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Duncan Smith

Paladin 5/Warlock 8 13 Class & Level
Entertainer Background
Tiefling (Descendant of Zariel) Race
TN Alignment

Strength 20
+5
Dexterity 8
-1
constitution 14
+2
intelligence 10
+0
wisdom 10
+0
charisma 20
+5
Total Hit Dice 12
Hit Die
1d10+2
+5 proficiency bonus
+10 Strength
-1 Dexterity
+2 Constitution
+0 Intelligence
+0 Wisdom
+10 Charisma
saving throws
+3 Acrobatics
+0 Animal Handling
+0 Arcana
+10 Athletics
+5 Deception
+0 History
+0 Insight
+10 Intimidation
+0 Investigation
+0 Medicine
+0 Nature
+0 Perception
+10 Performance
+10 Persuasion
+5 Religion
-1 Sleight of Hands
-1 Stealth
+0 Survival
skills

 
18
Armor Class
100
Hit Points
-1
Initiative
30
Speed
Maul 1d20+11 2d6+6
GWM Maul 1d20+6 2d6+16
Eldritch Blast 1d20+11 1d10+5
Attacks
Armor: All light, medium, heavy, shields
Weapons: All simple, martial
Tools: Disguise kit, Hurdy-Gurdy
Languages: Common, Sylvan, and Infernal
Saving Throws: Wisdom, Charisma
Skills: Acrobatics, Athletics, Deception, Persuasion, Performance, Intimidation, Religion
Proficiences
Spell save DC= 19

Spell Attack modifier = 11

Lay on Hands Pool = 25hp

Healing Light Pool = 8d6

Channel Divinity = 1/sr or lr
Spellcasting
Chain Mail, Maul
a backpack, a crowbar, a hammer, 10 pitons, 2 torches, a tinderbox, 5 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
Disguise kit, Hurdy-Gurdy, Formal Wear
78lbs
0gp
Equipment
Great Weapon Master:
  • On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
  • Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.

Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Agonizing Blast:When you cast Eldritch Blast, add your Charisma modifier to the damage it deals on a hit.
Grasp of Hadar: 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.
Gift of the Ever-Living Ones: 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.
Mire the Mind: You can cast Slow once using a warlock spell slot. You can't do so again until you finish a long rest.
Channel Divinity:
  • Abjure Enemy: As an action, choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw. On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature's speed is 0, and it can't benefit from any bonus to its speed. On a successful save, the creature's speed is halved for 1 minute or until the creature takes any damage.
  • Vow of Enmity: As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.

Features & Traits

Heroes Enabled

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

Plate of Midnight

Armor

Legendary

Wearer gains immunity from the poisoned condition. 

5 Charges and regains all charges at dawn. As a reaction the wearer can expend a charge to either gain resistance to cold damage or immunity to poison damage.

Type AC STR Req. Stealth Dis.
18 No

Cost: 1500gp

Crater Maul

Weapon

Varies

3 charges and regains all charges at dawn.

When you damage a creature with your maul you may expend a charge to make all creatures, other than yourself, within 10ft of the creature make a DC 14 Dex save or take magical bludgeoning damage equal to the damage the creature took

Type Damage Damage Range
Martial Melee 2d6+1+STR Bludgeoning


Belt of Giant Strength

Wondrous Item

Rare Requires Attunement

This item increases the users' strength by 4. All weapon attacks made while wearing this belt are magical.

Cost: 600gp

Rod of the Pact Keeper

Rod Uncommon (this item requires attunement)

While holding this rod, you gain bonus to spell attack rolls and to the saving throw DC's of your warlock spells.   In addition, you can regain one warlock spell slot as an action while holding this rod. You can't use property again till you finish a long rest.

Cost: 250gp Weight: 1lb


 

Pearl of Power

Wondrous Item Uncommon

You can use an action to speak this pearl's command word and regain one expended spell slot of up to 3rd level. Once you have used the pearl, it can't be used again until the next dawn.

Cost: 250gp Weight: 1lb


 

Cloak of the Hawk

Wondrous Item Rare

While wearing this cloak in bright light, the wearer can grab the edges of the cloak in order to gain a 20ft fly speed. If the wearer ever stops grasping the cloak in this manner, or the cloak stops being in bright light, the wearer loses this fly speed.   By speaking the cloaks command word and expending a charge, you can triple the wearers fly speed for three rounds. The cloak has three changes and regains all charges at dawn.

Cost: 500gp Weight: 2lbs


 

The statblocks of your class features

Lucky

You have inexplicable luck that seems to kick in at just the right moment.   You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.   You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker's roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.   You regain your expended luck points when you finish a long rest.

Great Weapon Master

You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:

  • On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
  • Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.

Oath of the Crown


Hit Points

Hit Dice: d10 per Oath of the Crown level
Hit Points at first Level: See Paladin
Hit Points at Higher Levels: See Paladin

Proficiences

Armor: See Paladin
Weapons: See Paladin
Tools: See Paladin
Saving Throws: See Paladin
Skills: See Paladin

Subclass Options

The Oath of the Crown is sworn to the ideals of civilization, be it the spirit of a nation, fealty to a sovereign, or service to a deity of law and rulership. The paladins who swear this oath dedicate themselves to serving society and, in particular, the laws that hold society together. These paladins are the watchful guardians on the walls, standing against the chaotic tides of barbarism that threaten to tear down all that civilization has built, and are commonly known as guardians, exemplars, or sentinels. Often, paladins who swear this oath are members of an order of knighthood in service to a nation or sovereign, and undergo their oath as part of their admission to the order's ranks.  

