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Ahzidal

3 Level (900/2700 XP for level-up) Background Meio-demônio (Cria de Lúcifer) Race / Species / Heritage Alignment
Paladino
Level 2
Hit Dice: 2/2
1d10+1 Class 1
Bruxo
Level 1
Hit Dice: 1/1
1d8+1 Class 2

STR
15
+2
DEX
12
+1
CON
13
+1
INT
10
+0
WIS
10
+0
CHA
16
+3
31
Hit Points
+1
Initiative (DEX)
12
Armor Class (AC)
+2
Prof. Bonus
9 m
Speed (walk/run/fly)
10
Passive Perception
3 / 3
Divine sense
10 / 10
Lay hands
Spellcasting ...
+5 Attack mod
CHA Ability
+3 Abi Mod
13 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+2 Strength
+1 Dexterity
+1 Constitution
+0 Intelligence
+2 Wisdom
+5 Charisma
saving throws
+1 Acrobatics DEX
+0 Animal Handling WIS
+0 Arcana INT
+4 Athletics STR
+5 Deception CHA
+2 History INT
+0 Insight WIS
+5 Intimidation CHA
+0 Investigation INT
skills
+0 Medicine WIS
+0 Nature INT
+0 Perception WIS
+3 Performance CHA
+3 Persuasion CHA
+2 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Spell Book


Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 30, Platinum: 0 Money
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Ferramentas: Ferreiro
Idiomas: Dinwen, Cthigrutl, Thaagruth

Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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

DnD 5e SRD SRD

Warhammer

Melee Weapon Versatile Common

Type Damage Damage Range Properties
Martial 1d8 / 1d10 Bludgeoning Versatile

Cost: 15 gp Weight: 2 lb


 

DnD 5e SRD SRD

Shield

Shield Common

A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

Type AC STR Req. Stealth Dis. Properties
Shield +2

Cost: 10 gp Weight: 6 lb


 

DnD 5e SRD SRD

Handaxe

Melee Weapon Light, Thrown Common

Type Damage Damage Range Properties
Simple 1d6 Slashing 20/60 ft Light, Thrown

Cost: 5 gp Weight: 2 lb


 

Explorer's Pack

Adventuring Gear Common

Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

Cost: 10 gp Weight: 59 lb


 

DnD 5e SRD SRD

Chain Mail Armor

Heavy Armor Common

Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.

Type AC STR Req. Stealth Dis. Properties
Heavy 16 13+ YES

Cost: 75 gp Weight: 55 lb


 

Holy Symbol

Spellcasting Focus Common

A holy symbol is a representation of a god or pantheon. A cleric or paladin can use a holy symbol as a spellcasting focus, as described in the Spellcasting section. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield.


 

The statblocks of your class features

Paladin


Hit Points

Hit Dice: d10 per Paladin level
Hit Points at first Level: 10 + Con Mod
Hit Points at Higher Levels: 1d10 + Con Mod

Proficiences

Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Wis, Cha
Skills: Choose two: Athletics, Insight, Intimidation, Medicine, Persuasion, Religion.

Class Features

Divine Sense

The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. Vou know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.   You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.  

Lay on Hands

Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5.   As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.   Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.   This feature has no effect on undead and constructs.  

Fighting Styles

At 2nd level, choose one of the following options. You can't choose the same style twice, even if you later get to choose again.   • Defender: When wearing armor, you gain a +1 bonus to AC. When you are wielding a shield, you may use your reaction to impose disadvantage on an attack roll targeting another ally within 5 feet of you.   • Dueling: When wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.   • Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a weapon held in two hands, you can reroll the die and must use the new roll, even if it a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.   • Protection: When a creature you can see attacks a target other than you that is within 5 feet o f you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.  

Divine Smite

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one paladin spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-levei spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.  

Divine Health

By 3rd level, the divine magic flowing through you makes you immune to disease.  

Sacred Oath

When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level Those features include oath spells and the Channel Divinity feature.  

Oath Spells

Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don't count against the number of spells you can prepare each day.   If you gain an oath spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you.  

Channel Divinity

Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it. When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.   Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.  

Ability Score Increase

At 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or increase two ability scores by 1 each. As usual, you cannot increase an ability score above 20 using this ability.   Alternatively, you can choose to gain a single feat of your choice.  

