+12 | Expertise Bonus | |
+6 | Proficiency Bonus |
+2 | Strength | |
+3 | Dexterity | |
+10 | Constitution | |
+2 | Intelligence | |
+9 | Wisdom | |
+11 | Charisma |
+3 | Acrobatics | DEX | |
+3 | Animal Handling | WIS | |
+14 | Arcana | INT | |
+2 | Athletics | STR | |
+11 | Deception | CHA | |
+2 | History | INT | |
+3 | Insight | WIS | |
+5 | Intimidation | CHA | |
+2 | Investigation | INT |
+3 | Medicine | WIS | |
+2 | Nature | INT | |
+3 | Perception | WIS | |
+5 | Performance | CHA | |
+5 | Persuasion | CHA | |
+2 | Religion | INT | |
+3 | Sleight of Hand | DEX | |
+3 | Stealth | DEX | |
+3 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Psi Shortsword | +3 | DEX | 2d6+3 | Piercing/Psychic | |
Finesse, Light |
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | Spell Slots | Slot Level | Invocations Known |
---|---|---|---|---|---|---|---|
1 | +2 | Otherwordly Patron : The Great Old One, Pact Magic, Pact Feature : Awakened Mind, Spellcasting | 2 | 2 | 1 | 1st | - |
2 | +2 | Eldritch Invocations | 2 | 3 | 2 | 1st | 2 |
3 | +2 | Pact Boon | 2 | 4 | 2 | 2nd | 2 |
4 | +2 | Ability Score Improvement | 3 | 5 | 2 | 2nd | 2 |
5 | +3 | 3 | 6 | 2 | 3rd | 3 | |
6 | +3 | Patron Feature : Entropic Ward | 3 | 7 | 2 | 3rd | 3 |
7 | +3 | 3 | 8 | 2 | 4th | 4 | |
8 | +3 | Ability Score Improvement | 3 | 9 | 2 | 4th | 4 |
9 | +4 | 3 | 10 | 2 | 5th | 5 | |
10 | +4 | Patron Feature : Thought Shield | 4 | 10 | 2 | 5th | 5 |
11 | +4 | Mystic Arcanum (6th level) | 4 | 11 | 3 | 5th | 5 |
12 | +4 | Ability Score Improvement | 4 | 11 | 3 | 5th | 6 |
13 | +5 | Mystic Arcanum (7th level) | 4 | 12 | 3 | 5th | 6 |
14 | +5 | Patron Feature : Create Thrall | 4 | 12 | 4 | 5th | 6 |
15 | +5 | Mystic Arcanum (8th level) | 4 | 13 | 4 | 5th | 7 |
16 | +5 | Ability Score Improvement | 4 | 13 | 4 | 5th | 7 |
17 | +6 | Mystic Arcanum (9th level) | 4 | 14 | 4 | 5th | 7 |
18 | +6 | 4 | 14 | 4 | 5th | 8 | |
19 | +6 | Ability Score Improvement | 4 | 15 | 4 | 5th | 8 |
20 | +6 | Eldritch Master | 4 | 15 | 4 | 5th | 8 |
Spell Level | Spells |
---|---|
1st | Dissonant Whisperes, Tasha's Hideous Laughter |
2nd | Detect Thoughts, Phantasmal Force |
3rd | Clairvoyance, Sending |
4th | Dominate Beast, Evard's Black Tentacles |
5th | Dominate Person, Telekinesis |
You start with the following equipment, in addition to the equipment granted by your background:
Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the Far Realm, the space beyond reality, or it could be one of the elder gods known only in legends. Its motives are incomprehensible to mortals, and its knowledge so immense and ancient that even the greatest libraries pale in comparison to the vast secrets it holds. The Great Old One might be unaware of your existence or entirely indifferent to you, but the secrets you have learned allow you to draw your magic from it. Entities of this type include Ghaunadar, called That Which Lurks; Tharizdun, the Chained God; Dendar, the Night Serpent; Zargon, the Returner; Great Cthulhu; and other unfathomable beings. Source: Player's Handbook
Statblocks for your familiars, mounts etc.
Confer Fire Resistance. The nightmare can grant resistance to fire damage to anyone riding it.
Illumination. The nightmare sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 ( 2d8+4 ) bludgeoning damage plus 7 ( 2d6 ) fire damage.
Ethereal Stride. The nightmare and up to three willing creatures within 5 feet of it magically enter the Ethereal Plane from the Material Plane, or vice versa.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
D&D 5e PHB Page 237
0-level (Cantrip) Evocation
A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
At higher levels: This 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.
0-level (Cantrip) Transmutation
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.
0-level (Cantrip) Necromancy
You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
At higher levels: This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
XGtE
0-level (Cantrip) Necromancy
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).
Player's Handbook , pg. 215
1-level Conjuration
Basic Rules , pg. 250
1-level Evocation
Evocation Magic
2-level Evocation
Illusion Magic
2-level Illusion
3-level Conjuration
You open a gateway to the dark between the stars, a region infested with unknown horrors. A 20-foot-radius sphere of blackness and bitter cold appears, centered on a point within range and lasting for the duration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within the area are blinded. The void creates a warp in the fabric of space, and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 cold damage. Any creature that ends its turn in the area must succeed on a Dexterity saving throw or take 2d6 acid damage as milky, otherworldly tentacles rub against it.
Basic Rules , pg. 228
3-level Abjuration
Xanathar's Guide to Everything
4-level Conjuration
You utter foul words, summoning one demon from the chaos of the Abyss. You choose the demon’s type, which must be one of challenge rating 5 or lower, such as a shadow demon or a barlgura. The demon appears in an unoccupied space you can see within range, and the demon disappears when it drops to 0 hit points or when the spell ends.
Roll initiative for the demon, which has its own turns. When you summon it and on each of your turns thereafter, you can issue a verbal command to it (requiring no action on your part), telling it what it must do on its next turn. If you issue no command, it spends its turn attacking any creature within reach that has attacked it.
At the end of each of the demons turns, it makes a Charisma saving throw. The demon has disadvantage on this saving throw if you say its true name. On a failed. save, the demon continues to obey you. On a successful save, your control of the demon ends for the rest of the duration, and the demon spends its turns pursuing and attacking the nearest non-demons to the best of its ability. If you stop concentrating on the spell before it reaches its full duration, an uncontrolled demon doesn’t disappear for 1d6 rounds if it still has hit points.
As part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demon can’t cross the circle or harm it, and it can't target anyone within it. Using the material component in this manner consumes it when the spell ends.
Player's Handbook
4-level Necromancy
Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs.
If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.
If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw; it simply withers and dies.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
Necromancy Magic
5-level Necromancy
Player's Handbook
5-level Illusion
This spell shapes a creature’s dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don’t sleep, such as elves, can’t be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can’t take actions or move. If the target is asleep, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target’s dreams. You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target’s sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage. If you have a body part, lock of hair, clipping from a nail, or similar portion of the target’s body, the target makes its saving throw with disadvantage.
TCoE P.116
6-level Transmutation
7-level Necromancy
You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one.
A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.
PHB
8-level Enchantment
You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 hit points or fewer, it is stunned. Otherwise, the spell has no effect. The stunned target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends.
Transmutation Magic
9-level Transmutation
Statblocks for your Trinkets, businesses, building, castles, empires.