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Lilnarei (Lil) Navaren

Warlock 2 Class & Level
Charlatan Background
Tiefling Race
Chaotic Neutral Alignment

Strength 10
+0
Dexterity 14
+2
constitution 12
+1
intelligence 13
+1
wisdom 10
+0
charisma 17
+3
Total Hit Dice 1
Hit Die
1d8+1
+2 proficiency bonus
+0 Strength
+2 Dexterity
+1 Constitution
+1 Intelligence
+2 Wisdom
+4 Charisma
saving throws
+2 Acrobatics
+0 Animal Handling
+1 Arcana
+0 Athletics
+5 Deception
+1 History
+0 Insight
+3 Intimidation
+2 Investigation
+0 Medicine
+1 Nature
+0 Perception
+3 Performance
+3 Persuasion
+1 Religion
+2 Sleight of Hands
+2 Stealth
+0 Survival
skills Skills Chosen: Deception (cha) and investigation (int) Saving throws: wisdom, charisma
  proficiencies

 
13
Armor Class
15
Hit Points
+0
Initiative
30'
Speed
WeaponAttackDamage
Light Crossbow 1d20+2 1d8+2
Dagger 1d20+2 1d4+2
Handaxe 1d20+2 1d6+2
Attacks
Deception, Sleight of Hand, Light Armor, Simple Weapons

Proficiences
Arcane Focus
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).

Spellcasting
Tools of the con of choice: A signet ring of an imaginary duke (useful for forging documents and commandeering things)
**36 Gold, 9 Silver as of July 26 updated
4 days of rations
waterskin
Equipment
After years of suffering violence and insults on the street, I have learned to become self reliant and to trust no one. I have overcome human prejudice against my kind through charm and manipulation, talents that I use to my advantage to survive in a world where tieflings are considered less than human and not worthy. I use my charm to insinuate myself into people's lives to prey on their weaknesses and secure their fortunes. I put on new identities like clothes. I lie to get what I want. I never target those who cannot afford to lose anything, only the wealthy who deserve it.
Personality Traits
Independence : I am a free spirit - no one tells me what to do.
Ideals
I was caught scamming a powerful duke who killed someone I love as punishment, an innocent tiefling orphan who was in my care. In anguish, I made a pact with a fiend from the lower planes, offering my services on the Material Plane in exchange for power and arcane secrets so that I can enact my revenge. Death would be too kind; that man will regret his own existence and he will not see me coming for him.
Bonds
I'm convinced that no one could fool me the way that I fool others.
Flaws
Languages: Common and Infernal
Descendant of Asmodeus
Appearance: Long black hair, solid red eyes, black horns like a gazelle and red skin.
Age: 28 Height: 5' 6" Weight: 137 lbs
Features & Traits

Heroes Enabled

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

Dnd 5e SRD SRD

Leather Armor

Light Armor Common

The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

Type AC STR Req. Stealth Dis. Properties
Light 11 + Dex Modifier

Cost: 10 gp Weight: 10 lb


 

DnD 5e SRD SRD

Crossbow, light

Ranged Weapon Ammunition, Loading, Two-Handed Common

Type Damage Damage Range Properties
Simple 1d8 Piercing 80/320 ft Ammunition, Loading, Two-Handed

Cost: 25 gp Weight: 5 lb


 

Dagger

Weapon Secondary weapon   Stance: Dual Wielding Common

Type AC STR Req. Stealth Dis. Properties
None Dex 8
Type Damage Damage Range Properties
None 1d4 Piercing 5ft Secondary weapon   Stance: Dual Wielding

Cost: 200


 

Dagger

Weapon Secondary weapon   Stance: Dual Wielding Common

Type AC STR Req. Stealth Dis. Properties
None Dex 8
Type Damage Damage Range Properties
None 1d4 Piercing 5ft Secondary weapon   Stance: Dual Wielding

Cost: 200


 

DnD 5e SRD SRD

Handaxe

Melee Weapon Light, Thrown Common

Type Damage Damage Range Properties
Simple 1d6 Slashing 20/60 ft Light, Thrown

Cost: 5 gp Weight: 2 lb


 

PHB, page 150. Available in the SRD.

Fine Clothes

Adventuring Gear Common

Cost: 15 gp Weight: 6 lbs


 

PHB, page 150. Available in the SRD.

Crossbow Bolts (20)

Ammunition Varies

Cost: 1 gp Weight: 1.5 lbs


 

The statblocks of your class features

Warlock


Hit Points

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

Proficiences

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

Starting Equipment

You start with the following equipment in addition to the following granted by your background   (a) a light crossbow with 20 bolts or (b) any simple weapon (a) a componants pounch or (b) an arcane focus (a) a scholars pack or dungeoneers pack leather armour, any simple weapon, and two daggers


Spellcasting

Charisma is your spell casting ablity for your Warlock spells, so you use your charisma whenever a spell refers to to your spell casting ability. in addition you use your charisma modifier when setting your saving throws DC for a Warlock spell you cast and when making an attack roll with one

