+6 | Expertise Bonus | |
+3 | Proficiency Bonus |
+0 | Strength | |
+6 | Dexterity | |
+6 | Constitution | |
+2 | Intelligence | |
+3 | Wisdom | |
+11 | Charisma |
+4 | Acrobatics | DEX | |
-2 | Animal Handling | WIS | |
+0 | Arcana | INT | |
-2 | Athletics | STR | |
+9 | Deception | CHA | |
+0 | History | INT | |
-2 | Insight | WIS | |
+9 | Intimidation | CHA | |
+0 | Investigation | INT |
-2 | Medicine | WIS | |
+0 | Nature | INT | |
+1 | Perception | WIS | |
+9 | Performance | CHA | |
+12 | Persuasion | CHA | |
+0 | Religion | INT | |
+7 | Sleight of Hand | DEX | |
+7 | Stealth | DEX | |
-2 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Eldritch Blast | +10 | CHA | 1d10+4 | Force | |
Blade of the Pact +1 (scimitar) | +9 | CHA | 1d6+4 | S | |
Double-bladed Scimitar | +9 | CHA | 2D4+4 | S | |
Use bonus action to make additional attack for 1d4+4 damage |
The statblocks of your Weapons, armor and other important/magical equipment
DnD 5e DMG
Rod
Varies requires attunement by a warlock Requires Attunement
While holding this rod, you gain a +1 (uncommon), +2 (rare), or +3 (very rare) bonus to spell attack rolls and to the saving throw DCs of your warlock spells. In addition, you can regain one warlock spell slot as an action while holding the rod. You can't use this property again until you finish a long rest.
Weapon *Finesse* *Two-Handed* When you make a two-handed attack with this weapon, you can use a bonus action to make a melee attack with the other side of the blade. This attack uses the same ability modifier as the primary. The damage die is 1d4, and it deals slashing damage. This special attack can only be done if you take the Attack action. Uncommon
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial Melee | 2d4+Strength or Dexterity Modifier / 1d4+Strength or Dexterity Modifier | Slashing | Melee | *Finesse* *Two-Handed* When you make a two-handed attack with this weapon, you can use a bonus action to make a melee attack with the other side of the blade. This attack uses the same ability modifier as the primary. The damage die is 1d4, and it deals slashing damage. This special attack can only be done if you take the Attack action. |
Cost: 100gp Weight: 6lbs
The statblocks of your class features
http://dnd5e.wikidot.com/hexblood-ua, http://dnd5e.wikidot.com/warlock:hexblade, http://dnd5e.wikidot.com/warlock
Level | Cantrips Known | Spells Known | Spell Slots | Slot Level | Invocations Known |
1st | 2 | 2 | 1 | 1 | - |
2nd | 2 | 3 | 2 | 1 | 2 |
3rd | 2 | 4 | 2 | 2 | 2 |
4th | 3 | 5 | 2 | 2 | 2 |
5th | 3 | 6 | 2 | 3 | 3 |
6th | 3 | 7 | 2 | 3 | 3 |
7th | 3 | 8 | 2 | 4 | 4 |
8th | 3 | 9 | 2 | 4 | 4 |
9th | 3 | 10 | 2 | 5 | 5 |
10th | 4 | 10 | 2 | 5 | 5 |
11th | 4 | 11 | 3 | 5 | 5 |
12th | 4 | 11 | 3 | 5 | 6 |
13th | 3 | 12 | 3 | 5 | 6 |
14th | 4 | 12 | 3 | 5 | 6 |
15th | 4 | 13 | 3 | 5 | 7 |
16th | 4 | 13 | 3 | 5 | 7 |
18th | 4 | 14 | 4 | 5 | 7 |
19th | 4 | 15 | 4 | 5 | 8 |
20th | 4 | 15 | 4 | 5 | 8 |
Level | Proficiency Bonus | Features |
---|---|---|
1st | +2 | Otherworldly Patron, Pact Magic |
2nd | +2 | Eldritch Invocations |
3rd | +2 | Pact Boon |
4th | +2 | Ability Score Improvement, Eldritch Versatility (Optional) |
5th | +3 | |
6th | +3 | Otherworldly Patron feature |
7th | +3 | |
8th | +3 | Ability Score Improvement, Eldritch Versatility (Optional) |
9th | +4 | |
10th | +4 | Otherworldly Patron feature |
11th | +4 | Mystic Arcanum (6th level) |
12th | +4 | Ability Score Improvement, Eldritch Versatility (Optional) |
13th | +5 | Mystic Arcanum (7th level) |
14th | +5 | Otherworldly Patron feature |
15th | +5 | Mystic Arcanum (8th level) |
16th | +5 | Ability Score Improvement, Eldritch Versatility (Optional) |
17th | +6 | Mystic Arcanum (9th level) |
18th | +6 | |
19th | +6 | Ability Score Improvement, Eldritch Versatility (Optional) |
20th | +6 | Eldritch Master |
You grew up in the Feywild after disappearing from your home plane as a child. Perhaps you were spirited away by kindly Fey who thought you were destined for great things. Perhaps you stumbled through a Fey crossing by chance during a twilight stroll in the woods. Perhaps you were kidnapped by evil Fey but escaped from their clutches. Whatever the manner of your disappearance, you gradually fell under the Feywild's spell and learned a little about the nature of the mercurial tricksters that dwell there. When you finally returned to your home plane, you did not come back unchanged. You are haunted by the fact the Feywild-a mirror world hidden behind a mere twist of perception-is only a hair's breadth away. Although your memories of the Feywild grow fainter with each passing day, your heart swells with a mixture of fear and joy at the prospect of one day venturing back to the Plane of Faerie-your home away from home.