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.  

Aura of Protection

Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.   At 18th level, the range of this aura increases to 30 feet.  

Aura of Courage

Starting at 10th level you and friendly creatures within 10 feet of you can't be frightened while you are conscious.   At 18th level, the range of this aura increases to 30 feet.  

Improved Divine Smite

By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.  

Cleansing Touch

Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch.   You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.


Starting Equipment

• Choose: a martial weapon and a shield; or two martial weapons   • Choose: five javelins; or any simple melee weapon   • Choose: a priest's pack; or an explorer's pack   • Chain mail and a holy symbol
 


Spellcasting

Preparing and Casting Spells

The table above shows how many spell slots you have to cast spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended slots when you finish a long rest.   You prepare the list of paladin spells that are available for you to cast, choosing from the Paladin spell list. When you do so, choose a number of spells equal to your Charisma modifier + your paladin level (min. 1 spell). These must be of a level for which you have spell slots. You may change your list of prepared spells whenever you finish a long rest; doing so requires 1 minute of prayer or meditation per spell level of the chosen the spells.  

Spellcasting Ability

Charisma is your casting ability for paladin spells. Your magic comes from the strength of your convictions. When a spell refers to your spellcasting ability, you use Charisma . In addition, you use your Charisma to determine the save DC of any paladin spell which requires one, 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 may use a holy symbol as a spellcasting focus for your spells. Every deity or religion has at least one holy symbol, and you may use any associated with your religion. They are traditionally amulets or pendants, but can also be signet rings, insignias on a shield, or even a held banner. Whatever form they take, you must be able to take hold of the object and present it towards the target(s) of your spell.


Subclass Options

Oath of the Argonaut

Tenets of the Argonaut

Aid. Assist those in need along your way. The gods have led you to them en route to your goal; serve all those you encounter.   Commitment. Death, disaster, and distance are no obstacles to your quest. Continue until you complete your task, no matter the challenge.   Focus. Do not stray from your chosen task. While your path may wander, every step should ultimately bring you closer to your goal.   Loyalty. You are one of a group of adventurers; any of their failures are also your own. Support and serve one another.   Awe. Yours is not a small oath, nor a minor mission: you are called to change the world and the cosmos. Do not settle for lesser accomplishments.  

Oath of the Argonaut Spells

Paladin Level Spells
3rd longstrider, find path
5th see invisibility, misty step
9th clairvoyance, water walk
13th faithful hound, fire shield
17th passwall, legend lore
   

Channel Divinity

When you take the Oath of the Argonaut, you gain the following two Channel Divinity options:   Shipmates’ Bond. You can call on the blessings of the gods to inspire and aid your companions. You may use your reaction to grant advantage on savings throws for one round to friendly creatures you can see within 10 feet of you.   Sacred Weapon. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration. You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.  

Protection of Hera

The magic of friendly gods and goddesses shields and protects you. Starting at 7th level, the first time per turn when you take damage, you may reduce that damage by your Charisma modifier (minimum of 1), as long as you are not unconscious. At 18th level, the range of this aura increases to apply to friendly creatures you can see within 10 feet.  

Spirit of the Argus

Starting at 15th level, you are always under the effects of a protection from evil and good spell.  

Magic of the Golden Fleece

The magic of the legendary Golden Fleece, the skin of a winged ram that was the goal of the original swearers of the Oath of the Argonauts, is wrapped around and through your soul. Starting at 20th level, you gain a flight speed of 60 feet per round, and proficiency in a saving throw of your choice.   Additionally, once per long rest, you may receive encouragement from the spirit of the ram, which allows you to end the frightened effect upon yourself.  

Oath of Devotion

Tenets of Devotion

Honesty. Don’t lie or cheat. Let your word be your promise.   Courage. Never fear to act, though caution is wise.   Compassion. Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.   Honor. Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount o f harm.   Duty. Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those w ho have just authority over you.  

Oath of Devotion Spells

Paladin Level Spells
3rd protection from evil and good, sanctuary
5th lesser restoration, zone of truth
9th beacon of hope, dispel magic
13th freedom of movement, guardian of faith
17th commune, flame strike
 

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options:   Sacred Weapon. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus o f +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration. You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.   Turn the Unholy. As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.   A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet o f you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.  

