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Rio Talae

9 Level (48000/64000 XP for level-up) Noble Background Half-Elf Race / Species / Heritage Neutral Good Alignment
Warlock (Pact of the Chain)
Level 7
Hit Dice: 7/7
1d8+1 Class 1
Sorcerer (Divine Soul)
Level 2
Hit Dice: 2/2
1d6+1 Class 2

STR
11
+0
DEX
14
+2
CON
12
+1
INT
15
+2
WIS
16
+3
CHA
17
+3
51
Hit Points
+2
Initiative (DEX)
11
Armor Class (AC)
+4
Prof. Bonus
30ft
Speed (walk/run/fly)
2 / 2
Sorcery Points
Spellcasting ...
+7 Attack mod
CHA Ability
+3 Abi Mod
15 Save DC
+8 Expertise Bonus
+4 Proficiency Bonus
+0 Strength
+2 Dexterity
+1 Constitution
+2 Intelligence
+7 Wisdom
+7 Charisma
saving throws
+2 Acrobatics DEX
+3 Animal Handling WIS
+6 Arcana INT
+0 Athletics STR
+7 Deception CHA
+6 History INT
+3 Insight WIS
+3 Intimidation CHA
+2 Investigation INT
skills
+3 Medicine WIS
+2 Nature INT
+3 Perception WIS
+7 Performance CHA
+7 Persuasion CHA
+6 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Spell Book

Position of Privilege
Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.


------------------------------------

Weapon Master
You have practiced extensively with a variety of weapons, gaining the following benefits:
  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • You gain proficiency with four weapons of your choice. Each one must be a simple or a martial weapon.


  • ------------------------------------

    Keen Mind
    You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits:
  • Increase your Intelligence score by 1, to a maximum of 20.
  • You always know which way is north.
  • You always know the number of hours left before the next sunrise or sunset.
  • You can accurately recall anything you have seen or heard within the past month.

  • Features & Traits
    From warlock: You start with the following equipment, in addition to the equipment granted 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

    + a map of the world and a map of everska
    + a few health potions (3)
    + regular clothes and any adventuring materials needed
    + a magic quarterstaff!
  • bounces magic away from rio (antimagic).
  • idk what it does if i cast my own spells with it.
  • + a magic glaive, gifted from beef! (idk what this does)

    ---
    From noble: A set of fine clothes, a signet ring, a scroll of pedigree, and a purse containing 25 gp

    (added but need to edit this)

    Equipment Copper: 0, Silver: 3, Electrum: 0, Gold: 28, Platinum: 0 Money
    Cantrips
    ✧ Blade Ward
    ✧ Booming Blade
    ✧ Eldritch Blast
    ✧ Light (from pact)
    ✧ Sacred Flame (from pact)
    +4 cantrips from sorcerer
    ✧ Frostbite
    ✧ Mending
    ✧ Gust
    ✧ Friends



    1st Level Spells
    ✧ Find Familiar
    ✧ Armor of Agathys
    ✧ Id Insinuation
    ✧ Cure Wounds (from pact)
    ✧ Guiding Bolt (from pact)
    ✧ Disguise Self (invocation)
    + 2 first level sorcerer
    ✧ Protection from Good and Evil (from sorcerous origin)
    ✧ Magic Missile
    ✧ Ice Knife

    2nd Level Spells
    ✧ Borrowed Knowledge
    ✧ Mirror Image
    ✧ Mind Thrust
    ✧ Misty Step
    ✧ Flaming Sphere (from pact)
    ✧ Lesser Restoration (from pact)

    3rd Level Spells
    ✧ Hypnotic Pattern
    ✧ Daylight (from pact)
    ✧ Revivify (from pact)

    4th Level Spells
    ✧ Guardian of Faith (from pact)
    ✧ Fire Wall (from pact)

    Eldritch Inovcations
    ✧ Eyes of the Rune Keeper
    ---> You can read all writing.
    ✧ Gift of the Ever-Living One
    ---> Prerequisite: Pact of the Chain feature
    ---> Whenever you regain hit points while your familiar is within 100 feet of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you.
    ✧ Mask of Many Faces
    ---> You can cast disguise self at will, without expending a spell slot.
    ✧ One with Shadows
    ---> When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.
    Spellcasting
    Rio has a thirst for knowledge, and he adores learning new languages. It's one of his biggest passions, but he still is learning several different ones, and he does not feel comfortable speaking or even writing all of the things he is studying. The languages he's completely fluent in are:
    ✧ Common
    ✧ Elven
    ✧ Celestial
    ✧ Dwarvish
    ✧ He can read all writing thanks to his familiar's prescence.

