Healing Hands (Racial: Aasimar)
Light Bearer (Racial: Aasimar)
Radiant Consumption (Racial: Aasimar):
Otherworldly Patron (Class: Warlock)
Aspect of the Moon (Eldritch Invocation)
Book of Ancient Secrets (Eldritch Invocation)
Pact of the Tome (Class: Warlock)
Metamagic Adept (Feat)
Distant Spell (Metamagic)
Empowered Spell (Metamagic)
Features & Traits

Heroes Enabled

The statblocks of your Weapons, armor and other important/magical equipment

DnD 5e SRD SRD

Dagger

Melee Weapon Finesse, Light, Thrown Common

Type Damage Damage Range Properties
Simple 1d4 Piercing 20/60 ft Finesse, Light, Thrown

Cost: 2 gp Weight: 1 lb


 

DnD 5e

Arcane Focus Crystal

Adventuring Gear Common

An arcane focus is a special item—an orb, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item—designed to channel the power of arcane spells.

Cost: 10gp Weight: 1lb


 

The statblocks of your class features

The Undying Light Warlock


Hit Points

Hit Dice: d8 per The Undying Light Warlock level
Hit Points at first Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per warlock level after 1st

Proficiences

Armor: Light armor
Weapons: Simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two skills from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion

Overview & Creation

With a pseudodragon curled on his shoulder, a young elf in golden robes smiles warmly, weaving a magical charm into his honeyed words and bending the palace sentinel to his will.   As flames spring to life in her hands, a wizened human whispers the secret name of her demonic patron, infusing her spell with fiendish magic.   Shifting his gaze between a battered tome and the odd alignment of the stars overhead, a wild-eyed tiefling chants the mystic ritual that will open a doorway to a distant world.   Warlocks are seekers of the knowledge that lies hidden in the fabric of the multiverse. Through pacts made with mysterious beings of supernatural power, warlocks unlock magical effects both subtle and spectacular. Drawing on the ancient knowledge of beings such as fey nobles, demons, devils, hags, and alien entities of the Far Realm, warlocks piece together arcane secrets to bolster their own power.  

Sworn and Beholden


A warlock is defined by a pact with an otherworldly being. Sometimes the relationship between warlock and patron is like that of a cleric and a deity, though the beings that serve as patrons for warlocks are not gods. A warlock might lead a cult dedicated to a demon prince, an archdevil, or an utterly alien entity—beings not typically served by clerics. More often, though, the arrangement is similar to that between a master and an apprentice. The warlock learns and grows in power, at the cost of occasional services performed on the patron’s behalf.   The magic bestowed on a warlock ranges from minor but lasting alterations to the warlock’s being (such as the ability to see in darkness or to read any language) to access to powerful spells. Unlike bookish wizards, warlocks supplement their magic with some facility at hand-to-hand combat. They are comfortable in light armor and know how to use simple weapons.  

Delvers into Secrets


Warlocks are driven by an insatiable need for knowledge and power, which compels them into their pacts and shapes their lives. This thirst drives warlocks into their pacts and shapes their later careers as well.   Stories of warlocks binding themselves to fiends are widely known. But many warlocks serve patrons that are not fiendish. Sometimes a traveler in the wilds comes to a strangely beautiful tower, meets its fey lord or lady, and stumbles into a pact without being fully aware of it. And sometimes, while poring over tomes of forbidden lore, a brilliant but crazed student’s mind is opened to realities beyond the material world and to the alien beings that dwell in the outer void.   Once a pact is made, a warlock’s thirst for knowledge and power can’t be slaked with mere study and research. No one makes a pact with such a mighty patron if he or she doesn’t intend to use the power thus gained. Rather, the vast majority of warlocks spend their days in active pursuit of their goals, which typically means some kind of adventuring. Furthermore, the demands of their patrons drive warlocks toward adventure.  