Tenets of the Crown

The tenets of the Oath of the Crown are often set by the sovereign to which their oath is sworn, but generally emphasize the following tenets.  
  • Law: The law is paramount. It is the mortar that holds the stones of civilization together, and it must be respected.
  • Loyalty: Your word is your bond. Without loyalty, oaths and laws are meaningless.
  • Courage: You must be willing to do what needs to be done for the sake of order, even in the face of overwhelming odds. If you don't act, then who will?
  • Responsibility: You must deal with the consequences of your actions, and you are responsible for fulfilling your duties and obligations.
 

Oath Spells

LevelSpells
3rdCommand, Compelled Duel
5thWarding Bond, Zone of Truth
9thAura of Vitality, Spirit Guardians
13thBanishment, Guardian of Faith
17thCircle of Power, Geas
 

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.  
  • Champion Challenge: As a bonus action, you issue a challenge to each creature of your choice that you can see within 30 feet of you, forcing them to make a Wisdom saving throw. On a failed save, it can't willingly move more than 30 feet away from you. This effect ends if you are incapacitated or die or if the creature is more than 30 feet away from you.
  • Turn the Tide: As a bonus action, each creature of your choice that can hear you within 30 feet of you regains hit points equal to 1d6 + your Charisma modifier (min 1) if it has no more than half of its hit points.
 

Divine Allegiance

At 7th level, when a creature within 5 feet of you takes damage, you can use your reaction to take the damage instead of them. This damage cannot be reduced or prevented in any way.  

Unyielding Spirit

At 15th level, you have advantage on saving throws to avoid becoming paralyzed or stunned.  

Exalted Champion

At 20th level, you can use your action to gain the following benefits for 1 hour:  
  • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
  • Your allies have advantage on death saving throws while within 30 feet of you.
  • You have advantage on Wisdom saving throws, as do your allies within 30 ft of you. This effect ends early if you are incapacitated or die.
  Once you use this feature you can't use it again until you finish a long rest.

The Celestial


Hit Points

Hit Dice: d8 per The Celestial level
Hit Points at first Level: See Warlock
Hit Points at Higher Levels: See Warlock

Proficiences

Armor: See Warlock
Weapons: See Warlock
Tools: See Warlock
Saving Throws: See Warlock
Skills: See Warlock

Subclass Options

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 LevelSpells
1stCure Wounds, Guiding Bolt
2ndFlaming Sphere, Lesser Restoration
3rdDaylight, Revivify
4thGuardian of Faith, Wall of Fire
5thFlame 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.

Paladin


Hit Points

Hit Dice: d10 per Paladin level
Hit Points at first Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per paladin level after 1st

Proficiences

Armor: All light, medium, heavy, shields
Weapons: All simple, martial
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion

Overview & Creation

LevelProf. BonusFeatures1st2nd3rd4th5th
1st+2Divine Sense, Lay on Hands
2nd+2Fighting Style, Spellcasting, Divine Smite2
3rd+2Divine Health, Sacred Oath3
4th+2Ability Score Improvement3
5th+3Extra Attack42
6th+3Aura of Protection42
7th+3Sacred Oath feature43
8th+3Ability Score Improvement43
9th+4432
10th+4Aura of Courage432
11th+4Improved Divine Smite433
12th+4Ability Score Improvement433
13th+54331
14th+5Cleansing Touch4331
15th+5Sacred Oath feature4332
16th+5Ability Score Improvement4332
17th+643331
18th+6Aura improvements43331
19th+6Ability Score Improvement43332
20th+6Sacred Oath feature43332


Class Features

Divine Sense

The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.   You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.  

Lay on Hands

Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5.   As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.   Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.   This feature has no effect on undead and constructs.  

Fighting Style

At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.  
  • Defense: While you are wearing armor, you gain a +1 bonus to AC.
  • Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
  • Protection: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
 

Divine Smite

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.  

Divine Health

By 3rd level, the divine magic flowing through you makes you immune to disease.  

Scared Oath

When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose from the list of available oaths.   Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.

Oath Spells

Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don't count against the number of spells you can prepare each day.   If you gain an oath spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you.  

Breaking Your Oath

A paladin tries to hold to the highest standards of conduct, but even the most virtuous paladin is fallible. Sometimes the right path proves too demanding, sometimes a situation calls for the lesser of two evils, and sometimes the heat of emotion causes a paladin to transgress their oath.   A paladin who has broken a vow typically seeks absolution from a cleric who shares their faith or from another paladin of the same order. The paladin might spend an all-night vigil in prayer as a sign of penitence, or undertake a fast or similar act of self-denial. After a rite of confession and forgiveness, the paladin starts fresh.   If a paladin willfully violates their oath and shows no sign of repentance, the consequences can be more serious. At the DM's discretion, an impenitent paladin might be forced to abandon this class and adopt another, or perhaps to take the Oathbreaker paladin option.    

Channel Divinity

Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.   When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.   Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.  

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.  

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.  

Aura of Protection

Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.   At 18th level, the range of this aura increases to 30 feet.  

Aura of Courage

Starting at 10th level, you and friendly creatures within 10 feet of you can't be frightened while you are conscious.   At 18th level, the range of this aura increases to 30 feet.  

Improved Divine Smite

By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage.  

Cleansing Touch

Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch.   You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.


