Remove these ads. Join the Worldbuilders Guild

Mazoku

5 Level (0/14000 XP for level-up) Background Tiefling Race / Species / Heritage Choatic Good Alignment
Warlock
Level 2
Hit Dice: 2/2
1d8-1 Class 1
Rogue
Level 3
Hit Dice: 3/3
1d-1 Class 2

STR
8
-1
DEX
14
+2
CON
8
-1
INT
14
+2
WIS
12
+1
CHA
16
+3
35
Hit Points
+2
Initiative (DEX)
13
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
Spellcasting ...
+6 Attack mod
CHA Ability
+3 Abi Mod
14 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
-1 Strength
+2 Dexterity
-1 Constitution
+2 Intelligence
+4 Wisdom
+6 Charisma
saving throws
+2 Acrobatics DEX
+1 Animal Handling WIS
+8 Arcana INT
-1 Athletics STR
+6 Deception CHA
+2 History INT
+1 Insight WIS
+3 Intimidation CHA
+2 Investigation INT
skills
+1 Medicine WIS
+2 Nature INT
+1 Perception WIS
+3 Performance CHA
+3 Persuasion CHA
+2 Religion INT
+2 Sleight of Hand DEX
+8 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Spell Book

Dark vision- 60ft flash tm
infernal legacy- thaut cantrip
hellish rebuke
hellish resist- minor (fire resistance)
infernal skept- int instead of wisdom for vibe checks

Agonizing Blast
- on a hit add charisma modifier (when cast eldritch blast)
Eldritch Spear- eldritch blast gets + 300ft

Features & Traits
bejeweled accursed matron gifted short dagger

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Green Flame Blade

Prestidigiation
Arms of Hadar

Charm Person
Minor Illusion

Misty step
Eldritch Blast

Hex

Spellcasting
prof in- arcana and deception

light armour
simple weapons
thieves tools

Common tongue
Infernal tongue
Thieves cant

Languages & Proficiencies
Matron is Xenega The Final Embrace

Bonds


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

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

The statblocks of your class features

Rogue


Hit Points

Hit Dice: d8 per Rogue level
Hit Points at first Level: 8 + Con Mod
Hit Points at Higher Levels: 1d8 + Con Mod

Proficiences

Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords.
Tools: Thieves' Tools
Saving Throws: Dex, Int
Skills: Choose four: Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, Stealth.

Class Features

Expertise

At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.   At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.  

Sneak Attack

Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.   You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.   The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.  

Thieves' Cant

During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey sue h a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.  

Cunning Action

Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.  

Roguish Archetype

At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.  

Ability Score Increase

At 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or increase two ability scores by 1 each. As usual, you cannot increase an ability score above 20 using this ability.   Alternatively, you can choose to gain a single feat of your choice.  

Uncanny Dodge

Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.  

Evasion

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.  

Reliable Talent

By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.  

Blindsense

Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.  

Slippery Mind

By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.  

Elusive

Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.  

Stroke of Luck

At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20. Once you use this feature, you can't use it again until you finish a short or long rest.


Starting Equipment

• Choose: a rapier; or a shortsword   • Choose: a shortbow and quiver of 20 arrows; or a shortsword   • Choose: a burglar's pack; or a dungeoneer's pack; or an explorer's pack   • Leather armor, two daggers, and thieves' tools
 


Subclass Options

Arcane Trickster

Spellcasting

When you reach 3rd level, you gain the ability to cast spells.   Cantrips. You learn three cantrips: mage hand and two other cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.   Spell Slots. The Arcane Trickster Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.   For example, if you know the 1st-level spell charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot.   Spells Known of 1st-Level and Higher. You know three 1st-level wizard spells of your choice, two of which you must choose from the enchantment and illusion spells on the wizard spell list.   The Spells Known column of the Arcane Trickster Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an enchantment or illusion spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.   The spells you learn at 8th, 14th, and 20th level can come from any school of magic.   Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment or illusion spell, unless you’re replacing the spell you gained at 8th, 14th, or 20th level.   Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Intelligence modifier   Spell attack modifier = your proficiency bonus + your Intelligence modifier
Rogue Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 3 3 2
4th 3 4 3
5th 3 4 3
6th 3 4 3
7th 3 5 4 2
8th 3 6 4 2
9th 3 6 4 2
10th 4 7 4 3
11th 4 8 4 3
12th 4 8 4 3
13th 4 9 4 3 2
14th 4 10 4 3 2
15th 4 10 4 3 2
16th 4 11 4 3 3
17th 4 11 4 3 3
18th 4 11 4 3 3
19th 4 12 4 3 3 1
20th 4 13 4 3 3 1
 

