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Tien Daiki

16 Level (0/225000 XP for level-up) Entertainer Background Tiefling Race / Species / Heritage Chaotic Neutral Alignment
Warlock
Level 4
Hit Dice: 4/4
1d8+1 Class 1
Rogue
Level 12
Hit Dice: 11/12
1d8+1 Class 2

STR 10

+0

DEX 18

+4

CON 12

+1

INT 13

+1

WIS 10

+0

CHA 20

+5

123
Hit Points
+4
Initiative (DEX)
15
Armor Class (AC)
+5
Prof. Bonus
40
Speed (walk/run/fly)
10
Passive Perception
Spellcasting ...
+10 Attack mod
CHA Ability
+5 Abi Mod
18 Save DC
+10 Expertise Bonus
+5 Proficiency Bonus
+0 Strength
+4 Dexterity
+1 Constitution
+1 Intelligence
+5 Wisdom
+10 Charisma
saving throws
+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
skills
+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
Skills
  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)
Attacks

Spell Book

Eldritch Invocations:
•Agonizing Blast- When you cast Eldritch Blast, add your Charisma modifier to the damage it deals on a hit.
•Lance of Lethargy- Once on each of your turns when you hit a creature with your Eldritch Blast, you can reduce that creature’s speed by 10 feet until the end of your next turn.
•Thirsting Blade- You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on our turn.
--------------------
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.
--------------------
Pact of the Blade
-You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see chapter 5 for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity lo non-magical attacks and damage.
Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again. if you dismiss the weapon (no action required), or if you die,
You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extra-dimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1 hour ritual on a different weapon, or if you use a 1 hour ritual to break your bond to it. The weapon appears at your feet if it is in the extra-dimensional space.
--------------------
Roguish Archetype: Phantom
Whispers of the Dead
When you choose this archetype at 3rd level, echoes of those who have died cling to you. Whenever you finish a short or long rest, you can gain one skill or tool proficiency of your choice, as a ghostly presence shares its knowledge with you. You lose this proficiency when you use this feature to choose a different proficiency that you lack.

Wails from the Grave
At 3rd level, as you nudge someone closer to the grave, you can channel the power of death to harm someone else as well. Immediately after you deal your Sneak Attack damage to a creature on your turn, you can target a second creature that you can see within 30 feet of the first creature. Roll half the number of Sneak Attack dice for your level (round up), and the second creature takes necrotic damage equal to the roll’s total, as wails of the dead sound around them for a moment.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Tokens of the Departed
At 9th level, when a life ends in your presence, you're able to snatch a token from the departing soul, a sliver of its life essence that takes physical form: as a reaction when a creature you can see dies within 30 feet of you, you can open your free hand and cause a Tiny trinket to appear there, a soul trinket. The DM determines the trinket's form or has you roll on the Trinkets table in the Player's Handbook to generate it.
You can have a maximum number of soul trinkets equal to your proficiency bonus, and you can't create one while at your maximum.
You can use soul trinkets in the following ways:
While a soul trinket is on your person, you have advantage on death saving throws and Constitution saving throws, for your vitality is enhanced by the life essence within the object.
When you deal Sneak Attack damage on your turn, you can destroy one of your soul trinkets that's on your person and then immediately use Wails from the Grave, without expending a use of that feature.
As an action, you can destroy one of your soul trinkets, no matter where it's located. When you do so, you can ask the spirit associated with the trinket one question. The spirit appears to you and answers in a language it knew in life. It's under no obligation to be truthful, and it answers as concisely as possible, eager to be free. The spirit knows only what it knew in life, as determined by the DM.
--------------------
Feats:
Mobile, Skill Expert, Dagger Master+,