Starting Equipment

You may pick either (a) or (b)

  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) five javelins or (b) any simple melee weapon
  • (a) a Priest's Pack or (b) an Explorer's Pack
  • Chain mail and a holy symbol
  Alternatively, you can ignore the equipment from your class and background, and start with 5d4 x 10 gp.


Subclass Options

Oath of the Ancients

The Oath of the Ancients is as old as the race of elves and the rituals of the druids. Sometimes called fey knights, green knights, or horned knights, paladins who swear this oath cast their lot with the side of the light in the cosmic struggle against darkness because they love the beautiful and life-giving things of the world, not necessarily because they believe in principles of honor, courage, and justice. They adorn their armor and clothing with images of growing things — leaves, antlers, or flowers — to reflect their commitment to preserving life and light in the world.  

Tenets of the Ancients

The tenets of the Oath of the Ancients have been preserved for uncounted centuries. This oath emphasizes the principles of good above any concerns of law or chaos. Its fair central principles are simple.
  • Kindle the Light: Through your acts of mercy, kindness, and forgiveness, kindle the light of hope in the world, beating back despair.
  • Shelter the Light: Where there is good, beauty, love, and laughter in the world, stand against the wickedness that would swallow it. Where life flourishes, stand against the forces that would render it barren.
  • Preserve Your Own Light: Delight in song and laughter, in beauty and art. If you allow the light to die in your own heart, you can't preserve it in the world.
  • Be the Light: Be a glorious beacon for all who live in despair. Let the light of your joy and courage shine forth in all your deeds.
 

Oath Spells

LevelSpells
3rdEnsnaring Strike, Speak With Animals
5thMoonbeam, Misty Step
9thPlant Growth, Protection From Energy
13thIce Storm, Stoneskin
17thCommune With Nature, Tree Stride
 

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.  
  • Nature's Wrath: As an action, you can cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish.
  • Turn the Faithless: As an action, you can make each fey or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. If the creature's true form is concealed by an illusion, shape-shifting, or other effect, that form is revealed while it is turned.
 

Aura of Warding

Beginning at 7th level, you and friendly creatures within 10 feet of you have resistance to damage from spells. At 18th level, the range of this aura increases to 30 feet.  

Undying Sentinel

Starting at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can't use it again until you finish a long rest. Additionally, you suffer none of the drawbacks of old age, and you can't be aged magically.  

Elder Champion

At 20th level, you can assume the form of an ancient force of nature, taking on an appearance you choose. Using your action, you undergo a transformation.   For 1 minute, you gain the following benefits:
  • At the start of each of your turns, you regain 10 hit points.
  • Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using a bonus action instead.
  • Enemy creatures within 10 feet of you have disadvantage on saving throws against your paladin spells and Channel Divinity options.
  Once you use this feature, you can't use it again until you finish a long rest.  

Oath of Conquest

The Oath of Conquest calls to paladins who seek glory in battle and the subjugation of their enemies. It isn't enough for these paladins to establish order. They must crush the forces of chaos. Sometimes called knight tyrants or iron mongers, those who swear this oath gather into grim orders that serve gods or philosophies of war and well-ordered might.   Some of these paladins go so far as to consort with the powers of the Nine Hells, valuing the rule of law over the balm of mercy. The archdevil Bel, warlord of Avernus, counts many of these paladins — called hell knights — as his most ardent supporters. Hell knights cover their armor with trophies taken from fallen enemies, a grim warning to any who dare oppose them and the decrees of their lords. These knights are often most fiercely resisted by other paladins of this oath, who believe that the hell knights have wandered too far into darkness.  

Tenets of Conquest

A paladin who takes this oath has the tenets of conquest seared on the upper arm.  
  • Douse the Flame of Hope: It is not enough to merely defeat an enemy in battle. Your victory must be so overwhelming that your enemies' will to fight is shattered forever. A blade can end a life. Fear can end an empire.
  • Rule with an Iron Fist: Once you have conquered, tolerate no dissent. Your word is law. Those who obey it shall be favored. Those who defy it shall be punished as an example to all who might follow.
  • Strength Above All: You shall rule until a stronger one arises. Then you must grow mightier and meet the challenge, or fall to your own ruin.
 

Oath of Conquest Spells

LevelSpells
3rdArmor of Agathys, Command
5thHold Person, Spiritual Weapon
9thBestow Curse, Fear
13thDominate Beast, Stoneskin
17thCloudkill, Dominate Person
 

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.  
  • Conquering Presence: As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Guided Strike: When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
 

Aura of Conquest

Starting at 7th level, you constantly emanate an aura while you're not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover. If a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your paladin level if it starts its turn there. At 18th level, the range of this aura increases to 30 feet.  

Scornful Rebuke

Starting at 15th level, whenever a creature hits you with an attack, that creature takes psychic damage equal to your Charisma modifier (minimum of 1) if you're not incapacitated.  

Invincible Conqueror

At 20th level, as an action, you can magically become an avatar of conquest, gaining the following benefits for 1 minute:  
  • You have resistance to all damage.
  • When you take the Attack action on your turn, you can make one additional attack as part of that action.
  • Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20.
  Once you use this feature, you can't use it again until you finish a long rest.  

Oath of the Crown

The Oath of the Crown is sworn to the ideals of civilization, be it the spirit of a nation, fealty to a sovereign, or service to a deity of law and rulership. The paladins who swear this oath dedicate themselves to serving society and, in particular, the laws that hold society together. These paladins are the watchful guardians on the walls, standing against the chaotic tides of barbarism that threaten to tear down all that civilization has built, and are commonly known as guardians, exemplars, or sentinels. Often, paladins who swear this oath are members of an order of knighthood in service to a nation or sovereign, and undergo their oath as part of their admission to the order's ranks.  

