+3 | Strength |
+2 | Dexterity |
+2 | Constitution |
+1 | Intelligence |
+4 | Wisdom |
+6 | Charisma |
+5 | Acrobatics |
+3 | Animal Handling |
+1 | Arcana |
+3 | Athletics |
+6 | Deception |
+1 | History |
+0 | Insight |
+6 | Intimidation |
+4 | Investigation |
+0 | Medicine |
+0 | Nature |
+0 | Perception |
+3 | Performance |
+3 | Persuasion |
+1 | Religion |
+2 | Sleight of Hands |
+2 | Stealth |
+0 | Survival |
Longsword | 1d20+6 | 1d8+6 |
---|
You have achieved a penetrating precision in combat, granting you the following benefits:
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
Weapon
Common
VersatileProficiency with a Longsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Type | Damage | Damage | Range |
---|---|---|---|
Martial Melee | 1d8 / 1d10 | Slashing |
Cost: 15 gp
Weight: 3 lbs
The statblocks of your class features
Your patron is a lord or lady of the fey, a creature of legend who holds secrets that were forgotten before the mortal races were born. This being’s motivations are often inscrutable, and sometimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges. Beings of this sort include the Prince of Frost; the Queen of Air and Darkness, ruler of the Gloaming Court; Titania of the Summer Court; her consort Oberon, the Green Lord; Hyrsam, the Prince of Fools; and ancient hags.
Spell Level | |||
---|---|---|---|
1 | Faerie Fire | Sleep | Entangle |
2 | Calm Emotions | Enlarge/ Reduce | Summon Beast |
3 | Blink | Conjure Animals | |
4 | Dominate Beast | Polymorph | |
5 | Dominate Person | Mislead | |
8 | Animal Shapes |
You start with the following equipment, in addition to the equipment granted by your background:
Pact Magic
Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the warlock spell list.
Cantrips
You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.
Spell Slots
The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.
Spells Known of 1st Level and Higher
At 1st level, you know two 1st-level spells of your choice from the warlock spell list.
The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.
Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus
You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your warlock spells.
Level | Milestone | Prof. Bonus | Features | Cantrips Known | Spells Known | Spell Slots | Slot Level | Eldritch Invocations Known | |
---|---|---|---|---|---|---|---|---|---|
1 | A | 2 | Pact Magic; Expanded Spell List; Benefits of the Fey; Karma; Fey Presence | 2 | 2 | 1 | 1st | 0 | |
2 | B | 2 | Eldritch Invocations | 2 | 3 | 2 | 1st | 2 | |
3 | C | 2 | Pact of the Blade | 2 | 4 | 2 | 2nd | 2 | |
4 | D | 2 | ASI or Feat | 3 | 5 | 2 | 2nd | 2 | |
5 | E | 3 | The Gift I Give To You | 3 | 3 | 2 | 3rd | 3 | |
6 | F | 3 | Misty Escape | 3 | 7 | 2 | 3rd | 3 | |
7 | G | 3 | - | 3 | 8 | 2 | 4th | 4 | |
8 | H | 3 | ASI or Feat | 3 | 9 | 2 | 4th | 4 | |
9 | I | 4 | - | 3 | 10 | 2 | 5th | 5 | |
10 | J | 4 | Beguiling Defense | 4 | 10 | 2 | 5th | 5 | |
11 | K | 4 | Mystic Arcanum (6th) | 4 | 11 | 3 | 5th | 5 | |
12 | L | 4 | ASI or Feat | 4 | 11 | 3 | 5th | 6 | |
13 | M | 5 | Mystic Arcanum (7th) | 4 | 12 | 3 | 5th | 6 | |
14 | N | 5 | No Refunds on Gifts; Dark Delirium | 4 | 12 | 3 | 5th | 6 | |
15 | O | 5 | Mystic Arcanum (8th) | 4 | 13 | 3 | 5th | 7 | |
16 | P | 5 | ASI or Feat | 4 | 13 | 3 | 5th | 7 | |
17 | Q | 6 | Mystic Arcanum (9th) | 4 | 14 | 4 | 5th | 7 | |
18 | R | 6 | - | 4 | 14 | 5th | 8 | ||
19 | S | 6 | ASI or Feat | 4 | 15 | 4 | 5th | 8 | |
20 | T | 6 | Can't Turn Back Now | 4 | 15 | 4 | 5th | 8 |
Statblocks for your familiars, mounts etc.
Gives YOU proficiency with Athletics, Intimidation, general strength checks, and strength saving throws. If you already have a proficiency that this gives, you get expertise in the skill.
Charge: If the Thicc Boi moves at least 20ft toward the target and makes a Smash attack, the target is knocked back 10ft (if size medium or smaller) or 5ft (if size large or bigger).
Smash: Thicc Boi makes a Melee Weapon Attack- +Strength mod to hit, reach 5ft, 1 target. Hit:1d12 + Str mod Bludgeoning damage
Gives YOU proficiency in investigation as well as tracking and hunting parts of survival. if you already have proficiency in these skills, Fly Guy gives you expertise. Fly by: Fly Guy doesn't provoke attacks of opportunity.
Peck (5ft)- YOUR Cha mod + prof bonus to hit. d4 + Your Int mod damage piercing
Gives YOU proficiency in Investigation, Sleight of Hand, Persuasion, Performance, Survival, Insight, Perception, Deception, Nature, Medicine, Stealth, general int checks, and int saving throws (If within 10ft).
Hard to Hit: Although The Friend can't deal damage in combat, It is hard to hit. Enemies may try to attack it at disadvantage and It has advantage on dex, wisdom, and Int saving throws.
May only take the Hide, Disengage, Help, And dodge actions.
Heightened Sense: Gives advantage on dex daves to itself, you, and all allies within 10ft of it.
Fangs: YOUR cha mod _Prof mod to hit. 1d8 piercing damage. Heals for 1d8 on hit. Slash: YOUR cha mod +prof mod to hit. 2d6 +YOUR cha mod + YOUR prof mod slash damage
Advantage on all underwater abilities.
Binding Strike: Cha mod to hit. 1d6 + Cha mod + prof mod. Target is grappled (escape DC is your DC). Until grapple ends, beast can't use on another target.
Statblocks for race/species of the character.
Languages. You can speak, read, and write Common and Halfling. The Halfling language isn’t secret, but halflings are loath to share it with others. They write very little, so they don’t have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Basic Rules
0-level (Cantrip) Divination
Basic Rules
1-level Evocation
Basic Rules
1-level Enchantment
Basic Rules
1-level Conjuration
Statblocks for your Trinkets, businesses, building, castles, empires.