Mathew Wehtam | Character Sheet (Legacy) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Mathew Wehtam

Warlock:Archfey 5 Class & Level
Thief Background
Elf Race
Neutral-Good Alignment

Strength 16
+3
Dexterity 15
+2
constitution 13
+1
intelligence 12
+1
wisdom 11
+0
charisma 17
+3
Total Hit Dice
Hit Die
1d8+1
+3 proficiency bonus
+3 Strength
+2 Dexterity
+2 Constitution
+1 Intelligence
+4 Wisdom
+6 Charisma
saving throws
+5 Acrobatics
+3 Animal Handling
+1 Arcana
+3 Athletics
+6 Deception
+1 History
+0 Insight
+6 Intimidation
+4 Investigation
+0 Medicine
+0 Nature
+0 Perception
+3 Performance
+3 Persuasion
+1 Religion
+2 Sleight of Hands
+2 Stealth
+0 Survival
skills

 
14
Armor Class
24
Hit Points
+2
Initiative
30ft
Speed
Longsword 1d20+6 1d8+6
Attacks
Pact Magic
Spellcasting
Long Sword, Ring of protection
Equipment

Piercer

You have achieved a penetrating precision in combat, granting you the following benefits:
   

  • Increase your Strength or Dexterity by 1, to a maximum of 20.
  • Once per turn, when you hit a creature with an attack that deals piercing damage, you can reroll one of the attack’s damage dice, and you must use the new roll.
  • When you score a critical hit that deals piercing damage to a creature, you can roll one additional damage die when determining the extra piercing damage the target takes.

 


Features & Traits

Heroes Enabled

The statblocks of your Weapons, armor and other important/magical equipment

Longsword

Weapon

Common

Versatile

Proficiency with a Longsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Type Damage Damage Range
Martial Melee 1d8 / 1d10 Slashing

Cost: 15 gp
Weight: 3 lbs

The statblocks of your class features

Archfey Patron: Pact of the Blade


Hit Points

Hit Dice: d8 per Archfey Patron: Pact of the Blade level
Hit Points at first Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier

Proficiences

Armor: Light Armor, Medium Armor (at level 3)
Weapons: Simple Weapons, Martial Weapons (At level 3)
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose 3 skills from: Deception, Intimidation, Performance, Persuasion Acrobatics, Sleight of Hand, Stealth Arcana, History, Investigation, Nature, Religion Athletics Animal Handling, Insight, Medicine, Perception, Survival

Overview & Creation

Your patron is a lord or lady of the fey, a creature of legend who holds secrets that were forgotten before the mortal races were born. This being’s motivations are often inscrutable, and sometimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges. Beings of this sort include the Prince of Frost; the Queen of Air and Darkness, ruler of the Gloaming Court; Titania of the Summer Court; her consort Oberon, the Green Lord; Hyrsam, the Prince of Fools; and ancient hags.


Class Features


Expanded Spell List

Spell Level
1 Faerie Fire Sleep Entangle
2 Calm Emotions Enlarge/ Reduce Summon Beast
3 Blink Conjure Animals
4 Dominate Beast Polymorph
5 Dominate Person Mislead
8 Animal Shapes

Benefits of the Fey


Starting at 1st level, your patron refuses to be outdone by any other patron. You have been bestowed the Guidance cantrip. This cantrip works as a warlock spell for you and does not count against your cantrips known. At Warlock level 1 guidance now has a range of 30 feet. At warlock level 5, you can now bestow guidance on 2 targets. At warlock level 11, your dice now increase to a d6. At warlock level 17, you may now bestow your guidance on as many targets as your charisma modifier +1 and the range increases to 60ft.
 