Tenets of the Crown

The tenets of the Oath of the Crown are often set by the sovereign to which their oath is sworn, but generally emphasize the following tenets.  
  • Law: The law is paramount. It is the mortar that holds the stones of civilization together, and it must be respected.
  • Loyalty: Your word is your bond. Without loyalty, oaths and laws are meaningless.
  • Courage: You must be willing to do what needs to be done for the sake of order, even in the face of overwhelming odds. If you don't act, then who will?
  • Responsibility: You must deal with the consequences of your actions, and you are responsible for fulfilling your duties and obligations.
 

Oath Spells

LevelSpells
3rdCommand, Compelled Duel
5thWarding Bond, Zone of Truth
9thAura of Vitality, Spirit Guardians
13thBanishment, Guardian of Faith
17thCircle of Power, Geas
 

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.  
  • Champion Challenge: As a bonus action, you issue a challenge to each creature of your choice that you can see within 30 feet of you, forcing them to make a Wisdom saving throw. On a failed save, it can't willingly move more than 30 feet away from you. This effect ends if you are incapacitated or die or if the creature is more than 30 feet away from you.
  • Turn the Tide: As a bonus action, each creature of your choice that can hear you within 30 feet of you regains hit points equal to 1d6 + your Charisma modifier (min 1) if it has no more than half of its hit points.
 

Divine Allegiance

At 7th level, when a creature within 5 feet of you takes damage, you can use your reaction to take the damage instead of them. This damage cannot be reduced or prevented in any way.  

Unyielding Spirit

At 15th level, you have advantage on saving throws to avoid becoming paralyzed or stunned.  

Exalted Champion

At 20th level, you can use your action to gain the following benefits for 1 hour:  
  • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
  • Your allies have advantage on death saving throws while within 30 feet of you.
  • You have advantage on Wisdom saving throws, as do your allies within 30 ft of you. This effect ends early if you are incapacitated or die.
  Once you use this feature you can't use it again until you finish a long rest.  

Oath of Devotion

The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the knight in shining armor, acting with honor in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards. Many who swear this oath are devoted to gods of law and good and use their gods' tenets as the measure of their devotion. They hold angels — the perfect servants of good — as their ideals, and incorporate images of angelic wings into their helmets or coats of arms.  

Tenets of Devotion

Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets.  
  • Honesty: Don't lie or cheat. Let your word be your promise.
  • Courage: Never fear to act, though caution is wise.
  • Compassion: Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.
  • Honor: Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible, while causing the least amount of harm.
  • Duty: Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.
 

Oath Spells

 
LevelSpells
3rdProtection From Evil and Good, Sanctuary
5thLesser Restoration, Zone of Truth
9thBeacon of Hope, Dispel Magic
13thFreedom of Movement, Guardian of Faith
17thCommune, Flame Strike
 

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.  
  • Sacred Weapon: As an action, for 1 minute, you add your Charisma modifier to attack rolls made with a weapon of your choice (with a minimum bonus of +1).The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. if the weapon is not already magical, it becomes magical for the duration. You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
  • Turn the Unholy: As an action, you can make any fiend or undead, provided that it's within 30 feet and that can see or hear you, make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
 

Aura of Devotion

Starting at 7th level, you and friendly creatures within 10 feet of you can't be charmed while you are conscious. At 18th level, the range of this aura increases to 30 feet.  

Purity of Spirit

Beginning at 15th level, you are always under the effects of a Protection From Evil and Good spell.  

Holy Nimbus

At 20th level, as an action, you can emanate light. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that. Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage. In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead.   Once you use this feature, you can't use it again until you finish a long rest.  

Oath of Redemption

The Oath of Redemption sets a paladin on a difficult path, one that requires a holy warrior to use violence only as a last resort. Paladins who dedicate themselves to this oath believe that any person can be redeemed and that the path of benevolence and justice is one that anyone can walk. These paladins face evil creatures in the hope of turning their foes to the light, and they slay their enemies only when such a deed will clearly save other lives. Paladins who follow this path are known as redeemers.   While redeemers are idealists, they are no fools. Redeemers know that undead, demons, devils, and other supernatural threats can be inherently evil. Against such foes, paladins who swear this oath bring the full wrath of their weapons and spells to bear. Yet the redeemers still pray that, one day, even creatures of wickedness will invite their own redemption.  

Tenets of Redemption

The tenets of the Oath of Redemption hold a paladin to a high standard of peace and justice.  
  • Peace: Violence is a weapon of last resort. Diplomacy and understanding are the paths to long lasting peace.
  • Innocence: All people begin life in an innocent state, and it is their environment or the influence of dark forces that drives them to evil. By setting the proper example, and working to heal the wounds of a deeply flawed world, you can set anyone on a righteous path.
  • Patience: Change takes time. Those who have walked the path of the wicked must be given reminders to keep them honest and true. Once you have planted the seed of righteousness in a creature, you must work day after day to allow that seed to survive and flourish.
  • Wisdom: Your heart and mind must stay clear, for eventually you will be forced to admit defeat. While every creature can be redeemed, some are so far along the path of evil that you have no choice but to end their lives for the greater good. Any such action must be carefully weighed and the consequences fully understood, but once you have made the decision, follow through with it knowing your path is just.
 