Aura of Devotion

Starting at 7th level, you and friendly creatures within 10 feet o f you can’t be charmed while you are conscious.   At 18th level, the range of this aura increases to 30 feet.  

Purity of Spirit

Beginning at 15th level, you are always under the effects of a protection from evil and good spell.  

Holy Nimbus

At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that. Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage. In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead. Once you use this feature, you can’t use it again until you finish a long rest.  

Oath of Redemption

Tenets of Redemption

Peace. Violence is a weapon of last resort. Diplomacy and understanding are the paths to longlasting peace.   Innocence. All people begin life in an innocent state, and it is their environment or the influence of dark forces that drives them to evil. By setting the proper example, and working to heal the wounds of a deeply flawed world, you can set anyone on a righteous path.   Patience. Change takes time. Those who have walked the path of the wicked must be given reminders to keep them honest and true. Once you have planted the seed of righteousness in a creature, you must work day after day to allow that seed to survive and flourish.   Wisdom. Your heart and mind must stay clear, for eventually you will be forced to admit defeat. While every creature can be redeemed, some are so far along the path of evil that you have no choice but to end their lives for the greater good. Any such action must be carefully weighed and the consequences fully understood, but once you have made the decision, follow through with it knowing your path is just.  

Oath of Redemption Spells

Paladin Level Spells
3rd sanctuary, sleep
5th calm emotions, hold person
9th counterspell, hypnotic pattern
13th otiluke’s resilient sphere, stoneskin
17th hold monster, wall of force
 

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options:   Emissary of Peace. You can use your Channel Divinity to augment your presence with divine power. As a bonus action, you grant yourself a +5 bonus to Charisma (Persuasion) checks for the next 10 minutes.   Rebuke the Violent. You can use your Channel Divinity to rebuke those who use violence. Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage.  

Aura of the Guardian

Starting at 7th level, you can shield others from harm at the cost of your own health. When a creature within 10 feet of you takes damage, you can use your reaction to magically take that damage, instead of that creature taking it. This feature doesn’t transfer any other effects that might accompany the damage, and this damage can’t be reduced in any way. At 18th level, the range of this aura increases to 30 feet.  

Protective Spirit

Starting at 15th level, a holy presence mends your wounds in battle. You regain hit points equal to 1d6 + half your paladin level if you end your turn in combat with fewer than half of your hit points remaining and you aren’t incapacitated.  

Emissary of Redemption

At 20th level, you become an avatar of peace, which gives you two benefits:   • You have resistance to all damage dealt by other creatures (their attacks, spells, and other effects).   • Whenever a creature hits you with an attack, it takes radiant damage equal to half the damage you take from the attack.   If you attack a creature, cast a spell on it, or deal damage to it by any means but this feature, neither benefit works against that creature until you finish a long rest.  

Oath of Vengeance

Tenets of Vengeance

Fight the Greater Evil. Faced with a choice of fighting my sworn foes or combating a lesser evil. I choose the greater evil.   No Mercy for the Wicked. Ordinary foes might win my mercy, but my sworn enemies do not.   By Any Means Necessary. My qualms can’t get in the way of exterminating my foes.   Restitution. If my foes wreak ruin on the world, it is because I failed to stop them. I must help those harmed by their misdeeds.  

Oath of Vengeance Spells

Paladin Level Spells
3rd bane, hunter’s mark
5th hold person, misty step
9th haste, protection from energy
13th banishment, dimension door
17th hold monster, scrying
 

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options:   Abjure Enemy. As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw.   On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature’s speed is 0, and it can’t benefit from any bonus to its speed.   On a successful save, the creature’s speed is halved for 1 minute or until the creature takes any damage.   Vow of Enmity. As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.  

Relentless Avenger

By 7th level, your supernatural focus helps you close off a foe’s retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn’t provoke opportunity attacks.  

Soul of Vengeance

Starting at 15th level, the authority with which you speak your Vow of Enmity gives you greater power over your foe. When a creature under the effect o f your Vow of Enmity m akes an attack, you can use your reaction to make a melee weapon attack against that creature if it is within range.  