Karma


At Level 1, As mischievous as they are, the fey do still admire the do-gooders. When you or an ally benefit from your guidance cantrip, a fey spirit comes to help you out. The fey spirit takes the form that you choose from the provided list. Each creature choice brings something different to the than the others in many ways both in and out of combat. Some things they all have in common are:
  • Their health dice increases at certain levels, 2dX at level 1, 4dX at level 6, 6dX at level 10, and 10dX at level 14.
  • You get Animal Handling Proficiency when you have a creature.
  • It has temporary equal to your Cha mod + Prof mod+ Warlock level.
  • They are controlled on your bonus action in initiative order.
  • You can choose use your bonus action to give it temporary hitpoints equal to your cha mod worth of d4's and move it half it's movement.
  • Outside of combat, you may choose to "heal it's wounds" in which you channel over it for 1 minute and it will replenish it's starting temporary hitpoints.

The Options:

Fey Presence

  Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.   Once you use this feature, you can’t use it again until you finish a short or long rest.
 

Eldritch Invications

 
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.
  If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.
 

Pact of the Blade


Level 3 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 the Weapons section 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 to nonmagical attacks and damage.
With this weapon, you can use your Charisma Modifier for your weapon attack and damage rolls instead of your strength or dexterity modifiers. You also gain Profisciency with Medium armor.  
You also gain the Druidic Warrior fighting style.
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.
 

ASI or Feat

  Levels 4, 8, 12, 16, and 19 You may Choose to put 2 plus 1's each into 2 abilitiy scores, Put both plus 1's in 1 ability score, or Take a feat from the feats list.
 

The Gift I Give To You


At level 5, you may regen 1 spell slot with a call to your patron. You channel for 1 minute dropping any spells you are concentrating on. You may still cast spells, but concentration will not hold. Attacks will not stop your channel, but dropping to 0 hit points will stop the channel and you miss out on it. You may do this once per long rest. You may only channel to regenerate a used spell slot. You may not channel to get more spell slots than warlock has at that level.
 

Misty Escape

    Starting at 6th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.
  You may use them for as many times for your proficiency per day. You may get all uses back when you finish a long rest.
 

Beguiling Defense


  Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage.

Mystic Arcanum (6th)

 
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.
 

Mystic Arcanum (7th)


At 13th level, your patron bestows upon you a magical secret called an arcanum. Choose one 7th-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 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.
 

Dark Delerium


Starting at 14th level, you can plunge a creature into an illusory realm. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage.
Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion.
You must finish a short or long rest before you can use this feature again.
 

No Refunds on Gifts


At level 14, you get the ability to channel it to regenerate 2 spells. You may also channel to get your 6th level Arcanum slot back. This is a separate channel. Both instances can be used once per long rest. Again, you may only use this to regenerate the spell slots.
 

Mystic Arcanum (8th)


At 15th level, your patron bestows upon you a magical secret called an arcanum. Choose one 8th-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 17th level, you gain a 9th-level warlock spell of your choice that can be cast in this way. You regain all uses of your Mystic Arcanum when you finish a long rest.
 

Mystic Arcanum (9th)


At 17th level, your patron bestows upon you a magical secret called an arcanum. Choose one 9th-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.
  You regain all uses of your Mystic Arcanum when you finish a long rest.
 

Can't Turn Back Now


At level 20 you may channel to regen all 4 spell slots back. You can do this once per long rest. After this, you may still channel to get regen 2 spell slots back. This may happen once per Long rest. You may also regenerate your 6th and 7th arcanum slots. Those are individual channels and come back on a long rest. These all may only be used to regenerate your spell slots and not to add spell slots


Starting Equipment

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

  • (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

Pact Magic Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the warlock spell list.
  Cantrips You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.
  Spell Slots The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. 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. 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 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 (see the Adventuring Gear section) as a spellcasting focus for your warlock spells.