    Proficiences Include:
    ✧ Light Armor.
    ✧ Simple Weapons.
    ✧ One type of gaming set.
    ✧ Shortswords, longswords, glaives and scimitars.

    Languages & Proficiencies
    ✧ The common folk love me for my kindness and generosity.
    ✧ I don’t like to get my hands dirty, and I won’t be caught dead in unsuitable accommodations.
    ✧ I take great pains to always look my best and follow the latest fashions.
    ✧ and more, later.

    Personality Traits
    ✧ Family. Blood runs thicker than water.
    ✧ Noble Obligation. It is my duty to protect and care for the people beneath me.

    Ideals
    Nothing is more important than the other members of my family.

    Bonds
    ✧ I hide a truly scandalous secret that could ruin my family forever.
    ✧ In fact, the world does revolve around me.
    ✧ By my words and actions, I often bring shame to my family.

    Flaws


    ™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
    To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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

    Dnd 5e SRD SRD

    Leather Armor

    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


     

    Quarterstaff

    Weapon Versatile Common

    Type Damage Damage Range Properties
    Simple Melee 1d6 / 1d8 Bludgeoning Melee (5 ft) Versatile

    Cost: 2 sp Weight: 4 lb


     

    The Zephyr Effect

    Kusarigama

    Weapon

    Uncommon none Requires Attunement

    Weapon Finesse, Light, Reach, Special (Depending on which end you strike with, you may do Slashing or Bludgeoning damage.) Uncommon

    A sickle on a chain. The chain can be free held or attached to the waist or wrist. On a successful hit, the target must make a DC 10 Strength Save to avoid being pulled 10 feet. The save can be forgone to pulled the user 10 feet instead.

    Type Damage Damage Range
    Simple Melee 1d6 Slashing 20/60

    Cost: 7gp
    Weight: 5lbs

    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


     

    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

    Warlock


    Hit Points

    Hit Dice: d8 per Warlock level
    Hit Points at first Level: 8 + your Constitution modifier
    Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per warlock level after 1st

    Proficiences

    Armor: All light
    Weapons: All simple
    Tools: None
    Saving Throws: Wisdom, Charisma
    Skills: Choose two from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion

    Overview & Creation

    Level Prof. Bonus Features Cantrips Spells Spell Slots Spell Level Invocations
    1st +2 Pact Magic, Otherworldly Patron 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

     


    Class Features

    Otherworldly Patrons

    At 1st level, you have struck a bargain with an otherworldly being chosen from the list of available patrons. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.
    • The Archfey
    • The Celestial
    • The Fiend
    • The Great Old One
    • The Hexblade
    • The Undying
     

    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 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 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 use its reaction to make one attack of its own.  

    Pact of the Talisman

    Your patron gives you a special amulet, a talisman that can aid you, or anyone else who wears it, when the need is great. When the wearer makes an ability check with a skill in which they lack proficiency, they can add a d4 to the roll.   If you lose the talisman, 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 amulet.   The talisman turns to ash when you die.  

    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 cantrips do not need to be from the same spell 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. Any cantrip you cast with this feature is considered a warlock cantrip 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.  

    Proficiency Versatility

    Whenever you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).  

    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 Arcanum 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.


    Starting Equipment

    You may choose (a) or (b):

    • (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
      Alternatively, you can ignore the equipment from your class and background, and start with 4d4 x 10 gp.


    Spellcasting

    Pact Magic

    Your arcane research and the magic bestowed on you by your patron have given you facility with spells.  

    Cantrips

    You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, learning a 3rd cantrip at 4th level and a 4th at 10th level.  

    Spell Slots

    The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.  

    Spells Known of 1st Level and Higher

    At 1st level, you know two 1st-level spells of your choice from the warlock spell list.   The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. 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. 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 + your proficiency bonus + your Charisma modifier   Spell Attack modifier = your proficiency bonus + your Charisma modifier  

    Spellcasting Focus

    You can use an arcane focus as a spellcasting focus for your warlock spells.  

    Spell Versatility

    Whenever you finish a long rest, you can replace one spell you learned from this Pact Magic feature with another spell from the warlock spell list. The new spell must be the same level as the spell you replace.  

    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. 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.  

    Eldritch Invocations List

    If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.  

    Agonizing Blast

    Prerequisite: Eldritch Blast cantrip   When you cast Eldritch Blast, add your Charisma modifier to the damage it deals on a hit.  

    Armor of Shadows

    You can cast Mage Armor on yourself at will, without expending a spell slot or material components.  

    Ascendant Step

    Prerequisite: 9th Level You can cast Levitate on yourself at will, without expending a spell slot or material components.  

