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Caellan Rhomdath

Dark Knight / Warlock 5/3 Class & Level
Haunted One Background
Dark Elf Race
Good Chaotic Alignment

Strength 15
+2
Dexterity 10
+0
constitution 13
+1
intelligence 12
+1
wisdom 10
+0
charisma 17
+3
Total Hit Dice 8
Hit Die
1d10+1
+3 proficiency bonus
+2 Strength
+0 Dexterity
+4 Constitution
+1 Intelligence
+3 Wisdom
+6 Charisma
saving throws
+0 Acrobatics
+0 Animal Handling
+4 Arcana
+5 Athletics
+6 Deception
+1 History
+0 Insight
+6 Intimidation
+4 Investigation
+0 Medicine
+1 Nature
+3 Perception
+3 Performance
+3 Persuasion
+1 Religion
+0 Sleight of Hands
+0 Stealth
+3 Survival
skills Athletics   Intimidation   Arcana   Survival   Deception   Investigation   Perception proficiencies

 
21
Armor Class
60
Hit Points
+0
Initiative
30
Speed
MoveWeaponHit RollDamageDamage TypeSpecial
Pact AttackShadowbringer 1d20+3+3 2d6+3+3 SlashingVitality 1d6
PlungeShadowbringer 1d20+3+3 5d6+3+3 SlashingVitality 1d6
Darkside Pact AttackShadowbringer 1d20+3+3 2d6+3+3+1d8 SlashingVitality 1d6
Darkside PlungeShadowbringer 1d20+3+3 5d6+3+3+1d8 SlashingVitality 1d6
BladeHex Pact AttackShadowbringer 1d20+3+3+3 2d6+3+3+3 SlashingVitality 1d6
BladeHex PlungeShadowbringer 1d20+3+3+3 5d6+3+3+3 SlashingVitality 1d6
BladeHex Darkside Pact AttackShadowbringer 1d20+3+3+3 2d6+3+3+1d8+3 SlashingVitality 1d6
BladeHex Darkside PlungeShadowbringer 1d20+3+3+3 5d6+3+3+1d8+3 SlashingVitality 1d6
Hex Pact AttackShadowbringer 1d20+3+3 2d6+3+3+1d6 SlashingVitality 1d6
Hex PlungeShadowbringer 1d20+3+3 5d6+3+3+1d6 SlashingVitality 1d6
Hex Darkside Pact AttackShadowbringer 1d20+3+3 2d6+3+3+1d8+1d6 SlashingVitality 1d6
Hex Darkside PlungeShadowbringer 1d20+3+3 5d6+3+3+1d8+1d6 SlashingVitality 1d6
Hex BladeHex Pact AttackShadowbringer 1d20+3+3+3 2d6+3+3+3+1d6 SlashingVitality 1d6
Hex BladeHex PlungeShadowbringer 1d20+3+3+3 5d6+3+3+3+1d6 SlashingVitality 1d6
Hex BladeHex Darkside Pact AttackShadowbringer 1d20+3+3+3 2d6+3+3+1d8+3+1d6 SlashingVitality 1d6
Hex BladeHex Darkside PlungeShadowbringer 1d20+3+3+3 5d6+3+3+1d8+3+1d6 SlashingVitality 1d6
Attacks
Simple Weapons
Martial Weapons
All Armors
Shield

Proficiences
Cantrip:
Dancing Light |
Eldritch Blast | (Ranged Atk) Dmg: 1d10
Chill Touch ( Ranged Atk) Dmg: 1d8

Spells:
Faerie Fire
Wrathful Smite | Wis Save Dmg: 1d6
Hex | Curse Dmg: 1d6
Armor of Agathys | +5 Temp HP 5 Cold Dmg
Darkness
Flock of Familiars
Spellcasting
Armor of Fenris
Raven Feather Cloak
Shadowbringer
Dagger x 2

Explorer's pack
Monster hunter's pack
Trinket of the Underdark

Equipment
I refuse to become a victim and i will not allow others to be victimized
Personality Traits
Determination. I’ll stop the spirits that haunt me or die trying.
Ideals
I have a child to protect. I must make the world a safer place for them.
Bonds
I feel no compassion for the dead. They’re the lucky ones.
Flaws
Superior Darkvision - Your darkvision has a range of 120 feet, instead of 60.

Sunlight Sensitivity - You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of the attack, or whatever you are trying to perceive is in direct sunlight.

