-1 | Strength |
+4 | Dexterity |
+0 | Constitution |
+3 | Intelligence |
+1 | Wisdom |
+4 | Charisma |
+4 | Acrobatics |
+1 | Animal Handling |
+1 | Arcana |
-1 | Athletics |
+6 | Deception |
+1 | History |
+3 | Insight |
+4 | Intimidation |
+3 | Investigation |
+1 | Medicine |
+1 | Nature |
+3 | Perception |
+4 | Performance |
+6 | Persuasion |
+1 | Religion |
+4 | Sleight of Hands |
+6 | Stealth |
+1 | Survival |
Weapon | Attack | Damage |
---|---|---|
Unarmed Strike | Claws 1d20-1 | 1d4-1 slashing |
Shortbow | 1d20+3 | 1d12+1 piercing or lightning |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
Armor AC 12 + Dexterity modifier (maximum +2)
Thick furs keep the wearer warm and safe.
-1 Stress modifier
Advantage on Intimidate rolls against wolves and lycans. Common
Type | AC | STR Req. | Stealth Dis. | Properties |
---|---|---|---|---|
Light | 12+Dex (Max. +2) |
The statblocks of your class features
Warlock Spellcasting
Your arcane research and the magic bestowed on you by your patron have given you facility with spells.
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. 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 or 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 as a spellcasting focus for your warlock spells.
Warlock (the Undying) Level 1
Starting at 1st level, you learn the Spare the Dying cantrip, which counts as a warlock cantrip for you. You also have advantage on saving throws against any disease.
Additionally, undead have difficulty harming you. If an undead targets you directly with an attack or a harmful spell, that creature must make a Wisdom saving throw against your spell save DC (an undead needn't make the save when it includes you in an area effect, such as the explosion of Fireball). On a failed save, the creature must choose a new target or forfeit targeting someone instead of you, potentially wasting the attack or spell. On a successful save, the creature is immune to this effect for 24 hours. An undead is also immune to this effect for 24 hours if you target it with an attack or a harmful spell.
Rogue Level 1
Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.
Rogue Level 1
At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.
PHB, Pgs. 106-111
Pact of the Deck Original Credit: Saequis
Voice of a Thousand Credit: Reworked from The Revenant Soul by PizzaMelody
You use a deck of cards as your spellcasting focus. This is your pact deck, through which you channel your spells. The deck can be used in place of material components for spells if there is no cost and the materials are not consumed. You apply an additional +5 to all ability checks relating to card games.
Every time you cast a warlock spell of 1st level or higher, including those attained through invocations, draw and discard a number of cards from your pact deck equal to the spell level. If at least two of the cards are aces, you cast the spell without expending a spell slot. If at least one of the cards is a joker, you cast the spell and roll for an effect on the Wild Magic Surge table. Instead of regaining sorcery points on a roll of 99-00, you regain an expended spell slot. Shuffle the discard pile back into the remaining deck after each long rest - this is the only time the two piles are brought together. If you run out of cards, your spellcasting reverts to its original format, and you experience none of the effects granted by your pact deck features that require you to discard cards.
You are proficient with using throwing cards from your pact deck as weapons, separate from your spells. They are one-handed, thrown finesse weapons with a range of 30/60 feet. As a bonus action, you can draw and discard a card from your deck, and make a ranged attack against a target. Its suit and face value determine its effect. You are able to do this a number of times equal to your Charisma modifier, and regain expended uses after a long rest. You do not need to recover the cards after a battle, they simply get transferred to your discard pile.
The face value of the cards 2-10 represent the damage the card deals on a successful hit. The damage type depends on its suit. The ace and the face cards have their own unique effects instead of inflicting damage. On a critical hit, draw and discard two cards, and throw both.