Warlock - Fiend


Hit Points

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

Proficiences

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

Overview & Creation

With a pseudodragon curled on his shoulder, a young elf in golden robes smiles warmly, weaving a magical charm into his honeyed words and bending the palace sentinel to his will. As flames spring to life in her hands, a wizened human whispers the secret name of her demonic patron, infusing her spell with fiendish magic.   Shifting his gaze between a battered tome and the odd alignment of the stars overhead, a wild-eyed tiefling chants the mystic ritual that will open a doorway to a distant world.
Warlocks are finders and keepers of secrets. They push at the edge of our understanding of the world, always seeking to expand their expertise. Where sages or wizards might heed a clear sign of danger and end their research, a warlock plunges ahead, heedless of the cost. Thus, it takes a peculiar mixture of intelligence, curiosity, and recklessness to produce a warlock. Many folk would describe that combination as evidence of madness. Warlocks see it as a demonstration of bravery.   Warlocks are defined by two elements that work in concert to forge their path into this class. The first element is the event or circumstances that led to a warlock's entering into a pact with a planar entity. The second one is the nature of the entity a warlock is bound to. Unlike clerics, who typically embrace a deity and that god's ethos, a warlock might have no love for a patron, or vice versa.


Class Features

Otherworldly Patron.

At 1st level, you have struck a bargain with an otherworldly being chosen from the list of available patrons. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

Eldritch Invocations (2nd level)

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. A list of the available options can be found on the Optional Features page. When you gain certain warlock levels, you gain additional invocations of your choice. 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. A level prerequisite in an invocation refers to warlock level, not character level.

Pact Boon (3rd level)

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

Pact of the Blade

You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see chapter 5 for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.   Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.   You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

Pact of the Chain

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

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 cantrips do not need to be from the same spell 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. Any cantrip you cast with this feature is considered a warlock cantrip 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.

Mystic Arcanum (11th level)

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

Mystic Arcanum (13th level)

At 13th level, your patron bestows upon you a magical secret called an arcanum. Choose one 7th-level spell from the warlock spell list as this arcanum. You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

Mystic Arcanum (13th level)

At 15th level, your patron bestows upon you a magical secret called an arcanum. Choose one 8th-level spell from the warlock spell list as this arcanum. You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

Mystic Arcanum (17th level)

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

Eldritch Master (20th level)

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


Starting Equipment

You start with the following equipment in addition to the following granted by your background   (a) a light crossbow with 20 bolts or (b) any simple weapon
(a) a components pouch or (b) an arcane focus
(a) a scholars pack or dungeoneers pack
leather armor, any simple weapon, and two daggers


Spellcasting

Pact Magic

Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the warlock spell list.

Cantrips

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

Spell Slots

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

Spells Known of 1st Level and Higher

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

Spellcasting Ability

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

Spellcasting Focus

You can use an arcane focus (found in chapter 5) as a spellcasting focus for your warlock spells.


Subclass Options

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. Fiends powerful enough to forge a pact include demon lords such as Demogorgon, Orcus, Fraz'Urb-luu, and Baphomet; archdevils such as Asmodeus, Dispater, Mephistopheles, and Belial; pit fiends and balors that are especially mighty; and ultroloths and other lords of the yugoloths.  

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.
 

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Tiefling

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

Basic informations

Lore

Tiefting names fali into three broad categories. Tieftings born into another culture typically have names reftective of that culture. Some have names derived from the Infernallanguage, passed down through generations, that reftect their fiendish heritage. And some younger tieftings, striving to find a place in the world, adopt a na me that signifies a virtue or other concept and then try to embody that concept. For some, the chosen name is a noble quest. For others, it's a grim destiny.

Age

Tieflings mature at the same rate as humans but live a few years longer.

Alignment

Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment.

Size

Tieflings are about the same size and build as humans. Your size is Medium.

Speed

Your base walking speed is 30 feet.

Hellish Resistance

You have resistance to fire damage.

Darkvision

Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Subraces

Descendant of Asmodeus

Lore

The tieflings connected to Nessus command the power of fire and darkness, guided by a keener than normal intellect, as befits those linked to Asmodeus himself.

Ability Score Increase

Your Intelligence score increases by 1.

Infernal Legacy

You know the Thaumaturgy cantrip. Once you reach 3rd level, you can cast the Hellish Rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. Once you reach 5th level, you can also cast the Darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Descendant of Baalzebul

Lore

The crumbling realm of Maladomini is ruled by Baalzebul, who excels at corrupting those whose minor sins can be transformed into acts of damnation. Tieflings linked to this archdevil can corrupt others both physically and psychically.

Ability Score Increase

Your Intelligence score increases by 1.

Infernal Legacy

You know the Thaumaturgy cantrip. Once you reach 3rd level, you can cast the Ray of Sickness spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. Once you reach 5th level, you can also cast the Crown of Madness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Descendant of Dispater

Lore

The great city of Dis occupies most of Hell's second layer. It is a place where secrets are uncovered and shared with the highest bidder, making tieflings tied to Dispater excellent spies and infiltrators.

Ability Score Increase

Your Dexterity score increases by 1.