Features & Traits
►Direwolf Leather Armor (12+Dex): Resistance to cold damage. In extreme heat , a creature wearing the armor rolls Constitution saving throws to avoid exhaustion with disadvantage
Tempest Leather Armor (AC12+Dex), (Requires Attunement): An attuned creature gains resistance to lightning and poison damage. An attuned creature can use their action while outdoors to cast Call Lightning (save DC 15). Once the spell is cast, it can't be cast again until the next dawn.
___
►+1 True Ice Dagger: True Ice. An exceptional magical material, True Ice comes from the core of polar caps and mountain peaks, and never melts. Elementals aligned with fire or water are vulnerable to damage from true ice weapons. Armor made from True Ice grants resistance to fire damage and immunity to atmospheric hazards in hot environments, but halves the time required to make saves against cold.
►Stiletto of the Infiltrator, Rare (Requires Attunement): +1 Dagger, Properties: Finesse, Light, thrown (40/80ft) While wielding this dagger in one hand and a light weapon in the other, you gain a +1 bonus to your armor class. If you impale this dagger in a surface you may, for the next minute, use a bonus action to teleport to its location as long as it is within 100ft of you. Once you use this ability it can not be used again until you finish a short or long rest.
►Prismatic Blade (Weapon, Dagger): This item appears to be a l dagger hilt. While holding the object, you can use a bonus action to cause a blade of prismatic radiance to spring into existence, or make the blade disappear. When you hit a target with this weapon, roll a d6 to determine the damage type. 1. The weapon deals fire damage, 2. acid, 3. lightning, 4. poison, 5. cold, 6. necrotic
►The Sword of Mimicry (Requires Attunement) (By a creature who has pact magic)
This sword becomes a part of your soul. While this sword is your pact weapon, you can spend a hour to cast the sword bounding ritual with any other weapon taking mimicking its features perfectly, even any magical properties it hold. (Stiletto of the Infiltrator)
-Gain a invocation that has the Pact of the Blade prerequisite ignoring the patron requirement if there is any, as long as you meet the other requirements.
___
►Ethereal Strider Boots, Wonderous - Boots (Requires Attunement) | As your bonus action you can teleport 10 feet. Has 3 charges, refills charges every day at dawn.

Equipment Copper: 0, Silver: 8, Electrum: 0, Gold: 22402, Platinum: 0 Money
Warlock
Spellcasting
Common, Infernal

Languages & Proficiencies
Sneak Attack: 6d6
--------------------
Dagger Master +
You've always had an uncanny affinity to finesse blades, and daggers are the focus of your practice. Countless hours of training have elevated your skill with the blade to levels of mastery few others could ever hope to achieve.
You gain a +1 bonus to attack rolls made with daggers and finesse weapons.
When making a ranged attack with a dagger, attacking at long range does not impose disadvantage on your ranged weapon attack roll.
Your unparalleled precision enables you to deal 1d6, (instead of 1d4), points of damage, when making attacks with daggers. Additionally, when making a melee attack with a dagger, you can choose to deal piercing or slashing damage.

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.10, made by Tillerz - Updated: 2026-05-13
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The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Warlock Hexblade


Hit Points

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

Proficiences

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

Overview & Creation

Warlocks are seekers of the knowledge that lies hidden in the fabric of the multiverse. Through pacts made with mysterious beings of supernatural power, warlocks unlock magical effects both subtle and spectacular.   Warlocks are driven by an insatiable need for knowledge and power, which compels them into their pacts and shapes their lives. This thirst drives warlocks into their pacts and shapes their later careers as well. Stories of warlocks binding themselves to fiends are widely known, but many warlocks serve patrons that are not fiendish. Sometimes a traveler in the wilds comes to a strangely beautiful tower, meets its fey lord or lady, and stumbles into a pact without being fully aware of it. And sometimes, while poring over tomes of forbidden lore, a brilliant but crazed student's mind is opened to realities beyond the material world and to the alien beings that dwell in the outer void.   Once a pact is made, a warlock's thirst for knowledge and power can't be slaked with mere study and research. No one makes a pact with such a mighty patron if he or she doesn't intend to use the power thus gained. Rather, the vast majority of warlocks spend their days in active pursuit of their goals. which typically means some kind of adventuring. Furthermore, the demands of their patrons drive warlocks toward adventure.


