+4 | Expertise Bonus | |
+2 | Proficiency Bonus |
+0 | Strength | |
+3 | Dexterity | |
+2 | Constitution | |
+1 | Intelligence | |
+3 | Wisdom | |
+5 | Charisma |
+3 | Acrobatics | DEX | |
+1 | Animal Handling | WIS | |
+1 | Arcana | INT | |
+0 | Athletics | STR | |
+7 | Deception | CHA | |
+1 | History | INT | |
+5 | Insight | WIS | |
+3 | Intimidation | CHA | |
+1 | Investigation | INT |
+1 | Medicine | WIS | |
+1 | Nature | INT | |
+1 | Perception | WIS | |
+3 | Performance | CHA | |
+7 | Persuasion | CHA | |
+1 | Religion | INT | |
+3 | Sleight of Hand | DEX | |
+3 | Stealth | DEX | |
+1 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Quarterstaff | +2 | STR | 1d6/1d8 | Bludgeoning 10 ft | |
Simple, Melee, | |||||
Dagger | +5 | DEX | 1d4+3 | Piercing 20/60 | |
Finesse, Light, Thrown, Range, Simple, Melee, Finesse | |||||
Crossbow, Light | +2 | STR | 1d8 | Piercing 80/320 | |
Ammunition, Loading, Range, Two-Handed, Simple, Ranged | |||||
Sling | +2 | STR | 1d4 | Bludgeoning 30/120 | |
Simple, Ranged, Ammunition, Range |
The statblocks of your Weapons, armor and other important/magical equipment
Armor (Light)
Common
12 + Dex modifierMade from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.
Type | AC | STR Req. | Stealth Dis. |
---|---|---|---|
Light | 12 + dex | No |
Cost: 45 gp
Weight: 13 lbs
Weapon
Common
VersatileType | Damage | Damage | Range |
---|---|---|---|
Simple Melee | 1d6 / 1d8 | Bludgeoning | 10 ft |
Cost: 2 sp
Weight: 2 lbs
Weapon
Varies
Finesse, Light, Thrown, RangeProficiency with a dagger allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Type | Damage | Damage | Range |
---|---|---|---|
Simple Melee | 1d4 | Piercing | 20/60 |
Cost: 2gp
Weight: 1lb
Weapon
Common
Ammunition, Loading, Range, Two-Handed
Proficiency with a light crossbow allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Type | Damage | Damage | Range |
---|---|---|---|
Simple Ranged | 1d8 | Piercing | 80/320 |
Cost: 25gp
Weight: 5lbs
Weapon
Common
Ammunition, Range
Proficiency with a sling allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Type | Damage | Damage | Range |
---|---|---|---|
Simple Ranged | 1d4 | Bludgeoning | 30/120 |
Cost: 1sp
The statblocks of your class features
The | Warlock | ||||||
---|---|---|---|---|---|---|---|
level | Proficiency Bonus | Features | Cantrips Known | Spells Known | Spell Slots | Slot Level | Invocations Known |
1 | +2 | Otherworldly Patron, Pact Magic | 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, Eldritch Versatility (Optional) | 3 | 5 | 2 | 2nd | 2 |
5 | +3 | - | 3 | 6 | 2 | 3rd | 3 |
6 | +3 | Otherworldly Patron feature | 3 | 7 | 2 | 3rd | 3 |
7 | +3 | - | 3 | 8 | 2 | 4th | 4 |
8 | +3 | Ability Score Improvement, Eldritch Versatility (Optional) | 3 | 9 | 2 | 4th | 4 |
9 | +4 | - | 3 | 10 | 2 | 5th | 5 |
10 | +4 | Otherworldly Patron feature | 4 | 10 | 2 | 5th | 5 |
11 | +4 | Mystic Arcanum (6th level) | 4 | 11 | 3 | 5th | 5 |
12 | +4 | Ability Score Improvement, Eldritch Versatility (Optional) | 4 | 11 | 3 | 5th | 6 |
13 | +5 | Mystic Arcanum (7th level) | 4 | 12 | 3 | 5th | 6 |
14 | +5 | Otherworldly Patron feature | 4 | 12 | 3 | 5th | 6 |
15 | +5 | Mystic Arcanum (8th level) | 4 | 13 | 3 | 5th | 7 |
16 | +5 | Ability Score Improvement, Eldritch Versatility (Optional) | 4 | 13 | 3 | 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, Eldritch Versatility (Optional) | 4 | 15 | 4 | 5th | 8 |
20 | +6 | Eldritch Master | 4 | 15 | 4 | 5th | 8 |
In your earlier days, you were a personage of some significance in a noble court or a bureaucratic organisation. You might or might not come from an upper-class family; your talents, rather than the circumstances of your birth, could have secured you this position. You might have been one of the many functionaries, attendants, and other hangers-on in the Court of Silverymoon, or perhaps you travelled in Waterdeep's baroque and sometimes cutthroat conglomeration of guilds, nobles, adventurers, and secret societies. You might have been one of the behind-the-scenes law-keepers or functionaries in Baldur's Gate or Neverwinter, or you might have grown up in and around the castle of Daggerford. Even if you are no longer a full-fledged member of the group that gave you your start in life, your relationships with your former fellows can be an advantage for you and your adventuring comrades. You might undertake missions with your new companions that further the interest of the organisation that gave you your start in life. In any event, the abilities that you honed while serving as a courtier will stand you in good stead as an adventurer.
Feature: Court Functionary
Your knowledge of how bureaucracies function lets you gain access to the records and inner workings of any noble court or government you encounter. You know who the movers and shakers are, whom to go to for the favours you seek, and what the current intrigues of interest in the group are.
Use the tables for the Guild Artisan/Guild Merchant background as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity. The noble court or bureaucratic organisation where you got your start is directly or indirectly associated with your bond (which could pertain to certain individuals in the group, such as your sponsor or mentor). Your ideal might be concerned with the prevailing philosophy of your court or organisation.
Statblocks for your familiars, mounts etc.
Dungeons & Dragons Monster Manual, page 133.
Innate Spellcasting. The dragon's innate spellcasting ability is Charisma (spell save DC 13)
Limited Telepathy. Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it.
The Colors of Age. A faerie dragon's scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature.
Red—5 years or less
Orange—6–10 years
Yellow—11–20 years
Green—21–30 years
Blue—31–40 years
Indigo—41–50 years
Violet—51 years or more
CR 1 (200 XP) For a red, orange, or yellow faerie dragon; 2 (450 XP) for a green, blue, indigo, or violet faerie dragon
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 1 piercing damage. Euphoria Breath (Recharge 5–6). The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a DC 11 Wisdom saving throw, or for 1 minute, the target can't take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn: 1–4. The target takes no action or bonus action and uses all of its movement to move in a random direction. 5–6. The target doesn't move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success.
Forest Environment
Statblocks for race/species of the character.
Dungeons & Dragons (UA)
Statblocks for companions, followers and other allies.
Statblocks for your spells.
0-level (Cantrip) Necromancy
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.
Player's Handbook
0-level (Cantrip) Transmutation
PHB
1-level Evocation
PHB: P. 289
1-level Evocation
2-level Enchantment
You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell. The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed. If you or any of your companions damage the target, the spell ends.
Xanathar's Guide To Everything
2-level Illusion
Unearthed Arcana 36 - Starter Spells
1-level Conjuration
Statblocks for your Trinkets, businesses, building, castles, empires.