Suit | Damage Type |
---|---|
Spades | Slashing |
Hearts | Fire |
Clubs | Force |
Diamonds | Cold |
Value | Effect |
---|---|
Ace | The target is vulnerable to a damage type of your choice until the end of your next turn |
2-10 | Damage |
Jack | The target’s movement is halved until the end of its next turn as small spikes appear at its feet |
Queen | Draw and throw another card, choosing any damage type for the attack |
King | The target must succeed on a Strength saving throw or be knocked prone |
Joker | Roll for an effect on the Wild Magic Surge table |
Choose two cantrips: Chill Touch, Mage Hand, Minor Illusion, Prestidigitation, True Strike
Select two 1st level spells: Charm Person, Comprehend Languages, Expeditious Retreat, Illusory Script, Protection from Evil and Good, Unseen Servant
Spell Level | Spells |
---|---|
1st | burning hands, command |
2nd | blindness/deafness, scorching ray |
3rd | fireball, stinking cloud |
4th | fire shield, wall of fire |
5th | flame strike, hallow |
Spell Level | Spells |
---|---|
1st | Command, Shield of Faith |
2nd | Blindness/Deafness, Spiritual Weapon |
3rd | Bestow Curse, Speak with Dead |
4th | Death Ward, Locate Creature |
5th | Geas, Raise Dead |
Level | # Of voices |
---|---|
1st | 1 |
4th | 2 |
7th | 3 |
10th | 4 |
13th | 5 |
16th | 6 |
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. |
Blinds Up
Prerequisites: 5th level, Pact of the Deck As an action and using your concentration for up to 1 minute, you can send cards from your pact deck to spin around the head of a creature within 60 feet, like a zoetrope. The target must make a Wisdom saving throw. On a failed save, they do not notice the movement of any creature they can see, instead perceiving it as the creature moving on the spot. A creature reveals its new position if it attacks the target. The target cannot make an opportunity attack against a creature that moves out of its melee range while the effect is active. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You regain the use of this feature after a short rest. |
Bluff
Prerequisites: Pact of the Deck You can attempt to conceal your spellcasting by performing card flourishes. Make a Charisma (Performance) check to disguise any verbal or somatic components as you cast the spell, against the Passive Perception of each of those who you are attempting to deceive. On a success they are unaware that you have cast a spell. The +5 bonus to card-related checks does not apply to this feature. |
Book of Ancient Secrets
Prerequisite: Pact of the Tome 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. |
Card Sharp
Prerequisites: 12th level, Pact of the Deck You can arrange your pact deck into a fan of keen-edged cards. As an action, draw five cards from your pact deck and choose a target within 5 feet. The target must make a Charisma saving throw. It takes magical slashing damage equal to the total of the face values (1-13) on a failed save, or half as much on a successful one. If at least two aces are drawn, you can use this feature again before a long rest. If at least one joker is drawn, roll for an effect on the Wild Magic Surge table and total the remaining card values to determine damage. Discard the cards once the attack has been made. You regain the use of this feature after a long rest. |
Chains of Carceri
Prerequisite: 15th level, Pact of the Chain 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. |
Damage Dealer
Prerequisites: 7th level, Pact of the Deck When you draw a throwing card of face value three or lower, you may draw another and throw the new card instead. Discard both cards. |
Devils Sight
You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. |
Diviner
Prerequisites: 5th level, Pact of the Deck You are able to read your pact deck to predict the actions of your opponents. On your turn in combat, you can slow your movement to 0 feet to take a reading. Draw five cards, and return them in any order to the top of your deck. All opponents have disadvantage on their attacks against you until your next turn. You regain the use of this feature after a long rest. |
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. |
Fresh Hand
Prerequisites: 7th level, Pact of the Deck As a bonus action, draw a card from your pact deck. Regain a spell slot by discarding every card of this suit left in your deck. If you draw a joker, you do not regain a spell slot, and must shuffle any discarded jokers back into your deck. You regain the use of this feature after a short rest. |