Mage Hand Legerdemain

Starting at 3rd level, when you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:   • You can stow one object the hand is holding in a container worn or carried by another creature.   • You can retrieve an object in a container worn or carried by another creature.   • You can use thieves’ tools to pick locks and disarm traps at range.   You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature’s Wisdom (Perception) check.   In addition, you can use the bonus action granted by your Cunning Action to control the hand.  

Magical Ambush

Starting at 9th level, if you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.  

Versatile Trickster

At 13th level, you gain the ability to distract targets with your mage hand. As a bonus action on your turn, you can designate a creature within 5 feet of the spectral hand created by the spell. Doing so gives you advantage on attack rolls against that creature until the end of the turn.  

Spell Thief

At 17th level, you gain the ability to magically steal the knowledge of how to cast a spell from another spellcaster.   Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. The DC equals your spell save DC. On a failed save, you negate the spell’s effect against you, and you steal the knowledge of the spell if it is at least 1st level and of a level you can cast (it doesn’t need to be a wizard spell). For the next 8 hours, you know the spell and can cast it using your spell slots. The creature can’t cast that spell until the 8 hours have passed.   Once you use this feature, you can’t use it again until you finish a long rest.  

Assassin

Bonus Proficiency

When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the poisoner's kit.  

Assassinate

Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.  

Infiltration Expertise

Starting at 9th level, you can unfailingly create false identities for yourself. You must spend seven days and 25 gp to establish the history, profession, and affiliations for an identity. Vou can't establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official looking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants. Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to.  

Imposter

At 13th level, you gain the ability to unerringly mimic another person's speech, writing, and behavior. You must spend at least three hours studying these three components of the person's behavior, listening to speech, examining handwriting, and observing mannerisms. Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.  

Death Strike

Starting at 17th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.  

Mastermind

Master of Intrigue

When you choose this archetype at 3rd level, you gain proficiency with the disguise kit, the forgery kit, and one gaming set of your choice. You also learn two languages of your choice. Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, enabling you to pass yourself off as a native speaker of a particular land, provided that you know the language.  

Master of Tactics

Starting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if the target can see or hear you.  

Insightful Manipulator

Starting at 9th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:   • Intelligence score   • Wisdom score   • Charisma score   • Class levels (if any)   At the DM’s option, you might also realize you know a piece of the creature’s history or one of its personality traits, if it has any.  

Misdirection

Beginning at 13th level, you can sometimes cause another creature to suffer an attack meant for you. When you are targeted by an attack while a creature within 5 feet of you is granting you cover against that attack, you can use your reaction to have the attack target that creature instead of you.  

Soul of Deceit

Starting at 17th level, your thoughts can’t be read by telepathy or other means, unless you allow it. You can present false thoughts by succeeding on a Charisma (Deception) check contested by the mind reader’s Wisdom (Insight) check.   Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful if you so choose, and you can’t be compelled to tell the truth by magic.  

Scout

Skirmisher

Starting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.  

Survivalist

When you choose this archetype at 3rd level, you gain proficiency in the Nature and Survival skills if you don’t already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.  

Superior Mobility

At 9th level, your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well.  

Ambush Master

Starting at 13th level, you excel at leading ambushes and acting first in a fight. You have advantage on initiative rolls. In addition, the first creature you hit during the first round of a combat becomes easier for you and others to strike; attack rolls against that target have advantage until the start of your next turn.  

Sudden Strike

Starting at 17th level, you can strike with deadly speed. If you take the Attack action on your turn, you can make one additional attack as a bonus action. This attack can benefit from your Sneak Attack even if you have already used it this turn, but you can’t use your Sneak Attack against the same target more than once in a turn.  

Swashbuckler

Fancy Footwork

When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can’t make opportunity attacks against you for the rest of your turn.  

