+4 | Expertise Bonus | |
+2 | Proficiency Bonus |
+1 | Strength | |
+5 | Dexterity | |
+3 | Constitution | |
+1 | Intelligence | |
+4 | Wisdom | |
+7 | Charisma |
+3 | Acrobatics | DEX | |
+2 | Animal Handling | WIS | |
+1 | Arcana | INT | |
+1 | Athletics | STR | |
+7 | Deception | CHA | |
+3 | History | INT | |
+2 | Insight | WIS | |
+7 | Intimidation | CHA | |
+1 | Investigation | INT |
+4 | Medicine | WIS | |
+1 | Nature | INT | |
+4 | Perception | WIS | |
+5 | Performance | CHA | |
+7 | Persuasion | CHA | |
+1 | Religion | INT | |
+3 | Sleight of Hand | DEX | |
+3 | Stealth | DEX | |
+2 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Pact Weapon Glasssteel Bastard Sword | +9 | CHA | 2d6+6 | S | |
Versatile 1d10, Balanced | |||||
Eldritch Blast | +7 | CHA | 1d10+5 | ||
Pact Weapon Glasssteel Bastard Sword | +9 | CHA | 1d10+6 | S | |
Versatile 2d6, Balanced |
The statblocks of your Weapons, armor and other important/magical equipment
DnD 5e SRD SRD
Shield Common
A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.
Type | AC | STR Req. | Stealth Dis. | Properties |
---|---|---|---|---|
Shield | +2 |
Cost: 10 gp Weight: 6 lb
Potion Common
You regain 2d4+2 Hit Points when you drink this potion. The potion's red liquid glimmers when agitated.
Weight: .5lbs
The statblocks of your class features
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
Warlocks are seekers of the knowledge that lies hidden in the fabric of the multiverse. Through pacts made with mysterious beings of supernatural power, warlocks unlock magical effects both subtle and spectacular. Warlocks are driven by an insatiable need for knowledge and power, which compels them into their pacts and shapes their lives. This thirst drives warlocks into their pacts and shapes their later careers as well. Stories of warlocks binding themselves to fiends are widely known, but many warlocks serve patrons that are not fiendish. Sometimes a traveler in the wilds comes to a strangely beautiful tower, meets its fey lord or lady, and stumbles into a pact without being fully aware of it. And sometimes, while poring over tomes of forbidden lore, a brilliant but crazed student's mind is opened to realities beyond the material world and to the alien beings that dwell in the outer void. Once a pact is made, a warlock's thirst for knowledge and power can't be slaked with mere study and research. No one makes a pact with such a mighty patron if he or she doesn't intend to use the power thus gained. Rather, the vast majority of warlocks spend their days in active pursuit of their goals. which typically means some kind of adventuring. Furthermore, the demands of their patrons drive warlocks toward adventure.
• (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
Spell Level | Spells |
---|---|
1st | shield, wrathful smite |
2nd | blur, branding smite |
3rd | blink, elemental weapon |
4th | phantasmal killer, staggering smite |
5th | banishing smite, cone of cold |
Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | Spell Slots | Spell lvl | Invocations Known |
---|---|---|---|---|---|---|---|
1st | +2 | Otherworldly Patron, Pact Magic | 2 | 2 | 1 | 1st | - |
2nd | +2 | Eldritch Invocations | 2 | 3 | 2 | 1st | 2 |
3rd | +2 | Pact Boon | 2 | 4 | 2 | 2nd | 2 |
4th | +2 | Ability Score Improvement | 3 | 5 | 2 | 2nd | 2 |
5th | +3 | - | 3 | 6 | 2 | 3rd | 3 |
6th | +3 | Otherworldly Patron feature | 3 | 7 | 2 | 3rd | 3 |
7th | +3 | - | 3 | 8 | 2 | 4th | 4 |
8th | +3 | Ability Score Improvement | 3 | 9 | 2 | 4th | 4 |
9th | +4 | - | 3 | 10 | 2 | 5th | 5 |
10th | +4 | Otherworldly Patron feature | 4 | 10 | 2 | 5th | 5 |
11th | +4 | Mystic Arcanum (6th level) | 4 | 11 | 3 | 5th | 5 |