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. |
House of Cards
Prerequisites: 5th level, Pact of the Deck As an action and using your concentration up to 1 minute, you can create a 15-foot cube of cards centred on a creature of size large or smaller, within a range of 60 feet. The target must succeed on a Strength saving throw or be trapped until the effect ends. The trapped target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The cards are impenetrable from both the inside and the outside. You regain the use of this feature after a long rest. |
Lifedrinker
Prerequisite: 12th level, Pact of the Blade 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 the 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. |
Suit of Armor
Prerequisites: 5th level, Pact of the Deck As a bonus action, you are able to surround yourself with a protective layer of cards. Draw and discard a card from your pact deck. For one hour, you gain temporary hit points equal to the face value of the card (1-13) and resistance to the damage type represented by its suit. If you draw a joker, discard it and draw another card - the effect targets the nearest creature to you. You regain the use of this feature after a short rest. |
Swindle
Prerequisites: Pact of the Deck You can attempt to sneak a card from your discard pile back into your pact deck. As a bonus action, make a Sleight of Hand check against DC 10. Every time you attempt this, the DC increases by 5, and resets to 10 after a long rest. On a success, your patron doesn’t notice your con, and you can move a card of your choice from the discard pile to anywhere in your pact deck. On a failure, you are caught, stunned until the end of your next turn, and your patron compels you to shuffle any jokers in your discard pile back into your pact deck. |
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 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 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. |
Warped Limits
Prerequisites: 9th level, Pact of the Deck Your spells with a base range of ‘Touch’ can be cast with a range of 60 feet. |
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. |
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 |
Death holds no sway over your patron, who has unlocked the secrets of everlasting life, although such a prize — like all power — comes at a price. Once mortal, the Undying has seen mortal lifetimes pass like the seasons, like the flicker of endless days and nights. It has the secrets of the ages to share, secrets of life and death. Beings of this sort include Vecna, Lord of the Hand and the Eye; the dread Iuz; the lich-queen Vol; the Undying Court of Aerenal; Vlaakith, lich-queen of the githyanki; and the deathless wizard Fistandantalus. In the Realms, Undying patrons include Larloch the Shadow King, legendary master of Warlock's Crypt, and Gilgeam, the God-King of Unther.
Spell Level | Spells |
---|---|
1st | False Life, Ray of Sickness |
2nd | Blindness/Deafness, Silence |
3rd | Feign Death, Speak With Dead |
4th | Aura of Life, Death Ward |
5th | Contagion, Legend Lore |
Rogues devote as much effort to mastering the use of a variety of skills as they do to perfecting their combat abilities, giving them a broad expertise that few other characters can match. Many rogues focus on stealth and deception, while others refine the skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks. When it comes to combat, rogues prioritize cunning over brute strength. A rogue would rather make one precise strike, placing it exactly where the attack will hurt the target most, than wear an opponent down with a barrage of attacks. Rogues have an almost supernatural knack for avoiding danger, and a few learn magical tricks to supplement their other abilities.
For Arcane Trickster Only Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Rogues have many features in common, including their emphasis on perfecting their skills, their precise and deadly approach to combat, and their increasingly quick reflexes. But different rogues steer those talents in varying directions, embodied by the rogue archetypes. Your choice of archetype is a reflection of your focus— not necessarily an indication of your chosen profession, but a description of your preferred techniques.
