+0 | Strength |
+0 | Dexterity |
+0 | Constitution |
+0 | Intelligence |
+0 | Wisdom |
+0 | Charisma |
+2 | Acrobatics |
+0 | Animal Handling |
+2 | Arcana |
+6 | Athletics |
+3 | Deception |
+2 | History |
+0 | Insight |
+6 | Intimidation |
+2 | Investigation |
+3 | Medicine |
+2 | Nature |
+0 | Perception |
+3 | Performance |
+3 | Persuasion |
+2 | Religion |
+2 | Sleight of Hands |
+2 | Stealth |
+3 | Survival |
Weapon | Attack | Damage | Range |
---|---|---|---|
HDB Flame Tongue | 1d20+9 | 2d6+6 Slashing + +2d6 Fire | 5 ft. |
HDB Frost Brand | 1d20+9 | 2d6+6 Slashing + 1d6 Cold | 5 ft. |
HDB Holy Avenger | 1d20+9 | 2d6+6 Slashing +2d10 Radiant (Fiend/Undead only) | 5 ft. |
Javelin | 1d20+9 | 1d6+3 Piercing | 30/120 ft. (thrown) |
Smite Damage | -- | 2d8 Radient + 1d8 per slot level above 1st | -- |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
Weapon
Legendary Requires Attunement
Type | Damage | Damage | Range |
---|---|---|---|
Martial Melee | 2d6+3 / 2d6 | Slashing | 5 ft. |
Wondrous Item
Varies
Inside this heavy cloth bag are 3d4 dry beans. The bag weighs 1/2 pound plus 1/4 pound for each bean it contains. If you dump the bag's contents out on the ground, they explode in a 10-foot radius, extending from the beans. Each creature in the area, including you, must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable Objects in the area that aren't being worn or carried. If you remove a bean from the bag, plant it in dirt or sand, and then water it, the bean produces an Effect 1 minute later from the ground where it was planted. The DM can choose an Effect from the following table, determine it randomly, or create an Effect.d100 | Effect: |
---|---|
01 | 5d4 toadstools sprout. If a creature eats a toadstool, roll any die. On an odd roll, the eater must succeed on a DC 15 Constitution saving throw or take 5d6 poison damage and become Poisoned for 1 hour. On an even roll, the eater gains 5d6 Temporary Hit Points for 1 hour. |
02-10 | A geyser erupts and spouts water, beer, berry juice, tea, vinegar, wine, or oil (DM's choice) 30 feet into the air for 1d12 rounds. |
11-20 | A Treant sprouts (see the Monster Manual for statistics). There's a 50 percent chance that the Treant is chaotic evil and attacks. |
21-30 | An animate, immobile stone statue in your likeness rises. It makes verbal threats against you. If you leave it and others come near, it describes you as the most heinous of Villains and directs the newcomers to find and Attack you. If you are on the same plane of existence as the statue, it knows where you are. The statue becomes inanimate after 24 hours. |
31-40 | A campfire with blue flames springs forth and burns for 24 hours (or until it is extinguished). |
41-50 | 1d6+6 shriekers sprout (see the Monster Manual for statistics). |
51-60 | 1d4+8 bright pink toads crawl forth. Whenever a toad is Touched, it transforms into a Large or smaller monster of the DM's choice. The monster remains for 1 minute, then disappears in a puff of bright pink smoke. |
61-70 | A hungry Bulette (see the Monster Manual for statistics) burrows up and attacks. |
71-80 | A fruit tree grows. It has 1d10+20 fruit, 1d8 of which act as randomly determined magic Potions, while one acts as an ingested poison of the DM's choice. The tree vanishes after 1 hour. Picked fruit remains, retaining any magic for 30 days. |
81-90 | A nest of 1d4+3 eggs springs up. Any creature that eats an egg must make a DC 20 Constitution saving throw. On a successful save, a creature permanently increases its lowest ability score by 1, randomly choosing among equally low scores. On a failed save, the creature takes 10d6 force damage from an internal magical explosion. |
91-99 | A pyramid with a 60-foot-square base bursts upward. Inside is a sarcophagus containing a Mummy Lord (see the Monster Manual for statistics). The pyramid is treated as the mummy lord's lair, and its sarcophagus contains Treasure of the DM's choice. |
00 | A giant beanstalk sprouts, growing to a height of the DM's choice. The top leads where the DM chooses, such as to a great view, a cloud giant's castle, or a different plane of existence. |
The statblocks of your class features
Clad in plate armour that gleams in the sunlight despite the dust and grime of long travel, a human lays down her sword and shield and places her hands on a mortally wounded man. Divine radiance shines from her hands, the man’s wounds knit closed, and his eyes open wide with amazement. A dwarf crouches behind an outcrop, his black cloak making him nearly invisible in the night, and watches an orc war band celebrating its recent victory. Silently, he stalks into their midst and whispers an oath, and two orcs are dead before they even realise he is there. Silver hair shining in a shaft of light that seems to illuminate only him, an elf laughs with exultation. His spear flashes like his eyes as he jabs again and again at a twisted giant, until at last his light overcomes its hideous darkness. Whatever their origin and their mission, paladins are united by their oaths to stand against the forces of evil. Whether sworn before a god’s altar and the witness of a priest, in a sacred glade before nature spirits and fey beings, or in a moment of desperation and grief with the dead as the only witness, a paladin’s oath is a powerful bond. It is a source of power that turns a devout warrior into a blessed champion.