Creating a Warlock


As you make your warlock character, spend some time thinking about your patron and the obligations that your pact imposes upon you. What led you to make the pact, and how did you make contact with your patron? Were you seduced into summoning a devil, or did you seek out the ritual that would allow you to make contact with an alien elder god? Did you search for your patron, or did your patron find and choose you? Do you chafe under the obligations of your pact or serve joyfully in anticipation of the rewards promised to you?   Work with your DM to determine how big a part your pact will play in your character’s adventuring career. Your patron’s demands might drive you into adventures, or they might consist entirely of small favors you can do between adventures.   What kind of relationship do you have with your patron? Is it friendly, antagonistic, uneasy, or romantic? How important does your patron consider you to be? What part do you play in your patron’s plans? Do you know other servants of your patron?   How does your patron communicate with you? If you have a familiar, it might occasionally speak with your patron’s voice. Some warlocks find messages from their patrons etched on trees, mingled among tea leaves, or adrift in the clouds — messages that only the warlock can see. Other warlocks converse with their patrons in dreams or waking visions, or deal only with intermediaries.  

QUICK BUILD

You can make a warlock quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the charlatan background. Third, choose the eldritch blast and chill touch cantrips, along with the 1st-level spells charm person and witch bolt.
Level Proficiency Bonus Features Cantrips Known Spells Known Spell Slots Slot Level Invocations Known
1st +2 Otherworldly Patron, Pact Magic 2 2 1 1st -
2nd +2 Eldritch Invocations 2 3 2 1st 2
3rd +2 Pact Boon 2 4 2 2nd 2
4th +2 Ability Score Improvement 3 5 2 2nd 2
5th +3 - 3 6 2 3rd 3
6th +3 Otherworldly Patron Feature 3 7 2 3rd 3
7th +3 - 3 8 2 4th 4
8th +3 Ability Score Improvement 3 9 2 4th 4
9th +4 - 3 10 2 5th 5
10th +4 Otherworldly Patron Feature 4 10 2 5th 5
11th +4 Mystic Arcanum (6th level) 4 11 3 5th 5
12th +4 Ability Score Improvement 4 11 3 5th 6
13th +5 Mystic Arcanum (7th level) 4 12 3 5th 6
14th +5 Otherworldly Patron Feature 4 12 3 5th 6
15th +5 Mystic Arcanum (8th level) 4 13 3 5th 7
16th +5 Ability Score Improvement 4 13 3 5th 7
17th +6 Mystic Arcanum (9th level) 4 14 4 5th 7
18th +6 - 4 14 4 5th 8
19th +6 Ability Score Improvement 4 15 4 5th 8
20th +6 Eldritch Master 4 15 4 5th 8

 


Class Features

Otherworldly Patron

At 1st level, you have struck a bargain with an otherworldly being of your choice: The Celestial, which is detailed at the end of the class description, or one from another source. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.  