Level | Proficiency Bonus | Sneak Attack | Features |
---|---|---|---|
1 | +2 | 1d6 | Expertise, Sneak Attack, Thieves' Cant |
2 | +2 | 1d6 | Cunning Action |
3 | +2 | 2d6 | Roguish Archetype |
4 | +2 | 2d6 | Ability Score Improvement |
5 | +3 | 3d6 | Uncanny Dodge |
6 | +3 | 3d6 | Expertise |
7 | +3 | 4d6 | Evasion |
8 | +3 | 4d6 | Ability Score Improvement |
9 | +4 | 5d6 | Roguish Archetype Feature |
10 | +4 | 5d6 | Ability Score Improvement |
11 | +4 | 6d6 | Reliable Talent |
12 | +4 | 6d6 | Ability Score Improvement |
13 | +5 | 7d6 | Roguish Archetype Feature |
14 | +5 | 7d6 | Blindsense |
15 | +5 | 8d6 | Slippery Mind |
16 | +5 | 8d6 | Ability Score Improvement |
17 | +6 | 9d6 | Roguish Archetype Feature |
18 | +6 | 9d6 | Elusive |
19 | +6 | 10d6 | Ability Score Improvement |
20 | +6 | 10d6 | Stroke of Luck |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
You have always had a way with people. You know what makes them tick, you can tease out their hearts' desires after a few minutes of conversation, and with a few leading questions you can read like they were children's books. It's a useful talent, and one that you're perfectly willing to use for your advantage You know what people want and you deliver, or rather, you promise to deliver. Common sense should steer people away from things that sound too good to be true, but common sense seems to be in short supply when you're around. The bottle of pink-colored liquid will surely cure that unseemly rash, this ointment–nothing more than a bit of fat with a sprinkle of silver dust–can restore youth and vigor, and there's a bridge in the city that just happens to be for sale. These marvels sound implausible, but you can make them sound like the real deal.
Feature: False Identity You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy. Favorite Schemes Every charlatan has an angle he or she uses in preference to other schemes. Choose a favorite scam or roll on the table below. d6|Scam 1|I cheat at games of chance. 2|I shave coins or forge documents. 3|I insinuate myself into people's lives to prey on their weakness and secure their fortunes. 4|I put on new identities like clothes. 5|I run sleight-of-hand cons on street corners. 6|I convince people that worthless junk is worth their hard-earned money.
Charlatans are colorful characters who conceal their true selves behind the masks they construct. They reflect what people want to see, what they want to believe, and how they see the world. But their true selves are sometimes plagued by an uneasy conscience, an old enemy, or deep-seated trust issues.
d8 | Personality Trait |
---|---|
1 | I fall in and out of love easily, and am always pursuing someone. |
2 | I have a joke for every occasion, especially occasions where humor is inappropriate. |
3 | Flattery is my preferred trick for getting what I want. |
4 | I'm a born gambler who can't resist taking a risk for a potential payoff. |
5 | I lie about almost everything, even when there's no reason to. |
6 | Sarcasm and insults are my weapons of choice. |
7 | I keep multiple holy symbols on me and invoke whatever deity might come in useful at any given moment. |
8 | I pocket anything I see that might have some value. |
d6 | Ideal |
---|---|
1 | Independence. I am a free spirit—no one tells me what to do. (Chaotic) |
2 | Fairness. I never target people who can't afford to lose a few coins. (Lawful) |
3 | Charity. I distribute the money I acquire to the people who really need it. (Good) |
4 | Creativity. I never run the same con twice. (Chaotic) |
5 | Friendship. Material goods come and go. Bonds of friendship last forever. (Good) |
6 | Aspiration. I'm determined to make something of myself. (Any) |
d6 | Bond |
---|---|
1 | I fleeced the wrong person and must work to ensure that this individual never crosses paths with me or those I care about. |
2 | I owe everything to my mentor—a horrible person who's probably rotting in jail somewhere. |
3 | Somewhere out there, I have a child who doesn't know me. I'm making the world better for him or her. |
4 | I come from a noble family, and one day I'll reclaim my lands and title from those who stole them from me. |
5 | A powerful person killed someone I love. Some day soon, I'll have my revenge. |
6 | I swindled and ruined a person who didn't deserve it. I seek to atone for my misdeeds but might never be able to forgive myself. |
d6 | Flaw |
---|---|
1 | I can't resist a pretty face. |
2 | I'm always in debt. I spend my ill-gotten gains on decadent luxuries faster than I bring them in. |
3 | I'm convinced that no one could ever fool me the way I fool others. |
4 | I'm too greedy for my own good. I can't resist taking a risk if there's money involved. |
5 | I can't resist swindling people who are more powerful than me. |
6 | I hate to admit it and will hate myself for it, but I'll run and preserve my own hide if the going gets tough. |
Source: PHB, page 128 |
---|
Hailing from a strange and distant land, wandering tabaxi are catlike humanoids driven by curiosity to collect interesting artifacts, gather tales and stories, and lay eyes on all the world's wonders. Ultimate travelers, the inquisitive tabaxi rarely stay in one place for long. Their innate nature pushes them to leave no secrets uncovered, no treasures or legends lost.