12th | +4 | Ability Score Improvement | 4 | 11 | 3 | 5th | 6 |
13th | +5 | Mystic Arcanum (7th level) | 4 | 12 | 3 | 5th | 6 |
14th | +5 | Otherworldly Patron feature | 4 | 12 | 3 | 5th | 6 |
15th | +5 | Mystic Arcanum (8th level) | 4 | 13 | 3 | 5th | 7 |
16th | +5 | Ability Score Improvement | 4 | 13 | 3 | 5th | 7 |
17th | +6 | Mystic Arcanum (9th level) | 4 | 14 | 4 | 5th | 7 |
18th | +6 | - | 4 | 14 | 4 | 5th | 8 |
19th | +6 | Ability Score Improvement | 4 | 15 | 4 | 5th | 8 |
20th | +6 | Eldritch Master | 4 | 15 | 4 | 5th | 8 |
You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:
Level | Pro.Bonus | Features | Cantrips | Spells | Slots | Slot Level | Invocations |
---|---|---|---|---|---|---|---|
1st | +2 | Otherworldly Patron, Pact Magic | 2 | 2 | 1 | 1st | — |
2nd | +2 | Eldritch Invocations | 2 | 3 | 2 | 1st | 2 |
3rd | +2 | Pact Boon | 2 | 4 | 2 | 2nd | 2 |
4th | +2 | Ability Score Improvement | 3 | 5 | 2 | 2nd | 2 |
5th | +3 | — | 3 | 6 | 2 | 3rd | 3 |
6th | +3 | Otherworldly Patron feature | 3 | 7 | 2 | 3rd | 3 |
7th | +3 | — | 3 | 8 | 2 | 4th | 4 |
8th | +3 | Ability Score Improvement | 3 | 9 | 2 | 4th | 4 |
9th | +4 | — | 3 | 10 | 2 | 5th | 5 |
10th | +4 | Otherworldly Patron feature | 4 | 10 | 2 | 5th | 5 |
11th | +4 | Mystic Arcanum (6th level) | 4 | 11 | 3 | 5th | 5 |
12th | +4 | Ability Score Improvement | 4 | 11 | 3 | 5th | 6 |
13th | +5 | Mystic Arcanum (7th level) | 4 | 12 | 3 | 5th | 6 |
14th | +5 | Otherworldly Patron feature | 4 | 12 | 3 | 5th | 6 |
15th | +5 | Mystic Arcanum (8th level) | 4 | 13 | 3 | 5th | 7 |
16th | +5 | Ability Score Improvement | 4 | 13 | 3 | 5th | 7 |
17th | +6 | Mystic Arcanum (9th level) | 4 | 14 | 4 | 5th | 7 |
18th | +6 | — | 4 | 14 | 4 | 5th | 8 |
19th | +6 | Ability Score Improvement | 4 | 15 | 4 | 5th | 8 |
20th | +6 | Eldritch Master | 4 | 15 | 4 | 5th | 8 |
Spell Level | Spells |
---|---|
1st | Shield, Wrathful Smite |
2nd | blur, Branding Smite |
3rd | blink, Elemental Weapon |
4th | Phantasmal Killer, Staggering Smite |
5th | Banishing Smite, Cone of Cold |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Armor (Medium)
Rare
Type | AC | STR Req. | Stealth Dis. |
---|---|---|---|
Medium | 15 + Dex modifier (max 2) | Yes |
Cost: 500 gp
Weight: 30 lbs
Modern
Rare 1 Leg Slot from each leg
Gain a climb speed equal to your walk speed and can climb sheer surfaces and ceilings while hands are free
Cost: 250 gp
Weight: 5 lbs
Modern
Common 1 Leg Slot from each leg
This module includes powerful pistons and ground clamps that allow a Construct to lock themselves in place despite incredible forces. As a free action on your turn, the stabilizers can be activated, making you immune to forced movement that does not include teleportation, and incapable of being knocked prone. While the stabilizers are activated, your speed is reduced to 0. Deactivating the stabilizers is a bonus action.
Cost: 50-100 gp
Weight: 10 lbs
Modern
Rare 2 Chassis Slots
The construct gains an extra arm component, which comes with its own upgrade slot that can be upgraded with Arm Upgrades. It has no hand or manipulator. A max of 4 additonal arms are allowed.
Cost: 750 gp
Weight: 15 lbs
Adventuring Gear
Rare 2 Chassis Slots
The construct’s components gain resistance to one of the following types of damage: acid, cold, fire, lightning, or thunder damage. This upgrade can be taken more than once, applied to a different type of damage each time. This upgrade can either take the form of a magical enchantment, or mundane enhancements (e.g. better insulation for cold resistance).
Cost: 1000 gp
Weight: +20 lbs if not done by magic method
Modern (Shield)
Uncommon 1 Arm Slot
Bonus action to deploy or retract a Medium Steel Shield from your forearm.
