+1 | Strength |
+2 | Dexterity |
+3 | Constitution |
+2 | Intelligence |
+4 | Wisdom |
+7 | Charisma |
+2 | Acrobatics |
+2 | Animal Handling |
+4 | Arcana |
+3 | Athletics |
+5 | Deception |
+2 | History |
+2 | Insight |
+7 | Intimidation |
+4 | Investigation |
+2 | Medicine |
+2 | Nature |
+2 | Perception |
+5 | Performance |
+5 | Persuasion |
+2 | Religion |
+2 | Sleight of Hands |
+2 | Stealth |
+2 | Survival |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
DnD 5e SRD SRD
Medium Armor Common
Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.
Type | AC | STR Req. | Stealth Dis. | Properties |
---|---|---|---|---|
Medium | 13 + Dex modifier (max 2) |
Cost: 50 gp Weight: 20 lb
DnD 5e SRD SRD
Ranged Weapon Ammunition, Heavy, Two-Handed Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial | 1d8 | Piercing | 150/600 ft | Ammunition, Heavy, Two-Handed |
Cost: 50 gp Weight: 2 lb
DnD 5e SRD SRD
Melee Weapon Versatile Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial | 1d8 / 1d10 | Slashing | Versatile |
Cost: 10 gp Weight: 4 lb
The statblocks of your class features
Warlocks are seekers of the knowledge that lies hidden in the fabric of the multiverse. Through pacts made with mysterious beings of supernatural power, warlocks unlock magical effects both subtle and spectacular. Warlocks are driven by an insatiable need for knowledge and power, which compels them into their pacts and shapes their lives. This thirst drives warlocks into their pacts and shapes their later careers as well. Stories of warlocks binding themselves to fiends are widely known, but many warlocks serve patrons that are not fiendish. Sometimes a traveler in the wilds comes to a strangely beautiful tower, meets its fey lord or lady, and stumbles into a pact without being fully aware of it. And sometimes, while poring over tomes of forbidden lore, a brilliant but crazed student's mind is opened to realities beyond the material world and to the alien beings that dwell in the outer void. Once a pact is made, a warlock's thirst for knowledge and power can't be slaked with mere study and research. No one makes a pact with such a mighty patron if he or she doesn't intend to use the power thus gained. Rather, the vast majority of warlocks spend their days in active pursuit of their goals. which typically means some kind of adventuring. Furthermore, the demands of their patrons drive warlocks toward adventure.
• (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
Spell Level | Spells |
---|---|
1st | shield, wrathful smite |
2nd | blur, branding smite |
3rd | blink, elemental weapon |
4th | phantasmal killer, staggering smite |
5th | banishing smite, cone of cold |
Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | Spell Slots | Spell lvl | Invocations Known |
---|---|---|---|---|---|---|---|
1st | +2 | Otherworldly Patron, Pact Magic | 2 | 2 | 1 | 1st | - |
2nd | +2 | Eldritch Invocations | 2 | 3 | 2 | 1st | 2 |
3rd | +2 | Pact Boon | 2 | 4 | 2 | 2nd | 2 |
4th | +2 | Ability Score Improvement | 3 | 5 | 2 | 2nd | 2 |
5th | +3 | - | 3 | 6 | 2 | 3rd | 3 |
6th | +3 | Otherworldly Patron feature | 3 | 7 | 2 | 3rd | 3 |
7th | +3 | - | 3 | 8 | 2 | 4th | 4 |
8th | +3 | Ability Score Improvement | 3 | 9 | 2 | 4th | 4 |
9th | +4 | - | 3 | 10 | 2 | 5th | 5 |
10th | +4 | Otherworldly Patron feature | 4 | 10 | 2 | 5th | 5 |
11th | +4 | Mystic Arcanum (6th level) | 4 | 11 | 3 | 5th | 5 |
12th | +4 | Ability Score Improvement | 4 | 11 | 3 | 5th | 6 |
13th | +5 | Mystic Arcanum (7th level) | 4 | 12 | 3 | 5th | 6 |
14th | +5 | Otherworldly Patron feature | 4 | 12 | 3 | 5th | 6 |
15th | +5 | Mystic Arcanum (8th level) | 4 | 13 | 3 | 5th | 7 |
16th | +5 | Ability Score Improvement | 4 | 13 | 3 | 5th | 7 |
17th | +6 | Mystic Arcanum (9th level) | 4 | 14 | 4 | 5th | 7 |
18th | +6 | - | 4 | 14 | 4 | 5th | 8 |
19th | +6 | Ability Score Improvement | 4 | 15 | 4 | 5th | 8 |