Rakish Audacity

Starting at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.   You also gain an additional way to use your Sneak Attack; you don’t need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.  

Panache

At 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature’s Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.   If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can’t make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.   If you succeed on the check and the creature isn’t hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.  

Elegant Maneuver

Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn.  

Master Duelist

Beginning at 17th level, your mastery of the blade lets you turn failure into success in combat. If you miss with an attack roll, you can roll it again with advantage. Once you do so, you can’t use this feature again until you finish a short or long rest.  

Thief

Fast Hands

Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves' tools to disarm a trap or open a lock, or take the Use an Object action.  

Second-Story Work

When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.  

Supreme Sneak

Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.  

Use Magic Device

By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for YOU. You ignore all class, race, and level requirements on the use of magic items.  

Thief's Reflexes

When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can't use this feature when you are surprised.  

Veneficia

Poisoned Blood

At 3rd level, you may apply magical poisons to your weapons. When you hit a target with a melee or ranged weapon attack, you may force the target to make a Constitution save against your save DC, which is equal to your 8 + your Proficiency Bonus + your Charisma modifier; on a failed save, the target receives one of the following effects (your choice):   Arsenicum: The target is poisoned for 2 rounds.   Atropa: The target takes additional poison damage equal to your Charisma modifier and is blinded until the start of their next turn.   Somniferum: The target falls asleep and becomes incapacitated. At the start of their next turn, the target must make another Constitution saving throw. On a success, they awaken and take their turn as usual. On a failure, they awaken at the end of their turn instead.   Whether the save is failed or successful, the target cannot be affected by the magic of your poisons again for one minute.  

Spellcasting

When you reach 3rd level, you gain limited spellcasting ability. You learn the poison spray cantrip (which does not count against your cantrips known), and two other cantrips from the Warlock spellcasting list. At 10th level, you learn an additional warlock cantrip, as shown in the Venefica Spellcasting table below.   Spell Slots. The Venefica Spellcasting table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your 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 Venefica 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 7th level, for example, you learn a new warlock spell, which can be 1st or 2nd 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, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Charisma modifier   Spell attack modifier = your proficiency bonus + your Charisma modifier
Rogue Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 2 2 2
4th 2 3 3
5th 2 3 3
6th 2 3 3
7th 2 4 4 2
8th 2 4 4 2
9th 2 4 4 2
10th 3 5 4 3
11th 3 5 4 3
12th 3 5 4 3
13th 3 6 4 3 2
14th 3 6 4 3 2
15th 3 6 4 3 2
16th 3 7 4 3 3
17th 3 7 4 3 3
18th 3 7 4 3 3
19th 3 8 4 3 3 1
20th 3 8 4 3 3 1
 

Catopromancy

Your increasing skill in magic and witchcraft grants you the ability to spy on your foes. Beginning at 9th level, as an action, you may cast the clairvoyance spell as long as you have access to a reflective surface. Once you have used this feature, you may not use it again until you have completed a long rest.  

Narcotic Allure

Beginning at 13th level, your very aura entrances and beguiles. You have advantage on Persuasion checks, and creatures must succeed on a Charisma saving throw to realize that you have attempted to charm them via magical means.  

Nox Hallucinari

From the shadows, you can warp a target’s perception of reality. Starting at 17th level, once per turn when you miss a creature with an attack to which you could have added sneak attack damage, you can force the target to make a Charisma saving throw; on a failed save, the target takes your attack and Sneak Attack damage. The damage is psychic damage. This does not count as your Sneak Attack for the turn, though you may not thereafter Sneak Attack the same target in the same turn.


LvlProficiency BonusSneak AttackFeatures
1st+21d6Expertise, Sneak Attack, Thieves' Cant
2nd+21d6Cunning Action
3rd+22d6Roguish Archetype
4th+22d6Ability Score Improvement
5th+33d6Uncanny Dodge
6th+33d6Expertise
7th+34d6Evasion
8th+34d6Ability Score Improvement
9th+45d6Roguish Archetype Feature
10th+45d6Ability Score Improvement
11th+46d6Reliable Talent
12th+46d6Ability Score Improvement
13th+57d6Roguish Archetype Feature
14th+57d6Blindsense
15th+58d6Slippery Mind
16th+58d6Ability Score Improvement
17th+69d6Roguish Archetype Feature
18th+69d6Elusive
19th+610d6Ability Score Improvement
20th+610d6Stroke of Luck