Fey Ancestry - You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Trance - Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance". While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep.

Thirsting Blade - You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.

Lifedrinker - When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).

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.

Hexblade's Curse - you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:

• You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus (Currently 3).

• Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.

• If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point)(Currently 6).

•You can’t use this feature again until you finish a short or long rest.

Hex Warrior - When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type.

Well of Darkness - You are able to draw on the darkness in your heart and use it as power. This pool of energy is known as the Well of Darkness and is represented by your Well of Darkness points indicated on the class table (currently 5). All expended uses of your Well of Darkness points refresh upon completing a long rest.

Darkside - As a bonus action you may spend one Well of Darkness point to fill your weapon with power for a number of rounds equal to your Charisma Modifier (Currently 3). When you make a melee weapon attack while under the effect of Darkside, you deal additional necrotic damage as indicated on the Class Table (Currently 1d8).

Great Weapon Fighting - When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.

Burning Blood - As a bonus action you may expend one of your hit die and roll it. You recover Well of Darkness points equal to the result. You cannot exceed your maximum number of Well of Darkness points (Currently 5).

Extra Attack - You can attack twice, instead of once, whenever you take the Attack action on your turn.

Plunge - As an action you may move to a space beside a creature within a 15ft. radius. You then make a melee weapon attack against that creature, dealing an addition 2d6 damage of the weapon die's type. This damage increases to 3d6 at 6th level, 4d6 at 11th level and 5d6 at 17th level. You may use the Plunge feature a number of times equal to half
your Strength modifier (rounded up. Currently 1).

Features & Traits

Heroes Enabled

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

Armor of Fenris

Armor Legendary (this item requires attunement) [requires attunement by a werewolf or another were creature]

The Armour of Fenris is passed down from one alpha to the next. The Armour of Fenris typically bears a wolf's snarling face on it. This armour is capable of morphing to accommodate a werecreature's transformations between their base form, Hybrid form, and Beast form.

Type AC STR Req. Stealth Dis. Properties
Heavy 18 15

Weight: 12 lb


 

Attunement BenefitEffect
Hide of Fenrir+3 AC
True LycanNegates a lycanthropes vulnerability to silver weapons (normal damage from silver)
Devastating ClawsIncreases the power of their unarmed strikes by 1 damage step (1 to 1d4 to 1d6 to 1d8 to 1d10 to 1d12 to 2d8 to 2d10 to 2d12)
AlphaWhile wearing the Armour of Fenris, you gain advantage on all Charisma and Wisdom checks when interacting with other Lycanthropes and any other were creatures that recognizes the armor.

Raven Feather Cloak

Adventuring Gear Cloak Rare (this item requires attunement)

Jet black cloak with an Electrum clasp and raven feathers along the collar.

Weight: 2 lb


 

Attunement BenefitEffect
Raven's BlessingGives advantage on all Dex rolls

Shadowbringer

Weapon Heavy, Two-Handed, Focus, Very Rare (this item requires attunement)

Greatsword bestowed upon warlocks who make a pact with the sentient sword from shadowfell. Enchanted with the power to drain vitality, it draws upon the life of the enemy to ward it's user.

Type Damage Damage Range Properties
Martial Melee 2d6 Slashing Melee Heavy, Two-Handed, Focus,

Cost: 1500 gp Weight: 6 lb


 

Attunement BenefitEffect
Vitality DrainWhen you hit a creature with this magic weapon you deal an additional 1d6 necrotic damage. You gain temp HP equal to the necrotic damage you dealt.

DnD 5e SRD SRD

Dagger

Melee Weapon Finesse, Light, Thrown Common

Type Damage Damage Range Properties
Simple 1d4 Piercing 20/60 ft Finesse, Light, Thrown

Cost: 2 gp Weight: 1 lb


 

The statblocks of your class features

Dark Knight


Hit Points

Hit Dice: d10 per Dark Knight level
Hit Points at first Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Dark Knight level after 1st

Proficiences

Armor: All Armor, shields
Weapons: Simple and Martial Weapons
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Athletics, Arcana, History, Insight, Intimidation, Perception, Survival.

