RACIALS
Flight
fly speed of 30. cannot wear medium or heavy armor when flying
Darkvision
dim light within 60 feet as bright light, and darkness as if it were dim light. Cannot discern color in darkness, only shades of gray
Fey creature
I have the fey and humanoid subtypes
Laughing Mad
Sprite are immune to the confusion spell and forms of madness that are not fey in origin
Petite stature
cannot wield two handed or heavy weapons, and cannot carry other creatures when you fly unless otherwise stated from choice of wings
Quick Wing
Your wings are fast moving and look similar to those of a dragonfly. Your flying speed increases to 50 feet.
BACKGROUND FEATURES
Guild Membership
Feature: Guild Membership
As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.
Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild's coffers.
You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild's good graces.
Starting benefits
Elvish as a language, Jewler's Tools prof, Jewler's tools, 15gp start, and other basic items
CLASS FEATURES
Blessing of the moon
Gain light and Sacred Flame cantrips as warlock cantrips for you, but don't count against your number of cantrips known. When you cast a spell that deals radiant or necrotic damage, add your Cha modifier to one radiant or necrotic damage roll of that spell against one of its targets
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 to nonmagical attacks and damage.
Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
Lunar Armor
At 6th level, you are able to conjure a spectral armor made of moonlight and starstuff. This armor functions as the spell Mage Armor, setting your AC to 13+your Dexterity modifier. This is considered to also function as Armor of Shadows for purposes of other class/character features. Additionally, while using this armor, you gain the ability to lash out at enemies with radiant damage. You have a pool of d6s that you spend to fuel this ability. The number of dice in the pool equals 1 + your warlock level. As a reaction, whenever a creature that you can see successfully damages you with a melee, ranged, or spell attack that targets your armor class, you may cause them to suffer radiant damage, spending dice from the pool. The maximum number of dice you can spend at once equals half your warlock level. Roll the dice you spend and add them together to determine the total amount of damage. Your pool regains all expended dice when you finish a long rest.
ASI'S AND FEATS
Skill Expert
You have honed your proficiency with particular skills, granting you the following benefits:
Increase one ability score of your choice by 1, to a maximum of 20.
You gain proficiency in one skill of your choice.
Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.
Choices: +1 Dex, Stealth Proficiency, Stealth Expertise
ELDRITCH INVOCATIONS (4)
Improved Pact Weapon
You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells.
In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls.
Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow.
Eldritch Sight
You can cast Detect Magic at will, without expending a spell slot or material components.
Thirsting Blade
You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.
Lunar Aegis
You may cast the Shield spell a number of times per day equal to your Charisma bonus. This recharges as the end of a long rest.
Class/Racial Features & Traits