Oath Spells

LevelSpells
3rdSanctuary, Sleep
5thCalm Emotions, Hold Person
9thCounterspell, Hypnotic Pattern
13thOtiluke's Resilient Sphere, Stoneskin
17thHold Monster, Wall of Force
 

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.  
  • Emissary of Peace: As a bonus action, you grant yourself a +5 bonus to Charisma (Persuasion) checks for the next 10 minutes.
  • Rebuke the Violent: Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage.
 

Aura of the Guardian

Starting at 7th level, when a creature within 10 feet of you takes damage, you can use your reaction to magically take that damage, instead of that creature taking it. This feature doesn't transfer any other effects that might accompany the damage, and this damage can't be reduced in any way. At 18th level, the range of this aura increases to 30 feet.  

Protective Spirit

  Starting at 15th level, you regain hit points equal to 1d6 + half your paladin level if you end your turn in combat with fewer than half of your hit points remaining and you aren't incapacitated.  

Emissary of Redemption

At 20th level, you become an avatar of peace, which gives you two benefits:  
  • You have resistance to all damage dealt by other creatures (their attacks, spells, and other effects).
  • Whenever a creature hits you with an attack, it takes radiant damage equal to half the damage you take from the attack.
  If you attack a creature, cast a spell on it, or deal damage to it by any means but this feature, neither benefit works against that creature until you finish a long rest.  

Oath of Vengeance

The Oath of Vengeance is a solemn commitment to punish those who have committed a grievous sin. When evil forces slaughter helpless villagers, when an entire people turns against the will of the gods, when a thieves' guild grows too violent and powerful, when a dragon rampages through the countryside - at times like these, paladins arise and swear an Oath of Vengeance to set right that which has gone wrong. To these paladins — sometimes called avengers or dark knights — their own purity is not as important as delivering justice.  

Tenets of Vengeance

The tenets of the Oath of Vengeance vary by paladin, but all the tenets revolve around punishing wrongdoers by any means necessary. Paladins who uphold these tenets are willing to sacrifice even their own righteousness to mete out justice upon those who do evil, so the paladins are often neutral or lawful neutral in alignment. The core principles of the tenets are brutally simple.  
  • Fight the Greater Evil: Faced with a choice of fighting my sworn foes or combating a lesser evil, I choose the greater evil.
  • No Mercy for the Wicked: Ordinary foes might win my mercy, but my sworn enemies do not.
  • By Any Means Necessary: My qualms can't get in the way of exterminating my foes.
  • Restitution: If my foes wreak ruin on the world, it is because I failed to stop them. I must help those harmed by their misdeeds.
 

Oath Spells

LevelSpells
3rdBane, Hunter's Mark
5thHold Person, Misty Step
9thHaste, Protection From Energy
13thBanishment, Dimension Door
17thHold Monster, Scrying
 

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.  
  • Abjure Enemy: As an action, choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw. On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature's speed is 0, and it can't benefit from any bonus to its speed. On a successful save, the creature's speed is halved for 1 minute or until the creature takes any damage.
  • Vow of Enmity: As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.
 

Relentless Avenger

By 7th level, when you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn't provoke opportunity attacks.  

Soul of Vengeance

Starting at 15th level, when a creature under the effect of your Vow of Enmity makes an attack, you can use your reaction to make a melee weapon attack against that creature if it is within range.  

Avenging Angel

At 20th level, using your action, you undergo a transformation.   For 1 hour, you gain the following benefits:
  • Wings sprout from your back and grant you a flying speed of 60 feet.
  • You emanate an aura of menace in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeeded on a Wisdom saving throw or become frightened of you for 1 minute or until it takes any damage. Attack rolls against the frightened creature have advantage.
  Once you use this feature, you can't use it again until you finish a long rest.  

Oathbreaker

An Oathbreaker is a paladin who breaks their sacred oaths to pursue some dark ambition or serve an evil power. Whatever light burned in the paladin's heart has been extinguished. Only darkness remains.   A paladin must be evil and at least 3rd level to become an Oathbreaker. The paladin replaces the features specific to their Sacred Oath with Oathbreaker features.  

Oathbreaker Atonement

If you allow a player to choose the Oathbreaker option, you can later allow the paladin to atone and become a true paladin once more.   The paladin who wishes to atone must first shed their evil alignment and demonstrate this alignment change through words and deeds. Having done so, the paladin loses all Oathbreaker features and must choose a deity and a sacred oath. (With your permission, the player can select a different deity or sacred oath than the character had previously.) However, the paladin doesn't gain the class features specific to that sacred oath until they complete some kind of dangerous quest or trial, as determined by the DM.   A paladin who breaks their sacred oath a second time can become an Oathbreaker once more, but can't atone.  

Oathbreaker Spells

LevelSpells
3rdHellish Rebuke, Inflict Wounds
5thCrown of Madness, Darkness
9thAnimate Dead, Bestow Curse
13thBlight, Confusion
17thContagion, Dominate Person
 

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.  
  • Control Undead: As an action, you target one undead creature you can see within 30 feet of you. The target must make a Wisdom saving throw. On a failed save, the target must obey your commands for the next 24 hours, or until you use this Channel Divinity option again. An undead whose challenge rating is equal to or greater than your level is immune to this effect.
  • Dreadful Aspect: As an action, you channel the darkest emotions and focuses them into a burst of magical menace. Each creature of your choice within 30 feet of you must make a Wisdom saving throw if it can see you. On a failed save, the target is frightened of you for 1 minute. If a creature frightened by this effect ends its turn more than 30 feet away from you, it can attempt another Wisdom saving throw to end the effect on it.
 

