+4 | Expertise Bonus | |
+2 | Proficiency Bonus |
+0 | Strength | |
+2 | Dexterity | |
+2 | Constitution | |
+3 | Intelligence | |
+3 | Wisdom | |
+5 | Charisma |
+2 | Acrobatics | DEX | |
+1 | Animal Handling | WIS | |
+3 | Arcana | INT | |
+0 | Athletics | STR | |
+3 | Deception | CHA | |
+3 | History | INT | |
+3 | Insight | WIS | |
+5 | Intimidation | CHA | |
+3 | Investigation | INT |
+1 | Medicine | WIS | |
+3 | Nature | INT | |
+1 | Perception | WIS | |
+3 | Performance | CHA | |
+3 | Persuasion | CHA | |
+5 | Religion | INT | |
+2 | Sleight of Hand | DEX | |
+2 | Stealth | DEX | |
+1 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Quarterstaff | +2 | STR | 1D6 | Bludgeoning | |
Versatile (1D8) | |||||
Dagger | +4 | DEX | 1D4+2 | Piercing | |
Finesse, Light, Thrown, | |||||
Shortbow | +4 | DEX | 1D6+2 | Piercing | |
Ammunition (Range 80/320), Two-Handed |
The statblocks of your Weapons, armor and other important/magical equipment
DnD 5e SRD SRD
Melee Weapon Versatile Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Simple | 1d6 / 1d8 | Bludgeoning | Versatile |
Cost: 2 sp Weight: 4 lb
DnD 5e SRD SRD
Melee Weapon Finesse, Light, Thrown Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Simple | 1d4 | Piercing | 20/60 ft | Finesse, Light, Thrown |
Cost: 2 gp Weight: 1 lb
DnD 5e SRD SRD
Ranged Weapon Ammunition, Two-Handed Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Simple | 1d6 | Piercing | 80/320 ft | Ammunition, Two-Handed |
Cost: 25 gp Weight: 2 lb
DnD 5e SRD SRD
Light Armor Common
Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.
Type | AC | STR Req. | Stealth Dis. | Properties |
---|---|---|---|---|
Light | 12 + Dex Modifier |
Cost: 45 gp Weight: 13 lb
World of Ramiel
Wondrous Item Shoulders Rare (this item requires attunement)
The cloak has 3 charges, and it regains 1d4-1 expended charges daily at dawn. You can expend one of its charges in order to:
Weapon
Rare
Very Rare A simple dagger with a far more sinister purpose then it gives. The dagger is almost indistinguishable from other dwarven daggers except for the thin black chain that circles the hilt. This dagger was used by assassins who didn't believe they should kill with flair. They believed that killing someone in the dark is shameful, and one should not take pleasure from it.
This dagger has 3 charges of invisibility, and it regains 1d4 expended charges daily. If you expand the daggers last charge roll a d20. On a roll 10 or less the dagger turns into a normal dagger. On a 1 the creature wielding the dagger turns invisible for 1d4 months and the dagger is destroyed.
Type | Damage | Damage | Range |
---|---|---|---|
Simple Melee | 1d4 | Piercing | 20/60 |
Weight: 1
The statblocks of your class features
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.
Spell Level | Spells |
---|---|
1st | Dissonant Whispers, Tasha's Hideous Laughter |
2nd | Detect Thoughts, Phantasmal Force |
3rd | Clairvoyance, Sending |
4th | Dominate Beast, Evard's Black Tentacles |
5th | Dominate Person, Telekinesis |
The | Warlock | ||||||
---|---|---|---|---|---|---|---|
level | Proficiency Bonus | Features | Cantrips Known | Spells Known | Spell Slots | Slot Level | Invocations Known |
1 | +2 | Otherworldly Patron, Pact Magic | 2 | 2 | 1 | 1st | - |
2 | +2 | Eldritch Invocations | 2 | 3 | 2 | 1st | 2 |
3 | +2 | Pact Boon | 2 | 4 | 2 | 2nd | 2 |
4 | +2 | Ability Score Improvement, Eldritch Versatility (Optional) | 3 | 5 | 2 | 2nd | 2 |
5 | +3 | - | 3 | 6 | 2 | 3rd | 3 |
6 | +3 | Otherworldly Patron feature | 3 | 7 | 2 | 3rd | 3 |
7 | +3 | - | 3 | 8 | 2 | 4th | 4 |
8 | +3 | Ability Score Improvement, Eldritch Versatility (Optional) | 3 | 9 | 2 | 4th | 4 |
9 | +4 | - | 3 | 10 | 2 | 5th | 5 |
10 | +4 | Otherworldly Patron feature | 4 | 10 | 2 | 5th | 5 |
11 | +4 | Mystic Arcanum (6th level) | 4 | 11 | 3 | 5th | 5 |
12 | +4 | Ability Score Improvement, Eldritch Versatility (Optional) | 4 | 11 | 3 | 5th | 6 |
13 | +5 | Mystic Arcanum (7th level) | 4 | 12 | 3 | 5th | 6 |
14 | +5 | Otherworldly Patron feature | 4 | 12 | 3 | 5th | 6 |
15 | +5 | Mystic Arcanum (8th level) | 4 | 13 | 3 | 5th | 7 |
16 | +5 | Ability Score Improvement, Eldritch Versatility (Optional) | 4 | 13 | 3 | 5th | 7 |
17 | +6 | Mystic Arcanum (9th level) | 4 | 14 | 4 | 5th | 7 |
18 | +6 | - | 4 | 14 | 4 | 5th | 8 |
19 | +6 | Ability Score Improvement, Eldritch Versatility (Optional) | 4 | 15 | 4 | 5th | 8 |
20 | +6 | Eldritch Master | 4 | 15 | 4 | 5th | 8 |
You start with the following equipment in addition to the following granted by your background (a) a light crossbow with 20 bolts or (b) any simple weapon (a) a componants pounch or (b) an arcane focus (a) a scholars pack or dungeoneers pack leather armour, any simple weapon, and two daggers
Charisma is your spell casting ablity for your Warlock spells, so you use your charisma whenever a spell refers to to your spell casting ability. in addition you use your charisma modifier when setting your saving throws DC for a Warlock spell you cast and when making an attack roll with one
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Has a +1 to three different stats (able to be chosen) Humans are a common race among the entire galaxy.
Languages. 1 of any language, Common
Statblocks for companions, followers and other allies.
Statblocks for your spells.
PHB
0-level (Cantrip) Evocation
A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
At higher levels: The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
PHB
0-level (Cantrip) Necromancy
You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.
At higher levels: The spell's damage increases by one die when you reach 5th level ( 2d8 or 2d12 ), 11th level ( 3d8 or 3d12 ), and 17th level ( 4d8 or 4d12 ).
PHB
1-level Conjuration
You invoke the power of Hadar, the Dark Hunger. Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can't take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st
PHB
1-level Enchantment
You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.
If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.
A Remove Curse cast on the target ends this spell early.
At higher levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
PHB, page 231
1-level Divination (ritual)
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
PHB
1-level Enchantment
You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn't move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn't have to move away. A deafened creature automatically succeeds on the save.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Statblocks for your Trinkets, businesses, building, castles, empires.
DnD 5e SRD
Adventuring Gear Common
A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells, except for those components that have a specific cost (as indicated in a spell's description).
Cost: 25gp Weight: 2lb
https://roll20.net/compendium/dnd5e/Robes#content
Adventuring Gear Common
Simple robes, fit for a scholar.
Weight: 4lbs
DnD 5 SRD
Adventuring Gear Common
Includes a Backpack, a book of lore, a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, and a small knife.
Cost: 40gp Weight: 12lb