Overview & Creation

Protecting the Meek A Dark Knight is a knight who has taken up arms to serve the downtrodden. They serve no lords or institutions, believing no one is exempt from justice, no matter what their position in society. They protect the commonfolk from not only banditry and wild beasts, but from corrupt men who seek to oppress them. In return, Dark Knights are often fed and housed by those they protect, or rely upon bounty hunting and raiding looters to support themselves.   Internal Darkness When an adventurer chooses the path of a Dark Knight they understand that they are renouncing their rights to be a regular member of society. They belong to no society, acting as paragons of justice who see no allegiance. To assist them in their quest, Dark Knights are able to sacrifice their own life force to power a well of darkness within themselves. They cause themselves great pain and exhaustion in order to allow dark power to course through their body which they harness in a variety of ways.


Class Features

Well of Darkness - Beginning at the 1st level, you are able to draw on the darkness in your heart and use it as power. This pool of energy is known as the Well of Darkness and is represented by your Well of Darkness points indicated on the class table above. All expended uses of your Well of Darkness points refresh upon completing a long rest.


Fighting Style - Beginning at the 2nd level, you adopt a particular style of fighting as your specialty, Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.   Defense - While you are wearing armor, you gain a +1 bonus to AC.   Dueling - When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.   Great Weapon Fighting - When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the twohanded or versatile property for you to gain this benefit.   Protection - When a creature you can see attacks a target other than you that is within 5 feet of You, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.   Two-Weapon Fighting - When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.
Burning Blood - Also beginning at the 2nd level, as a bonus action you may expend one of your hit die and roll it. You recover Well of Darkness points equal to the result. You cannot exceed your maximum number of Well of Darkness points.
Dark Knight Archetype - At 3rd level, you choose which path of the dark knight to follow. The Blackblood focuses on martial ability, relying on powerful swordplay over magical arts. The Abyss Knight lets the dark powers within themselves flow freely, letting them become more powerful the more dire their situation is, and the Dark Magus uses that inner darkness to cast powerful magical spells alongside their stellar sword skill.
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.
Extra Attack - Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The Blackest Night - Beginning at the 7th level, as a bonus action you may expend one Hit Die to create a barrier which protects you or a creature within 30ft. of you. Roll the expended hit die, the target gains temporary hit points equal to the die result + your Charisma modifier.
Fight or Flight - Beginning at the 9th level, you are able to spend 2 Well of Darkness points to cast the Cause Fear or Compelled Duel spells.
Curse of the Abyss - Beginning at the 10th level, on your turn you may use a bonus action to curse a creature. The curse lasts for 1 minute. The curse ends when the creature dies, you die or are incapacitated. Until the curse ends, you gain the following benefits:   You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.   Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.   If the cursed target dies, you regain hit points equal to your Dark Knight level + your Charisma modifier (minimum of 1 hit point) and 1 Well of Darkness point.   You can’t use this feature again until you finish a short or long rest.
Abyssal Communion - Beginning at 13th level, you may spend 6 Well of Darkness points to cast Rary's Telepathic Bond.
Quietus - Beginning at the 14th level, you strike with a swirl of dark energy. As an action, you may spend 2 Well of Darkness points to make a melee weapon attack to all creatures within 10ft. of you. You may expend one hit die and roll it to deal additional necrotic damage equal to the result to all creatures attacked.
Dark Mind - Beginning at the 15th level, you gain proficiency in the Wisdom saving throw.
Stalwart Soul - Beginning at the 18th level, your body becomes fueled by your inner darkness. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.
Living Dead - Beginning at the 20th level, when you are reduced to 0 Hit Points but not killed outright, instead of becoming incapacitated, you may expend one hit die and recover hit points equal to the result + your Constitution modifier.
 


Starting Equipment

(a) chain mail or (b) hide   (a) a martial weapon and a shield or (b) two martial weapons   (a) a short bow and 20 arrows or (b) two daggers   (a) an explorer's pack or (b) a dungeoneer's pack


Spellcasting

Spell DC Dark Knight Spell DC = 8 + your proficiency modifier + your Charisma modifier.   When using spells which require you to make a ranged spell attack, your spell attack modifier is calculated as follows. Dark Knight Spell Attack Modifier = your proficiency modifier + your Charisma modifier.