Eldritch Invocations

In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability. A level prerequisite refers to your level in this class.   At 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table.   Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.   If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.   Agonizing Blast
Prerequisite: eldritch blast cantrip   When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.   Armor of Shadows
You can cast mage armor on yourself at will, without expending a spell slot or material components.   Ascendant Step
Prerequisite: 9th level   You can cast levitate on yourself at will, without expending a spell slot or material components.   Beast Speech
You can cast speak with animals at will, without expending a spell slot.   Beguiling Influence
You gain proficiency in the Deception and Persuasion skills.   Bewitching Whispers
Prerequisite: 7th level   You can cast compulsion once using a warlock spell slot. You can’t do so again until you finish a long rest.   Book of Ancient Secrets
Prerequisite: Pact of the Tome feature   You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class’s spell list (the two needn’t be from the same list). The spells appear in the book and don’t count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can’t cast the spells except as rituals, unless you’ve learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag.   On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell’s level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.   Chains of Carceri
Prerequisite: 15th level, Pact of the Chain feature   You can cast hold monster at will — targeting a celestial, fiend, or elemental — without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again.   Devil’s Sight
You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.   Dreadful Word
Prerequisite: 7th level   You can cast confusion once using a warlock spell slot. You can’t do so again until you finish a long rest.   Eldritch Sight
You can cast detect magic at will, without expending a spell slot.   Eldritch Spear
Prerequisite: eldritch blast cantrip   When you cast eldritch blast, its range is 300 feet.   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.   Gaze of Two Minds
You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature’s senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.   Lifedrinker
Prerequisite: 12th level, Pact of the Blade feature   When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).   Mask of Many Faces
You can cast disguise self at will, without expending a spell slot.   Master of Myriad Forms
Prerequisite: 15th level   You can cast alter self at will, without expending a spell slot.   Minions of Chaos
Prerequisite: 9th level   You can cast conjure elemental once using a warlock spell slot. You can’t do so again until you finish a long rest.   Mire the Mind
Prerequisite: 5th level   You can cast slow once using a warlock spell slot. You can’t do so again until you finish a long rest.   Misty Visions
You can cast silent image at will, without expending a spell slot or material components.   One with Shadows
Prerequisite: 5th level   When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.   Otherworldly Leap
Prerequisite: 9th level   You can cast jump on yourself at will, without expending a spell slot or material components.   Repelling Blast
Prerequisite: eldritch blast cantrip   When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.   Sculptor of Flesh
Prerequisite: 7th level   You can cast polymorph once using a warlock spell slot. You can’t do so again until you finish a long rest.   Sign of Ill Omen
Prerequisite: 5th level   You can cast bestow curse once using a warlock spell slot. You can’t do so again until you finish a long rest.   Thief of Five Fates
You can cast bane once using a warlock spell slot. You can’t do so again until you finish a long rest.   Thirsting Blade
Prerequisite: 5th level, Pact of the Blade feature   You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.   Visions of Distant Realms
Prerequisite: 15th level   You can cast arcane eye at will, without expending a spell slot.   Voice of the Chain Master
Prerequisite: Pact of the Chain feature   You can communicate telepathically with your familiar and perceive through your familiar’s senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar’s senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.   Whispers of the Grave
Prerequisite: 9th level   You can cast speak with dead at will, without expending a spell slot.   Witch Sight
Prerequisite: 15th level   You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.  

Pact Boon

At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.  

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 weapon. 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.  

Pact of the Chain

You learn the find familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known.   When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.   Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack with its reaction.  

Pact of the Tome

Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class’s spell list (the three needn’t be from the same list). While the book is on your person, you can cast those cantrips at will. They don’t count against your number of cantrips known. If they don’t appear on the warlock spell list, they are nonetheless warlock spells for you.   If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.  

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.   Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.  

Mystic Arcanum (6th level)

At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.   You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.   At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.  

Mystic Arcanum (7th level)

At 13th level, your patron bestows upon you a magical secret called an arcanum. Choose one 7th-level spell from the warlock spell list as this arcanum.   You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.   At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.  

Mystic Arcanum (8th level)

At 15th level, your patron bestows upon you a magical secret called an arcanum. Choose one 8th-level spell from the warlock spell list as this arcanum.   You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.   At 17th level, you gain a 9th-level warlock spell of your choice that can be cast in this way. You regain all uses of your Mystic Arcanum when you finish a long rest.  

Mystic Arcanum (9th level)

At 17th level, your patron bestows upon you a magical secret called an arcanum. Choose one 9th-level spell from the warlock spell list as this arcanum.   You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.   You regain all uses of your Mystic Arcanum when you finish a long rest.  

Eldritch Master

At 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.


Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a component pouch or (b) an arcane focus
  • (a) a scholar’s pack or (b) a dungeoneer’s pack
  • Leather armor, any simple weapon, and two daggers

 


Spellcasting

Pact Magic

Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the warlock spell list.  

Cantrips

You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.  

Spell Slots

The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.   For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.  

Spells Known of 1st Level and Higher

At 1st level, you know two 1st-level spells of your choice from the warlock spell list.   The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.   Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.  

Spellcasting Ability

Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Charisma modifier   Spell attack modifier = your proficiency bonus + your Charisma modifier  

Spellcasting Focus

You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your warlock spells.