Aura of Hate

Starting at 7th level, you, as well any fiends and undead within 10 feet of you, gain a bonus to melee weapon damage rolls equal to your Charisma modifier (minimum of +1). A creature can benefit from this feature from only one paladin at a time.   At 18th level, the range of this aura increases to 30 feet.  

Supernatural Resistance

At 15th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.  

Dread Lord

At 20th level, you can, as an action, surround yourself with an aura of gloom that lasts for 1 minute. The aura reduces any bright light in a 30-foot radius around you to dim light. Whenever an enemy that is frightened by you starts its turn in the aura, it takes 4d10 psychic damage. Additionally, you and creatures you choose in the aura are draped in deeper shadow. Creatures that rely on sight have disadvantage on attack rolls against creatures draped in this shadow.   While the aura lasts, you can use a bonus action on your turn to cause the shadows in the aura to attack one creature. You make a melee spell attack against the target. If the attack hits, the target takes necrotic damage equal to 3d10 + your Charisma modifier.   After activating the aura, you can't do so again until you finish a long rest.
 

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

LevelProf. BonusFeaturesCantripsSpellsSpell SlotsSpell LevelInvocations
1st+2Pact Magic, Otherworldly Patron2211st
2nd+2Eldritch Invocations2321st2
3rd+2Pact Boon2422nd2
4th+2Ability Score Improvement3522nd2
5th+33623rd3
6th+3Otherworldly Patron feature3723rd3
7th+33824th4
8th+3Ability Score Improvement3924th4
9th+431025th5
10th+4Otherworldly Patron feature41025th5
11th+4Mystic Arcanum (6th level)41135th5
12th+4Ability Score Improvement41135th6
13th+5Mystic Arcanum (7th level)41235th6
14th+5Otherworldly Patron feature41235th6
15th+5Mystic Arcanum (8th level)41335th7
16th+5Ability Score Improvement41335th7
17th+6Mystic Arcanum (9th level)41445th7
18th+641445th8
19th+6Ability Score Improvement41545th8
20th+6Eldritch Master41545th8


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.  

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 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.  

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.  

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.  

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.  

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 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.  

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.  

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.  

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.  

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 LevelSpells
1stFaerie Fire, Sleep
2ndCalm Emotions, Phantasmal Force
3rdBlink, Plant Growth
4thDominate Beast, Greater Invisibility
5thDominate 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 LevelSpells
1stCure Wounds, Guiding Bolt
2ndFlaming Sphere, Lesser Restoration
3rdDaylight, Revivify
4thGuardian of Faith, Wall of Fire
5thFlame 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 LevelSpells
1stBurning Hands, Command
2ndBlindness/Deafness, Scorching Ray
3rdFireball, Stinking Cloud
4thFire Shield, Wall of Fire
5thFlame 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 LevelSpells
1stDissonant Whispers, Tasha's Hideous Laughter
2ndDetect Thoughts, Phantasmal Force
3rdClairvoyance, Sending
4thDominate Beast, Evard's Black Tentacles
5thDominate 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 LevelSpells
1stShield, Wrathful Smite
2ndBlur, Branding Smite
3rdBlink, Elemental Weapon
4thPhantasmal Killer, Staggering Smite
5thBanishing 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 LevelSpells
1stFalse Life, Ray of Sickness
2ndBlindness/Deafness, Silence
3rdFeign Death, Speak With Dead
4thAura of Life, Death Ward
5thContagion, 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.

Mutliclassing

Multiclassing allows you to gain levels in multiple classes. Doing so lets you mix the abilities of those classes to realize a character concept that might not be reflected in one of the standard class options. With this rule, you have the option of gaining a level in a new class whenever you advance in level, instead of gaining a level in your current class. Your levels in all your classes are added together to determine your character level. Compared to a single-class character of the same level, you'll sacrifice some focus in exchange for versatility.
 
When multicasting it's important to consider MAD (multi-attribute dependent) where a character needs high stats in multiple ability scores since failure to properly prepare for this may make ineffective characters.
 

Example


Gary is playing a 4th-level fighter. When his character earns enough experience points to reach 5th level, Gary decides that his character will multiclass instead of continuing to progress as a fighter. Gary's fighter has been spending a lot of time with Dave's rogue, and has even been doing some jobs on the side for the local thieves' guild as a bruiser. Gary decides that his character will multiclass into the rogue class, and thus his character becomes a 4th-level fighter and 1st-level rogue (written as fighter 4/rogue 1).
 
When Gary's character earns enough experience to reach 6th level, he can decide whether to add another fighter level (becoming a fighter 5/rogue 1), another rogue level (becoming a fighter 4/rogue 2), or a level in a third class, perhaps dabbling in wizardry thanks to the tome of mysterious lore he acquired (becoming a fighter 4/rogue 1/wizard 1).
 

Experience Points


The experience point cost to gain a level is always based on your total character level, not your level in a particular class. So, if you are a cleric 6/fighter 1, you must gain enough XP to reach 8th level before you can take your second level as a fighter or your seventh level as a cleric.
 

Hit Points and Hit Dice


You abide by the following rules:
  • You gain the hit points from your new class as described for levels after 1st.
  • You gain the 1st-level hit points for a class only when you are a 1st-level character.
  • You add together the hit dice granted by all your classes to form your pool of hit dice.
  • If the hit dice are the same die type, you can simply pool them together.