Class Features

Otherwordly Patron

At 1st level, you have struck a bargain with an otherworldly being of your choice, each of which is detailed further below. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.   The beings that serve as patrons for Warlocks are mighty inhabitants of other planes of existence-not gods, but almost godlike in their power. Various patrons give their Warlocks access to different powers and invocations, and expect significant favors in return.   Some patrons collect Warlocks, doling out mystic knowledge relatively freely or boasting of their ability to bind mortals to their will. Other patrons bestow their power only grudgingly, and might make a pact with only one Warlock. Warlocks who serve the same patron might view each other as allies, siblings, or rivals.  

Eldritch Invocation

In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.   At 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table.   Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.   AGONIZING BLAST | (Prerequisite: Eldritch Blast Cantrip) | When you cast Eldritch Blast, add your Charisma modifier to the damage it deals on a hit.   ARMOR OF SHADOWS | You can cast Mage Armor on yourself at will, without expending a spell slot or material components   ASCENDANT STEP | (Prerequisite: 9th level) | You can cast Levitate on yourself at will, without expending a spell slot or material components.   BEAST SPEECH | You can cast Speak with Animals at will, without expending a spell slot.   BEGUILING INFLUENCE | You gain proficiency in the Deception and Persuasion skills.   BEWITCHING WHISPERS | (Prerequisite: 7th level) | You can cast Compulsion once using a warlock spell slot. You can't do so again until you finish a long rest.   BOOK OF ANCIENT SECRETS | (Prerequisite: Pact of the Tome feature)   You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the Ritual tag from any classes spell list. The spells appear in the book and don't count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a Warlock spell you know as a ritual if it has the Ritual tag. On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.   CHAINS OF CARCERI | (Prerequisite: 15th level, Pact of the Chain feature) | You can cast Hold Monster at will, targeting a celestial, fiend, or elemental-without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again.   DEVIL'S SIGHT | You can see normally in darkness, both magical and non-magical, to a distance of 120 feet.   DREADFUL WORD | (Prerequisite: 7th level) | You can cast Confusion once using a warlock spell slot. You can't do so again until you finish a long rest.   ELDRITCH SIGHT | You can cast Detect Magic at will, without expending a spell slot.   ELDRITCH SPEAR | (Prerequisite: eldritch blast Cantrip) | When you cast eldritch blast, its range is 300 feet.   EYES OF THE RUNE KEEPER | You can read all writing.   FIENDISH VIGOR | You can cast False Life on yourself at will as a 1st-level spell, without expending a spell slot or material components.   GAZE OF TWO MINDS | You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.   LIFE DRINKER | (Prerequisite: 12th level, Pact of The Blade feature) | When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).   MASK OF MANY FACES | You can cast Disguise Self at will, without expending a spell slot.   MASTER OF MYRIAD FORMS | (Prerequisite: 15th level) | You can cast Alter Self at will, without expending a spell slot.   MINIONS OF CHAOS | (Prerequisite: 9th level) | You can cast Conjure Elemental once using a WarIock spell slot. You can't do so again until you finish a long rest.   MIRE THE MIND | (Prerequisite: 5th level) | You can cast Slow once using a WarIock spell slot. You can't do so again until you finish a long rest.   MISTY VISIONS | You can cast Silent Image at will, without expending a spell slot or material components.   ONE WITH SHADOWS | (Prerequisite: 5th level) | When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.   OTHERWORLDLY LEAP | (Prerequisite: 9th level) | You can cast Jump on yourself at will, without expending a spell slot or material components.   REPELLING BLAST | (Prerequisite: eldritch blast Cantrip) | When you hit a creature with Eldritch Blast. you can push the creature up to 10 feet away from you in a straight line.   SCULPTOR OF FLESH | (Prerequisite: 7th level) | You can cast Polymorph once using a WarIock spell slot. You can't do so again until you finish a long rest.   SIGN OF ILL OMEN | (Prerequisite: 5th level) | You can cast Bestow Curse once using a WarIock spell slot. You can't do so again until you finish a long rest.   THIEF OF FIVE FATES | You can cast Bane once using a WarIock spell slot. You can't do so again until you finish a long rest.   THIRSTING BLADE | (Prerequisite: 5th level, Pact of the Blade feature) | You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on our turn.   VISIONS OF DISTANT REALMS | (Prerequisite: 15th level) | You can cast Arcane Eye at will, without expending a spell slot.   VOICE OF THE CHAIN MASTER | (Prerequisite: Pact of the Chain feature) | You can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.   WHISPERS OF THE GRAVE | (Prerequisite: 9th level) | You can cast Speak with Dead at will, without expending a spell slot.   WITCH SIGHT | (Prerequisite: 15th level) | You can see the true form of any shape-changer or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.  