    Aspect of the Moon

    Prerequisite: Pact of the Tome   You no longer need to sleep and can't be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading your Book of Shadows and keeping watch.  

    Beast Speech

    You can cast Speak With Animals at will, without expending a spell slot.  

    Beguiling Influence

    You gain proficiency in the Deception and Persuasion skills.  

    Bewitching Whispers

    Prerequisite: 7th level   You can cast Compulsion once using a warlock spell slot. You can't do so again until you finish a long rest.  

    Bond of the Talisman

    Prerequisite: 12th level, Pact of the Talisman   While someone else is wearing your talisman, you can use your action to teleport to the unoccupied space closest to them, provided the two of you are on the same plane of existence. The wearer of your talisman can do the same thing, using their action to teleport to you.  

    Book of Ancient Secrets

    Prerequisite: Pact of the Tome   You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class’s spell list. The spells appear in the book and don't count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag.   On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.  

    Chain Master's Fury

    Prerequisite: 9th Level, Pact of the Chain   As a bonus action, you can command your familiar to make one attack.  

    Chains of Carceri

    Prerequisite: 15th level, Pact of the Chain   You can cast Hold Monster at will — targeting a celestial, fiend, or elemental — without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again.  

    Cloak of Flies

    Prerequisite: 5th level   As a bonus action, you can surround yourself with a magical aura that looks like buzzing flies. The aura extends 5 feet from you in every direction, but not through total cover. It lasts until you're incapacitated or you dismiss it as a bonus action.   The aura grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. Any other creature that starts its turn in the aura takes poison damage equal to your Charisma modifier (minimum of 0 damage).   Once you use this invocation, you can't use it again until you finish a short or long rest.  

    Devil's Sight

      You can see normally in darkness, both magical and non-magical, to a distance of 120 feet.  

    Dreadful Word

    Prerequisite: 7th level   You can cast Confusion once using a warlock spell slot per long rest.  

    Eldritch Armor

    Prerequisite: Pact of the Blade   As an action, you can touch a suit of armor that isn't being worn or carried by anyone and instantly don it, provided you aren't wearing armor already. You are proficient with this suit of armor until it's removed.  

    Eldritch Mind

    Prerequisite: Pact of the Tome   You have advantage on Constitution saving throws that you make to maintain your concentration on a spell.  

    Eldritch Sight

    You can cast Detect Magic at will, without expending a spell slot.  

    Eldritch Smite

    Prerequisite: 5th level, Pact of the Blade   Once per turn when you hit a creature with your pact weapon, you can expend a warlock spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot, and you can knock the target prone if it is Huge or smaller.  

    Eldritch Spear

    Prerequisite: Eldritch Blast cantrip   When you cast Eldritch Blast, its range is 300 feet.  

    Eyes of the Rune Keeper

    You can read all writing. You can comprehend any written word or symbol, should it hold any linguistic meaning.  

    Far Scribe

    Prerequisite: 5th Level, Pact of the Tome   A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your Charisma modifier (minimum of 1).   You can cast the sending spell, targeting a creature whose name is on the page, without using a spell slot and without using material components. To do so, you must write the message on the page. The target hears the message in their mind, and if the target replies, their message appears on the page, rather than in your mind. The writing disappears after 1 minute.   As an action, you can magically erase a name on the page by touching the name on it.  

    Fiendish Vigor

    You can cast False Life on yourself at will as a 1st-level spell, without expending a spell slot or material components.  

    Gaze of Two Minds

    You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.  

    Gift of the Protectors

    Prerequisite: 9th level, Pact of the Tome   A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your Charisma modifier (minimum of 1).   When any creature whose name is on the page is reduced to 0 hit points but not killed outright, the creature magically drops to 1 hit point instead. Once this magic is triggered, no creature can benefit from it until you finish a long rest.   As an action, you can magically erase a name on the page by touching the name on it.  

    Ghostly Gaze

    Prerequisite: 7th level   As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don't already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images.   Once you use this invocation, you can't use it again until you finish a short or long rest.  

    Gift of the Depths

    Prerequisite: 5th level   You can breathe underwater, and you gain a swimming speed equal to your walking speed.   You can also cast Water Breathing once without expending a spell slot. You regain the ability to do so when you finish a long rest.  

    Gift of the Ever-Living Ones

    Prerequisite: Pact of the Chain   Whenever you regain hit points while your familiar is within 100 feet of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you.  

    Grasp of Hadar

    Prerequisite: Eldritch Blast cantrip   Once on each of your turns when you hit a creature with your Eldritch Blast, you can move that creature in a straight line 10 feet closer to you.  