 
For example, both the fighter and the paladin have a d10, so if you are a paladin 5/fighter 5, you have ten d10 Hit Dice. If your classes give you Hit Dice of different types, keep track of them separately. If you are a paladin 5/cleric 5, for example, you have five d10 Hit Dice and five d8 Hit Dice.
 

Proficiency Bonus


Your proficiency bonus is always based on your total character level, not your level in a particular class. For example, if you are a fighter 3/rogue 2, you have the proficiency bonus of a 5th-level character, which is +3.
 

Proficiencies


When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies, as shown in the following table.


























ClassProficiencies
BarbarianShields, simple and martial weapons
BardLight armor, one skill of your choice, one musical instrument of your choice
ClericLight and medium armor, shields
DruidLight and medium armor, shields (druids will not wear armor or use shields made of metal)
FighterLight and medium armor, shields, simple and martial weapons
MonkSimple weapons, shortswords
PaladinLight and medium armor, shields, simple and martial weapons
RangerLight and medium armor, shields, simple and martial weapons, one skill from the class' skill list
RogueLight armor, one skill from the class's skill list, thieves' tools
Sorcerer
WarlockLight armor, simple weapons
Wizard

 

Class Features


When you gain a new level in a class, you get its features for that level. A few features, however, have additional rules when you're multiclassing: Channel Divinity, Extra Attack, Unarmored Defense, and spellcasting.
 

Channel Divinity


If you already have the Channel Divinity feature and gain a level in a class that also grants the feature, you gain the Channel Divinity effects granted by that class, but getting the feature again doesn't give you an additional use of it. You gain additional uses only when you reach a class level that explicitly grants them to you.
 
For example, if you are a cleric 6/paladin 4, you can use Channel Divinity twice between rests because you are high enough level in the cleric class to have more uses. Whenever you use the feature, you can choose any of the Channel Divinity effects available to you from your two classes.
 

Extra Attack


If you gain the Extra Attack class feature from more than one class, the features don't add together. You can't make more than two attacks with this feature unless it says you do (as the fighter's version of Extra Attack does).
 
Similarly, the warlock's eldritch invocation Thirsting Blade doesn't give you additional attacks if you also have Extra Attack. For the Artificer class, the Arcane Armament feature doesn't give you an additional attack if you also have the Extra Attack feature.
 

Unarmored Defense


If you already have the Unarmored Defense feature, you can't gain it again from another class.
 

Spellcasting


Your capacity for spellcasting depends partly on your combined levels in all your spellcasting classes and partly on your individual levels in those classes. Once you have the spellcasting feature from more than one class, use the rules below. If you multiclass but have the spellcasting feature from only one class, you follow the rules as described in that class.
 

Spells Known and Prepared


You determine what spells you know and can prepare for each class individually, as if you were a single-classed member of that class. If you are a ranger 4/wizard 3, for example, you know three 1st-level ranger spells based on your levels in the ranger class. As 3rd-level wizard, you know three wizard cantrips, and your spellbook contains ten wizard spells, two of which (the two you gained when you reached 3rd level as a wizard) can be 2nd-level spells.
  • If your Intelligence is 16, you can prepare six wizard spells from your spellbook.
  • Each spell you know and prepare is associated with one of your classes, and you use the spellcasting ability of that class when you cast the spell.
  • Similarly, a spellcasting focus, such as a holy symbol, can be used only for the spells from the class associated with that focus.

 

Spell Slots


You determine your available spell slots by adding together all your levels in the bard, cleric, druid, sorcerer, and wizard classes, half your levels (rounded down) in the paladin and ranger classes, half your levels (rounded up), and a third of your fighter or rogue levels (rounded down) if you have the Eldritch Knight or the Arcane Trickster archetypes. Use this total to determine your spell slots.
  • If you have more than one spellcasting class, this table might give you spell slots of a level that is higher than the spells you know or can prepare.
  • You can use those slots, but only to cast your lower-level spells.
  • If a lower level spell that you cast, like burning hands, has an enhanced effect when cast using a higher-level slot, you can use the enhanced effect, even though you don't have any spells of that higher level.

 
For example, if you are the aforementioned ranger 4/wizard 3, you count as a 5th-level character when determining your spell slots: you have four 1st-level slots, three 2nd-level slots, and two 3rd-level slots. However, you don't know any 3rd-level spells, nor do you know any 2nd-level ranger spells. You can use the spell slots of those levels to cast the spells you do know and potentially enhance their effects.
 

Pact Magic


If you have both the spellcasting class feature and the Pact Magic class feature from the warlock class, you can use the spell slots you gain from the Pact Magic feature to cast spells you know or have prepared from classes with the spellcasting class feature, and you can use the spell slots you gain from the spellcasting class feature to cast warlock spells you know.
 

Spell Slots per Level


This table only applies if you are multiclassing between full-caster classes. Any other combination will not adhere to this table.
 










































Level1st2nd3rd4th5th6th7th8th9th
12
23
342
443
5432
6433
74331
84332
943331
1043332
11433321
12433321
134333211
144333211
1543332111
1643332111
17433321111
18433331111
19433332111
20433332211

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Tiefling

Ability Score Increase +2 Cha
Size Medium
Speed

  • 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.
  • Ancestral Bloodline. You may choose a bloodline representing the origins of your fiendish genes
  • Bloodlines:

    Bloodline of Asmodeus

    The tieflings connected to Nessus command the power of fire and darkness, guided by a keener than normal intellect, as befits those linked to Asmodeus himself.   • Ability Score Increase. Your Intelligence score increases by 1.   • Infernal Legacy. You know the Thaumaturgy cantrip. Once you reach 3rd level, you can cast the Hellish Rebuke spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Darkness spell once. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.  