Fey Mark
You were transformed in some small way by your stay in the Feywild and gained a fey mark, determined by rolling on the Fey Mark table.
Roll a d8 1d8 |
Fey Mark |
---|---|
1 |
Your eyes swirl with iridescent colors. |
2 |
You have a sweet scent, like that of nectar or honey |
3 |
You have long whiskers like those of a cat. |
4 |
Your ears are covered with soft tufts of fur. |
5 |
Your skin sparkles in moonlight. |
6 |
Flowers either bloom or wilt (your choice) in your presence. |
7 |
Your hair is made of vines or brambles and grows back to normal length within 1 hour of being cut |
8 |
You have a tail like that of a dog or another animal. |
Roll a d8 1d8 |
Visitor |
---|---|
1 |
Awakened creature (a Beast or an ordinary plant that has had the Awaken spell cast on it) |
2 |
Centaur |
3 |
Dryad |
4 |
Faerie Dragon |
5 |
Pixie |
6 |
Satyr |
7 |
Sprite |
8 |
Unicorn |
These tables, while optional, are well suited to Feywild-themed adventurers and are ideal for any character who has the Feylost background.
Roll a d8 1d8 | Personality Trait |
---|---|
1 | I’m haunted by fey laughter that only I can hear, though I know it’s just my mind playing tricks on me. |
2 | Like a nomad, I can’t settle down in one place for very long. |
3 | Good music makes me weep like a baby. |
4 | Wherever I go, I try to bring a little of the warmth and tranquility of home with me. |
5 | I have never lost my childlike sense of wonder. |
6 | When I have a new idea, I get wildly excited about it until I come up with another, better idea. |
7 | I live by my own set of weird and wonderful rules. |
8 | I can’t bring myself to trust most adults. |
Roll a d8 1d8 | Ideal |
---|---|
1 | Friendship. I never leave a friend behind. (Good) |
2 | Empathy. No creature should be made to suffer. (Good) |
3 | Wanderlust. I prefer to take the less traveled path. (Chaotic) |
4 | Changeability. Change is good, which is why I live by an ever-changing set of rules. (Chaotic) |
5 | Honor. A deal is a deal, and I would never break one. (Lawful) |
6 | Rule of Three. Everything in the multiverse happens in threes. I see the “rule of three” everywhere. (Lawful) |
7 | Obsession. I won’t let go of a grudge. (Evil) |
8 | Greed. I will do whatever it takes to get what I want, regardless of the harm it might cause. (Evil) |
Roll a d8 1d8 | Bond |
---|---|
1 | I would never break my word. |
2 | I find magic in all its forms to be compelling. The more magical a place, the more I am drawn to it. |
3 | I do what I can to protect the natural world. |
4 | A trusted friend is the most important thing in the multiverse to me. |
5 | I can’t bring myself to harm a Fey creature, either because I consider myself one or because I fear the repercussions. |
6 | The Witchlight Carnival feels like home to me. |
7 | I’m drawn to the Feywild and long to return there, if only for a short while. |
8 | I feel indebted to Mister Witch and Mister Light for giving me a home and a purpose. |
Roll a d8 1d8 | Flaw |
---|---|
1 | I easily lose track of time. My poor sense of time means I’m always late. |
2 | I think the whole multiverse is out to get me. |
3 | I’m always operating under a tight timeline, and I’m obsessed with keeping everything on schedule. |
4 | I’m a kleptomaniac who covets shiny, sparkling treasure. |
5 | I’m forgetful. Sometimes I can’t remember even the simplest things. |
6 | I never give away anything for free and always expect something in return. |
7 | I have many vices and tend to indulge them. |
8 | I’m always changing my mind—well, almost always. |
Statblocks for your familiars, mounts etc.
Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d4 + 3) bludgeoning damage.
Statblocks for race/species of the character.
MPMM
For Phrelle these must be annotated in roleplay and recorded which they are on the character sheet. You may never gain expertise with skills gained this way.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
PHB
0-level (Cantrip) Evocation
A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
At higher levels: The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
PHB
0-level (Cantrip) Abjuration
As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and it becomes sheathed in booming energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 thunder damage, and the spell ends.
At higher levels: This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target, and the damage the target takes for moving increases to 2d8 . Both damage rolls increase by 1d8 at 11th level and 17th level.
PHB
0-level (Cantrip) Enchantment
Xanathar's Guide to Everything
0-level (Cantrip) Evocation
PHB
1-level Conjuration
You invoke the power of Hadar, the Dark Hunger. Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can't take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st
PHB 253
1-level Necromancy
Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
PHB
1-level Abjuration
PHB
1-level Enchantment
You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.
If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.
A Remove Curse cast on the target ends this spell early.
At higher levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
1-level Evocation
1-level Enchantment
PHB p239
1-level Transmutation
1-level Enchantment
Unearthed Arcana
2-level Enchantment
PHB
2-level Illusion
A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Statblocks for your Trinkets, businesses, building, castles, empires.
Adventuring Gear
Common
A waterskin can hold 4 pints of liquid.
Cost: 0.2 gp
Weight: 5Ib
Adventuring Gear
Common
This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch -- or anything else with abundant, exposed fuel -- takes an action. Lighting any other fire takes 1 minute.
Cost: 0.5 gp
Weight: 1Ib
DnD 5e PHB
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
Adventuring Gear
Common
Cost: 35 gp
Weight: 49 lbs
Basic Rules
Instrument
Varies
A lute is a stringed instrument with a neck and a wooden soundboard, which is often ovoid or shaped as a teardrop.
If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus.
Cost: 35 gp
Weight: 2 lbs.
Adventuring Gear
Common
Rope, has 2 hit points and can be burst with a DC 17 Strength check.
Cost: 1 pg
Weight: 10Ib
PHB, page 154. Additional information from XGE, page 81. Available in the SRD.
Tool Varies
This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise.
The perfect tool for anyone who wants to engage in trickery, a disguise kit enables its owner to adopt a false identity.
Components. A disguise kit includes cosmetics, hair dye, small props, and a few pieces of clothing.
Deception. In certain cases, a disguise can improve your ability to weave convincing lies.
Intimidation. The right disguise can make you look more fearsome, whether you want to scare someone away by posing as a plague victim or intimidate a gang of thugs by taking the appearance of a bully.
Performance. A cunning disguise can enhance an audience's enjoyment of a performance, provided the disguise is properly designed to evoke the desired reaction.
Persuasion. Folk tend to trust a person in uniform. If you disguise yourself as an authority figure, your efforts to persuade others are often more effective.
Create Disguise. As part of a long rest, you can create a disguise. It takes you 1 minute to don such a disguise once you have created it. You can carry only one such disguise on you at a time without drawing undue attention, unless you have a bag of holding or a similar method to keep them hidden. Each disguise weighs 1 pound.
At other times, it takes 10 minutes to craft a disguise that involves moderate changes to your appearance, and 30 minutes for one that requires more extensive changes.
Disguise Kit
Activity
DC
Cover injuries or distinguishing marks
10
Spot a disguise being used by someone else
15
Copy a humanoid's appearance
20
Cost: 25 gp Weight: 3 lbs
PHB, page 154. Additional information from XGE, page 84. Available in the SRD.
Tool Varies
This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks. Perhaps the most common tools used by adventurers, thieves' tools are designed for picking locks and foiling traps. Proficiency with the tools also grants you a general knowledge of traps and locks. Components. Thieves' tools include a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. History. Your knowledge of traps grants you insight when answering questions about locations that are renowned for their traps. Investigation and Perception. You gain additional insight when looking for traps, because you have learned a variety of common signs that betray their presence. Set a Trap. Just as you can disable traps, you can also set them. As part of a short rest, you can create a trap using items you have on hand. The total of your check becomes the DC for someone else's attempt to discover or disable the trap. The trap deals damage appropriate to the materials used in crafting it (such as poison or a weapon) or damage equal to half the total of your check, whichever the DM deems appropriate. Thieves' Tools
Activity | DC |
Pick a lock | Varies |
Disable a trap | Varies |
Cost: 25 gp Weight: 1 lb
DnD 5e SRD
Adventuring Gear Common
A cloth or leather pouch can hold 1/5 cubic foot/ 6 pounds of gear - or up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding spell components is called a component pouch.
Cost: 5sp Weight: 1lb