Level |
Proficiency
Bonus |
Features |
1st |
2nd |
3rd |
4th |
5th |
---|---|---|---|---|---|---|---|
1st |
+2 |
Divine Sense, Lay on Hands | - |
- |
- |
- |
- |
2nd |
+2 |
Fighting Style, Spellcasting, Divine Smite | 2 |
- |
- |
- |
- |
3rd |
+2 |
Divine Health, Sacred Oath | 3 |
- |
- |
- |
- |
4th |
4 |
Ability Score Improvement | 3 |
- |
- |
- |
- |
5th |
+3 |
Extra Attack | 4 |
2 |
- |
- |
- |
6th |
+3 |
Aura of Protection | 4 |
2 |
- |
- |
- |
7th |
+3 |
Sacred Oath Feature | 4 |
3 |
- |
- |
- |
8th |
+3 |
Ability Score Improvement | 4 |
3 |
- |
- |
- |
9th |
+4 |
- | 4 |
3 |
2 |
- |
- |
10th |
+4 |
Aura of Courage | 4 |
3 |
2 |
- |
- |
11th |
+4 |
Improved Divine Smite | 4 |
3 |
3 |
- |
- |
12th |
+4 |
Ability Score Improvement | 4 |
3 |
3 |
- |
- |
13th |
+5 |
- | 4 |
3 |
3 |
1 |
- |
14th |
+5 |
Cleansing Touch | 4 |
3 |
3 |
1 |
- |
15th |
+5 |
Sacred Oath Feature | 4 |
3 |
3 |
2 |
- |
16th |
+5 |
Ability Score Improvement | 4 |
3 |
3 |
2 |
- |
17th |
+6 |
- | 4 |
3 |
3 |
2 |
1 |
18th |
+6 |
Aura Improvements | 4 |
3 |
3 |
2 |
1 |
19th |
+6 |
Ability Score Improvement | 4 |
3 |
3 |
2 |
2 |
20th |
+6 |
Sacred Oath Feature | 4 |
3 |
3 |
2 |
2 |
You start with the following equipment, in addition to the equipment granted by your background:
By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See Spells Rules for the general rules of spellcasting and the Spells Listing for the paladin spell list.
Paladin Level |
Spells |
---|---|
3rd | Bane, Hunter’s Mark |
5th | Hold Person, Misty Step |
9th | Haste, Protection from Energy |
13th | Banishment, Dimension Door |
17th | Hold Monster, Scrying |
With a pseudodragon curled on his shoulder, a young elf in golden robes smiles warmly, weaving a magical charm into his honeyed words and bending the palace sentinel to his will. As flames spring to life in her hands, a wizened human whispers the secret name of her demonic patron, infusing her spell with fiendish magic. Shifting his gaze between a battered tome and the odd alignment of the stars overhead, a wild-eyed tiefling chants the mystic ritual that will open a doorway to a distant world.Warlocks are finders and keepers of secrets. They push at the edge of our understanding of the world, always seeking to expand their expertise. Where sages or wizards might heed a clear sign of danger and end their research, a warlock plunges ahead, heedless of the cost. Thus, it takes a peculiar mixture of intelligence, curiosity, and recklessness to produce a warlock. Many folk would describe that combination as evidence of madness. Warlocks see it as a demonstration of bravery. Warlocks are defined by two elements that work in concert to forge their path into this class. The first element is the event or circumstances that led to a warlock's entering into a pact with a planar entity. The second one is the nature of the entity a warlock is bound to. Unlike clerics, who typically embrace a deity and that god's ethos, a warlock might have no love for a patron, or vice versa.
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 components pouch or (b) an arcane focus
(a) a scholars pack or dungeoneers pack
leather armor, any simple weapon, and two daggers
You have made a pact with a fiend from the lower planes of existence, a being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you. Fiends powerful enough to forge a pact include demon lords such as Demogorgon, Orcus, Fraz'Urb-luu, and Baphomet; archdevils such as Asmodeus, Dispater, Mephistopheles, and Belial; pit fiends and balors that are especially mighty; and ultroloths and other lords of the yugoloths.