    Improved Pact Weapon

    Prerequisite: Pact of the Blade   You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells.   In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls.   Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow.  

    Investment of the Chain Master

    Prerequisite: Pact of the Chain   When you cast find familiar, you infuse the summoned familiar with a measure of your eldritch power, granting the creature the following benefits:
    • The familiar gains either a flying speed or a swimming speed (your choice) of 40 feet.
    • The familiar no longer needs to breathe.
    • The familiar's weapon attacks are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks.
     

    Lance of Lethargy

    Prerequisite: Eldritch Blast cantrip   Once on each of your turns when you hit a creature with your Eldritch Blast, you can reduce that creature's speed by 10 feet until the end of your next turn.  

    Lifedrinker

    Prerequisite: 12th level, Pact of the Blade   When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).  

    Maddening Hex

    Prerequisite: 5th level, Hex spell or a warlock feature that curses   As a bonus action, you cause a psychic disturbance around the target cursed by your hex spell or by a warlock feature of yours, such as Hexblade's Curse or Sign of Ill Omen. When you do so, you deal psychic damage to the cursed target and each creature of your choice that you can see within 5 feet of it. The psychic damage equals your Charisma modifier (minimum of 1 damage). To use this invocation, you must be able to see the cursed target, and it must be within 30 feet of you.  

    Mask of Many Faces

    You can cast Disguise Self at will, without expending a spell slot.  

    Master of Myriad Forms

    Prerequisite: 15th level   You can cast Alter Self at will, without expending a spell slot.  

    Minions of Chaos

    Prerequisite: 9th level   You can cast Conjure Elemental once using a warlock spell slot. You can't do so again until you finish a long rest.  

    Mire the Mind

    Prerequisite: 5th level   You can cast Slow once using a warlock spell slot. You can't do so again until you finish a long rest.  

    Misty Visions

    You can cast Silent Image at will, without expending a spell slot or material components.  

    One With Shadows

    Prerequisite: 5th level   When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.  

    Otherworldly Leap

    Prerequisite: 9th level   You can cast Jump on yourself at will, without expending a spell slot or material components.  

    Protection of the Talisman

    Prerequisite: 9th level, Pact of the Talisman   When the wearer of your talisman makes a saving throw in which they lack proficiency, they can add a d4 to the roll.  

    Rebuke of the Talisman

    Prerequisite: Pact of the Talisman   When the wearer of your talisman is hit by an attacker you can see within 30 feet of you, you can use your reaction to deal psychic damage to the attacker equal to your Charisma modifier (minimum of 1 damage) and push it up to 10 feet away from the talisman's wearer.  

    Relentless Hex

    Prerequisite: 7th level, Hex spell or a warlock feature that curses   As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see within 5 feet of the target cursed by your hex spell or by a warlock feature of yours, such as Hexblade's Curse or Sign of Ill Omen. To teleport in this way, you must be able to see the cursed target.  

    Repelling Blast

    Prerequisite: Eldritch Blast cantrip   When you hit a creature with Eldritch Blast, you can push the creature up to 10 feet away from you in a straight line.  

    Sculptor of Flesh

    Prerequisite: 7th level   You can cast Polymorph once using a warlock spell slot per long rest.  

    Shroud of Shadow

    Prerequisite: 15th level   You can cast Invisibility at will, without expending a spell slot.  

    Sign of Ill Omen

    Prerequisite: 5th level   You can cast Bestow Curse once using a warlock spell slot. You can't do so again until you finish a long rest.  

    Thief of Five Fates

    You can cast Bane once using a warlock spell slot. You can't do so again until you finish a long rest.  

    Thirsting Blade

    Prerequisite: 5th level, Pact of the Blade   You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.  

    Tomb of Levistus

    Prerequisite: 5th level   As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per warlock level, which take as much of the triggering damage as possible. Immediately after you take the damage, you gain vulnerability to fire damage, your speed is reduced to 0, and you are incapacitated. These effects, including any remaining temporary hit points, all end when the ice melts.   Once you use this invocation, you can't use it again until you finish a short or long rest.  

    Trickster's Escape

    Prerequisite: 7th level   You can cast Freedom of Movement once on yourself without expending a spell slot. You regain the ability to do so when you finish a long rest.  

    Visions of Distant Realms

    Prerequisite: 15th level   You can cast Arcane Eye at will, without expending a spell slot.  

    Voice of the Chain Master

    Prerequisite: Pact of the Chain   You can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.  

    Whispers of the Grave

    Prerequisite: 9th level   You can cast Speak With Dead at will, without expending a spell slot.  

