Wobtik | Character Sheet (Legacy) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Wobtik

Warlock 3 Class & Level
Outlander Background
Goblin Race
CN Alignment

Strength 10
+0
Dexterity 17
+3
constitution 13
+1
intelligence 10
+0
wisdom 10
+0
charisma 16
+3
Total Hit Dice 2
Hit Die
1d8+1
+2 proficiency bonus
+0 Strength
+3 Dexterity
+1 Constitution
+0 Intelligence
+2 Wisdom
+5 Charisma
saving throws
+5 Acrobatics
+0 Animal Handling
+0 Arcana
+0 Athletics
+5 Deception
+0 History
+0 Insight
+5 Intimidation
+0 Investigation
+0 Medicine
+0 Nature
+0 Perception
+3 Performance
+3 Persuasion
+0 Religion
+3 Sleight of Hands
+3 Stealth
+2 Survival
skills

 
15
Armor Class
17
Hit Points
+3
Initiative
30
Speed
WeaponAttackDamage
Shortsword 1d20+5 1d6+3
Dagger 1d20+5 1d4+3
+1 Long sword 1d20+6 1d8+4 / 1d10+4
Attacks
Pact of the Blade














Eldritch Invocations
Armor of Shadow
Repelling Blast
Improved Pact Weapon

Features & Traits

Heroes Enabled

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

Potion of Healing

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

Warlock Hexblade


Hit Points

Hit Dice: d8 per Warlock Hexblade level
Hit Points at first Level: 8 + Con Mod
Hit Points at Higher Levels: 1d8 (5) + Con Mod

Proficiences

Armor: Light Armor, Medium Armor, Shields
Weapons: All Simple Weapons, All Martial Weapons
Tools: None
Saving Throws: Wis, Cha
Skills: Choose two skills from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion

Overview & Creation

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.


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 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 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 non-magical, to a distance of 120 feet.   DREADFUL WORD | (Prerequisite: 7th level) | You can cast Confusion once using a warlock spell slot. 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 feet.   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 | (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 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 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.   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 you 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 will, 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 will, without expending a spell slot.   WITCH SIGHT | (Prerequisite: 15th level) | You can see the true form of any shape-changer 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 to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes 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 non-magical 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 extra-dimensional 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 extra-dimensional 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 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. 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.  

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 spell list. 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 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  

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 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 Focus

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


Subclass Options

Hexblade

Hexblade Spells

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
 

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 in 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, 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.


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

Dungeon Master's Guide 5th Edition

Potion of Greater Healing

Potion

Ingredients (Luna Moth Wing and Vampire Dust)

Uncommon

You regain 4d4+4 hit points when you drink this potion. The potion's red liquid glimmers when agitated.

Cost: 50gp Weight: 0.5lb


 

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Goblin

Ability Score Increase +1 Con, +2 Dex
Size Small
Speed 30

Ability Score Increase. Your Dexterity score increases by 2, and your Constitution score increases by 1.   Age. Goblins reach adulthood at age 8 and live up to 60 years.   Alignment. Goblins are typically neutral evil, as they care only for their own needs. A few goblins might tend toward good or neutrality, but only rarely.   Darkvision. 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.   Fury of the Small. When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest.   Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.
 

Languages. You can speak, read, and write Common and Goblin.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

D&D 5e PHB Page 237

Eldritch Blast

0-level (Cantrip) Evocation

Casting Time 1 action
Range 120 feet
Duration Instantaneous
Components V, S

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.

Class(es): Warlock

True Strike

0-level (Cantrip) Enchantment

Casting Time 1 Action
Range 30 feet
Duration Concentration, Concentration, up to 1 round
Components S

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.

Class(es): Bard, Sorcerer, Warlock, Wizard

Level 1 Spells

Armor of Agathys

1-level Abjuration

Casting Time 1 Action
Range Self
Duration 1 Hour
Components V, S, M *

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.

Class(es): Magic Ablity

Wrathful Smite

1-level Evocation

Casting Time 1 Bonus Action
Range Self
Duration Concentration, up to 1 Minute
Components V

The next time you hit with a melee weapon attack during this spell's duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.

Class(es): Paladin, Warlock (The Hexblade)

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


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Sodose.

Statblock Type

Character Sheet (Legacy)

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