Anadh'ris (The Blade of Doom) | Character Sheet (latest) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Anadh'ris (The Blade of Doom)

7 Level (0/34000 XP for level-up) Feylost/Witchlight Hand combo Background Shadar-Kai Race / Species / Heritage LN Alignment
Warlock
Level 7
Hit Dice: 7/7
1d8+4 Class 1

STR
6
-2
DEX
18
+4
CON
19
+4
INT
10
+0
WIS
6
-2
CHA
22
+6
73
Hit Points
+4
Initiative (DEX)
18
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
Spellcasting ...
+9 Attack mod
CHA Ability
+6 Abi Mod
17 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+0 Strength
+6 Dexterity
+6 Constitution
+2 Intelligence
+3 Wisdom
+11 Charisma
saving throws
+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
skills
-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
Skills
  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
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Eldritch Blast [W1] +9 A 120 inst 2 Blasts 1d10+6 V S
 Notes: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.
Green Flame Blade [W2] +9 A self (5 ft) inst 2d6 S M
 Notes:You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier. At Higher Levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).
Toll the Dead [W3] +9 A 60 inst 2d8 or 2d12 V S
 Notes:You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage. At Higher Levels. The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).

Level 1 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Armor of Agathas [W2] +9 A self 1 hr V S blade
 Notes: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. 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.
Hex [W3] +9 B 90 1 hr C 1d6 per hit V S blade
 Notes: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.
Inflict Wounds [STfeat] +9 A touch inst 3d10 necrotic V S feat
 Notes: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.

Level 2 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Darkness [W1] +9 A 60 10 min C 2d6 necrotic V M
 Notes:Magical darkness spreads from a point you choose within range to fill a 15-foot radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. If any of this spell’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
Inflict Wounds [STfeat] +9 A touch inst 3d10 necrotic + V S feat
 Notes: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.
Invisibility [STfeat] +9 A touch 1 hr C V S feat
 Notes: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.
Mind Whip [W5] +9 A 90 1 rd 3d6 V
 Notes:You psychically lash out at one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage, and it can’t take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell’s other effects. 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. The creatures must be within 30 feet of each other when you target them.
Shatter [W7] +9 A 60 inst V S M
 Notes:A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Level 3 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Darkness [W1] +9 A 60 10 min C 2d6 necrotic + V M
 Notes:Magical darkness spreads from a point you choose within range to fill a 15-foot radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. If any of this spell’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
Inflict Wounds [STfeat] +9 A touch inst 3d10 necrotic + V S feat
 Notes: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.
Counterspell [W4] +9 R self inst 2d8 psychic S
 Notes:You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.
Mind Whip [W5] +9 A 90 1 rd 3d6 + V
 Notes:You psychically lash out at one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage, and it can’t take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell’s other effects. 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. The creatures must be within 30 feet of each other when you target them.
Thunder Step [W6] +9 A 90 inst V
 Notes:You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away. You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.

Level 4 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Darkness [W1] +9 A 60 10 min C 2d6 necrotic + V M
 Notes:Magical darkness spreads from a point you choose within range to fill a 15-foot radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. If any of this spell’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
Inflict Wounds [STfeat] +9 A touch inst 3d10 necrotic + V S feat
 Notes: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.
Mind Whip [W5] +9 A 90 1 rd 3d6 + V
 Notes:You psychically lash out at one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage, and it can’t take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell’s other effects. 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. The creatures must be within 30 feet of each other when you target them.
Raulothim's Psychic Lance +9 A 120 inst V
 Notes:You unleash a shimmering lance of psychic power from your forehead at a creature that you can see within range. Alternatively, you can utter a creature’s name. If the named target is within range, it becomes the spell’s target even if you can’t see it. If the named target isn’t within range, the lance dissipates without effect. The target must make an Intelligence saving throw. On a failed save, the target takes 7d6 psychic damage and is incapacitated until the start of your next turn. On a successful save, the creature takes half as much damage and isn’t incapacitated. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.
RACIAL ABILITIES:
Blessing of the Raven Queen. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Starting at 3rd level, you also gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent.
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 discern colors in that darkness only as shades of gray.
Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself.
Keen Senses. You have proficiency in the Perception skill.
Necrotic Resistance. You have resistance to necrotic damage.
Trance. You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness. Whenever you finish this trance, you can gain two proficiencies that you don’t have, each one with a weapon or a tool of your choice selected from the Player’s Handbook.