Pact Boon

At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.  

Pact of the Chain

You learn the find familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known. When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms:   Imp, pseudo dragon, quasit, or sprite.   Additionally, when you take the attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own.  

Pact of the Blade

You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see chapter 5 for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity lo non-magical attacks and damage.   Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again. if you dismiss the weapon (no action required), or if you die,   You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extra-dimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1 hour ritual on a different weapon, or if you use a 1 hour ritual to break your bond to it. The weapon appears at your feet if it is in the extra-dimensional space  

Pact of the Tome

Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class's spell list. While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. If you lose your Book of Shadows, you can perform a 1 hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.  

Mystic Arcanum

At 11th level, your patron bestows upon you a magical secret called an Arcanum. Choose one 6th-level spell from the warlock spell list as this Arcanum. You can cast your Arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again. At higher level, you gain more warlock spells of your choice that can be cast in this way: one 7th level spell at 13th level, one 8th level spell at 15th level, and one 9th level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.  

Eldritch Master

At 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all our expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.


Starting Equipment

• (a) a light crossbow and 20 bolts or (b) any simple weapon   • (a) a component pouch or (b) an arcane focus   • (a) a scholar's pack or (b) a dungeoneer's pack   • Leather armor, any simple weapon, and two daggers


Spellcasting

Cantrips

You know two cantrips of your choice from the Warlock spell list. You learn additional Warlock cantrips of your choice a higher levels, as shown in the Cantrips Known column of the Warlock table.  

Spellcasting

Charisma is your spell casting ability for your Warlock spells, so you use your Charisma whenever a spell refers lo your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Warlock spell you cast and when making an attack roll with one.   Spell Save DC = 8 + your proficiency bonus + your Charisma modifier   Spell Attack Modifier = your proficiency bonus + your Charisma modifier  

Spell Slots

The Warlock table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.  

Spells Known of 1st Level and Higher

At 1st level, you know two 1st-level spells of your choice from the warlock spell list. The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level. Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.  

Spellcasting Focus

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


Subclass Options

Hexblade

Hexblade Spells

Spell Level Spells
1st shield, wrathful smite
2nd blur, branding smite
3rd blink, elemental weapon
4th phantasmal killer, staggering smite
5th banishing smite, cone of cold
 

Hexblade's Curse

Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:   • You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.   • Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.   • If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).   You can’t use this feature again until you finish a short or long rest.  

Hex Warrior

At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.   The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type.  

Accursed Specter

Starting at 6th level, you can curse the soul of a person you slay, temporarily binding it in your service. When you slay a humanoid, you can cause its spirit to rise from its corpse as a specter. When the specter appears, it gains temporary hit points equal to half your warlock level. Roll initiative for the specter, which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Charisma modifier (minimum of +0).   The specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife.   Once you bind a specter with this feature, you can't use the feature again until you finish a long rest.  