Avenging Angel

At 20th level, you can assume the form of an angelic avenger. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:   • Wings sprout from your back and grant you a flying speed of 60 feet.   • You emanate an aura o f menace in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or become frightened of you for 1 minute or until it takes any damage. Attack rolls against the frightened creature have advantage.   Once you use this feature, you can’t use it again until you finish a long rest.


LvlProficiency BonusFeatures1st2nd3rd4th5th
1st+2Divine Sense, Lay on Hands
2nd+2Fighting Style, Spellcasting, Divine Smite2
3rd+2Divine Health, Sacred Oath3
4th+2Ability Score Improvement3
5th+3Extra Attack42
6th+3Aura of Protection42
7th+3Sacred Oath feature43
8th+3Ability Score Improvement43
9th+4432
10th+4Aura of Courage432
11th+4Improved Divine Smite433
12th+4Ability Score Improvement433
13th+54331
14th+5Cleansing Touch4331
15th+5Sacred Oath feature4332
16th+5Ability Score Improvement4332
17th+643331
18th+6Aura improvements43331
19th+6Ability Score Improvement43332
20th+6Sacred Oath feature43332

Warlock:Hexblade


Hit Points

Hit Dice: d8 per Warlock:Hexblade level
Hit Points at first Level: 8 + Con Modifier
Hit Points at Higher Levels: d8 + Con Modifier

Proficiences

Armor: Light armor, medium armor
Weapons: Simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
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. Drawing on the ancient knowledge of beings such as fey nobles, demons, devils, hags, and alien entities of the Far Realm, warlocks piece together arcane secrets to bolster their own power.


Class Features

Eldritch Blast

  As an action, you can fire a beam of crackling energy that streaks toward a creature within 120 feet. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage. You must provide a verbal and somatic component as if casting a spell.   You create more than one beam as you gain more levels (in any class): 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.  

Otherworldly Patron

  At 1st level, you have struck a bargain with an otherworldly being of your choice: the Fiend, the Archfey, the Great Old One, the Celestial, the Hexblade, the Undying, the Raven Queen, or the Kraken, which are detailed at the end of the class description, or one from another source. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.  

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 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. 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. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.   You can summon your weapon 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.   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, pseudodragon, quasit, or sprite.   If you choose the pseudodragon may choose to do the following as an action:   Invisibility. The pseudo dragon magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the pseudo dragon wears or carries is invisible with it.   Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack with its reaction.   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 (the three needn’t be from the same 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 they don’t appear on the warlock spell list, they are nonetheless warlock spells for you.   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.  

Ability Score Improvement or a Feat

  When you reach 4th level, and again at 8th, 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. Alternatively you can pick a feat of your choice.  

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 spell points. 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.   Additionally, when you gain a level in this class, you can replace one of your Mystic Arcanum spell choices with another spell from the warlock spell list of the same level.  

Eldritch Master

  At 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell points and Mystic Arcanum. You can use an action entreating your patron for aid to regain all your expended spell points from your Pact Magic feature and restore your level 6 and 7 Mystic Arcanum if they are expended. Once you regain spell points and Mystic Arcanum with this feature, you must finish a long rest before you can do so again.


Starting Equipment

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

  • scale mail or leather armor
  • a light crossbow and 20 bolts or any simple weapon
  • a component pouch or an arcane focus
  • a scholar’s pack or a dungeoneer’s pack
  • 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 Points

  The Warlock table shows how many spell points you have to cast your warlock spells of 1st through 5th level. The table also shows the maximum level of spell you can cast. To cast a spell you must expend one spell point per level of the spell. You may cast a spell at a higher level (up to the maximum spell level) by spending one additional spell point per level added. You regain all expended spell points when you finish a short or long rest.   For example, when you are 5th level, you have five spell points. To cast the 1st-level spell witch bolt, you must spend one of those points, and you cast it as a 1st-level spell. If you spend three spell points, 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 Max 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 may cast.  

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.  