Cost: 30 gp
Weight: 10 lbs
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Player's Handbook
0-level (Cantrip) Transmutation
You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:
D&D 5e PHB Page 237
0-level (Cantrip) Evocation
A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
At higher levels: This 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) Evocation
You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than you, must make a Constitution saving throw or take 1d6 thunder damage.
At higher levels: The spell's damage increases by 1d6 when you reach 5th level ( 2d6 ), 11th level ( 3d6 ), and 17th level ( 4d6 ).
0-level (Cantrip) Enchantment
You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended.
0-level (Cantrip) Illusion
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object--such as a chair, muddy footprints, or a small chest--it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
PHB
0-level (Cantrip) Evocation
Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. you have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.
At higher levels: The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Melee Spell Attack | 2d8 | Lightning Damage |
---|
PHB
0-level (Cantrip) Abjuration
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. it can roll the die before or after making the saving throw. The spell then ends.
PHB
0-level (Cantrip) Enchantment
You unleash a string of insults laved with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d8 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
At higher levels: This spell's damage increase by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Saving Throw | Wisdom |
---|---|
1d8 | Psychic Damage |
1-level Abjuration
A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.
At higher levels: At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot.
Basic Rules , pg. 250
1-level Evocation
PHB, page 224
1-level Divination (ritual)
For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.
1-level Abjuration
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile. * - which you take when you are hit by an attack or targeted by the magic missile spell
Player's Handbook
1-level Necromancy
Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.
Basic Rules , pg. 230
2-level Evocation
PHB
2-level Illusion
Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.
Statblocks for your Trinkets, businesses, building, castles, empires.
DnD 5e XAN
Tool Common
Proficiency with navigator's tools helps you determine a true course based on observing the stars. It also grants you insight into charts and maps while developing your sense of direction.
Components. Navigator's tools include a sextant, a compass, calipers, a ruler, parchment, ink, and a quill.
Survival. Knowledge of navigator's tools helps you avoid becoming lost and also grants you insight into the most likely location for roads and settlements.
Sighting. By taking careful measurements, you can determine your position on a nautical chart and the time of day.
NAVIGATOR'S TOOLS
Activity | DC |
---|---|
Plot a course | 10 |
Discover your position on a nautical chart | 15 |
Cost: 25gp Weight: 2lb
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
DnD 5e SRD
Tool Varies
These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. Using cartographer's tools, you can create accurate maps to make travel easier for yourself and those who come after you. These maps can range from large-scale depictions of mountain ranges to diagrams that show the layout of a dungeon level. Components. Cartographer's tools consist of a quill, ink, parchment, a pair of compasses, calipers, and a ruler. Arcana, History, Religion. You can use your knowledge of maps and locations to unearth more detailed information when you use these skills. For instance, you might spot hidden messages in a map, identify when the map was made to determine if geographical features have changed since then, and so forth. Nature. Your familiarity with physical geography makes it easier for you to answer questions or solve issues relating to the terrain around you. Survival. Your understanding of geography makes it easier to find paths to civilization, to predict areas where villages or towns might be found, and to avoid becoming lost. You have studied so many maps that common patterns, such as how trade routes evolve and where settlements arise in relation to geographic locations, are familiar to you. Craft a Map. While traveling, you can draw a map as you go in addition to engaging in other activities.
Activity | DC |
---|---|
Determine a map's age and origin | 10 |
Estimate direction and distance to a landmark | 15 |
Discern that a map is fake | 15 |
Fill in a missing part of a map | 20 |
Cost: 15gp Weight: 6lb
DnD 5e SRD
Adventuring Gear Common
A backpack is a leather pack carried on the back, typically with straps to secure it. A backpack can hold 1 cubic foot/ 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.
Cost: 2gp Weight: 5lb
SRD
Adventuring Gear Common
Cost: 10gp
SRD
Adventuring Gear Common
Cost: 2cp
Adventuring Gear Rare
This writing material is made from the hides of Cinder Dogs and other animals found on the Plane of Fire. The hide retains the creatures immunity to fire. As a result, this fireproof parchment does not catch fire when exposed in the Plane of Fire.
Cost: 8 sp
dnd 5e
Generic Variant Common
10 use's automatic succes on Medicine only for stabilizing
Cost: 5gp Weight: 3lb
Homebrew
Wondrous Item
Legendary None
Contains 500 years worth of lore.Derloth carries a scholarly book dating back over 600 hundred years, the most important trait of this book is it was written by Derloth himself and he constantly updates it with the years.