Infernal Legacy

You know the Thaumaturgy cantrip. Once you reach 3rd level, you can cast the Disguise Self spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. Once you reach 5th level, you can also cast the Detect Thoughts spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Descendant of Fierna

Lore

A master manipulator, Fierna grants tieflings tied to her forceful personalities.

Ability Score Increase

Your Wisdom score increases by 1.

Infernal Legacy

You know the Friends cantrip. Once you reach 3rd level, you can cast the Charm Person spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. Once you reach 5th level, you can also cast the Suggestion spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Descendant of Glasya

Lore

Glasya, Hell's criminal mastermind, grants her tieflings magic that is useful for committing heists.

Ability Score Increase

Your Dexterity score increases by 1.

Infernal Legacy

You know the Minor Illusion cantrip. Once you reach 3rd level, you can cast the Disguise Self spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. Once you reach 5th level, you can also cast the Invisibility spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Descendant of Levistus

Lore

Frozen Stygia is ruled by Levistus, an archdevil known for offering bargains to those who face an inescapable doom.

Ability Score Increase

Your Constitution score increases by 1.

Infernal Legacy

You know the Ray of Frost cantrip. Once you reach 3rd level, you can cast the Armor of Agathys spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. Once you reach 5th level, you can also cast the Darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Descendant of Mammon

Lore

The great miser Mammon loves coins above all else. Tieflings tied to him excel at gathering and safeguarding wealth.

Ability Score Increase

Your Intelligence score increases by 1.

Infernal Legacy

You know the Mage Hand cantrip. Once you reach 3rd level, you can cast the Tenser's Floating Disk and regain the ability to do so when you finish a long rest. Once you reach 5th level, you can also cast the Arcane Lock spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Descendant of Mephistopheles

Lore

In the frozen realm of Cania, Mephistopheles offers arcane power to those who entreat with him. Tieflings linked to him master some arcane magic.

Ability Score Increase

Your Intelligence score increases by 1.

Infernal Legacy

You know the Mage Hand cantrip. Once you reach 3rd level, you can cast the Burning Hands spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. Once you reach 5th level, you can also cast the Flame Blade spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Descendant of Zariel

Lore

Tieflings with a blood tie to Zariel are stronger than the typical tiefling and receive magical abilities that aid them in battle.

Ability Score Increase

Your Strength score increases by 1.

Infernal Legacy

You know the Thaumaturgy cantrip. Once you reach 3rd level, you can cast the Searing Smite spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. Once you reach 5th level, you can also cast the Branding Smite spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Languages. Common, Infernal

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Thaumaturgy

0-level (Cantrip) Transmutation

Casting Time 1 Action
Range 30ft
Duration Up to 1 Minute
Components V

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

  • Your voice booms up to three times as loud as normal for 1 minute.
  • You cause flames to flicker, brighten, dim, or change color for 1 minute.
  • You cause harmless tremors in the ground for 1 minute.
  • You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
  • You instantaneously cause an unlocked door or window to fly open or slam shut.
  • You alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

Class(es): Cleric, Sorcerer (Divine Soul)

Mage Hand

0-level (Cantrip) Conjuration

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

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.   You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.   The hand can't attack, activate magic items, or carry more than 10 pounds.

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

Eldritch Blast

0-level (Cantrip) Evocation

Casting Time 1 Action
Range 120ft
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: The 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

Warlock - Agonizing Blast


Hit Points

Hit Dice: d4 per Warlock - Agonizing Blast level
Hit Points at first Level:
Hit Points at Higher Levels:

Proficiences

Armor:
Weapons:
Tools:
Saving Throws:
Skills:

Class Features

Prerequisites: Eldritch Blast cantrip   When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit. Source: PHB, page 110. Available in the SRD.

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): Artificer, Sorcerer, Wizard, Cleric (Death Domain), Cleric (Grave Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster), Warlock (The Raven Queen), Warlock (The Undying)

Level 1 Spells

Hellish Rebuke

1-level Evocation

Casting Time 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see
Range 60ft
Duration Instantaneous
Components V, S

You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

Class(es): Warlock, Paladin (Oathbreaker)

Witch Bolt

1-level Evocation

Casting Time 1 Action
Range 30ft
Duration Concentration, up to 1 Minute
Components V, S, M
Materials a twig from a tree that has been struck by lightning

A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell's range or if it has total cover from you.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st

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

Level 2 Spells

PHB: P. 222

Cloud of Daggers

2-level Conjuration

Casting Time: 1 action
Range/Area: 60 feet
Components: V, S, M
Materials: a sliver of glass
Duration: Concentration, Concentration, up to 1 minute
You fill the air with spinning daggers in a cube 5 feet on each side, centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the spell’s area for the first time on a turn or starts its turn there.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd.
Available for: Bard, Sorcerer, Warlock, Wizard

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

DnD 5 SRD

Scholar's Pack

Adventuring Gear Common

Includes a Backpack, a book of lore, a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, and a small knife.

Cost: 40gp Weight: 12lb


 

Disguise Kit

Tool Common

This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise.

Cost: 25 gp Weight: 3 lb


 

Created by

M3gW4r.

Statblock Type

Character Sheet (Legacy)

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