Armor of Hexes

At 10th level, your hex grows more powerful. If the target cursed by your Hexblade’s Curse hits you with an attack roll, roll a d6. On a 4 or higher, the attack instead misses you, regardless of its roll.  

Master of Hexes

Starting at 14th level, you can spread your Hexblade's Curse from a slain creature to another creature. When the creature cursed by your Hexblade's Curse dies, you can apply the curse to a different creature you can see within 30 feet of you, provided you aren't incapacitated. When you apply the curse in this way, you don't regain hit points from the death of the previously cursed creature.


LevelProficiency BonusFeaturesCantrips KnownSpells KnownSpell SlotsSpell lvlInvocations Known
1st+2Otherworldly Patron, Pact Magic2211st-
2nd+2Eldritch Invocations2321st2
3rd+2Pact Boon2422nd2
4th+2Ability Score Improvement3522nd2
5th+3-3623rd3
6th+3Otherworldly Patron feature3723rd3
7th+3-3824th4
8th+3Ability Score Improvement3924th4
9th+4-31025th5
10th+4Otherworldly Patron feature41025th5
11th+4Mystic Arcanum (6th level)41135th5
12th+4Ability Score Improvement41135th6
13th+5Mystic Arcanum (7th level)41235th6
14th+5Otherworldly Patron feature41235th6
15th+5Mystic Arcanum (8th level)41335th7
16th+5Ability Score Improvement41335th7
17th+6Mystic Arcanum (9th level)41445th7
18th+6-41445th8
19th+6Ability Score Improvement41545th8
20th+6Eldritch Master41545th8

Entertainer

Overview:
You thrive in front of an audience. You know how to entrance them, entertain them, and even inspire them. Your poetics can stir the hearts of those who hear you, awakening grief or joy, laughter or anger. Your music raises their spirits or captures their sorrow. Your dance steps captivate, your humour cuts to the quick. Whatever techniques you use, your art is your life.   Variant: Gladiator   A gladiator is as much an entertainer as any minstrel or circus performer, trained to make the arts of combat into a spectacle the crowd can enjoy. This kind of flashy combat is your entertainer routine, though you might also have some skills as a tumbler or actor. Using your By Popular Demand feature, you can find a place to perform in any place that features combat for entertainment—perhaps a gladiatorial arena or secret pit fighting club. You can replace the musical instrument in your equipment package with an inexpensive but unusual weapon, such as a trident or net.
Skill Proficiencies: Acrobatics, Performance
Tool Proficiencies: Disguise kit, one type of musical instrument
Equipment:
A musical instrument (one of your choice), the favor of an admirer (love letter, lock of hair, or trinket), a costume, and a belt pouch containing 15 gp
Features:
By Popular Demand   You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble’s court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.
Suggested Characteristics: Successful entertainers have to be able to capture and hold an audience’s attention, so they tend to have flamboyant or forceful personalities.   They’re inclined toward the romantic and often cling to high-minded ideals about the practice of art and the appreciation of beauty.
Personality Trait:
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.
Ideal:
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)
Bond:
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.
Flaw:
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

Rogue (DO NOT USE)

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.

hit dice: 1d8
hit points at 1st level: 8 + Constitution modifier
hit points at higher levels: 1d8 (or 5) per rogue level after 1st
armor proficiencies: Light armor
weapon proficiencies: Simple weapons, hand crossbows, longswords, rapiers, shortswords
tools: Thieves' tools
saving throws: Dexterity, Intelligence
skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth
starting equipment:

You start with the following equipment, in addition to the equipment granted by your background:


  • (a) a rapier or (b) a shortsword

  • (a) a shortbow and quiver of 20 arrows or (b) a shortsword

  • (a) a burglar's pack, (b) dungeoneer's pack, or (c) an explorer's pack

  • Leather armor, two daggers, and thieves' tools
spellcasting:
class features:

Expertise

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.

Sneak Attack

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.

Thieves' Cant

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.