Eldritch Invocations

  In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability. A level prerequisite refers to your level in this class.   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.   Agonizing Blast   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.   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.   Devil's Sight   You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.   Eldritch Sight   You can see the presence of magic within 30 feet of you. If you see magic in this way, you can see a faint aura around any visible creature or object in the area that bears magic, by using your action, you learn its school of magic, if any.   Eldritch Sight cannot penetrate a barrier you cannot see through.   Eldritch Spear   When you cast Eldritch Blast, its range is 300 feet.   Eyes of the Rune Keeper   You can read all writing.   Fiendish Vigor   As an action, you may provide yourself temporary hit points equal to 3 + your Charisma modifier.   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.   Grasp of Hadar   Once on each of your turns when you hit a creature with your Eldritch Blast, you can move that creature in a straight line 10 feet closer to yourself.   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.   Mask of Many Faces   As an action, you make yourself - including your clothing, armor, weapons, and other belongings on your person - look different until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.   The changes wrought by this invocation fail to hold up to physical inspection. For example, if you use this invocation to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this invocation to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.   To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.   Misty Visions   You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 5-foot cube. The image appears at a spot you can see and lasts for one minute. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects. You can use your action to cause the image to move to any spot you can see. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.   Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image 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 creature can see through the image.   The image lasts until you dismiss it as an action, or create another image with this invocation.   Repelling Blast   When you hit a creature with Eldritch Blast, you can push the creature up to 10 feet away from you in a straight line.   Thief of Five Fates   As an action, a creature of your choice that you can see within 30 feet must make a Charisma saving throw. For the next minute, whenever a target that fails this saving throw makes an attack roll or a saving throw, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.   Aspect of the Moon Prerequisite: Pact of the Tome feature   You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading your Book of Shadows and keeping watch.   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 class's spell list; these rituals needn’t be from the same 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.   Gift of the Ever-Living Ones Prerequisite: Pact of the Chain feature   Whenever you regain hit points while your familiar is within 100 feet of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you.   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.   Improved Pact Weapon Prerequisite: Pact of the Blade feature   You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells.   In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls. This bonus increases to +2 at 9th level and +3 at 15th level.   Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow.   Cloak of Flies Prerequisite: 5th level   As a bonus action, you can surround yourself with a magical aura that looks like buzzing flies. The aura extends 5 feet from you in every direction, but not through total cover. It lasts until you're incapacitated or you dismiss it as a bonus action.   The aura grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. Any other creature that starts its turn in the aura takes poison damage equal to your Charisma modifier (minimum of 0 damage).   Once you use this invocation, you can’t use it again until you finish a short or long rest.   Gift of the Depths Prerequisite: 5th level   You can breathe underwater, and you gain a swimming speed equal to your walking speed.   You can also cast Water Breathing without expending a spell slot. You regain the ability to do so when you finish a long rest.   Mire the Mind Prerequisite: 5th level   As an action, you alter time around a creature of your choice you can see within 60 feet. The target must succeed on a Wisdom saving throw or be affected by this invocation for one minute. An affected target's speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.   If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.   A creature affected by this invocation makes another Wisdom saving throw at the end of each of its turns. On a successful save, the effect ends for it.   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.   Sign of Ill Omen Prerequisite: 5th level   As an action, you touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for one minute or until you use this ability again. When you use this invocation, choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.   Tomb of Levistus Prerequisite: 5th level   As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per warlock level, which take as much of the triggering damage as possible. Immediately after you take the damage, you gain vulnerability to fire damage, your speed is reduced to 0, and you are incapacitated. These effects, including any remaining temporary hit points, all end when the ice melts.   