| +10 | Expertise Bonus | |
| +5 | Proficiency Bonus |
| +0 | Strength | |
| +4 | Dexterity | |
| +1 | Constitution | |
| +1 | Intelligence | |
| +5 | Wisdom | |
| +10 | Charisma |
| +14 | Acrobatics | DEX | |
| +0 | Animal Handling | WIS | |
| +1 | Arcana | INT | |
| +0 | Athletics | STR | |
| +15 | Deception | CHA | |
| +1 | History | INT | |
| +0 | Insight | WIS | |
| +5 | Intimidation | CHA | |
| +6 | Investigation | INT |
| +0 | Medicine | WIS | |
| +1 | Nature | INT | |
| +0 | Perception | WIS | |
| +15 | Performance | CHA | |
| +15 | Persuasion | CHA | |
| +1 | Religion | INT | |
| +4 | Sleight of Hand | DEX | |
| +14 | Stealth | DEX | |
| +0 | Survival | WIS |
| Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
|---|---|---|---|---|---|
| Dagger | +10 | DEX | 1d6+1+4 | Piercing | |
| Finesse, light, thrown (range 20/60) | |||||
| Lt Crossbow | +9 | DEX | 1d8+4 | Piercing | |
| Ammunition (range 80/320), loading, two-handed | |||||
| Rapier | +10 | DEX | 1d8+1+4 | Piercing | |
| Finesse | |||||
| True Ice Dagger +1 | +10 | DEX | 1d6+1+4 | Piercing | |
| Finesse, light, thrown (range 20/60) | |||||
| Stiletto of the Infiltrator+1 | +10 | DEX | 1d6+1+4 | Piercing | |
| Finesse, light, thrown (range 40/80) | |||||
| Prismatic Blade | +10 | DEX | 1d6+1+4 | Piercing, Slashing | |
| Finesse, light, thrown (range 20/60) | |||||
| Sword of Mimicry | +15 | CHA | 1d8+8 | Slashing | |
| Finesse, light, thrown (range 40/80) | |||||
| Sword of Mimicry | +15 | CHA | 1d8+8 | Slashing | |
| Finesse, light, thrown (range 40/80) | |||||
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Warlocks are seekers of the knowledge that lies hidden in the fabric of the multiverse. Through pacts made with mysterious beings of supernatural power, warlocks unlock magical effects both subtle and spectacular. Warlocks are driven by an insatiable need for knowledge and power, which compels them into their pacts and shapes their lives. This thirst drives warlocks into their pacts and shapes their later careers as well. Stories of warlocks binding themselves to fiends are widely known, but many warlocks serve patrons that are not fiendish. Sometimes a traveler in the wilds comes to a strangely beautiful tower, meets its fey lord or lady, and stumbles into a pact without being fully aware of it. And sometimes, while poring over tomes of forbidden lore, a brilliant but crazed student's mind is opened to realities beyond the material world and to the alien beings that dwell in the outer void. Once a pact is made, a warlock's thirst for knowledge and power can't be slaked with mere study and research. No one makes a pact with such a mighty patron if he or she doesn't intend to use the power thus gained. Rather, the vast majority of warlocks spend their days in active pursuit of their goals. which typically means some kind of adventuring. Furthermore, the demands of their patrons drive warlocks toward adventure.
• (a) a light crossbow and 20 bolts or (b) any simple weapon • (a) a component pouch or (b) an arcane focus • (a) a scholar's pack or (b) a dungeoneer's pack • Leather armor, any simple weapon, and two daggers
| Spell Level | Spells |
|---|---|
| 1st | shield, wrathful smite |
| 2nd | blur, branding smite |
| 3rd | blink, elemental weapon |
| 4th | phantasmal killer, staggering smite |
| 5th | banishing smite, cone of cold |
| Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | Spell Slots | Spell lvl | Invocations Known |
|---|---|---|---|---|---|---|---|
| 1st | +2 | Otherworldly Patron, Pact Magic | 2 | 2 | 1 | 1st | - |
| 2nd | +2 | Eldritch Invocations | 2 | 3 | 2 | 1st | 2 |
| 3rd | +2 | Pact Boon | 2 | 4 | 2 | 2nd | 2 |
| 4th | +2 | Ability Score Improvement | 3 | 5 | 2 | 2nd | 2 |
| 5th | +3 | - | 3 | 6 | 2 | 3rd | 3 |
| 6th | +3 | Otherworldly Patron feature | 3 | 7 | 2 | 3rd | 3 |
| 7th | +3 | - | 3 | 8 | 2 | 4th | 4 |
| 8th | +3 | Ability Score Improvement | 3 | 9 | 2 | 4th | 4 |
| 9th | +4 | - | 3 | 10 | 2 | 5th | 5 |
| 10th | +4 | Otherworldly Patron feature | 4 | 10 | 2 | 5th | 5 |
| 11th | +4 | Mystic Arcanum (6th level) | 4 | 11 | 3 | 5th | 5 |
| 12th | +4 | Ability Score Improvement | 4 | 11 | 3 | 5th | 6 |
| 13th | +5 | Mystic Arcanum (7th level) | 4 | 12 | 3 | 5th | 6 |
| 14th | +5 | Otherworldly Patron feature | 4 | 12 | 3 | 5th | 6 |
| 15th | +5 | Mystic Arcanum (8th level) | 4 | 13 | 3 | 5th | 7 |
| 16th | +5 | Ability Score Improvement | 4 | 13 | 3 | 5th | 7 |
| 17th | +6 | Mystic Arcanum (9th level) | 4 | 14 | 4 | 5th | 7 |
| 18th | +6 | - | 4 | 14 | 4 | 5th | 8 |
| 19th | +6 | Ability Score Improvement | 4 | 15 | 4 | 5th | 8 |
| 20th | +6 | Eldritch Master | 4 | 15 | 4 | 5th | 8 |
| Dice 1d8 | Personality Trait | |||
|---|---|---|---|---|
| 1 | I know a story relevant to almost every situation. | |||
| 2 | Whenever I come to a new place, I collect local rumors and spread gossip. | |||
| 3 | I’m a hopeless romantic, always searching for that “special someone.” | |||
| 4 | Nobody stays angry at me or around me for long, since I can defuse any amount of tension. | |||
| 5 | I love a good insult, even one directed at me. | |||
| 6 | I get bitter if I’m not the center of attention. | |||