    Witch Sight

    Prerequisite: 15th level   You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.


    Subclass Options

    The Archfey

    Your patron is a lord or lady of the fey, a creature of legend who holds secrets that were forgotten before the mortal races were born. This being's motivations are often inscrutable, and sometimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges. Beings of this sort include the Prince of Frost; the Queen of Air and Darkness, ruler of the Gloaming Court; Titania of the Summer Court; her consort Oberon, the Green Lord; Hyrsam, the Prince of Fools; and ancient hags.  

    Expanded Spell List

    The Archfey lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
    Spell Level Spells
    1st Faerie Fire, Sleep
    2nd Calm Emotions, Phantasmal Force
    3rd Blink, Plant Growth
    4th Dominate Beast, Greater Invisibility
    5th Dominate Person, Seeming

    Fey Presence

    Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.   Once you use this feature, you can't use it again until you finish a short or long rest.  

    Misty Escape

    Starting at 6th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.   Once you use this feature, you can't use it again until you finish a short or long rest.  

    Beguiling Defenses

    Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage.  

    Dark Delirium

    Starting at 14th level, you can plunge a creature into an illusory realm. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage.   Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion.   You must finish a short or long rest before you can use this feature again.  

    The Celestial

    Your patron is a powerful being of the Upper Planes. You have bound yourself to an ancient empyrean, solar, ki-rin, unicorn, or other entity that resides in the planes of everlasting bliss. Your pact with that being allows you to experience the barest touch of the holy light that illuminates the multiverse.   Being connected to such power can cause changes in your behavior and beliefs. You might find yourself driven to annihilate the undead, to defeat fiends, and to protect the innocent. At times, your heart might also be filled with a longing for the celestial realm of your patron, and a desire to wander that paradise for the rest of your days. But you know that your mission is among mortals for now, and that your pact binds you to bring light to the dark places of the world.  

    Expanded Spell List

    The Celestial lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
    Spell Level Spells
    1st Cure Wounds, Guiding Bolt
    2nd Flaming Sphere, Lesser Restoration
    3rd Daylight, Revivify
    4th Guardian of Faith, Wall of Fire
    5th Flame Strike, Greater Restoration

    Bonus Cantrips

    At 1st level, you learn the Sacred Flame and Light cantrips. They count as warlock cantrips for you, but they don't count against your number of cantrips known.  

    Healing Light

    At 1st level, you gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level.   As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.   Your pool regains all expended dice when you finish a long rest.  

    Radiant Soul

    Starting at 6th level, your link to the Celestial allows you to serve as a conduit for radiant energy. You have resistance to radiant damage, and when you cast a spell that deals radiant or fire damage, you can add your Charisma modifier to one radiant or fire damage roll of that spell against one of its targets.  

    Celestial Resilience

    Starting at 10th level, you gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your warlock level + your Charisma modifier.  

    Searing Vengeance

    Starting at 14th level, the radiant energy you channel allows you to resist death. When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet with a burst of radiant energy. You regain hit points equal to half your hit point maximum, and then you stand up if you so choose. Each creature of your choice that is within 30 feet of you takes radiant damage equal to 2d8 + your Charisma modifier, and it is blinded until the end of the current turn.   Once you use this feature, you can't use it again until you finish a long rest.  

    The Fiend

    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.  

    Expanded Spell List

    The Fiend lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
    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

    Dark One's Blessing

    Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1).  

    Dark One's Own Luck

    Starting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll's effects occur.   Once you use this feature, you can't use it again until you finish a short or long rest.  

    Fiendish Resilience

    Starting at 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance.  

    Hurl Through Hell

    Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.   At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.   Once you use this feature, you can't use it again until you finish a long rest.  

    The Great Old One

    Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the Far Realm, the space beyond reality, or it could be one of the elder gods known only in legends. Its motives are incomprehensible to mortals, and its knowledge so immense and ancient that even the greatest libraries pale in comparison to the vast secrets it holds. The Great Old One might be unaware of your existence or entirely indifferent to you, but the secrets you have learned allow you to draw your magic from it. Entities of this type include Ghaunadar, called That Which Lurks; Tharizdun, the Chained God; Dendar, the Night Serpent; Zargon, the Returner; Great Cthulhu; and other unfathomable beings.  

    Expanded Spell List

    The Great Old One lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
    Spell Level Spells
    1st Dissonant Whispers, Tasha's Hideous Laughter
    2nd Detect Thoughts, Phantasmal Force
    3rd Clairvoyance, Sending
    4th Dominate Beast, Evard's Black Tentacles
    5th Dominate Person, Telekinesis

    Awakened Mind

    Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can communicate telepathically with any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.  

