+0 | Strength |
-2 | Dexterity |
+2 | Constitution |
+3 | Intelligence |
+0 | Wisdom |
+3 | Charisma |
-2 | Acrobatics |
+0 | Animal Handling |
+3 | Arcana |
+0 | Athletics |
+3 | Deception |
+3 | History |
+0 | Insight |
+3 | Intimidation |
+3 | Investigation |
+0 | Medicine |
+3 | Nature |
+0 | Perception |
+3 | Performance |
+3 | Persuasion |
+3 | Religion |
-2 | Sleight of Hands |
-2 | Stealth |
+0 | Survival |
Mace | 1d20+2 | 1d8 |
---|
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
Dnd 5e SRD SRD
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
Melee Weapon Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Simple | 1d6 | Bludgeoning |
Cost: 5 gp Weight: 4 lb
Player's handbook 154, Xanathat's Guide to Everything 84
Adventuring Gear Common
A set of tinker’s tools is designed to enable you to repair many mundane objects. Though you can’t manufacture much with tinker’s tools, you can mend torn clothes, sharpen a worn sword, and patch a tattered suit of chain mail. Components. Tinker’s tools include a variety of hand tools, thread, needles, a Whetstone, scraps of cloth and leather, and a small pot of glue. History. You can determine the age and origin of objects, even if you have only a few pieces remaining from the original. Investigation. When you inspect a damaged object, you gain knowledge of how it was damaged and how long ago. Repair. You can restore 10 hit points to a damaged object for each hour of work. For any object, you need access to the raw materials required to repair it. For metal objects, you need access to an open flamelewhot enough to make the metal pliable.
Activity | DC |
---|---|
Temporarily repair a disabled device | 10 |
Repair an item in half the time | 15 |
Improvise a temporary item using scraps | 20 |
Cost: 50 gp Weight: 10 lb.
lvl 1 Warlock (The Star)
You can use your bonus action to create a Nova. When you enter a Nova, and each subsequent turn you begin while your Nova is active, you take special radiant damage called Nova damage. This damage begins at 1d6 when you enter your Nova, and increases to 2d6 the following turn, 3d6 the turn after, and so on. This damage can’t be reduced or avoided. You don't make Constitution saving throws to maintain your concentration as a result of taking this damage. Your Nova ends if you drop to 0 hit points or if you use your bonus action to end it. While your Nova is active, you can add additional d6s of damage, up to a maximum of twice the Nova damage you have taken on your turn, when you damage a creature with an attack on your turn. You can choose to add all the damage dice to the roll of a single attack, or divide up the damage among multiple attacks.
The statblocks of your class features
lvl | spells |
---|---|
1 | inflict wounds, silent image |
2 | blindness/deafness, darkvision |
3 | haste, slow |
4 | intensify gravity, phantasmal killer |
5 | geas, telekinesis |
lvl | spell |
---|---|
1 | burning hands, color spray |
2 | continual flame, scorching ray |
3 | daylight, fireball |
4 | fire shield, wall of fire |
5 | dispel evil and good, flame strike |
When most people of the ‘verse stare up at the night sky, a twinkle of wonder and curiosity glistens in their eyes; warlocks, however, shudder at the black chasm of the sky, for they have seen what dwells in the great beyond and know the horror that awaits travelers to the stars. Warlocks that travel the ‘verse in search of eldritch secrets often uncover things far more terrifying than they bargained for. Out among the stars, the antediluvian patrons are more ancient, more enigmatic, than terrestrial beings, and offer darker secrets to their followers. These patrons might be colossal alien beasts, strange entities sequestered away within stars or black holes, or the ever-present Void itself. Otherworldly Patrons The beings that serve as patrons for warlocks are mighty inhabitants of other planes of existence—not gods, but almost godlike in their power. Various patrons give their warlocks access to different powers and invocations, and expect significant favors in return. Some patrons collect warlocks, doling out mystic knowledge relatively freely or boasting of their ability to bind mortals to their will. Other patrons bestow their power only grudgingly, and might make a pact with only one warlock. Warlocks who serve the same patron might view each other as allies, siblings, or rivals.
Otherworldly Patron At 1st Level, you have struck a bargain with an otherworldly being of your choice, such as The Fiend. Your choice grants you features at 1st Level and again at 6th, 10th, and 14th level. 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. 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 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 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. 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 A rcanum 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.
You start with the following items, plus anything provided by your Background. • (a) a Light Crossbow and 20 bolts or (b) any simple weapon • (a) a Component pouch or (b) an arcane focus • (a) a Scholar's Pack or (b) a Dungeoneer's Pack • Leather Armor, any simple weapon, and two daggers
At 1st Level, you know two 1st-level Spells of your choice from the Warlock spell list. You learn a new Warlock spell every time you gain a level from 2 through 9, as well as at level 19. 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.
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Ability Score Increase. Your Intelligence score increases by 2, and your Constitution score increases by 1. Age. Amoeboids swiftly reach maturity, growing to full size in a mere 3 years, and have especially long lifespans, living as long as 200 to 300 years. Alignment. Natural-born scientists, amoeboids tend to be skeptical and deductive. They lean toward neutral alignments. Size. Amoeboids have a roughly similar mass to other humanoid creatures and stand 4 to 5 feet tall Flexible Form. You can use your action to stretch, compress, and mold your body into a myriad of shapes. You can transform into any static form that you choose that is no larger than 8 feet in any dimension. When you assume this form, you can replicate something’s basic shape but not its color, texture, moving parts, or fine details. You can’t change your body’s volume, nor can you move, attack, or cast spells while you’re transformed into a static shape. You can also use your action to touch a living creature and assume its general form. Your size and other statistics don’t change. You gain the ability to speak and understand that creature’s language, and if the target has a burrowing, climbing, or swimming speed, you gain those with the same speed, up to a maximum of 40 feet. Your transformation ends after 1 hour, or when you choose to end it on your turn (no action required). If you transform into a form incapable of wearing armor, your armor falls off. You can only take actions while you’re transformed if you are in the form of a creature, and you can only take actions that creature would be able to take. Amorphous. You can compress your body enough to squeeze through a 1-inch wide space. You can't expand inside a space that offers any resistance. Reform. Whenever you take bludgeoning, piercing, or slashing damage from a nonmagical weapon and don't drop to 0 hit points, you can use your reaction to immediately regain 1d4 hit points, up to a maximum of the amount of damage taken.
Languages. Common, Amoeboid
Statblocks for companions, followers and other allies.
Statblocks for your spells.
0-level (Cantrip) Evocation
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell
0-level (Cantrip) Conjuration
A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.
You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.
At higher levels: This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Xanathar's Guide to Everything, pg. 169
0-level (Cantrip) Necromancy
Unearthed Arcana
0-level (Cantrip) Enchantment
base
1-level Illusion
1-level Evocation
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.
Statblocks for your Trinkets, businesses, building, castles, empires.