Subclass Options

Blackblood - Blackbloods are Dark Knights who seek great power and presence on the battlefield. They spend their time perfecting their martial abilities, and then infusing their peerless skill with power drawn from the darkness which resides in their hearts.   Plunge - Beginning at 3rd level, as an action you may move to a space beside a creature within a 15ft. radius. You then make a melee weapon attack against that creature, dealing an addition 2d6 damage of the weapon die's type. This damage increases to 3d6 at 6th level, 4d6 at 11th level and 5d6 at 17th level. You may use the Plunge feature a number of times equal to half your Strength modifier (rounded up).   Piercing Intimidation - Beginning at 6th level, when making an Intimidation skill check, you may spend 1 Well of Darkness point to gain assistance from your inner darkness. Roll your Darkside damage die and add the result to the result of your check.   Soul Eater - Beginning at 11th level, once per turn when you make a melee weapon attack, you may choose to recover hit points equal to half the damage dealt by your Darkside feature's bonus damage, rounded up.   Ravaging Darkness - Beginning at the 17th level, you add your Charisma modifier to the bonus damage of your Darkside feature.


Abyss Knight - Fell Knights are warriors who sneer in the face of suffering, using techniques which injure themselves in order to deliver devestating damage to their opponents.   Dark Burst - Beginning at 3rd level, you are able to weaponize your own life energy to unleash a burst of dark energy against your foes. While under the effect of Darkside, you may spend 2d4 hit points to cast the Burning Hands spell. When cast in this way, the spell deals necrotic damage instead of fire, and does not ignite flammable objects. Use the Well of Darkness DC when casting the spell. You are able to cast the spell at higher levels by increasing the damage you take by 1d4 for each increase in casting level. You may only increase the spell level up to a number of levels equal to your Charisma modifier.   Adversity - Beginning at 6th level, you become fueled by the suffering you endure in battle. For every 20 hit points you are missing, up to a maximum equal to your Charisma modifier, you gain a +1 bonus to attack and damage rolls. Additionally you gain resistance to necrotic damage.   Supernatural Sense - Beginning at 11th level, you may cast the Detect Good and Evil spell at will. You may also cast Detect Thoughts at will on a willing creature or spend 2 Well of Darkness points to cast it on an unwilling creature.   Dark Star - Beginning at 17th level, damage from all sources is reduced by your current Adversity bonus. When you cast Burning Hands using the Dark Burst feature, you deal bonus damage equal to your Charisma Modifier + your Adversity bonus. Additionally, you may change the range from a 15ft. cone to a 30ft. line. You reference the Adversity bonus after spending your hit points to use Dark Burst feature.


LvlWell Of Darkness PtsDarkside
111d6
221d6
331d6
441d6
551d8
661d8
771d8
881d8
911d8
10101d8
11111d10
12121d10
13131d10
14141d10
15151d10
16161d10
17171d12
18181d12
19191d12
20201d12

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

Statblocks for your familiars, mounts etc.

Caellan's Worg

Large beast, unaligned
Armor Class 14 (natural armor)
Hit Points 60
Speed 50ft

STR
18 +4
DEX
12 +1
CON
14 +2
INT
7 -2
WIS
12 +1
CHA
8 -1

Skills Perception +5
Senses Darkvision 60 ft, Passive Perception 15
Languages Worg
Challenge 1


Keen Hearing and Smell - The worg alpha has advantage on Wisdom (Perception) checks that rely on hearing or smell.


Actions

Bite - Melee Weapon Attack: 1d20+6 to hit, reach 5 ft., one target. Dmg: 2d6+4 piercing damage. If the target is a creature, it and the Worg makes opposing Strength (Athletics) checks. If the Worg wins, the attack deals an additional 1d6+4 damage.


 

A large and brutish canine, the worg has been described as ‘to a wolf what an orc is to a man’; bigger, stronger, and more illtempered. Packs of worgs may be found roaming the wild places of the world, and are sometimes kept as pets and status symbols by the wealthy and powerful, ill-advised as this may be. However, they are most commonly associated with goblins, with whom they share a pack instinct, bestial cunning, and a vicious streak.   In truth, worgs of various sizes are used by many different monstrous races. Some more intelligent races have bred different strains of worg, much like different breeds of dog; hobgoblins for example, are known to raise a large breed for themselves to ride, and a smaller breed not much larger than a common wolf for their goblin kin. Goblins on the other hand, simply ride on younger worgs until they become unmanageable, at which point they are either killed or chained up.   This Worg was captured and raised personally by Caellan

Statblocks for race/species of the character.

Dark Elf (Drow)

Ability Score Increase +2 Dex., +1 Cha.
Size Medium
Speed 30 Ft.