Warlock


Hit Points

Hit Dice: d8 per Warlock level
Hit Points at first Level: 8 + Con Mod
Hit Points at Higher Levels: 1d8 + Con Mod

Proficiences

Armor: Light armor
Weapons: All simple weapons
Tools: None
Saving Throws: Wis, Cha
Skills: Choose two skills from Arcana, Deceplion, Hislory, !nlimidalion, Invesligalion, Nalure, and Religion

Class Features

Otherwordly Patron

At 1st level, you have struck a bargain with an otherworldly being of your choice, each of which is detailed further below. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.   The beings that serve as patrons for warlocks are mighty inhabitants of other planes of existence-not gods, but almost godlike in their power. Various patrons give their warlocks access to different powers and invocations, and expect significant favors in return.   Some patrons collect warlocks, doling out mystic knowledge relatively freely or boasting of their ability to bind mortals to their will. Other patrons bestow their power only grudgingly, and might make a pact with only one warlock. Warlocks who serve the same patron might view each other as allies, siblings, or rivals.  

Eldritch Invocation

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. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table.   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.   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.   BEAST SPEECH You can cast speak with animaIs 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 feature You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any classes 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 feature 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.   DEVIL'S SIGHT You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.   DREADFUL WORD Prerequisite: 7th level You can't do so again until you finish a long rest.   ELDRITCH SIGHT You can cast detect magic at will, without expending a spell slot.   Eldritch Spear Prerequisite: eldritch blast cantrip When you cast eldritch blast, its range is 300 feel.   Eyes of the Rune Keeper You can read all writing.   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.   LIFE DRINKER Prerequisite: 12th level, Pact of The Blade feature When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).   MASK OF MANY FACES You can cast disguise self at will, without expending a spell slot   MASTER OF MYRIAD FORMS Prerequisile: 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 warIock 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 warIock spell slot. You can't do so again until you finish a long rest.   MISTY VISIONS You can cast silent image at wilI, 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 wiII, without expending a spell slot or material components.   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 warIock spell slot. You can't do so again until you finish a long rest.   SIGN OF ILL OMEN Prerequisite: 5th level You can cast bestow curse once using a warIock 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 warIock spell slot. You can't do so again until YOII finish a long rest.   THIRSTING BLADE Prerequisite: 5th level, Pact of the Blade feature You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on our turn.   VISIONS OF DISTANT REALMS Prerequisite: 15th level You can cast arcane eye at wilI, without expending a spell slot.   VOICE OF THE CHAIN MASTER Prerequisite: Pact of the Chain feature 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 wilI, 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.  

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 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, pseudo dragon, quasit, or sprite.   Additionally, when you take the attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own.  

Pact of the Blade

You can use your action lo create a pact weapon in your empty hand. You can choose the form that this melee weapon lakes each time you create it (see chapter 5 for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity lo 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. Vou perform the ritual over the course of 1 hour, which can be done during a short rest. Vou can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. Vou 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 l.hour ritual on a different weapon, or if you use a l.hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space  

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 spelllist. While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. [f you lose your Book of Shadows, you can perform a l.hour ceremony to receive a replacement from your patrono 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.  

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 level, 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 our 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

• (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


Spellcasting

Cantrips

You know two cantrips of your choice from the warlock spelllisl. You learn additional warlock cantrips of your choice a higher levels, as shown in the Cantrips Known column of the Warlock table.  

Spellcasting

Charisma is your spell casting ability for your warlock spells, so you use your Charisma whenever a spell refers lo your spellcasting ability. In addition, you use your Charisma modifier when selling 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  

Spell Slots

The Warlock table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.  

Spells Known of 1st Level and Higher

At 1st level, you know two Isl-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 lable'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 Focus

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


Subclass Options

Sworn to the Archfey

Archfey Spells

Spell Level Spells
1st faerie fire, sleep
2nd calm emotions, phantasmal force
3rd blink, plant growth
4th dominate beast, greater invisibility
5th dominate person, seeming
 

Fey Presence

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

Misty Escape

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

Beguiling Defense

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.  