| 7 | I’ll settle for nothing less than perfection. | |||
| 8 | I change my mood or my mind as quickly as I change key in a song. |
| Dice 1d6 | Ideal | |||
|---|---|---|---|---|
| 1 | Beauty. When I perform, I make the world better than it was. (Good) | |||
| 2 | Tradition. The stories, legends, and songs of the past must never be forgotten, for they teach us who we are. (Lawful) | |||
| 3 | Creativity. The world is in need of new ideas and bold action. (Chaotic) | |||
| 4 | Greed. I’m only in it for the money and fame. (Evil) | |||
| 5 | People. I like seeing the smiles on people’s faces when I perform. That’s all that matters. (Neutral) | |||
| 6 | Honesty. Art should reflect the soul; it should come from within and reveal who we really are. (Any) |
| Dice 1d6 | Bond | |||
|---|---|---|---|---|
| 1 | My instrument is my most treasured possession, and it reminds me of someone I love. | |||
| 2 | Someone stole my precious instrument, and someday I’ll get it back. | |||
| 3 | I want to be famous, whatever it takes. | |||
| 4 | I idolize a hero of the old tales and measure my deeds against that person’s. | |||
| 5 | I will do anything to prove myself superior to my hated rival. | |||
| 6 | I would do anything for the other members of my old troupe. |
| Dice 1d6 | Flaw | |||
|---|---|---|---|---|
| 1 | I’ll do anything to win fame and renown. | |||
| 2 | I’m a sucker for a pretty face. | |||
| 3 | A scandal prevents me from ever going home again. That kind of trouble seems to follow me around. | |||
| 4 | I once satirized a noble who still wants my head. It was a mistake that I will likely repeat. | |||
| 5 | I have trouble keeping my true feelings hidden. My sharp tongue lands me in trouble. | |||
| 6 | Despite my best efforts, I am unreliable to my friends. |
PHB
Rogues rely on skill, stealth, and their foes' vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about any problem, demonstrating resourcefulness and versatility that is the cornerstone of any successful adventuring party.
You must have a Dexterity score of 13 or higher in order to multiclass in or out of this class.
You start with the following equipment, in addition to the equipment granted by your background:
At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.
Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.
During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.
In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
At 3rd level, as a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.
When you reach 4th level, and again at 8th, 10th, 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.
Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.
By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.
Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.
At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.
Once you use this feature, you can't use it again until you finish a short or long rest.
| Level | Proficiency Bonus | Sneak Attack | Features |
|---|---|---|---|
| 1st | +2 | 1d6 | Expertise, Sneak Attack, Thieves' Cant |
| 2nd | +2 | 1d6 | Cunning Action |
| 3rd | +2 | 2d6 | Roguish Archetype, Steady Aim (Optional) |
| 4th | +2 | 2d6 | Ability Score Improvement |
| 5th | +3 | 3d6 | Uncanny Dodge |
| 6th | +3 | 3d6 | Expertise |
| 7th | +3 | 4d6 | Evasion |
| 8th | +3 | 4d6 | Ability Score Improvement |
| 9th | +4 | 5d6 | Roguish Archetype feature |
| 10th | +4 | 5d6 | Ability Score Improvement |
| 11th | +4 | 6d6 | Reliable Talent |
| 12th | +4 | 6d6 | Ability Score Improvement |
| 13th | +5 | 7d6 | Roguish Archetype feature |
| 14th | +5 | 7d6 | Blindsense |
| 15th | +5 | 8d6 | Slippery Mind |
| 16th | +5 | 8d6 | Ability Score Improvement |
| 17th | +6 | 9d6 | Roguish Archetype feature |
| 18th | +6 | 9d6 | Elusive |
| 19th | +6 | 10d6 | Ability Score Improvement |
| 20th | +6 | 10d6 | Stroke of Luck |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Darkvision. Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Hellish Resistance. You have resistance to fire damage. Legacy of Malbolge. You know the minor illusion cantrip. When you reach 3rd level, you can cast the disguise self spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the invisibility spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Languages. Common, and Infernal.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Evocation Magic
0-level (Cantrip) Evocation
Illusion Magic
0-level (Cantrip) Illusion
Transmutation Magic
0-level (Cantrip) Transmutation
Enchantment Magic
1-level Enchantment
Player's Handbook
1-level Divination
PHB
1-level Evocation
You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.
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.
1-level Abjuration
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile. * - which you take when you are hit by an attack or targeted by the magic missile spell
PHB
1-level Evocation
The next time you hit with a melee weapon attack during this spell's duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.
PHB: P. 219
2-level Illusion
Evocation Magic
2-level Evocation
PHB: P. 254
2-level Illusion
Statblocks for your Trinkets, businesses, building, castles, empires.
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