+0 | Strength |
+3 | Dexterity |
+1 | Constitution |
+1 | Intelligence |
-1 | Wisdom |
+2 | Charisma |
+3 | Acrobatics |
-1 | Animal Handling |
+1 | Arcana |
+0 | Athletics |
+4 | Deception |
+3 | History |
-1 | Insight |
+4 | Intimidation |
+1 | Investigation |
-1 | Medicine |
+1 | Nature |
+4 | Perception |
+2 | Performance |
+2 | Persuasion |
+1 | Religion |
+3 | Sleight of Hands |
+5 | Stealth |
-1 | Survival |
Crossbow | 1d20+5 | 1d8 Piercing |
---|---|---|
Dagger | 1d20+5 | 1d4+1 Piercing |
Dagger | 1d20+5 | 1d4+1 Piercing |
Quarterstaff | 1d20+5 | 1d6+1 Bludgeoning |
Sickle | 1d20+5 | 1d4+1 Slashing |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
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. The magic bestowed on a warlock ranges from minor but lasting alterations to the warlock's being (such as the ability to see in darkness or to read any language) to access to powerful spells. Unlike bookish wizards, warlocks supplement their magic with some facility at hand-to-hand combat. They are comfortable in light armor and know how to use simple weapons.
The Warlock table shows how many spell slots you have. 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. 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.
At 1st level, you have struck a bargain with an otherworldly being of your choice. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Darkvision
Spell Level | Spells |
---|---|
1st | disguise self, silent image |
2nd | darkness, pass without trace |
3rd | clairvoyance, major image |
4th | greater invisibility, hallucinatory terrain |
5th | mislead |
Languages. You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
PHB pg. 260
0-level (Cantrip) Illusion
PHB pg. 237
0-level (Cantrip) Evocation
XGtE pg. 169
0-level (Cantrip) Necromancy
PHB pg. 221
0-level (Cantrip) Necromancy
XGtE pg. 162
0-level (Cantrip) Transmutation
Basic Rules , pg. 267
0-level (Cantrip) Transmutation
Eldritch Invocation
0-level (Cantrip) Abjuration
Eldritch Invocation
0-level (Cantrip) Evocation
PHB: P. 239
1-level Necromancy
PHB: P. 272
1-level Abjuration
PHB pg. 215
1-level Abjuration
PHB: P. 251
1-level Enchantment
PHB pg. 221
1-level Enchantment
PHB: P. 271
1-level Necromancy
PHB: P. 275
1-level Abjuration
XGtE pg. 150
1-level Abjuration
PHB: P. 231
1-level Divination
Ritual - does not require spell slot, takes 10 minutes longerPHB: P. 280
1-level Enchantment
PHB pg. 233
1-level Illusion
PHB: P. 276
1-level Illusion
PHB pg. 224
1-level Divination
Ritual - does not require spell slot, takes 10 minutes longerStatblocks for your Trinkets, businesses, building, castles, empires.