20th | +6 | Eldritch Master | 4 | 15 | 4 | 5th | 8 |
War has been your life for as long as you care to remember. You trained as a youth, studied the use of weapons and armor, learned basic survival techniques, including how to stay alive on the battlefield. You might have been part of a standing national army or a mercenary company, or perhaps a member of a local militia who rose to prominence during a recent war. When you choose this background, work with your DM to determine which military organization you were a part of, how far through its ranks you progressed, and what kind of experiences you had during your military career. Was it a standing army, a town guard, or a village militia? Or it might have been a noble’s or merchant’s private army, or a mercenary company. During your time as a soldier, you had a specific role to play in your unit or army. Roll a d8 or choose from the options in the table below to determine your role:
Military Rank
You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.
The horrors of war combined with the rigid discipline of military service leave their mark on all soldiers, shaping their ideals, creating strong bonds, and often leaving them scarred and vulnerable to fear, shame, and hatred.
1d8 | Personality Trait |
---|---|
1 | I'm always polite and respectful. |
2 | I’m haunted by memories of war. I can’t get the images of violence out of my mind. |
3 | I’ve lost too many friends, and I’m slow to make new ones. |
4 | I'm full of inspiring and cautionary tales from my military experience relevant to almost every combat situation. |
5 | I can stare down a hell hound without flinching. |
6 | I enjoy being strong and like breaking things. |
7 | I have a crude sense of humor. |
8 | I face problems head-on. A simple, direct solution is the best path to success. |
1d6 | Ideal |
---|---|
1 | Greater Good. Our lot is to lay down our lives in defense of others. (Good) |
2 | Responsibility. I do what I must and obey just authority. (Lawful) |
3 | Independence. When people follow orders blindly, they embrace a kind of tyranny. (Chaotic) |
4 | Might. In life as in war, the stronger force wins. (Evil) |
5 | Live and Let Live. Ideals aren’t worth killing over or going to war for. (Neutral) |
6 | Nation. My city, nation, or people are all that matter. (Any) |
1d6 | Bond |
---|---|
1 | I would still lay down my life for the people I served with. |
2 | Someone saved my life on the battlefield. To this day, I will never leave a friend behind. |
3 | My honor is my life. |
4 | I’ll never forget the crushing defeat my company suffered or the enemies who dealt it. |
5 | Those who fight beside me are those worth dying for. |
6 | I fight for those who cannot fight for themselves. |
1d6 | Flaw |
---|---|
1 | The monstrous enemy we faced in battle still leaves me quivering with fear. |
2 | I have little respect for anyone who is not a proven warrior. |
3 | I made a terrible mistake in battle that cost many lives—and I would do anything to keep that mistake secret. |
4 | My hatred of my enemies is blind and unreasoning. |
5 | I obey the law, even if the law causes misery. |
6 | I’d rather eat my armor than admit when I’m wrong. |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Languages. Common, Celestial
Statblocks for companions, followers and other allies.
Statblocks for your spells.
0-level (Cantrip) Evocation
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.
0-level (Cantrip) Necromancy
You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.
At higher levels: The spell's damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).
PHB: P. 255
0-level (Cantrip) Evocation
1-level Enchantment
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.
1-level Abjuration
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile
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.