    Entropic Ward

    At 6th level, you learn to magically ward yourself against attack and to turn an enemy's failed strike into good luck for yourself. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn.   Once you use this feature, you can't use it again until you finish a short or long rest.  

    Thought Shield

    Starting at 10th level, your thoughts can't be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.  

    Create Thrall

    At 14th level, you gain the ability to infect a humanoid's mind with the alien magic of your patron. You can use your action to touch an incapacitated humanoid. That creature is then charmed by you until a Remove Curse spell is cast on it, the charmed condition is removed from it, or you use this feature again.  

    The Hexblade

    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.  

    Expanded Spell List

    The Hexblade lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. You can communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence.
    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

    Hexblade's Curse

    Starting at 1st level, 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.
    • 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).
      You can't use this feature again until you finish a short or long rest.  

    Hex Warrior

    At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.   The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. 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 lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type.  

    Accursed Specter

    Starting at 6th level, you can curse the soul of a person you slay, temporarily binding it to your service. When you slay a humanoid, you can cause its spirit to rise from its corpse as a specter. When the specter appears, it gains temporary hit points equal to half your warlock level. Roll initiative for the specter, which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Charisma modifier (minimum of +0).   The specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife.   Once you bind a specter with this feature, you can't use the feature again until you finish a long rest.  

    Armor of Hexes

    At 10th level, your hex grows more powerful. If the target cursed by your Hexblade's Curse hits you with an attack roll, you can use your reaction to roll a d6. On a 4 or higher, the attack instead misses you, regardless of its roll. Master of Hexes   Starting at 14th level, you can spread your Hexblade's Curse from a slain creature to another creature. When the creature cursed by your Hexblade's Curse dies, you can apply the curse to a different creature you can see within 30 feet of you, provided you aren't incapacitated. When you apply the curse in this way, you don't regain hit points from the death of the previously cursed creature.  

    The Undying

    Death holds no sway over your patron, who has unlocked the secrets of everlasting life, although such a prize — like all power — comes at a price. Once mortal, the Undying has seen mortal lifetimes pass like the seasons, like the flicker of endless days and nights. It has the secrets of the ages to share, secrets of life and death. Beings of this sort include Vecna, Lord of the Hand and the Eye; the dread Iuz; the lich-queen Vol; the Undying Court of Aerenal; Vlaakith, lich-queen of the githyanki; and the deathless wizard Fistandantalus.   In the Realms, Undying patrons include Larloch the Shadow King, legendary master of Warlock's Crypt, and Gilgeam, the God-King of Unther.  

    Expanded Spell List

    Spell Level Spells
    1st False Life, Ray of Sickness
    2nd Blindness/Deafness, Silence
    3rd Feign Death, Speak With Dead
    4th Aura of Life, Death Ward
    5th Contagion, Legend Lore

    Among the Dead

    Starting at 1st level, you learn the Spare the Dying cantrip, which counts as a warlock cantrip for you. You also have advantage on saving throws against any disease.   Additionally, undead have difficulty harming you. If an undead targets you directly with an attack or a harmful spell, that creature must make a Wisdom saving throw against your spell save DC (an undead needn't make the save when it includes you in an area effect, such as the explosion of Fireball). On a failed save, the creature must choose a new target or forfeit targeting someone instead of you, potentially wasting the attack or spell. On a successful save, the creature is immune to this effect for 24 hours. An undead is also immune to this effect for 24 hours if you target it with an attack or a harmful spell.  

    Defy Death

    Starting at 6th level, you can give yourself vitality when you cheat death or when you help someone else cheat it. You can regain hit points equal to 1d8 + your Constitution modifier (minimum of 1 hit point) when you succeed on a death saving throw or when you stabilize a creature with Spare the Dying.   Once you use this feature, you can't use it again until you finish a long rest.  

    Undying Nature

    Beginning at 10th level, you can hold your breath indefinitely, and you don't require food, water, or sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests.   In addition, you age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged.  

    Indestructible Life

    When you reach 14th level, you partake some of the true secrets of the Undying. On your turn, you can use a bonus action to regain hit points equal to 1d8 + your warlock level. Additionally, if you put a severed body part of yours back in place when you use this feature, the part reattaches.   Once you use this feature, you can't use it again until you finish a short or long rest.

    Statblocks for your familiars, mounts etc.