You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest.
Languages. Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.

WARLOCK ABILITIES:
LEVEL 1
Otherworldly Patron. Hexblade
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.

    Once you bind a specter with this feature, you can't use the feature again until you finish a long rest.

    Pact Magic. CHA, 2 spells slots, each level 3
    LEVEL 2
    Eldritch Invocations:
    Agonizing Blast (2) REPLACED at 5th level with Devil's Sight
    Mask of Many Faces (2) REPLACED at 6th level with Eldritch Smite
    LEVEL 3
    Pact Boon. 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. 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.
    LEVEL 4
    Feat or Ability Score Increase (Feat)
    LEVEL 5
    Thirsting Blade
    You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.
    Devil's Sight (retrained from Agonizong Blast)
    You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

    LEVEL 6
    Eldritch Smite (retrained from Mask of Many Faces)
    Once per turn when you hit a creature with your pact weapon, you can expend a warlock spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot, and you can knock the target prone if it is Huge or smaller.
    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.
    LEVEL 7
    Maddening Hex
    As a bonus action, you cause a psychic disturbance around the target cursed by your hex spell or by a warlock feature of yours, such as Hexblade's Curse and Sign of Ill Omen. When you do so, you deal psychic damage to the cursed target and each creature of your choice within 5 feet of it. The psychic damage equals your Charisma modifier (minimum of 1 damage). To use this invocation, you must be able to see the cursed target, and it must be within 30 feet of you.

    RACIAL TRAITS:
    Skin: Ashen
    Hair: White, long
    Eyes: Violet
    Height: 5'10"
    Weight: 140 lbs

    Features & Traits
    Breastplate (45lb, free from hexblade class)
    Thieves' Tools (1lb, 25gp)
    Disguise Kit (3lb, 25gp)
    Backpack (5lb, free from dungeoneer's pack)
    Belt Pouch (1lb, free from bg)
    Lute (2lb, free from bg)
    Traveler's Clothes (4lb, free from bg)
    Riding horse (480lb capacity, 75gp)
    Saddle, Riding (25lb on horse, 10)
    Saddle Bags (8lb on horse, 4gp)
    Chest (25lb on horse, 5gp -- 300lb capacity)
    Dungeoneer's Pack (59.5lb in chest on horse, free from warlock class): Includes a crowbar, a hammer, 10 pitons, 5 flasks of oil, 5 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
    Lantern, Hooded (2lb in chest, 5gp)
    Clothes, Traveler's (4lb in chest, 2gp)
    Clothes, Costume (4lb in chest, 5gp)
    Clothes, Fine (6lb in chest, 15gp)

    Trinkets (free from bg)
    Sheet of music that goblins find upsetting when they hear it played or sung
    Copper coin with a smiling satyr's face on one side and a satyr's skull on the other
    Raven mask that helps you remember your dreams if you wear it while you sleep

    Blade of the Pact +1 of Wounding (2lb, Magic item, Scimitar Stats)
    Gifted by the Raven Queen herself as part of a warlock's pact, this weapon serves as a hexblade. While holding it, a warlock hexblade gains a +1 bonus to spell attack rolls and to the saving throw DCs of his warlock spells, and it additionally serves as a spell focus. ATTUNEMENT

    Furthermore, the warlock can regain one warlock spell slot as an action while holding the blade. He can't use this property again until he finishes a long rest.

    Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.

    Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.

    At 3rd level, if the warlock takes Pact of the Blade, he can transform the blade of the pact into any weapon he desires, gaining proficiency with that weapon until such time as he alters the weapon's form again. The blade of the pact can always, whatever its form, serve as the hexblade's hex weapon.

    Amulet of Health
    Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution iw 19 or higher without it. (Con was 14 previously)

    Hearthfire Breastplate

    Aspirant - While attuned to the breastplate you gain the following benefits:
    While wearing the breastplate you can cast the shield spell a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
    While wearing the brestplate you gain a +2 bonus to AC and saving throws.
    You also gain the following curse:
    Though the breastplate isn't heavy, it feels burdensome. You have disadvantage on dexterity saving throws.

    Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 49, Platinum: 0 Money
    Warlock
    2 3rd level slots
    Spellcasting
    Languages: Elvish, High Burach, Sylvan (bg - Feylost), Low Burach (dm extra)

    Heroic Chronicle Fateful Moment (SCAG16) - Deception and Performance Proficiency

    Feylost/Witchlight Hand Background - Persuasion and Sleight of Hand Proficiency (Persuasion changed from Performance or Deception, both of which he gained earlier from a Fateful Moment), Disguise Kit proficiency, Language - Sylvan

    Race - Gain 2 weapon or tool proficiencies of choice each day after long rest, usually thieves' tools and one other

    Languages & Proficiencies
    I don’t run from evil. Evil runs from me.
    I have never lost my childlike sense of wonder.
    Like a nomad, I can’t settle down in one place for very long.
    I'm haunted by fey laughter that only I can hear--a memory of the evil fey that imprisoned me for a spell after slaying the kindly fey that abducted me from the Shadowfell and raised me as her son.

    Personality Traits
    A terrible guilt consumes me. I hope that I can find redemption through my actions.
    I would never break my word.
    I find magic in all its forms to be compelling. The more magical a place, the more I am drawn to it.

    Ideals
    A terrible guilt consumes me. I hope that I can find redemption through my actions.
    I would never break my word.
    I find magic in all its forms to be compelling. The more magical a place, the more I am drawn to it.

    Bonds
    I easily lose track of time. My poor sense of time means I’m always late.
    I’m forgetful. Sometimes I can’t remember even the simplest things.

    Impulsive
    Obsessive

    Flaws
    As a teen, Anadh'ris fell asleep in the forest in the Shadowfell and when he awoke, he found himself in the Feywild, in the court of the fey, where he was made to serve the fickle archfey for a decade, who knew of his past life and meant to keep him from the Raven Queen. He finally managed to escape, he was taken in by a kindly fey who adopted him as her own, living a good life until a hag slew his "mother".

    Managing to escape being taken captive by the hag, he stumbled through the Feywild and happened upon the Witchlight Carnival, which was visiting this place, as it did every 8 years. He first saw a carnival many years prior and fell in love with it as a boy.

    This time, he would fall in love with one of his own--a Shadar-kai bard named Isil'dae, a childhood friend now grown who was a member of the Witchlight.

    No stranger to playing the lute and singing during his years in the Feywild, as he had been taught to entertain his master--and was expected to do so and do so well--he joined the carnival the very same day, and many there were amazed at his talent.

    He and Isil'dae's friendship rekindled immediately and they grew close over the next year, the love they had shared as early teens growing now into something much, much deeper. But when the carnival came to Gloomwrought in the Shadowfell, the owner of the carnival, Isolde, struck a deal with two local Shadar-kai and traded ownership of her carnival for their carnival. Isil'dae desired nothing more than to continue working for Isolde, and so left the Witchlight, begging Anadh'ris to come with her.

    Torn between losing the woman of his dreams but being back in the Shadowfell to keep her, under the purview of the Raven Queen again, whom he had been raised to loath while in the Feywild, he chose not to lose Isil'dae. It wasn't long, however, before Isolde announced that her new carnival would be leaving the Shadowfell, heading to the world of Etharis--from whence Isolde hailed--to take their show on the road around the country of Burach--something the carnival master had never been able to do with the Witchlight.

    For three years the carnival traveled throughout the lands of Burach and Anadh'ris & Isildae became renowned for their song wherever they performed.

    All was well until one summer evening when the carnival was attacked, the attackers slaying all they came across.

    But the strife, horror, and evil of their attack on this cold, dreary night would draw the attention of the Great Beast. Attackers and carnivalers both began changing into monsters or undead, turning on their fellows. The attack abruptly switched to a fight for survival, with the unchanged attackers trying to flee the carnage to no avail--save for their leader, who managed to escape, a captive in hand--Isolde.