LevelMilestoneProf. BonusFeaturesCantrips KnownSpells KnownSpell SlotsSlot LevelEldritch Invocations Known
1A2Pact Magic; Expanded Spell List; Benefits of the Fey; Karma; Fey Presence2211st0
2B2Eldritch Invocations2321st2
3C2Pact of the Blade2422nd2
4D2ASI or Feat3522nd2
5E3The Gift I Give To You3323rd3
6F3Misty Escape3723rd3
7G3-3824th4
8H3ASI or Feat3924th4
9I4-31025th5
10J4Beguiling Defense41025th5
11K4Mystic Arcanum (6th)41135th5
12L4ASI or Feat41135th6
13M5Mystic Arcanum (7th)41235th6
14N5No Refunds on Gifts; Dark Delirium41235th6
15O5Mystic Arcanum (8th)41335th7
16P5ASI or Feat41335th7
17Q6Mystic Arcanum (9th)41445th7
18R6-4145th8
19S6ASI or Feat41545th8
20T6Can't Turn Back Now41545th8

Statblocks for your familiars, mounts etc.

Thicc Boi

Large beast, unaligned
Armor Class: 14 + YOUR con mod
Hit Points: d12 multiplied by specified amount
Speed: 30 ft

STR

18 +4

DEX

12 +1

CON

18 +4

INT

8 -1

WIS

8 -1

CHA

11 +0

Saving Throws: Strength, Constitution
Skills: Shares the same skill proficiencies that you do as well as athletics and general strength checks.
Senses: Darkvision 60ft.
Languages: Whatever the Archfey warlock understands

Gives YOU proficiency with Athletics, Intimidation, general strength checks, and strength saving throws. If you already have a proficiency that this gives, you get expertise in the skill.
Charge: If the Thicc Boi moves at least 20ft toward the target and makes a Smash attack, the target is knocked back 10ft (if size medium or smaller) or 5ft (if size large or bigger).

Actions

Smash: Thicc Boi makes a Melee Weapon Attack- +Strength mod to hit, reach 5ft, 1 target. Hit:1d12 + Str mod Bludgeoning damage

The "Tank" of the group. Not the most useful in and out of combat, but not the least either. You choose the form it takes like a bear, horse, moose, elephant etc. Mountable, but charge mode is only available in combat when mounted.

Fly Guy

Tiny beast, unaligned
Armor Class: 13 + Cha mod
Hit Points: d6 multiplied by specified amount
Speed: 20 ft , fly: 40 ft

STR

6 -2

DEX

12 +1

CON

8 -1

INT

18 +4

WIS

16 +3

CHA

10 +0

Saving Throws: Intelligence, Wisdom
Skills: Shares the same skill proficiencies as you as well as proficiency in investigation.
Senses: Darkvision 120ft
Languages: Whatever the Archfey warlock understands

Gives YOU proficiency in investigation as well as tracking and hunting parts of survival. if you already have proficiency in these skills, Fly Guy gives you expertise. Fly by: Fly Guy doesn't provoke attacks of opportunity.

Actions

Peck (5ft)- YOUR Cha mod + prof bonus to hit. d4 + Your Int mod damage piercing

Your eye in the sky. A useful companion both in and out of combat. You choose the form that the beast takes like owl, falcon, pigeon, dove, hawk, etc.

The Friend

Tiny beast, unaligned
Armor Class: 8+ Your int mod
Hit Points: d4 multiplied by specific amount
Speed: 20 ft , climb: 10 ft

STR

4 -3

DEX

10 +0

CON

4 -3

INT

18 +4

WIS

14 +2

CHA

14 +2

Saving Throws: Dexterity, Intelligence
Skills: Shares the same skill proficiencies as and general int checks
Senses: Darkvision 60ft
Languages: Whatever the Archfey warlock understands

Gives YOU proficiency in Investigation, Sleight of Hand, Persuasion, Performance, Survival, Insight, Perception, Deception, Nature, Medicine, Stealth, general int checks, and int saving throws (If within 10ft).
Hard to Hit: Although The Friend can't deal damage in combat, It is hard to hit. Enemies may try to attack it at disadvantage and It has advantage on dex, wisdom, and Int saving throws.

Actions

May only take the Hide, Disengage, Help, And dodge actions.