    SRD

    Constrictor Snake

    Large beast, unaligned
    Armor Class 12
    Hit Points 13 2d10+2
    Speed 30ft Swim: 30ft

    STR
    15 +2
    DEX
    14 +2
    CON
    12 +1
    INT
    1 -5
    WIS
    10 0
    CHA
    3 -4

    Senses blindsight 10 ft., passive Perception 10
    Challenge 1/4 (50 XP)


    Actions

    Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 1d6+2 piercing damage.
    Constrict. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 1d8+2 bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the creature is restrained, and the snake can't constrict another target.


     

    Statblocks for race/species of the character.

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Level 0 Spells

    SRD

    Blade Ward

    0-level (Cantrip) Abjuration

    Casting Time: 1 action
    Range/Area: self
    Components: VS
    Duration: 1 round
    You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.
    Available for: Bard, Sorcerer, Warlock, Wizard

    SRD

    Booming Blade

    0-level (Cantrip) Evocation

    Casting Time: 1 action
    Range/Area: self (5 foot radius)
    Components: SM
    Materials: a melee weapon worth at least 1 sp
    Duration: 1 round
    You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.
    At higher levels: This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8 . Both damage rolls increase by 1d8 at 11th level ( 2d8 and 3d8 ) and again at 17th level ( 3d8 and 4d8 ).
    Available for: Artificer, Sorcerer, Warlock, Wizard

    PHB

    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

    Player's Handbook p255

    Light

    0-level (Cantrip) Evocation

    Casting Time: 1 Action
    Range/Area: Touch (20ft radius)
    Components: V, M
    Materials: A firefly or phosphorescent moss
    Duration: 1 Hour

    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.

    Available for: Bard, Cleric, Sorcerer, Wizard, Artificer

    Player's Handbook 5E (WoC)

    Sacred Flame

    0-level (Cantrip) Evocation

    Casting Time: 1 action
    Range/Area: 60 ft
    Components: Verbal, Somatic
    Duration: Instantaneous
    Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.
    At higher levels: The spells damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). 
    Available for: Cleric

    Level 1 Spells

    PHB

    Find Familiar

    1-level Conjuration

    Ritual - does not require spell slot, takes 10 minutes longer
    Casting Time: 1 hour
    Range/Area: 10 feet
    Components: V, S, M
    Materials: 10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier
    Duration: Instantaneous
    You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.
      Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.
      When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.
      While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.
      You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.
      Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

    PHB

    Armor of Agathys

    1-level Abjuration

    Casting Time: 1 action
    Range/Area: Self
    Components: V, S, M
    Materials: a cup of water
    Duration: 1 hour
    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.

    Unearthed Arcana

    Id Insinuation

    1-level Enchantment

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

    You unleash a torrent of conflicting desires in the mind of one creature you can see within range, impairing its ability to make decisions. The target must succeed on a Wisdom saving throw or be incapacitated. At the end of each of its turns, it takes 1d12 psychic damage, and it can then make another Wisdom saving throw. On a success, the spell ends on the target.

    Class(es): Bard, Sorcerer, Warlock, Wizard

    PHB: P. 230

    Cure Wounds

    1-level Evocation

    Casting Time: 1 action
    Range/Area: Touch
    Components: V, S
    Duration: Instantaneous
    A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the Healing increases by 1d8 for each slot level above 1st.
    Available for: Artificer, Bard, Cleric, Druid, Paladin, Ranger

    PHB

    Guiding Bolt

    1-level Evocation

    Casting Time: 1 action
    Range/Area: 120 feet
    Components: V, S
    Duration: 1 round
    A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.
    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.

    Player's Handbook

    Disguise Self

    1-level Illusion

    Casting Time 1 action
    Range Self
    Duration 1 hour
    Components V,S

    You make yourself – —including your clothing, armor, weapons, and other belongings on your person – —look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.   The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of som eone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

    Class(es): Artificer, Bard, Sorcerer, Wizard

    Level 2 Spells

    Strixhaven

    Borrowed Knowledge

    2-level Divination

    Casting Time: 1 action
    Range/Area: Self
    Components: V, S, M
    Materials: a book worth at least 25 gp
    Duration: 1 hour
    You draw on knowledge from spirits of the past. Choose one skill in which you lack proficiency. For the spell’s duration, you have proficiency in the chosen skill. The spell ends early if you cast it again.

    PHB

    Mirror Image

    2-level Illusion

    Casting Time: 1 action
    Range/Area: Self
    Components: V, S
    Duration: 1 minute
    Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.
      Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.
      If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
      A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.
      A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

    Unearthed Arcana

    Mind Thrust

    2-level Enchantment

    Casting Time 1 Bonus Action
    Range 60 ft
    Duration 1 Round
    Components V, S

    Damage Type: Psychic   Saving Throws: Intelligence   Description: You propel a lance of psionic disruption into the mind of one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage, and it can use its action only to Dash or Disengage on its next turn. On a successful save, the target takes half as much damage, and this spell doesn’t limit its action options.