Once you use this invocation, you can’t use it again until you finish a short or long rest.   Eldritch Smite Prerequisite: 5th level, Pact of the Blade feature   Once per turn when you hit a creature with your pact weapon, you can expend a warlock spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot, and you can knock the target prone if it is Huge or smaller.   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 your turn.   Maddening Hex Prerequisite: 5th level, Hex spell or a warlock feature that curses   As a bonus action, you cause a psychic disturbance around the target cursed by your Hex spell or by a warlock feature of yours, such as Hexblade’s Curse and Sign of Ill Omen. When you do so, you deal psychic damage to the cursed target and each creature of your choice within 5 feet of it. The psychic damage equals your Charisma modifier (minimum of 1 damage). To use this invocation, you must be able to see the cursed target, and it must be within 30 feet of you.   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.   Dreadful Word Prerequisite: 7th level   Your words can shatter the minds of other creatures. As an action, you may speak a dreadful word to a target that can hear you. When you do so, they must make a Wisdom save against your spell DC. If they fail, they act as if under a confusion spell for one minute. At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends.   Ghostly Gaze Prerequisite: 7th level   As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don’t already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images.   Once you use this invocation, you can’t use it again until you finish a short or long rest.   Sculptor of Flesh Prerequisite: 7th level   This invocation transforms a willing creature that you touch into a new form. The transformation requires one minute to complete. The transformation lasts for a duration of one hour, until you dismiss the invocation, use the invocation again, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level, if it doesn't have a challenge rating) to a maximum challenge rating of 1.   The target's game statistics are replaced by the statistics of the beast, but they retain their alignment, personality, and Intelligence, Wisdom, and Charisma scores. They also retain all of their skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as the target and the bonus in its stat block is higher than the target, use the creature’s bonus. If the creature has any legendary or lair actions, they can’t use them.   The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious.   The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech.   The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.   Trickster's Escape Prerequisite: 7th level   You can cast Freedom of Movement once on yourself without expending a spell slot. You regain the ability to do so when you finish a long rest.   Relentless Hex Prerequisite: 7th level, Hex spell or a warlock feature that curses   Your curse creates a temporary bond between you and your target. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see within 5 feet of the target cursed by your Hex spell or by a warlock feature of yours, such as Hexblade’s Curse and Sign of Ill Omen. To teleport in this way, you must be able to see the cursed target.   Minions of Chaos Prerequisite: 9th level   You can cast Conjure Elemental once using a warlock spell slot. You can't do so again until you finish a long rest.   Otherworldly Leap Prerequisite: 9th level   Your jump distance is tripled, in addition you may touch a creature as an action. The creature's jump distance is tripled for one minute or until you use this ability again.   Whispers of the Grave Prerequisite: 9th level   As an action, you grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can't be undead. The invocation fails if the corpse was the target of this invocation within the last 10 days.   Over the next 10 minutes, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This invocation doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events.   Lifedrinker 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).   Visions of Distant Realms Prerequisite: 15th level   As an action, you create an invisible sensor within one mile in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for one minute or until you choose to dismiss it, and it can't be attacked or otherwise interacted with.   When you use this ability, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing.   A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.   Master of Myriad Forms Prerequisite: 15th level   You assume a different form. As an action, choose one of the following options, the effects of which last until you use your action to dismiss it or choose a different option.   Aquatic Adaptation. You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.   Change Appearance. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. You can use your action to change your appearance in this way again.   Shroud of Shadow Prerequisite: 15th level   You can cast Invisibility at will, without expending a spell slot.   Witch Sight Prerequisite: 15th level   You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.   Chains of Carceri Prerequisite: 15th level, Pact of the Chain feature   You can bind a creature that you can see within 60 feet in magical chains of force as an action. When you do so, the target must make a Strength saving throw against your spell DC, If they fail, they are restrained. On their turn they may use their action to attempt to free themselves from the chains by making a Strength saving throw. The chains disappear when the creature breaks free, after one minute has passed, or when you use Chains of Carceri again.