    Isil'dae began transforming before Anadh'ris's unbelieving eyes, becoming crazed with bloodlust even before her physical appearance changed. He watched in horror as she attacked him and then in greater horror as he instinctively slew her to save himself. Wounded and terrified, abhorred by her actions and by his own, he fled, destroying his cherished lute in the face of another attacker to escape. All around him, the images of his chosen family--slain or changed to monsters--burned into his memory.

    At last, he collapsed from exhaustion and blood loss, and in his unconscious dreams, he found himself visited by the Raven Queen herself, whom he had sought so hard to distance himself from. She told him that it was She that had sent the carnival from Gloomwrought, several of the Shadar-kai within its ranks tasked with establishing a secret society in Burach in Her name to bring knowledge of Her to the people there. One of their number had apparently grown careless in vesting someone--someone who turned out to be a Hearthkeeper, and who saw the Shadar-kai--and thus the carnival of which they were a part--as a threat to their religion.

    The Raven Queen fumed--not only at the loss of Isil'dae and her other Shadar-kai, but at the blasphemy of the Hearthkeepers and the Great Beast--both of which cheated the people of Burach from their true fates. She offered Anadh'ris a pact, and through it, the power not only to avenge his "family", but to serve her in her fight against the Hearthkeepers and the Great Beast. To be her hexblade, fighting the monsters and undead created by the Great Beast wherever he found them, as well as ascertaining a way to destroy the abomination--and the abomination that is the Hearthkeepers as well.

    Anadh'ris, seeing that the Raven Queen was not the enemy of the Shadar-kai he had always seen Her to be, agreed without hesitation, devoting himself to Her so fully that he forsook his name, taking the name of the blade she placed in his hands instead.

    Waking, he found the blade she had gifted him actually there, physically, within his hands. As real as his new purpose.

    Returning to the carnival to seek out survivors and bury the dead,
    he could find no trace of Isil'dae's body. And then he heard it: a violin. Distant and sad, but he knew the tune and style all too well. His heart surged with hope.

    He followed the music to the edge of the woods, where he saw her. Her face. Monstrous, her eyes glowing in undeath, alive with an ill purpose. She fled into the woods, and though he would follow, his search for her was to no avail. Finally, he turned his attention to the Hearthkeepers.

    Tracking down the leader who had instigated the attack on the carnival, he found the carnivaler the leader had abducted dead from torture. One of his friends. His adopted family. His wrath would know no bounds from that point on. Disgusing himself as one of the Hearthkeepers, he infiltrated one of their temples, poisoning their evening meal with a paralyzing agent, then burning their temple to the ground around them as they watched helplessly, unable to flee the flames of their doom.

    One of their number had not been affected by the poison, though. Anadh'ris chased him down and tortured him for information on where to find the man who had led the attack on the carnival. All he got was a name.

    He still has yet to find the man, but he will. And so will he find again his beloved. Of those things, he has no doubt.

    Notes
    SHADOW TOUCHED (1st level): Your exposure to the Shadowfell's magic has changed you, granting you the following benefits:

    Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20. [Charisma]

    You learn the Invisibility spell and one 1st-level spell of your choice. The 1st-level spell must be from the Illusion or Necromancy school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat. [Inflict Wounds]

    SKILL EXPERT (4th level)
    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. [Charisma]

    You gain proficiency in one skill of your choice. [Stealth]
    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. [Persuasion]

    SACRIFICE (4th level):
    WIS -2 for DEX +2
    STR -2 and resolve die for CHA +3
    Requiem Lute for Cloak of Protection
    Resolve die for Serpent Scale Armor

    Feats, Ability Score Adjustments, and Sacrifices:


    ™ & © Wizards of the Coast - D & D 5e Character Sheet v2.06, made by Tillerz - Updated: 2023-02-09
    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

    DnD 5e DMG

    Rod of the Pact Keeper

    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.


    Double-Bladed Scimitar

    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

    Warlock: The Hexblade

    Warlock

      Otherworldly Patron   At 1st level, you have struck a bargain with an otherworldly being of your choice. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.  
    Patron Source   Hexblade Xanathar's Guide to Everything  
    Pact Magic   Your arcane research and the magic bestowed on you by your patron have given you facility with spells.  
    Eldritch Invocations   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. 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. A level prerequisite in an invocation refers to warlock level, not character level.  
    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 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. 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.