The friend is you go to for any out of combat situation. Pass any of your skill checks with this guy. It's too cute to pass up. Weasels, stoats, housecats, ferrets, etc.

Vicious Beast

Medium beast, unaligned
Armor Class: 12 + Prof mod
Hit Points: d8 Multiplied by specified amount
Speed: 35 ft

STR

16 +3

DEX

18 +4

CON

14 +2

INT

6 -2

WIS

10 +0

CHA

8 -1

Saving Throws: Dexterity, Wisdom
Skills: Shares the same skill proficiencies that you do as well as general dex proficiency and dex saving throws.
Condition Immunities: Cannot be blinded unless smell is blocked
Senses: Darkvision 60ft
Languages: Whatever the Archfey warlock understands

Heightened Sense: Gives advantage on dex daves to itself, you, and all allies within 10ft of it.

Actions

Fangs: YOUR cha mod _Prof mod to hit. 1d8 piercing damage. Heals for 1d8 on hit. Slash: YOUR cha mod +prof mod to hit. 2d6 +YOUR cha mod + YOUR prof mod slash damage

The combat monster. not too useful for roleplaying or really anything outside of combat, but a feisty boi nonetheless. Felines and canines.

Untersee Boot

Medium beast, unaligned
Armor Class: 8 +Prof mod + YOUR cha mod
Hit Points: d10 multiplied by specific amount
Speed: , swim: 39 ft

STR

16 +3

DEX

14 +2

CON

16 +3

INT

6 -2

WIS

6 -2

CHA

14 +2

Saving Throws: Wisdom, Constitution, Dexterity
Skills: Shares all the same proficiencies that you do.
Senses: Darkvision 120ft
Languages: Whatever the Archfey warlock understands

Advantage on all underwater abilities.

Actions

Binding Strike: Cha mod to hit. 1d6 + Cha mod + prof mod. Target is grappled (escape DC is your DC). Until grapple ends, beast can't use on another target.

Only good in water, but also the only real option for water. :can be dopphin or shark or octopus etc.

Statblocks for race/species of the character.

Halfling

Ability Score Increase +2 Dex
Size Small
Speed 25ft

Lucky

When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
 

Brave

You have advantage on saving throws against being Frightened.
 

Halfling Nimbleness

You can move through the space of any creature that is of a size larger than yours.

Languages. You can speak, read, and write Common and Halfling. The Halfling language isn’t secret, but halflings are loath to share it with others. They write very little, so they don’t have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Basic Rules

Guidance

0-level (Cantrip) Divination

Casting Time: 1 Action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Concentration, 1 Minute
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
Available for: Artificer, Cleric, Druid, Archfey Patron, Circle of Stars

Level 1 Spells

Basic Rules

Faerie Fire

1-level Evocation

Casting Time: 1 Action
Range/Area: 60ft (20ft Cube)
Components: Verbal
Duration: Concentration, 1 Minute
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.
    Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.
Available for: Artificer, Bard, Druid, Archfey Patron, Light Domain, Swarmkeeper, Twilight Domain

Basic Rules

Sleep

1-level Enchantment

Casting Time: 1 Action
Range/Area: 90ft (20ft Sphere)
Components: Verbal, Somatic, Material
Materials: A pinch of fine sand, rose petals, or a cricket
Duration: 1 Minute
This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
    Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.
  Undead and creatures immune to being charmed aren't affected by this spell.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
Available for: Bard, Sorcerer, Wizard, Archfey Patron, Oath of Redemption, Twilight Domain

Basic Rules

Entangle

1-level Conjuration

Casting Time: 1 Action
Range/Area: 90ft (20ft Cube)
Components: Verbal, Somatic
Duration: Concentration, 1 Minute
Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.
    A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.
  When the spell ends, the conjured plants wilt away.
Available for: Druid, Ranger, Archfey Patron

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


Created by

Lord Retrospect.

Statblock Type

Character Sheet (Legacy)

Link/Embed