Subclass Options

Otherworldly Patrons

  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.  

The Hexblade

  You have made your pact with a mysterious entity from the Shadowfell – a force that manifests in sentient magic weapons carved from the stuff of shadow. The mighty sword Blackrazor is the most notable of these weapons, which have been spread across the multiverse over the ages. The shadowy force behind these weapons can offer power to warlocks who form pacts with it. Many hexblade warlocks create weapons that emulate those formed in the Shadowfell. Others forgo such arms, content to weave the dark magic of that plane into their spellcasting.   Because the Raven Queen is known to have forged the first of these weapons, many sages speculate that she and the force are one and that the weapons, along with hexblade warlocks, are tools she uses to manipulate events on the Material Plane to her inscrutable ends.  

Expanded Spell List

  The Hexblade lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
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.  

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 PointsMax LevelInvocations
1st2Otherworldly Patron, Pact Magic, Eldritch Blast2211st-
2nd2Eldritch Invocations2321st2
3rd2Pact Boon2432nd2
4th2Ability Score Improvement or a Feat3542nd2
5th3-3653rd3
6th3Otherworldly Patron Feature3763rd3
7th3-3874th4
8th3Ability Score Improvement or a Feat3984th4
9th4-31095th5
10th4Otherworldly Patron Feature410105th5
11th4Mystic Arcanum (6th level)411115th5
12th4Ability Score Improvement or a Feat411125th6
13th5Mystic Arcanum (7th level)412135th6
14th5Otherworldly Patron Feature412145th6
15th5Mystic Arcanum (8th level)413155th7
16th5Ability Score Improvement or a Feat413165th7
17th6Mystic Arcanum (9th level)414175th7
18th6-414185th8
19th6Ability Score Improvement or a Feat415195th8
20th6Eldritch Master415205th8

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

PHB

Thaumaturgy

0-level (Cantrip) Transmutation

Casting Time 1 Action
Range 30ft
Duration Up to 1 Minute
Components V

You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:

  • Your voice booms up to three times as loud as normal for 1 minute.
  • You cause flames to flicker, brighten, dim, or change color for 1 minute.
  • You cause harmless tremors in the ground for 1 minute.
  • You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
  • You instantaneously cause an unlocked door or window to fly open or slam shut.
  • You alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

Class(es): Cleric, Sorcerer (Divine Soul)

PHB

Booming Blade

0-level (Cantrip) Abjuration

Casting Time 1 Action
Range 5ft
Duration 1 Round
Components V, M
Materials A weapon

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and it becomes sheathed in booming energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 thunder damage, and the spell ends.
At higher levels: This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target, and the damage the target takes for moving increases to 2d8 . Both damage rolls increase by 1d8 at 11th level and 17th level.

Class(es): Sorcerer, Warlock, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

PHB

Toll the Dead

0-level (Cantrip) Necromancy

Casting Time 1 Action
Range 60ft
Duration Instantaneous
Components V, S

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 ).

Class(es): Cleric, Warlock, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster), Sorcerer (Divine Soul)

Level 1 Spells

PHB

Bless

1-level Enchantment

Casting Time 1 Action
Range 30ft
Duration Concentration, up to 1 Minute
Components V, S, M
Materials a sprinkling of holy water

You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a 1d4 and add the number rolled to the attack roll or saving throw.
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.

Class(es): Cleric, Paladin, Sorcerer (Divine Soul)

PHB

Protection From Evil and Good

1-level Abjuration

Casting Time 1 Action
Range Touch
Duration Up to Ten Minutes
Components holy water or powdered silver and iron, which the spell consumes

Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.   The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

Class(es): Cleric, Paladin, Warlock, Wizard, Fighter (Eldritch Knight), Fighter (Monster Hunter), Ranger (Horizon Walker), Ranger (Monster Slayer), Rogue (Arcane Trickster), Sorcerer (Divine Soul)

PHB

Detect Magic

1-level Divination

Casting Time 1 Action
Range Self
Duration Concentration, Up to Ten Minutes
Components V, S

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.   The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Class(es): Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard, Fighter (Eldritch Knight), Fighter (Monster Hunter), Rogue (Arcane Trickster)

PHB

Command

1-level Enchantment

Casting Time 1 Action
Range 60ft
Duration 1 Round
Components V

You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.   Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.

  • Approach: The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
  • Drop: The target drops whatever it is holding and then ends its turn.
  • Flee: The target spends its turn moving away from you by the fastest available means.
  • Grovel: The target falls prone and then ends its turn.
  • Halt: The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Class(es): Cleric, Paladin, Bard (College of Glamour), Sorcerer (Divine Soul), Warlock (The Fiend)

PHB

Shield

1-level Abjuration

Casting Time 1 reaction, which you take when you are hit by an attack or targeted by the Magic Missile spell
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

Class(es): Sorcerer, Wizard, Artificer (Artillerist), Fighter (Eldritch Knight), Rogue (Arcane Trickster), Warlock (The Hexblade)

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


Created by

Frist.

Statblock Type

Character Sheet (latest)

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