Sworn to the Celestial

Celestial Space

Spell Level Spells
1st guiding bolt, cure wounds
2nd flaming sphere, lesser restoration
3rd daylight, revivify
4th guardian of faith, wall of fire
5th flame strike, greater restoration
 

Bonus Cantrips

At 1st level, you learn the sacred flame and light cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known.  

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.  

Sworn to the Fiend

Fiend Spells

Spell Level Spells
1st burning hands, command
2nd blindness/deafness, scorching ray
3rd fireball, stinking cloud
4th fire shield, wall of fire
5th flame strike, hallow
 

Dark One's Blessing

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

Dark One's Own Luck

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

Fiendish Resilience

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

Hurl Through Hell

Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape. At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. ]f the target is not a fiend, it takes 1d10 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.  

Sworn to the Gorgon

Gorgon Spells

Spell Level Spells
1st color spray, hideous laughter
2nd see invisibility, blindness/deafness
3rd meld into stone, stinking cloud
4th resilient sphere, stoneskin
5th geas, cloudkill
 

Stheno's Fury

At 1st level, the withering power of the immortal Gorgons—which corrodes body, spirit, and being—infuses your magic with supernatural toxin. Whenever you cast a spell that deals poison damage, creatures with poison resistance are damaged as if they did not have resistance, and creatures that are immune to poison damage have resistance to it instead.   Additionally, you learn the poison spray cantrip, and you may add your Charisma modifier to damage dealt by poison spray. It counts as a warlock cantrip for you, and does not count against your cantrips known.  

Servants of Euryale

Starting at 6th level, a swarm of poisonous snakes comes to serve you. These are fey creatures that coil around your upper arms and neck, and weave themselves through your hair. While the snakes are with you, you gain blindsense to a range of 10 feet, and have advantage on initiative rolls in rounds for which you are surprised. Also, the snakes around your body give you a fearsome mein, which gives you advantage on intimidate checks, but disadvantage on all other charisma checks.   While perched on your body, the snakes can’t be targeted by any attack or other harmful effect, only you can cast spells on them, they can’t take damage, and they are effectively incapacitated. As an action, you can temporarily dismiss the snakes, which disappear into a pocket dimension to await your use of an action to summon them again.   Additionally, beginning at 6th level, you may apply any invocation thatimpacts the eldritch blast cantrip to the poison spray cantrip instead; however, this ability does not let you add your Charisma modifier multiple times to damage dealt by poison spray.  

Medusa's Consort

At 10th level, you become immune to petrification, and you gain resistance to poison damage.  

Terrible Beauty

At 14th level, you can use your gaze to afflict one creature you can see with flesh to stone—as per the spell, except on a successful saving throw they still take 5d10 poison damage. After you have used this ability, you may not use it again until you have completed a long rest.  

Sworn to the Mad One

Mad One Spells

Spell Level Spells
1st dissonant whispers, Tasha's hideous laughter
2nd detect thoughts, phantasmal force
3rd clairvoyance, sending
4th dominate beast, evard's black tentacles
5th dominate person, telekinesis
 

Awakened Mind

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

Entropic Ward

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

Thought Shield

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

Create Thrall

At 14th level, you gain the ability to infect a humanoid's mind with the alien magic of your patron. You can use your action to touch an incapacitated humanoid. That creature is then charmed by you until a remove curse spell is cast on it, the charmed condition is removed from it, or you use this feature again. You can communicate telepathically with the charmed creature as long as the two of you are on the same plane existence.


LevelProficiency BonusFeaturesCantrips KnownSpells KnownSpell SlotsSpell lvlInvocations Known
1st+2Otherworldly Patron, Pact Magic2211st-
2nd+2Eldritch Invocations2321st2
3rd+2Pact Boon2422nd2
4th+2Ability Score Improvement3522nd2
5th+3-3623rd3
6th+3Otherworldly Patron feature3723rd3
7th+3-3824th4
8th+3Ability Score Improvement3924th4
9th+4-31025th5
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+6-41445th8
19th+6Ability Score Improvement41545th8
20th+6Eldritch Master41545th8

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Level 1 Spells

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


Created by

JacePT26.

Statblock Type

Character Sheet (latest)

Link/Embed