    • 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, pseudodragon, quasit, or sprite.Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to use its reaction to make one attack of its own.

    • 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 are considered warlock spells for you, and they needn't be from the same spell list. 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.

    • Pact of the Talisman
    • Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. When the wearer fails an ability check, they can add a d4 to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.If you lose the talisman, 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 amulet. The talisman turns to ash when you die.
     
    Ability Score Improvement   When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.   Eldritch Versatility (Optional)   Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing a change of focus in your occult studies:
    • Replace one cantrip you learned from this class's Pact Magic feature with another cantrip from the warlock spell list.
    • Replace the option you chose for the Pact Boon feature with one of that feature's other options.
    • If you're 12th level or higher, replace one spell from your Mystic Arcanum feature with another warlock spell of the same level.
      If this change makes you ineligible for any of your Eldritch Invocations, you must also replace them now, choosing invocations for which you qualify.  
    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 levels, 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 your 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.

    hit dice: 1d8
    hit points at 1st level: 8 + your Constitution modifier
    hit points at higher levels: 1d8 (or 5) + your Constitution modifier per warlock level after 1st
    armor proficiencies: light, medium armor, and shields
    weapon proficiencies: shields, simple and martial weapons.
    tools:
    saving throws: Wisdom, Charisma
    skills: Choose two from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion
    starting equipment:

    • a light crossbow and 20 bolts or (b) any simple weapon

    • a component pouch or (b) an arcane focus

    • a scholar's pack or (b) a dungeoneer's pack

      Leather armor, any simple weapon, and two daggers


    spellcasting:
    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
    Expanded Spell List
    • 1st Shield, Wrathful Smite
    • 2nd Blur, Branding Smite
    • 3rd Blink, Elemental Weapon
    • 4th Phantasmal Killer, Staggering Smite
    • 5th Banishing Smite, Cone of Cold

    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 Witch Bolt, 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. 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
    • Spellcasting Focus: You can use an arcane focus as a spellcasting focus for your warlock spells.
    class features:

    Hexblood Traits (Race)

    Source: Unearthed Arcana 76 - Gothic Lineages
    Ability Score Increase. Increase one ability score by 2, and increase a different one by 1. Type. Fey and Humanoid 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.
    Fey Resilience.   You have advantage on saving throws you make to avoid or end the charmed condition on yourself.
    Hex Magic.   You can cast the Disguise Self and Hex spells with this trait. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you gain this lineage). Once you cast either of these spells with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast these spells using any spells slots you have.
    Magic Token.   As an action, you can harmlessly pull out one of your nails, a tooth, or a lock of hair. This token is imbued with magic until you finish a long rest. While the token is imbued in this way, you can use an action to send a telepathic message to the creature holding or carrying the token, as long as you are on the same plane of existence and are within 10 miles of it. The message can contain up to twenty-five words.
    • In addition, while you are within 10 miles of the token, you can use an action to enter a trance for 1 minute, during which you can see and hear from the token as if you were located where it is. While you are using your senses at the token’s location, you are blinded and deafened in regard to your own surroundings. Afterward, the token is harmlessly destroyed.
    • Once you create a token using this feature, you can’t do so again until you finish a long rest, at which point your missing part regrows.

    Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.
    subclass options:

    Hexblade

     
    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, you can use your reaction to 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 BonusFeatures
    1st+2Otherworldly Patron, Pact Magic
    2nd+2Eldritch Invocations
    3rd+2Pact Boon
    4th+2Ability Score Improvement, Eldritch Versatility (Optional)
    5th+3
    6th+3Otherworldly Patron feature
    7th+3
    8th+3Ability Score Improvement, Eldritch Versatility (Optional)
    9th+4
    10th+4Otherworldly Patron feature
    11th+4Mystic Arcanum (6th level)
    12th+4Ability Score Improvement, Eldritch Versatility (Optional)
    13th+5Mystic Arcanum (7th level)
    14th+5Otherworldly Patron feature
    15th+5Mystic Arcanum (8th level)
    16th+5Ability Score Improvement, Eldritch Versatility (Optional)
    17th+6Mystic Arcanum (9th level)
    18th+6
    19th+6Ability Score Improvement, Eldritch Versatility (Optional)
    20th+6Eldritch Master

    Feylost

    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.