Most tabaxi remain in their distant homeland, content to dwell in small, tight clans. These tabaxi hunt for food, craft goods, and largely keep to themselves.
However, not all tabaxi are satisfied with such a life. They believe that the gods gifted each tabaxi with one specific feline trait. Those tabaxi gifted with curiosity are compelled to wander far and wide. They seek out stories, artifacts, and lore. Those who survive this period of wanderlust return home in their elder years to share news of the outside world. In this manner, the tabaxi remain isolated but never ignorant of the world beyond their home.
Tabaxi treasure knowledge rather than material things. A chest filled with gold coins might be useful to buy food or a coil of rope, but it's not intrinsically interesting.
In the tabaxi's eyes, gathering wealth is like packing rations for a long trip. It is important to survive in the world, but not worth fussing over.
Instead, tabaxi value knowledge and new experiences. Their ears perk up in a busy tavern, and they tease out stories with offers of food, drink, and coin. Tabaxi might walk away with empty purses, but they mull over the stories and rumors they collected like a miser counting coins.
Although material wealth olds little attraction for the tabaxi, they have an insatiable desire to find and inspect ancient relics, magical items, and other rare objects. Aside from the power such items might confer, a tabaxi takes great joy in unraveling the stories behind their creation and the history of their use.
Wandering tabaxi are mercurial creatures, trading one obsession or passion for the next as the whim strikes. A tabaxi's desire burns bright, but once met it disappears to be replaced with a new obsession. Objects remain intriguing only as long as they still hold secrets.
A tabaxi rogue could happily spend months plotting to steal a strange gem from a noble, only to trade it for passage on a ship or a week's lodging after stealing it. The tabaxi might take extensive notes or memorize every facet of the gem before passing it on, but the gem holds no more allure once its secrets and nature have been laid bare.
Curiosity drives most of the tabaxi found outside their homeland, but not all of them become adventurers. Tabaxi who seek a safer path to satisfy their obsessions become wandering tinkers and minstrels.
These tabaxi work in small troupes, usually consisting of an elder, more experienced tabaxi who guides up to four young ones learning their way in the world. They travel in small, colorful wagons, moving from settlement to settlement. When they arrive, they set up a small stage in a public square where they sing, play instruments, tell stories, and offer exotic goods in trade for items that spark their interest. Tabaxi reluctantly accept gold, but they much prefer interesting objects or pieces of lore as payment.
These wanderers keep to civilized realms, preferring to bargain instead of pursuing more dangerous methods of sating their curiosity. However, they aren't above a little discreet theft to get their claws on a particularly interesting item when an owner refuses to sell or trade it.
Age: Tabaxi have lifespans equivalent to humans.
Size: Tabaxi are taller on average than humans and relatively slender.
Darkvision: You have a cat's keen senses, especially in the dark. 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.
Feline Agility: Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0ft for one of your turns.
Cat's Claws: Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Cat's Talent: You have proficiency in the Perception and Stealth skills.
Languages. You can speak, read, and write Common and one other language of your choice.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Sword Coast Adventurer's Guide
0-level (Cantrip) Conjuration
You create a momentary circle of spectral blades that sweep around you. Each creature within range, other than you, must succeed on a Dexterity saving throw or take 1d6 force damage.
At higher levels: This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
0-level (Cantrip) Necromancy
You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.
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
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.
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.
Statblocks for your Trinkets, businesses, building, castles, empires.