Remove these ads. Join the Worldbuilders Guild

Bran

Rogue/Warlock 2 Class & Level
Charlatan Background
Tabaxi Race
CN Alignment

Strength 8
-1
Dexterity 15
+2
constitution 10
+0
intelligence 12
+1
wisdom 13
+1
charisma 18
+4
Total Hit Dice 2
Hit Die
1d8+0
+2 proficiency bonus
-1 Strength
+4 Dexterity
+0 Constitution
+3 Intelligence
+1 Wisdom
+4 Charisma
saving throws
+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
skills Thieves' tools +6 proficiencies

 
14
Armor Class
13
Hit Points
+2
Initiative
30 ft. / Climb 20 ft.
Speed
WeaponAttackDamage
Unarmed StrikeClaws 1d20-1 1d4-1 slashing
Shortbow 1d20+3 1d12+1 piercing or lightning
Attacks
Tabaxi: Perception, Stealth
Charlatan: Deception, Sleight of Hand
Rogue: Acrobatics, Insight, Investigation, Persuasion
Light armor
Simple weapons, hand crossbows, longswords, rapiers, shortswords
Thieves’ tools
Proficiences
Eldritch Blast
Sword Blast
Spare the Dying
False Life
Hex
Spellcasting
Wolf Hide Armor
Shortbow and Lightning arrows
Equipment
snotty nose, and a shitty face. will bring u something dead and creepy to express appreciation
Personality Traits
I'm convinced that no one could ever fool me the way I fool others.
Ideals
My older sister Brigit has taught me everything I know about surviving in this cruel and gnarly world.
Bonds
I'm a born gambler who can't resist taking a risk for a potential payoff.
Flaws
Feline Agility
Cat Claws
False Identity
Expertise (Thieves' tools & Stealth)
Sneak Attack (1d6)
Pact Magic
Otherworldly Patron (the Undying)
Features & Traits

Heroes Enabled

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

Wolf Hide Armor

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

Pact Magic

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.

Among the Dead

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.

Sneak Attack

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.

Expertise

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.

Warlock


Hit Points

Hit Dice: d8 per Warlock level
Hit Points at first Level: 8+ Con modifier
Hit Points at Higher Levels: 1d8 (or 5)+ Con modifier

Proficiences

Armor: Light
Weapons: Simple
Tools:
Saving Throws: Wis, Cha
Skills: Choose two: Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion

Overview & Creation

PHB, Pgs. 106-111
Pact of the Deck Original Credit: Saequis
Voice of a Thousand Credit: Reworked from The Revenant Soul by PizzaMelody


Class Features

Otherworldly Patron

  At 1st level, you have struck a bargain with an otherworldly being of your choice: The Fiend.
Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

Pact Magic

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 to cast your warlock spells of 1st through 5th level. The table also shows what the level of those slots is; all of these spell slots are the same level. To cast one of your warlock spells of 1st through 5th level, you must expend a spell slot. You regain all expended Pact Magic spell slots when you finish a short or long rest.

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 + Proficiency bonus + Charisma modifier
Spell attack modifier = Proficiency bonus + Charisma modifier

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your warlock spells.

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. 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.

Pact Boon

At your 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 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 of its own with its reaction.

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. 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 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.

Pact of the Deck (Advanced Players)

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
You are able to dismiss your pact deck to an extradimensional space, and summon it to your hand at any time. If the deck is destroyed, you can meditate over a traditional deck of cards over a short rest, and roll 1d20. On a roll of 10 or higher, the deck is transformed into your new spell deck. On a roll of 1, the deck is destroyed.

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.

Mystic Arcanum

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.

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

  • A light Crossbow and 20 Bolts or any simple weapon
  • A component pouch or an arcane focus
  • A Scholar's pack or a Dungeoneer's pack
  • Leather armor, any simple weapon, and two daggers

 


Spellcasting

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
You possess one use per Short or Long Rest.


Subclass Options

Otherworldly Patron's

 

The Fiend

You have made a pact with a fiend from the lower planes of existence, a being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you.

Expanded Spell List

The Fiend 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:
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

Dark One's Blessing

Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1).

Dark One's Own Luck

Starting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll's effects occur.
Once you use this feature, you can't use it again until you finish a short or long rest.

Fiendish Resilience

Starting at 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance.

Hurl Through Hell

Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.
At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.
Once you use this feature, you can't use it again until you finish a long rest.  

The Voice of A Thousand

The soul is timeless and eternal. Many believe there is a place souls reside outside of the mortal world, but sometimes, there are strong forces that pull them back or keep them here. By some means, you have found yourself bound to these souls and carry blessings and curses from them being with you.

Expanded Spell List

The Voice of a Thousand 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:
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

Past Life

As you spend more and more time with the Voices you find that you can filter through them and hear individuals. At 1st, 4th, 7th, 10th, 13th, and 16th level you gain a greater ability to filter voices at will, increasing your skills based on who you focus on. Until you gain the skills to filter voices effectively (7th Level), spells cast are rolled at a disadvantage from the distraction of The Voices:
Level # Of voices
1st 1
4th 2
7th 3
10th 4
13th 5
16th 6
 

Unyielding Soul

Possessing a connection to the souls of others allows you to be possessed and compelled to live after death. Starting at 6th level you now add your charisma modifier (minimum of 1) to your death-saving throws, and critical hits received while unconscious become normal hits. If you die you may come back to life at the expense of -1 to a base stat of your choice. You then return to life after 1d12 days.