    Skill Proficiencies Deception, Survival
    Tool Proficiencies One type of musical instrument
    Languages Elvish, Gnomish, Goblin or Sylvan
    Equipment A musical instrument (one of your choice), a set of traveler's clothes, three trinkets (each determind by rolling on the Feywild Trinkets table), and a pouch containing 8gp

    Features

    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.
    Feywild Visitor
    Whenever you're sound asleep or in a deep trance during a long rest, a spirit of the Feywild might pay you a visit, if the DM wishes it. Determine the spirit's form by rolling on the Feywild Visitor table. No harm ever comes to you as a result of such visits, which can last for minutes or hours, and you remember each visit when you wake up. Conversations that occur with a visitor can contain any number of things, from messages and insights to nonsense and red herrings, at the DM's discretion. Such conversations are always conducted in a language you can understand, even if the Feywild visitor can't speaking that language normally.
    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
    Feywild Connection
    Your mannerisms and knowledge of fey customs are recognized by natives of the Feywild, who see you as one of their own. Because of this, friendly Fey creatures are inclined to come to your aid if you are lost or need help in the Feywild.

    Suggested Characteristics

    These tables, while optional, are well suited to Feywild-themed adventurers and are ideal for any character who has the Feylost background.

    Traits

    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.

    Ideal

    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)

    Bond

    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.

    Flaw

    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.

    Riding Horse

    Large beast, unaligned
    Armor Class 10
    Hit Points 13 (2d10+2)
    Speed 60ft

    STR
    16 +3
    DEX
    10 0
    CON
    12 +1
    INT
    2 -4
    WIS
    11 0
    CHA
    7 -2

    Senses Passive perception 10
    Challenge 1/4


    Actions

    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

    Shadar-kai

    ability score increase: Choose one of: (a) Choose any +2; choose any other +1 (b) Choose any +1; choose any other +1; choose any other +1
    age:
    Size: Medium
    speed: 30 feet
    Languages:
    race features:
    Creature Type. You are a Humanoid. You are also considered an elf for any prerequisite or effect that requires you to be an elf.
    Blessing of the Raven Queen. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Start at 3rd level, you also gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent.
    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 discern colors in that darkness only as shades of gray.
    Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself.
    Keen Senses. You have proficiency in the Perception skill.
    Necrotic Resistance. You have resistance to necrotic damage.
    Trance. You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness. Whenever you finish this trance, you can gain two proficiencies that you don't have, each one with a weapon or a tool of your choice selected from the Player's Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest.
    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.

    Level 0 Spells

    PHB

    Eldritch Blast

    0-level (Cantrip) Evocation

    Casting Time 1 Action
    Range 120ft
    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: 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.

    Class(es): Warlock

    PHB

    Booming Blade

    0-level (Cantrip) Abjuration

    Casting Time 1 Action
    Range 5ft
    Duration 1 Round
    Components V, M
    Materials A weapon

    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.

    Class(es): Sorcerer, Warlock, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

    PHB

    Vicious Mockery

    0-level (Cantrip) Enchantment

    Casting Time: 1 action
    Range/Area: 60 feet
    Components: V
    Duration: Instantaneous
    You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
    At higher levels: This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
    Available for: Bard

    Xanathar's Guide to Everything

    Thunderclap

    0-level (Cantrip) Evocation

    Casting Time: 1 Action
    Range/Area: Self (5-foot radius)
    Components: S
    Duration: Instantaneous
    Attack/Save: Constitution Save Roll
    Damage/Effect: Thunder
    You create a burst of thunderous sound, which can be heard 100 feet away. Each creature other than you within 5 feet of you must make a Constitution saving throw. On a failed save, the creature takes 1d6 thunder damage.
    At higher levels: The spell’s damage increases by 1d6 when you reach 5th level (2d6), 10th level (3d6), 15th level (4d6), and 20th level (5d6).
    Available for: Artificer, Bard, Druid, Sorcerer, Warlock, Wizard,

    Level 1 Spells

    PHB

    Arms of Hadar

    1-level Conjuration

    Casting Time 1 Action
    Range Self (10ft radius)
    Duration Instantaneous
    Components V, S

    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

    Class(es): Warlock

    PHB 253

    Inflict Wounds

    1-level Necromancy

    Casting Time 1 Action
    Range Touch
    Duration Instantaneous
    Components VS

    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.