- Drow can see up to 120 ft. of vision in dim light, granting them superior darkvision  

  • Drow have proficiency in the Perception skill
  • Drow have advantage on saving throws against being charmed, and magic can't put you to sleep
  • Drow don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day.
  • Drow have sunlight Sensitivity, causing them to have disadvantage on rolls and Wisdom (perception) checks when you, the target of your attack, or whatever you are trying to perceive in direct sunlight.
  • Drow know the dancing lights cantrip. when you reach 3rd Lvl., you can cast the Faerie Fire spell once with this trait and regain the ability to do so after a long rest. When you reach 5th lvl., you can cast the Darkness spell once with this trait and regain the ability to do so after a long rest.
  • You have proficiency with rapiers, shortswords, and crossbows.
  • Languages. Can speak, read, and write Common and Elvish

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Level 0 Spells

    Dancing Lights

    0-level (Cantrip) Evocation

    Casting Time 1 Action
    Range 120ft
    Duration Concentration, up to 1 Minute
    Components V, S, M
    Materials (a bit of phosphorus or wychwood, or a glowworm)

    You create up to four torch sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10 foot radius.   As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.

    Class(es): Artificer, Bard, Sorcerer, 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

    Chill Touch

    0-level (Cantrip) Necromancy

    Casting Time 1 Action
    Range 120ft
    Duration Instantaneous
    Components V, S

    You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.   If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
    At higher levels: This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

    Class(es): Sorcerer, Warlock, Wizard, Cleric (Death Domain), Druid (Circle of Spores), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

    Level 1 Spells

    Faerie Fire

    1-level Evocation

    Casting Time 1 Action
    Range 60ft
    Duration Concentration, up to 1 Minute
    Components V

    Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.   Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.

    Class(es): Artificer, Bard, Druid, Cleric (Light Domain), Warlock (The Archfey)

    Wrathful Smite

    1-level Evocation

    Casting Time 1 Bonus Action
    Range Self
    Duration Concentration, up to 1 Minute
    Components V

    The next time you hit with a melee weapon attack during this spell's duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.

    Class(es): Paladin, Warlock (The Hexblade)

    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

    Armor of Agathys

    1-level Abjuration

    Casting Time 1 Action
    Range Self
    Duration 1 Hour
    Components V, S, M
    Materials a cup of water

    A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot level above 1st.

    Class(es): Warlock, Paladin (Oath of Conquest)

    Level 2 Spells

    Darkness

    2-level Evocation

    Casting Time 1 Action
    Range 60ft
    Duration Concentration, Up to Ten Minutes
    Components V, M
    Materials bat fur and a drop of pitch or piece of coal

    Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.   If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.   If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

    Class(es): Sorcerer, Warlock, Wizard, Druid (Circle of the Land (Swamp)), Fighter (Eldritch Knight), Monk (Way of Shadow), Paladin (Oathbreaker), Rogue (Arcane Trickster)

    Flock of Familiars

    2-level Conjuration

    Casting Time 1 minute
    Range Touch
    Duration 1 hour
    Components V, S

    You temporarily summon three familiars – spirits that take animal forms of your choice. Each familiar uses the same rules and options for a familiar conjured by the Find Familiar spell. All the familiars conjured by this spell must be the same type of creature (celestials, fey, or fiends; your choice). If you already have a familiar conjured by the Find Familiar spell or similar means, then one fewer familiars are conjured by this spell. Familiars summoned by this spell can telepathically communicate with you and share their visual or auditory senses while they are within 1 mile of you. When you cast a spell with a range of touch, one of the familiars conjured by this spell can deliver the spell, as normal. However, you can cast a touch spell through only one familiar per turn.
     
    At higher levels: At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you conjure an additional familiar for each slot level above 2nd.

    Class(es): Warlock, Wizard

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

    Explorer's Pack

    Adventuring Gear Common

    Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

    Cost: 10 gp Weight: 59 lb


     

    DnD 5e Curse of Strahd

    Monster Hunter's Pack

    Adventuring Gear Common

    Includes a chest, a crowbar, a hammer, three wooden stakes, a holy symbol, a flask of holy water, a set of manacles, a steel mirror, a flask of oil, a tinderbox, and 3 torches.

    Cost: 33gp Weight: 49lbs


     

    Created by

    megamage91.

    Statblock Type

    Character Sheet (Legacy)

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