Subclass Options

The Undying Light


Your patron is not a specific entity, but the energy that radiates from the Positive Plane. Your pact allows you to experience the barest touch of the raw stuff of life that powers the multiverse. Anything more, and you would be instantly incinerated by it's energy.  

Contact with the Positive Plane causes subtle changes to your behavior and beliefs. You are driven to bring light to dark places, to annihilate undead creatures, and to protect all living things. At the same time, you crave the light and find total darkness a suffocating experience akin to drowning.  

Undying Light Features

Warlock Level Feature
1st Expanded Spell List, Bonus Cantrips, Radiant Soul
6th Searing Vengeance
10th Radiant Resilience
14th Healing Light
 

Expanded Spell List

The Celestial lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.  

Celestial Expanded Spells

Spell Level Spells
1st burning hands
2nd flaming sphere
3rd daylight
4th fire shield
5th flame strike
 

Bonus Cantrips

At 1st level, you learn the light and sacred flame cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known.

Radiant Soul

Starting at 1st level, your link to the Celestial allows you to serve as a conduit for radiant energy. You have resistance to radiant damage, and when you cast a spell that deals radiant or fire damage, you can add your Charisma modifier to one radiant or fire damage roll of that spell against one of its targets.

Searing Vengeance

Starting at 6th level, the radiant energy you channel allows you to resist death. When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet with a burst of radiant energy. You regain hit points equal to half your hit point maximum, and then you stand up if you so choose. Each creature of your choice that is within 30 feet of you takes radiant damage equal to 2d8 + your Charisma modifier, and it is blinded until the end of the current turn.  

Radiant Resistance

Starting at 10th level, you gain temporary hit points whenever you finish a long or short rest. These temporary hit points equal your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of your rest. Those creatures gain temporary hit points equal to half your warlock level + your Charisma modifier.    

Healing Light

At 14th level, you gain the ability to channel the Undying Light to heal yourself and other creatures. As a bonus action, you can touch a creature and heal it. With each touch, a creature regains from 1d6 to 5d6 hit points (your choice). You have a total pool of 15d6 you can expend. Subtract the dice you use with each touch from that total.  
 

Spell Sniper (Bard, Sorcerer, Warlock)

The ability to cast at least one spell

You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:  

  • When you cast a spell that requires you to make an attack roll, the spell's range is doubled.
  • Your ranged spell attacks ignore half cover and three-quarters cover.
  • You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, sorcerer, or warlock spell list. Your spellcasting ability for this cantrip is Charisma.

Statblocks for your familiars, mounts etc.

SRD

Raven

Tiny beast, unaligned
Armor Class 12
Hit Points 1 1d4-1
Speed 10ft Fly: 50ft

STR
2 -4
DEX
14 +2
CON
8 -1
INT
2 -4
WIS
12 +1
CHA
6 -2

Skills Perception +3
Senses passive Perception 13
Challenge 0 (10 XP)


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.


Actions

Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage.


 

Statblocks for race/species of the character.

Aasimar (Scourge)

Ability Score Increase Cha +2; Con +1
Size Medium
Speed 30 ft.

Age. Aasimar mature at the same rate as humans, but they can live up to 160 years.
Alignment. Imbued with celestial power, most aasimar are good. Outcast aasimar are most often neutral or even evil.
Size. Aasimar have the same range of height and weight as humans.
Darkvision. Blessed with a radiant soul, your vision can easily cut through darkness. 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.
Celestial Resistance. You have resistance to necrotic damage and radiant damage.
Healing Hands. As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.
Light Bearer. You know the light cantrip. Charisma is your spellcasting ability for it.
Languages. You can speak, read, and write Common and Celestial.
Radiant Consumption. Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing a searing light to radiate from you, pour out of your eyes and mouth, and threaten to char you. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, you and each creature within 10 feet of you take radiant damage equal to half your level (rounded up). In addition, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level.   Once you use this trait, you can't use it again until you finish a long rest.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

D&D 5e PHB Page 255

Light

0-level (Cantrip) Evocation

Casting Time 1 action
Range Touch
Duration 1 hour
Components V, M
Materials a firefly or phophorescent moss

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be coloured as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

Class(es): Bard, Cleric, Sorcerer, Wizard

D&D 5e PHB Page 272

Sacred Flame

0-level (Cantrip) Evocation

Casting Time 1 action
Range 60 feet
Duration Instantaneous
Components V, S

Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.
At higher levels: The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Class(es): Cleric

D&D 5e PHB Page 237

Eldritch Blast

0-level (Cantrip) Evocation

Casting Time 1 action
Range 120 feet
Duration Instantaneous
Components V, S

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.
At higher levels: This 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.