Multi-Layered Soul

You've gained the ability to "wear" souls like armor through mental training. At 10th level you become immune to poison condition and are resistant to poison damage. Additionally, your unarmored defense is 5+your Charisma and Constitution modifiers. 

Eldritch Invocations

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.
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.

 


LevelProficiency BonusFeaturesCantrips KnownSpells KnownSpell SlotsSlot LevelInvocations Known
1st+2Otherworldly Patron, Pact Magic2211st
2nd+2Eldritch Invocations2321st2
3rd+2Pact Boon2422nd2
4th+2Ability Score Improvement3522nd2
5th+33623rd3
6th+3Otherworldly Patron feature3723rd3
7th+33824th4
8th+3Ability Score Improvement3924th4
9th+431025th5
10th+4Otherworldly Patron feature41025th5
11th+4Mystic Arcanum (6th level)41135th5
12th+4Ability Score Improvement41135th6
13th+5Mystic Arcanum (7th level)41235th6
14th+5Otherworldly Patron feature41235th6
15th+5Mystic Arcanum (8th level)41335th7
16th+5Ability Score Improvement41335th7
17th+6Mystic Arcanum (9th level)41445th7
18th+641445th8
19th+6Ability Score Improvement41545th8
20th+6Eldritch Master41545th8

The Undying


Hit Points

Hit Dice: d8 per The Undying level
Hit Points at first Level: See Warlock
Hit Points at Higher Levels: See Warlock

Proficiences

Armor: See Warlock
Weapons: See Warlock
Tools: See Warlock
Saving Throws: See Warlock
Skills: See Warlock

Subclass Options

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.  

Expanded Spell List

Spell LevelSpells
1stFalse Life, Ray of Sickness
2ndBlindness/Deafness, Silence
3rdFeign Death, Speak With Dead
4thAura of Life, Death Ward
5thContagion, Legend Lore
 

Among the Dead

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.  

Defy Death

Starting at 6th level, you can give yourself vitality when you cheat death or when you help someone else cheat it. You can regain hit points equal to 1d8 + your Constitution modifier (minimum of 1 hit point) when you succeed on a death saving throw or when you stabilize a creature with Spare the Dying.   Once you use this feature, you can't use it again until you finish a long rest.  

Undying Nature

Beginning at 10th level, you can hold your breath indefinitely, and you don't require food, water, or sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests.   In addition, you age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged.  

Indestructible Life

When you reach 14th level, you partake some of the true secrets of the Undying. On your turn, you can use a bonus action to regain hit points equal to 1d8 + your warlock level. Additionally, if you put a severed body part of yours back in place when you use this feature, the part reattaches.   Once you use this feature, you can't use it again until you finish a short or long rest.

Rogue


Hit Points

Hit Dice: d8 per Rogue level
Hit Points at first Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier

Proficiences

Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Thieves’ tools
Saving Throws: Dexterity, Intelligence
Skills: Choose four from Acrobatics, Athletics, Deception. Insight, Intimidation, Investigation, Perception, Performance. Persuasion, Sleight of Hand, and Stealth

Overview & Creation

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.


Class Features

Expertise

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.  

Sneak Attack

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.  

Cunning Action

Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.  

Roguish Archetype

At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities: Thief, Assassin, Arcane Trickster or Triple Threat, all detailed at the end of the class description. Your archetype choice grants you features at 3rd level and then again at 9th, 13th and 17th level.  

Ability Score Improvement

When you reach 4th level, and again at 8th, 10th, 12th, 16th, 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.  

Uncanny Dodge

Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.  

Evasion

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.  

Reliable Talent

By 11th level, you have refined your chosen skill until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 as a 10.  

Blindsense

Starting at 14th level, if you are able to hear, you are aware of the location if any hidden or invisible creature within 10 feet of you.  

Slippery Mind

By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.  

Elusive

Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.  

Stroke of Luck

At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as 20. once you use this feature, you can't use it again until you finish a short or long rest.


Starting Equipment

  • (a) a rapier or (b) a shortsword
  • (a) a shortbow and quiver of 20 arrows or (b) a shortsword
  • (a) a burglar’s pack, (b) a dungeoneer’s pack, or (c) an explorer’s pack
  • Leather armor, two daggers, and thieves’ tools


Spellcasting

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.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier


Subclass Options

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.  

Thief

You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn’t employ.  

Assassin

You focus your training on the grim art of death. Those who adhere to this archetype are diverse: hired killers, spies, bounty hunters, and even specially anointed priests trained to exterminate the enemies of their deity. Stealth, poison, and disguise help you eliminate your foes with deadly efficiency.  

