-1 | Strength |
+1 | Dexterity |
+1 | Constitution |
+1 | Intelligence |
+3 | Wisdom |
+5 | Charisma |
+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 |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
DnD 5e SRD SRD
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
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
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.
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 |
You start with the following equipment, in addition to the equipment granted by your background:
Warlock Level | Feature |
---|---|
1st | Expanded Spell List, Bonus Cantrips, Radiant Soul |
6th | Searing Vengeance |
10th | Radiant Resilience |
14th | Healing Light |
Spell Level | Spells |
---|---|
1st | burning hands |
2nd | flaming sphere |
3rd | daylight |
4th | fire shield |
5th | flame strike |
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:
Statblocks for your familiars, mounts etc.
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 race/species of the character.
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.
D&D 5e PHB Page 255
0-level (Cantrip) Evocation
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.
D&D 5e PHB Page 272
0-level (Cantrip) Evocation
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).
D&D 5e 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.
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.
PHB
0-level (Cantrip) Transmutation
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
Basic Rules, pg. 282
0-level (Cantrip) Transmutation
You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range.
PHB
0-level (Cantrip) Transmutation
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.
0-level (Cantrip) Illusion
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.
Basic Rules, pg. 256
0-level (Cantrip) Conjuration
Basic Rules
1-level Evocation
D&D 5e PHB Page 221
1-level Enchantment
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.
Player's Handbook
1-level Conjuration (ritual)
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.
XGE pg 151
1-level Abjuration (ritual)
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.
PHB
1-level Abjuration
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
Base AC | 13 + Dexterity Modifier |
---|
Xanathar's Guide to Everything
1-level Necromancy
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.
Player's Handbook
2-level Conjuration
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.
2-level Conjuration
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
Statblocks for your Trinkets, businesses, building, castles, empires.
DnD 5e SRD
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
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
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
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
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
Adventuring Gear Common
Cost: 2cp
SRD
Adventuring Gear Common
Cost: 10gp