Class(es): Warlock

PHB

Prestidigitation

0-level (Cantrip) Transmutation

Casting Time 1 Action
Range 10ft
Duration Up to 1 hour
Components V, S

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

  • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
  • You instantaneously light or snuff out a candle, a torch, or a small campfire.
  • You instantaneously clean or soil an object no larger than 1 cubic foot.
  • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
  • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
  • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Class(es): Artificer, Bard, Sorcerer, Warlock, Wizard, Fighter (Arcane Archer), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Basic Rules, pg. 282

Thaumaturgy

0-level (Cantrip) Transmutation

Casting Time 1 action
Range 30ft
Duration 1 Minute
Components V

You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range.  

  • Your voice booms up to three times as loud as normal for 1 minute.
  • You cause flames to flicker, brighten, dim, or change color for 1 minute.
  • You cause harmless tremors in the ground for 1 minute.
  • You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
  • You instantaneously cause an unlocked door or window to fly open or slam shut.
  • You alter the appearance of your eyes for 1 minute.

If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

Class(es): Cleric

PHB

Message

0-level (Cantrip) Transmutation

Casting Time 1 Action
Range 120ft
Duration 1 Round
Components V, S, M
Materials A short piece of copper wire

You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.   You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.

Class(es): Artificer, Bard, Sorcerer, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Minor Illusion

0-level (Cantrip) Illusion

Casting Time 1 action
Range 30ft
Duration 1 minute
Components S, M
Materials A bit of fleece

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.
If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

Class(es): Bard, Sorcerer, Warlock, Wizard

Basic Rules, pg. 256

Mage Hand

0-level (Cantrip) Conjuration

Casting Time 1 Action
Range 30 ft
Duration 1 Minute
Components V, S

Damage Type: Utility   Attack/Saving Throw: None   Description: 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 magic items, or carry more than 10 pounds.

Class(es): Bard, Sorcerer, Warlock, Wizard, Artificer

Level 1 Spells

Basic Rules

Burning Hands

1-level Evocation

Casting Time 1 action
Range Self (15 ft)
Duration Instantaneous
Components V, S

Damage Type: Fire   Saving Throws: Dexterity   Description: As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.

At higher levels:
When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Class(es): Sorcerer, Wizard

D&D 5e PHB Page 221

Charm Person

1-level Enchantment

Casting Time 1 action
Range 30 feet
Duration 1 hour
Components V, S

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Class(es): Bard, Druid, Sorcerer, Warlock, Wizard

Player's Handbook

Find Familiar

1-level Conjuration (ritual)

Casting Time 1 hour
Range 10 feet
Duration Instantaneous
Components V,S,M (3 gp worth of charcoal, incense, and herbs that must be consumed in a brazier)

You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk. lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey or fiend (your choice) instead of a beast. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal.   When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.   While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.   As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits you summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.   You can’t have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.   Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

Class(es): Wizard

XGE pg 151

Ceremony

1-level Abjuration (ritual)

Casting Time 1 Hour
Range Touch
Duration Instantaneous
Components VSMgp
Materials 25 gp worth of powdered silver, which the spell consumes

You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting. Atonement. You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (insight) check. On a successful check, you restore the target to its original alignment. Bless Water. You touch one vial of water and cause it to become holy water. Coming of Age. You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and and add the number rolled to the ability check. A creature can benefit from this rite only once. Dedication. You touch one humanoid who wishes to be dedicated to your god's service. For the next 24 hours, whenever the target makes a saving throw, it can add a d4 and add the number rolled to the save. A creature can benefit from this rite only once. Funeral Rite. You touch one corpse, and for the next 7 days, the target can't become undead by any means short of the wish spell. Wedding. You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.