Arcane Trickster

Some rogues enhance their fine-honed skills of stealth and agility with magic, learning tricks of enchantment and illusion. These rogues include pickpockets and burglars, but also pranksters, mischief-makers, and a significant number of adventurers.  

Swashbuckler

You focus your training on the art of the blade, relying on speed, elegance, and charm in equal parts. While some warriors are brutes clad in heavy armor, your method of fighting looks almost like a performance. Duelists and pirates typically belong to this archetype.  

Triple Threat

A Triple Threat is so named for their ability to seemingly be anywhere and deal with any foe at once. Stories of triple threats speak about them working together to take down groups of enemies many times larger than themselves, by wielding elemental force against their targets until none remain.


LevelProficiency BonusSneak AttackFeatures
1+21d6Expertise, Sneak Attack, Thieves' Cant
2+21d6Cunning Action
3+22d6Roguish Archetype
4+22d6Ability Score Improvement
5+33d6Uncanny Dodge
6+33d6Expertise
7+34d6Evasion
8+34d6Ability Score Improvement
9+45d6Roguish Archetype Feature
10+45d6Ability Score Improvement
11+46d6Reliable Talent
12+46d6Ability Score Improvement
13+57d6Roguish Archetype Feature
14+57d6Blindsense
15+58d6Slippery Mind
16+58d6Ability Score Improvement
17+69d6Roguish Archetype Feature
18+69d6Elusive
19+610d6Ability Score Improvement
20+610d6Stroke of Luck

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Charlatan

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.

Skill Proficiencies Deception, Sleight of Hand
Tool Proficiencies Disguise kit, Forgery kit
Equipment
  • A set of fine clothes
  • a disguise kit
  • tools of the con of your choice (ten stoppered bottles filled with colored liquid
  • a set of weighted dice
  • a deck of marked cards
  • or a signet ring of an imaginary duke)
  • and a belt pouch containing 15 gp

Features

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.  

Suggested Characteristics

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.

Traits

d8Personality Trait
1I fall in and out of love easily, and am always pursuing someone.
2I have a joke for every occasion, especially occasions where humor is inappropriate.
3Flattery is my preferred trick for getting what I want.
4I'm a born gambler who can't resist taking a risk for a potential payoff.
5I lie about almost everything, even when there's no reason to.
6Sarcasm and insults are my weapons of choice.
7I keep multiple holy symbols on me and invoke whatever deity might come in useful at any given moment.
8I pocket anything I see that might have some value.

Ideal

d6Ideal
1Independence. I am a free spirit—no one tells me what to do. (Chaotic)
2Fairness. I never target people who can't afford to lose a few coins. (Lawful)
3Charity. I distribute the money I acquire to the people who really need it. (Good)
4Creativity. I never run the same con twice. (Chaotic)
5Friendship. Material goods come and go. Bonds of friendship last forever. (Good)
6Aspiration. I'm determined to make something of myself. (Any)

Bond

d6Bond
1I fleeced the wrong person and must work to ensure that this individual never crosses paths with me or those I care about.
2I owe everything to my mentor—a horrible person who's probably rotting in jail somewhere.
3Somewhere out there, I have a child who doesn't know me. I'm making the world better for him or her.
4I come from a noble family, and one day I'll reclaim my lands and title from those who stole them from me.
5A powerful person killed someone I love. Some day soon, I'll have my revenge.
6I 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.

Flaw

d6Flaw
1I can't resist a pretty face.
2I'm always in debt. I spend my ill-gotten gains on decadent luxuries faster than I bring them in.
3I'm convinced that no one could ever fool me the way I fool others.
4I'm too greedy for my own good. I can't resist taking a risk if there's money involved.
5I can't resist swindling people who are more powerful than me.
6I 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

Cat-folk/Tabaxi

Ability Score Increase +2 DEX, +1 CHA
Size Medium
Speed 30ft

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.


Wandering Outcasts

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.


Barterers of Lore

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.


Fleeting Fancies

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.


Tinkers and Minstrels

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.


Tabaxi Traits

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.

Level 0 Spells

Sword Coast Adventurer's Guide

Sword Burst

0-level (Cantrip) Conjuration

Casting Time 1 action
Range 5 feet
Duration Instantaneous
Components V

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).

Class(es): Sorcerer, Wizard, Warlock

Spare the Dying

0-level (Cantrip) Necromancy

Casting Time 1 Action
Range Touch
Duration Instantaneous
Components V, S

You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.

Class(es): Artificer, Cleric, Sorcerer (Divine Soul), Warlock (The Undying)

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

Level 1 Spells

PHB

False Life

1-level Necromancy

Casting Time 1 action
Range Self
Duration 1 hour
Components V, S, M
Materials a small amount of alcohol or distilled spirits

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.

Class(es): Sorcerer, Wizard

Hex

1-level Enchantment

Casting Time 1 Bonus Action
Range 90ft
Duration Concentration, up to 1 Hour
Components V, S, M
Materials the petrified eye of a newt

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.

Class(es): Warlock

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


Created by

chameleonwren.

Statblock Type

Character Sheet (Legacy)

Link/Embed