Cunning Action

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.

Steady Aim (Optional)

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.

Ability Score Improvement

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.

Uncanny Dodge

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.

Evasion

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.

Reliable Talent

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.

Blindsense

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.

Slippery Mind

By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.

Elusive

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.

Stroke of Luck

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.

LevelProficiency BonusSneak AttackFeatures
1st+21d6Expertise, Sneak Attack, Thieves' Cant
2nd+21d6Cunning Action
3rd+22d6Roguish Archetype, Steady Aim (Optional)
4th+22d6Ability Score Improvement
5th+33d6Uncanny Dodge
6th+33d6Expertise
7th+34d6Evasion
8th+34d6Ability Score Improvement
9th+45d6Roguish Archetype feature
10th+45d6Ability Score Improvement
11th+46d6Reliable Talent
12th+46d6Ability Score Improvement
13th+57d6Roguish Archetype feature
14th+57d6Blindsense
15th+58d6Slippery Mind
16th+58d6Ability Score Improvement
17th+69d6Roguish Archetype feature
18th+69d6Elusive
19th+610d6Ability Score Improvement
20th+610d6Stroke of Luck

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Tiefling (Glasya)

Ability Score Increase Cha +2, Dex +1
Size Medium
Speed 30 ft.

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.

Level 0 Spells

Evocation Magic

Eldritch Blast

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 120 feet
Components: V, S
Duration: Instantaneous
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.
Available for: Warlock

Illusion Magic

Minor Illusion

0-level (Cantrip) Illusion

Casting Time: 1 action
Range/Area: 30 feet
Components: S, M
Materials: A bit of fleece
Duration: 1 minute
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.   If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.   If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.   If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
Available for: Bard, Sorcerer, Warlock, Wizard

Transmutation Magic

Prestidigitation

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 10 feet
Components: V, S
Duration: Up to 1 hour
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
  • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
  • You instantaneously light or snuff out a candle, a torch, or a small campfire.
  • You instantaneously clean or soil an object no larger than 1 cubic foot.
  • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
  • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
  • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Available for: Artificer, Bard, Sorcerer, Warlock, Wizard

Level 1 Spells

Enchantment Magic

Charm Person

1-level Enchantment

Casting Time: 1 action
Range/Area: 30 feet
Components: V, S
Duration: 1 hour
You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Available for: Bard, Druid, Sorcerer, Warlock, Wizard

Player's Handbook

Comprehend Languages

1-level Divination

Range/Area: Self
Components: Verbal, Somatic, Material
Materials: pinch of soot and salt
For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.
Available for: Bard, Sorcerer, Warlock, Wizard

PHB

Hellish Rebuke

1-level Evocation

Casting Time 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see
Range 60ft
Duration Instantaneous
Components V, S

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.

Class(es): Warlock, Paladin (Oathbreaker)

Shield

1-level Abjuration

Casting Time 1 Reaction *
Range Self
Duration 1 Round
Components V, S

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

Class(es): Magic Ablity

PHB

Wrathful Smite

1-level Evocation

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

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

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

Level 2 Spells

PHB: P. 219

Blur

2-level Illusion

Casting Time: 1 action
Range/Area: Self
Components: V
Duration: Concentration, Concentration, up to 1 minute
Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn’t rely on sight, as with blindsight, or can see through illusions, as with truesight.
Available for: Artificer, Sorcerer, Wizard

Evocation Magic

Branding Smite

2-level Evocation

Casting Time: 1 bonus action
Range/Area: Self
Components: V
Duration: Concentration, up to 1 minute
The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it's invisible, and the target sheds dim light in a 5-foot radius and can't become invisible until the spell ends.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.
Available for: Paladin

PHB: P. 254

Invisibility

2-level Illusion

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: an eyelash encased in gum arabic
Duration: Concentration, Concentration, up to 1 hour
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.
Available for: Artificer, Bard, Sorcerer, Warlock, Wizard

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


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