Spell Level | Spells |
---|---|
1st | Burning Hands, Command |
2nd | Blindness/Deafness, Scorching Ray |
3rd | Fireball, Stinking Cloud |
4th | Fire Shield, Wall of Fire |
5th | Flame Strike, Hallow |
RAGE:
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.
While raging, you gain the following benefits if you aren’t wearing heavy armor:
If you are able to cast spells, you can’t cast them or concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.
UNARMORED DEFENSE:While you are not wearing any armor, your Arm or Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
RECKLESS ATTACK:Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
DANGER SENSE:At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.
You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.
PRIMAL PATH:At 3rd level, you choose a path that shapes the nature of your rage. Choose the Path of the Berserker or the Path of the Totem Warrior, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.
ABILITY SCORE IMPROVEMENT:W hen 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.
FAST MOVEMENT:Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.
FERAL INSTINCT:By 7th level, your instincts are so honed that you have advantage on initiative rolls.
Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.
BRUTAL CRITICAL:Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
This increases to two additional dice at 13th level and three additional dice at 17th level.
RELENTLESS RAGE:Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.
Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.
PERSISTENT RAGE:Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.
INDOMITABLE MIGHT:
Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.
PRIMAL CHAMPION:At 20th level, you em body the pow er of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.
Path of the Berserker: FRENZY:
Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion (as described in appendix A).
MINDLESS RAGE:Beginning at 6th level, you can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.
INTIMIDATING PRESENCE:Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or m ore than 60 feet away from you.
If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.
RETALIATION:Starting at 14th level, when you take damage from a creature that is within 5 feet of you. you can use your reaction to make a melee weapon attack against that creature.
Path of the Totem Warrior: SPIRIT SEEKER:Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the beast sense and speak with animals spells, but only as rituals, as described in chapter 10.
TOTEM SPIRIT:At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object--an amulet or similar adornment--that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick skinned, or if your totem is the eagle, your eyes turn bright yellow.
Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.
At 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one.
At 10th level, you can cast the commune with nature spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek.
TOTEMIC ATTUNEMENT:At 14th level, you gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one.
Level | Proficiency Bonus | Features | Rages | Rage Damage |
---|---|---|---|---|
1st | +2 | Rage, Unarmored Defense | 2 | +2 |
2nd | +2 | Reckless Attack, Danger Sense | 2 | +2 |
3rd | +2 | Primal Path | 3 | +2 |
4th | +2 | Ability Score Improvement | 3 | +2 |
5th | +3 | Extra Attack, Fast Movement | 3 | +2 |
6th | +3 | Path Feature | 4 | +2 |
7th | +3 | Feral Instinct | 4 | +2 |
8th | +3 | Ability Score Improvement | 4 | +2 |
9th | +4 | Brutal Critical (1 die) | 4 | +3 |
10th | +4 | Path Feature | 4 | +3 |
11th | +4 | Relentless Rage | 4 | +3 |
12th | +4 | Ability Score Improvement | 5 | +3 |
13th | +5 | Brutal Critical (2 dice) | 5 | +3 |
14th | +5 | Path Feature | 5 | +3 |
15th | +5 | Relentless Rage | 5 | +3 |
16th | +5 | Ability Score Improvement | 5 | +4 |
17th | +6 | Brutal Critical (3 dice) | 6 | +4 |
18th | +6 | Indomitable Might | 6 | +4 |
19th | +6 | Ability Score Improvement | 6 | +4 |
20th | +6 | Primal Champion | Unlimited | +4 |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Darkvision Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Hellish Resistance You have resistance to fire damage. Infernal Legacy You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the hellish rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Languages. Infernal and Common
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Basic Rules, pg. 282
0-level (Cantrip) Transmutation
You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range.
PHB
0-level (Cantrip) Necromancy
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 ).
PHB, page 237
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.
PHB
1-level Necromancy
Bolstering yourself with a necromantic facsimile of life, you gain 1d4+4 temporary hit points for the duration.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.
PHB
1-level Conjuration
You invoke the power of Hadar, the Dark Hunger. Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can't take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st
PHB
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.
PHB
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
PHB
1-level Enchantment
Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a 1d4 and subtract the number rolled from the attack roll or saving throw.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
PHB
1-level Evocation
Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.
PHB
1-level Abjuration
A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
PHB
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.
PHB
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
PHB
2-level Enchantment
You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw. An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth.
3-level Necromancy
You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options:
Player's Handbook
6-level Transmutation
You bring forth a great feast, including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don’t set in until this hour is over. Up to twelve other creatures can partake of the feast. A creature that partakes of the feast gains several benefits. The creature is cured of all mundane diseases and poisons, becomes immune to poison and being frightened, and makes all Wisdom saving throws with advantage. Its hit point maximum also increases by 2d10, and it gains the same number of hit points. These benefits last for 24 hours.
7-level Conjuration
You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the DM’s discretion. Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle. You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.
Statblocks for your Trinkets, businesses, building, castles, empires.