Class(es): Cleric, Paladin

PHB

Mage Armor

1-level Abjuration

Casting Time 1 Action
Range Touch
Duration 8 hours
Components V S M
Materials (a piece of cured leather)

You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action

Class(es): Sorcerer, Wizard

Base AC13 + Dexterity Modifier

Xanathar's Guide to Everything

Cause Fear

1-level Necromancy

Casting Time 1 action
Range 60 feet
Duration Concentration, 1 minute
Components V

You awaken the sense of mortality in one creature you can see within range.  A construct or undead is immune to the effect.  The target must succeed on a Wisdom Saving throw or become frightened of you until the spell ends.  Teh frightened target can repeat the Saving throw at the end of each of its turns, ending the effect on a success.
At higher levels: At Higher Levels. When you cast the spell using a spell slot of 2nd level of higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Class(es): Bard, Sorcerer, Warlock, Wizard

Level 2 Spells

Player's Handbook

Flaming Sphere

2-level Conjuration

Casting Time 1 action
Range 60 feet
Duration Concentration, 1 minute
Components V,S,M (tallow, brimstone, and powdered iron)

A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.   As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere’s damage, and the sphere stops moving this turn.   When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Class(es): Druid, Wizard

Misty Step

2-level Conjuration

Casting Time 1 Bonus Action
Range Self
Duration Instantaneous
Components V

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

Class(es): Sorcerer, Warlock, Wizard, Druid (Circle of the Land (Coast)), Fighter (Eldritch Knight), Ranger (Horizon Walker), Paladin (Oath of the Ancients), Paladin (Oath of Vengeance), Rogue (Arcane Trickster)

Statblocks for your Trinkets, businesses, building, castles, empires.

DnD 5e SRD

Clothes, Fine

Adventuring Gear Common

This set of clothes is designed specifically to be expensive and to show it, including fancy, tailored clothes in whatever fashion happens to be the current style in the courts of the nobles. Precious metals and gems could be worked into the clothing.

Cost: 15gp Weight: 6lb


 

D

Signet Ring

Adventuring Gear Common

Each signet ring has a distinctive design carved into it. When you press this ring into warm sealing wax, you leave an identifying mark.

Cost: 5gp Weight: --


 

DnD 5e SRD

Scroll of Pedigree

Adventuring Gear Common

A scroll of pedigree proves a character's noble lineage.   It is one of the starting items for characters with the Noble background and is non-magical. It may be presented to other nobility and royalty and may include the character's family tree.


 

DnD SRD 5e

Diplomat's Pack

Adventuring Gear Common

Contains: Chest, map or scroll case(2), fine clothes, ink, ink pen, lamp, oil(2), paper(5), perfume, sealing wax, soap

Cost: 39 gp Weight: 36 lbs


 

Soap, common

Adventuring Gear Varies

While officially listed in the DnD 5e book there is no description - soap is relatively self-explanatory.   This is a simple soap recipe which includes some form of lye or animal fats or even an oil derivative and ashes based from woods or other plant matter as a cleaning agent for the body and clothing, relatively 'unscented' in a portable small chunk. This is enough for several baths for the hygienically conscious adventurer, and the weight is negligible. The price listed is for simple, common soap.   Other soap makers more uncommonly, sometimes added scents to it and or exfoliates, again through oils or via flower/herb parts mixed right in and left to set before cutting into portable chunks. IE. Lavender, mint, sage, honey and oats, rose, salt or other grinds, etc. This could often make the price skyrocket depending on the nature of the additives and their rarity in vicinity.

Cost: 2cp Weight: --


 

SRD

Ink Pen

Adventuring Gear Common

Cost: 2cp


 

SRD

Ink (1 ounce bottle)

Adventuring Gear Common

Cost: 10gp


 

Created by

The Templar.

Statblock Type

Character Sheet (Legacy)

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