+6 | Expertise Bonus | |
+3 | Proficiency Bonus |
+2 | Strength | |
+0 | Dexterity | |
+2 | Constitution | |
+1 | Intelligence | |
+5 | Wisdom | |
+7 | Charisma |
+0 | Acrobatics | DEX | |
+2 | Animal Handling | WIS | |
+4 | Arcana | INT | |
+2 | Athletics | STR | |
+7 | Deception | CHA | |
+1 | History | INT | |
+2 | Insight | WIS | |
+4 | Intimidation | CHA | |
+3 | Investigation | INT |
+2 | Medicine | WIS | |
+1 | Nature | INT | |
+4 | Perception | WIS | |
+4 | Performance | CHA | |
+4 | Persuasion | CHA | |
+4 | Religion | INT | |
+0 | Sleight of Hand | DEX | |
+0 | Stealth | DEX | |
+5 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Sickle | +5 | STR | 1d4+4+2 | Slashing | |
light |
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Warlocks are seekers of the knowledge that lies hidden in the fabric of the multiverse. Through pacts made with mysterious beings of supernatural power, warlocks unlock magical effects both subtle and spectacular. Drawing on the ancient knowledge of beings such as fey nobles, demons, devils, hags, and alien entities of the Far Realm, warlocks piece together arcane secrets to bolster their own power. The magic bestowed on a warlock ranges from minor but lasting alterations to the warlock's being (such as the ability to see in darkness or to read any language) to access to powerful spells. Unlike bookish wizards, warlocks supplement their magic with some facility at hand-to-hand combat. They are comfortable in light armor and know how to use simple weapons.
The Warlock table shows how many spell slots you have. 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. Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
At 1st level, you have struck a bargain with an otherworldly being of your choice. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
PHB
0-level (Cantrip) Conjuration
Player's Handbook 5E (WoC)
0-level (Cantrip) Evocation
Player's Handbook 5E (WoC)
0-level (Cantrip) Illusion
PHB, page 244
0-level (Cantrip) Enchantment
1-level Enchantment
This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast’s Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell’s duration. If you or one of your companions harms the target, the spells ends.
When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.
1-level Illusion
Ritual - does not require spell slot, takes 10 minutes longerYou write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration.
To you and any creatures you designate w hen you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know.
Should the spell be dispelled, the original script and the illusion both disappear.
A creature with truesight can read the hidden message.
1-level Conjuration
Ritual - does not require spell slot, takes 10 minutes longer1-level Divination
SRD
2-level Enchantment
SCC
2-level Divination
Basic Rules , pg. 221
2-level Enchantment
Statblocks for your Trinkets, businesses, building, castles, empires.