    Bloodline of Baalzebul

    The crumbling realm of Maladomini is ruled by Baalzebul, who excels at corrupting those whose minor sins can be transformed into acts of damnation. Tieflings linked to this archdevil can corrupt others both physically and psychically.   • Ability Score Increase. Your Intelligence score increases by 1.  

    Legacy of Maladomini

    You know the Thaumaturgy cantrip. Once you reach 3rd level, you can cast the Ray of Sickness spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Crown of Madness spell once. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.  

    Devil's Tongue Bloodline

    Aside from their raw physical and arcane power, many types of devils possess the means to warp and affect the attention of others. Tieflings may inherit some of these traits from a manipulative devilish ancestor.   • Ability Score Increase. Your Intelligence score increases by 1.   • Devil's Tongue. You know the Vicious Mockery cantrip. Once you reach 3rd level, you can cast the Charm Person spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Enthrall spell once. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.  

    Bloodline of Dispater

    The great city of Dis occupies most of Hell's second layer. It is a place where secrets are uncovered and shared with the highest bidder, making tieflings tied to Dispater excellent spies and infiltrators.   • Ability Score Increase. Your Dexterity score increases by 1.   • Legacy of Dis. You know the Thaumaturgy cantrip. Once you reach 3rd level, you can cast the Disguise Self spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Detect Thoughts spell once. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.  

    Bloodline of Fierna

    A master manipulator, Fierna grants tieftings tied to her forceful personalities.   • Ability Score Increase. Your Wisdom score increases by 1.   • Legacy of Phlegethos. You know the Friends cantrip. Once you reach 3rd level, you can cast the Charm Person spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Suggestion spell once. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.  

    Bloodline of Glasya

    Glasya, Hell's criminal mastermind, grants her tiefiings magic that is useful for committing heists.   • Ability Score Increase. Your Dexterity score increases by 1.   • Legacy of Malbolge. You know the Minor Illusion cantrip. Once you reach 3rd level, you can cast the Disguise Self spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Invisibility spell once as a 3rd-level spell. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.  

    Bloodline of Levistus

    Frozen Stygia is ruled by Levistus, an archdevil known for offering bargains to those who face an inescapable doom.   • Ability Score Increase. Your Constitution score increases by 1.   • Legacy of Stygia. You know the Ray of Frost cantrip. Once you reach 3rd level, you can cast the Armor of Agathys spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Darkness spell once. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.  

    Bloodline of Mammon

    The great miser Mammon loves coins above all else. Tieflings tied to him excel at gathering and safeguarding wealth.   • Ability Score Increase. Your Intelligence score increases by 1.   • Legacy of Minauros. You know the Mage Hand cantrip. Once you reach 3rd level, you can cast the Tenser's Floating Disk spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Arcane Lock spell once. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.  

    Bloodline of Mephistopheles

    In the frozen realm of Cania, Mephistopheles offers arcane power to those who entreat with him. Tieflings linked to him master some arcane magic.   • Ability Score Increase. Your Intelligence score increases by 1.   • Legacy of Cania. You know the Mage Hand cantrip. Once you reach 3rd level, you can cast the Burning Hands spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Flame Blade spell once as a 3rd-level spell. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.  

    Winged Bloodline

    Rather than magic, certain tieflings inherit the leathery wings of their devilish ancestors.   • Ability Score Increase. Your Intelligence score increases by 1.   • Winged. You have bat-like wings sprouting from your shoulders. You have a flying speed of 30 feet while you aren’t wearing heavy armor.  

    Bloodline of Zariel

    Tieflings with a blood tie to Zariel are stronger than the typical tiefling and receive magical abilities that aid them in battle.   • Ability Score Increase. Your Strength score increases by 1.   • Legacy of Avernus. You know the Thaumaturgy cantrip. Once you reach 3rd level, you can cast the Searing Smite spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Branding Smite spell once as a 3rd-level spell. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.

Languages. Common and Infernal

Statblocks for companions, followers and other allies.

Belinka

Tiny fey, neutral good
Armor Class 15
Hit Points 2 (1d4)
Speed 10ft Fly: 40ft

STR
3 -4
DEX
18 +4
CON
10 0
INT
14 +2
WIS
13 +1
CHA
11 0

Skills Perception +3, Stealth +8
Senses passive Perception 13
Languages Common, Elvish, Sylvan
Challenge 1/4 (50xp)


Actions

Longsword: Melee weapon attack. +2 to hit, reach 5 ft., one target. Hit: 1 slashing damage.   Shortbow: Ranged weapon attack. +6 to hit, range 40/160 ft., one target. Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. If its saving throw result is 5 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage or another creature takes an action to shake it awake.   Heart Sight: The sprite touches a creature and magically knows the creature's current emotional state. If the target fails a DC 10 Charisma saving throw, the sprite also knows the creature's alignment. Celestials, fiends, and undead automatically fail the saving throw.   Invisibility: The sprite magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the sprite wears or carries is invisible with it.


 

Statblocks for your spells.

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


Created by

Jester-117.

Statblock Type

Character Sheet (Legacy)

Link/Embed