+3 | Strength |
+6 | Dexterity |
+1 | Constitution |
+3 | Intelligence |
+3 | Wisdom |
+3 | Charisma |
+2 | Acrobatics |
+1 | Animal Handling |
+1 | Arcana |
+3 | Athletics |
+1 | Deception |
+3 | History |
+3 | Insight |
-1 | Intimidation |
-1 | Investigation |
+1 | Medicine |
+3 | Nature |
+4 | Perception |
+3 | Performance |
+4 | Persuasion |
+1 | Religion |
+2 | Sleight of Hands |
+6 | Stealth |
+1 | Survival |
Pact Shortsword | 1d20+3 | 1d6+6 |
---|---|---|
Crossbow light | 1d20+2 | 1d8+4 |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
DnD 5e SRD SRD
Medium Armor Common
This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor.
Type | AC | STR Req. | Stealth Dis. | Properties |
---|---|---|---|---|
Medium | 12 + Dex Modifier (max 2) |
Cost: 10 gp Weight: 12 lb
DnD 5e SRD SRD
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
DnD 5e SRD SRD
Melee Weapon Finesse, Light Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial | 1d6 | Piercing | Finesse, Light |
Cost: 10 gp Weight: 2 lb
The statblocks of your class features
You have made your pact with a mysterious entity from the Shadowfell — a force that manifests in sentient magic weapons carved from the stuff of shadow. The mighty sword Blackrazor is the most notable of these weapons, which have been spread across the multiverse over the ages. The shadowy force behind these weapons can offer power to warlocks who form pacts with it. Many hexblade warlocks create weapons that emulate those formed in the Shadowfell. Others forgo such arms, content to weave the dark magic of that plane into their spellcasting. Because the Raven Queen is known to have forged the first of these weapons, many sages speculate that she and the force are one and that the weapons, along with hexblade warlocks, are tools she uses to manipulate events on the Material Plane to her inscrutable ends.
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 |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
0-level (Cantrip) Illusion
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object — such as a chair, muddy footprints, or a small chest — it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
0-level (Cantrip) Conjuration
You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.
At higher levels: This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
1-level Abjuration
Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
1-level Divination (ritual)
For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.
1-level Evocation
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
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
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.
2-level Illusion
Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.
2-level Evocation
The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it's invisible, and the target sheds dim light in a 5-foot radius and can't become invisible until the spell ends.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.
Learned By
Xanathar's Guide to Everything
2-level Divination
You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw, taking 3d8 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, you also always know the target's location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can’t become hidden from you, and if it’s invisible, it gains no benefit from that condition against you.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Statblocks for your Trinkets, businesses, building, castles, empires.