    Class(es): Cleric

    PHB

    Armor of Agathys

    1-level Abjuration

    Casting Time: 1 action
    Range/Area: Self
    Components: V, S, M
    Materials: a cup of water
    Duration: 1 hour
    Damage/Effect: Cold
    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: 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.
    Available for: Warlock

    PHB

    Hex

    1-level Enchantment

    Casting Time 1 Bonus Action
    Range 90ft
    Duration Concentration, up to 1 Hour
    Components V, S, M
    Materials the petrified eye of a newt

    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.

    Class(es): Warlock

    Cure Wounds

    1-level Evocation

    Casting Time: 1 action
    Range/Area: Touch
    Components: V, S
    Duration: Instantaneous
    A creature you touch regains a number of hit points equal 1d8+Spellcasting Ability modifer. This spell has no effect on undead or constructs.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
    Available for: Bard, Cleric, Druid, Paladin, Ranger

    Dissonant Whispers

    1-level Enchantment

    Casting Time: 1 Action
    Range/Area: 60 ft
    Components: V
    Duration: Instantaneous
    Attack/Save: Wisdom Saving Throw
    Damage/Effect: Psychic Damage
    You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The Creature doesn't move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn't have to move away. A deafened creature automatically succeeds on the save.
    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.
    Available for: Bard

    PHB p239

    Feather Fall

    1-level Transmutation

    Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls
    Range/Area: 60 feet
    Components: V, M
    Materials: A small feather or a piece of down
    Duration: 1 minute
    Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.
    Available for: Bard, Inventor, Sorcerer, Wizard

    Tasha's Hideous Laughter

    1-level Enchantment

    Range/Area: 30 ft
    Components: V, S, M
    Materials: Tiny Tarts and a Feather that is waved in the air
    Attack/Save: Wisdom Saving Throw
    A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom Savng throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected.
      At the end of each of its turn, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends.
    Available for: Bard, Wizard

    Level 2 Spells

    Unearthed Arcana

    Mind Thrust

    2-level Enchantment

    Casting Time 1 Bonus Action
    Range 60 ft
    Duration 1 Round
    Components V, S

    Damage Type: Psychic   Saving Throws: Intelligence   Description: You propel a lance of psionic disruption into the mind of one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage, and it can use its action only to Dash or Disengage on its next turn. On a successful save, the target takes half as much damage, and this spell doesn’t limit its action options.

    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. The creatures must be within 30 feet of each other when you target them.

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

    PHB

    Invisibility

    2-level Illusion

    Casting Time 1 Action
    Range Touch
    Duration up to 1 Hour
    Components V, S, M
    Materials an eyelash encased in gum arabic

    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.

    Class(es): Artificer, Bard, Sorcerer, Warlock, Wizard, Druid (Circle of the Land (Grassland)), Fighter (Eldritch Knight), Paladin (Oath of Treachery), Rogue (Arcane Trickster)

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

    Waterskin

    Adventuring Gear

    Common

    A waterskin can hold 4 pints of liquid.

    Cost: 0.2 gp
    Weight: 5Ib

    Tinderbox

    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

    Backpack

    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

    Monster Hunter's Pack

    Adventuring Gear

    Common

    • Chest 
    • Crowbar 
    • Hammer 
    • Wooden stake x3 
    • Holy Symbol
    • Flask of Holy Water 
    • Set of Manacles 
    • Steel Mirror 
    • Flask of Oil 
    • Tinderbox 
    • Torch x3

    Cost: 35 gp
    Weight: 49 lbs

    Basic Rules

    Lute

    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.

    Rope, Hempen (50 feet)

    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.

    Disguise Kit

    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.

    Thieve's Tools

    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

    Pouch

    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


     

    Created by

    spiritraker.

    Statblock Type

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