+6 | Expertise Bonus | |
+3 | Proficiency Bonus |
+2 | Strength | |
+3 | Dexterity | |
+1 | Constitution | |
-1 | Intelligence | |
+3 | Wisdom | |
+7 | Charisma |
+3 | Acrobatics | DEX | |
+0 | Animal Handling | WIS | |
-1 | Arcana | INT | |
+2 | Athletics | STR | |
+7 | Deception | CHA | |
-1 | History | INT | |
+0 | Insight | WIS | |
+7 | Intimidation | CHA | |
-1 | Investigation | INT |
+0 | Medicine | WIS | |
-1 | Nature | INT | |
+0 | Perception | WIS | |
+4 | Performance | CHA | |
+4 | Persuasion | CHA | |
-1 | Religion | INT | |
+3 | Sleight of Hand | DEX | |
+6 | Stealth | DEX | |
+0 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Dagger | +8 | DEX | 1d6+3 | piercing | |
finesse | |||||
Dagger | +8 | DEX | 1d6+3 | piercing |
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
You start with the following equipment in addition to the following granted by your background (a) a light crossbow with 20 bolts or (b) any simple weapon (a) a componants pounch or (b) an arcane focus (a) a scholars pack or dungeoneers pack leather armour, any simple weapon, and two daggers
Charisma is your spell casting ablity for your Warlock spells, so you use your charisma whenever a spell refers to to your spell casting ability. in addition you use your charisma modifier when setting your saving throws DC for a Warlock spell you cast and when making an attack roll with one
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.
Spell Level | Spells |
---|---|
1st | Faerie Fire, Sleep |
2nd | Calm Emotions, Phantasmal Force |
3rd | Blink, Plant Growth |
4th | Dominate Beast, Greater Invisibility |
5th | Dominate Person, Seeming |
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.
Spell Level | |||
---|---|---|---|
1 | Faerie Fire | Sleep | Entangle |
2 | Calm Emotions | Spike Growth | Summon Beast |
3 | Blink | Conjure Animals | |
4 | Dominate Beast | Polymorph | |
5 | Dominate Person | Mislead | |
8 | Animal Shapes |
You start with the following equipment, in addition to the equipment granted by your background:
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.
Level | Milestone | Prof. Bonus | Features | Cantrips Known | Spells Known | Spell Slots | Slot Level | Eldritch Invocations Known | |
---|---|---|---|---|---|---|---|---|---|
1 | A | 2 | Pact Magic; Expanded Spell List; Benefits of the Fey; Karma; Fey Presence | 2 | 2 | 1 | 1st | 0 | |
2 | B | 2 | Eldritch Invocations | 2 | 3 | 2 | 1st | 2 | |
3 | C | 2 | Pact of the Tome | 2 | 4 | 2 | 2nd | 2 | |
4 | D | 2 | ASI or Feat | 3 | 5 | 2 | 2nd | 2 | |
5 | E | 3 | The Gift I Give To You | 3 | 3 | 2 | 3rd | 3 | |
6 | F | 3 | Misty Escape | 3 | 7 | 2 | 3rd | 3 | |
7 | G | 3 | - | 3 | 8 | 2 | 4th | 4 | |
8 | H | 3 | ASI or Feat | 3 | 9 | 2 | 4th | 4 | |
9 | I | 4 | - | 3 | 10 | 2 | 5th | 5 | |
10 | J | 4 | Beguiling Defense | 4 | 10 | 2 | 5th | 5 | |
11 | K | 4 | Mystic Arcanum (6th) | 4 | 11 | 3 | 5th | 5 | |
12 | L | 4 | ASI or Feat | 4 | 11 | 3 | 5th | 6 | |
13 | M | 5 | Mystic Arcanum (7th) | 4 | 12 | 3 | 5th | 6 | |
14 | N | 5 | No Refunds on Gifts; Dark Delirium | 4 | 12 | 3 | 5th | 6 | |
15 | O | 5 | Mystic Arcanum (8th) | 4 | 13 | 3 | 5th | 7 | |
16 | P | 5 | ASI or Feat | 4 | 13 | 3 | 5th | 7 | |
17 | Q | 6 | Mystic Arcanum (9th) | 4 | 14 | 4 | 5th | 7 | |
18 | R | 6 | - | 4 | 14 | 5th | 8 | ||
19 | S | 6 | ASI or Feat | 4 | 15 | 4 | 5th | 8 | |
20 | T | 6 | Can't Turn Back Now | 4 | 15 | 4 | 5th | 8 |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Winged Due to your infernal heritage, you have wings that allows you to fly up to your movement speed. Darkvision Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 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.
Languages. You can speak, read, and write Common and Infernal.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
PHB
0-level (Cantrip) Conjuration
You create a momentary circle of spectral blades that sweep around you. Each creature within range, other than you, must succeed on a Dexterity saving throw or take 1d6 force damage.
At higher levels: This spell's damage increases by 1d6 when you reach 5th level ( 2d6 ), 11th level ( 3d6 ), and 17th level ( 4d6 ).
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).
PHB, page 237
0-level (Cantrip) Evocation
一束爆發著能量的光線射向生物。通過一個遠程法術攻擊檢定,命中則目標受到 1d10 力場傷害。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: 當你達到更高的等級,這個法術可以創造更多的射線:5級兩條,11級三條,17級四條。你可以決定這些射線是攻擊同一個目標還是不同的目標,每條射線都單獨作攻擊檢定。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.
Basic Rules , pg. 250
1-level Evocation
PHB, page 224
1-level Divination (ritual)
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.
2-level Evocation
Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
2-level Transmutation
Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.
Xanathar's Guide to Everything
2-level Illusion
You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage.
If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.
3-level Conjuration
You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away.
You can bring along objects as long as their weight doesn't exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.
Unearthed Arcana
3-level Evocation
Statblocks for your Trinkets, businesses, building, castles, empires.