    At higher levels:
    When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.

    Class(es): Bard, Sorcerer, Warlock, Wizard

    PHB

    Misty Step

    2-level Conjuration

    Casting Time 1 Bonus Action
    Range Self
    Duration Instantaneous
    Components V

    Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

    Class(es): Sorcerer, Warlock, Wizard, Druid (Circle of the Land (Coast)), Fighter (Eldritch Knight), Ranger (Horizon Walker), Paladin (Oath of the Ancients), Paladin (Oath of Vengeance), Rogue (Arcane Trickster)

    PHB

    Flaming Sphere

    2-level Evocation

    Casting Time: 1 action
    Range/Area: 60 feet
    Components: V, S, M
    Materials: a bit of tallow, a pinch of brimstone, and a dusting of powdered iron
    Duration: Concentration, 1 minute
    A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.
      As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn.
      When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
    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.

    Player's Handbook p255

    Lesser Restoration

    2-level Abjuration

    Casting Time: 1 action
    Range/Area: Touch
    Components: V, S
    Duration: Instantaneous

    You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
    Available for: Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer (Divine Soul), Warlock (The Celestial)

    Level 3 Spells

    Player's Handbook

    Hypnotic Pattern

    3-level Illusion

    Casting Time 1 action
    Range 120 feet
    Duration Concentration, 1 minute
    Components S,M (a glowing stick of incense or a crystal vial filled with phosphorescent material)

    You create a twisting pattern of colors that weaves through the air inside a 30-ft cube. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom save. On a fail, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0. The effect ends if they take damage, or are shaken awake.

    Class(es): Bard, Sorcerer, Warlock, Wizard

    Daylight

    3-level Evocation

    Casting Time 1 Action
    Range 60 ft
    Duration 1 hour
    Components V, S

    A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.   If you chose a point on an object you are holding or one that isn't being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.   If any of this spell's area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.

    Class(es): Cleric, Druid, Paladin, Ranger, Sorcerer

    Player's Handbook

    Revivify

    3-level Necromancy

    Casting Time 1 action
    Range Touch
    Duration Instantaneous
    Components V, S, M
    Materials Diamonds worth 300 gp, which the spell consumes

    You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.

    Class(es): Cleric, paladin

    Level 4 Spells

    PHB

    Guardian of Faith

    4-level Conjuration

    Casting Time 1 Action
    Range 30ft
    Duration 8 hours
    Components V

    A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity.   Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.

    Class(es): Cleric, Paladin (Oath of the Crown), Paladin (Oath of Devotion), Sorcerer (Divine Soul), Warlock (The Celestial)

    Wall of Fire

    4-level Evocation

    Casting Time 1 Action
    Range 120ft
    Duration Concentration, up to 1 Minute
    Components V, S, M
    Materials a small piece of phosphorus

    You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.   When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.   One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.
    At higher levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

    Class(es): Druid, Sorcerer, Wizard, Artificer (Artillerist), Cleric (Forge Domain), Cleric (Light Domain), Fighter (Eldritch Knight), Monk (Way of the Four Elements), Rogue (Arcane Trickster), Warlock (The Celestial), Warlock (The Fiend)

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

    DnD 5e

    Arcane Focus Crystal

    Adventuring Gear Common

    An arcane focus is a special item—an orb, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item—designed to channel the power of arcane spells.

    Cost: 10gp Weight: 1lb


     

    DnD 5e SRD

    Clothes, Fine

    Adventuring Gear Common

    This set of clothes is designed specifically to be expensive and to show it, including fancy, tailored clothes in whatever fashion happens to be the current style in the courts of the nobles. Precious metals and gems could be worked into the clothing.

    Cost: 15gp Weight: 6lb


     

    D

    Signet Ring

    Adventuring Gear Common

    Each signet ring has a distinctive design carved into it. When you press this ring into warm sealing wax, you leave an identifying mark.

    Cost: 5gp Weight: --


     

    DnD 5e SRD

    Scroll of Pedigree

    Adventuring Gear Common

    A scroll of pedigree proves a character's noble lineage.   It is one of the starting items for characters with the Noble background and is non-magical. It may be presented to other nobility and royalty and may include the character's family tree.


     

    DnD 5 SRD

    Scholar's Pack

    Adventuring Gear Common

    Includes a Backpack, a book of lore, a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, and a small knife.

    Cost: 40gp Weight: 12lb


     

    Created by

    smolfluffball.

    Statblock Type

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