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Raven

3 Level (0/2700 XP for level-up) Princess of Simar - A Sacked Island State Background Tiefling Race / Species / Heritage Chaotic Neutral Alignment
Warlock
Level 3
Hit Dice: 3/3
1d8+3 Class 1

STR
17
+3
DEX
17
+3
CON
17
+3
INT
17
+3
WIS
17
+3
CHA
19
+4
33
Hit Points
+3
Initiative (DEX)
14
Armor Class (AC)
+2
Prof. Bonus
30/60/0
Speed (walk/run/fly)
13
Passive Perception
Spellcasting ...
+6 Attack mod
CHA Ability
+4 Abi Mod
14 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+3 Strength
+3 Dexterity
+3 Constitution
+3 Intelligence
+5 Wisdom
+6 Charisma
saving throws
+3 Acrobatics DEX
+3 Animal Handling WIS
+3 Arcana INT
+3 Athletics STR
+6 Deception CHA
+3 History INT
+3 Insight WIS
+6 Intimidation CHA
+3 Investigation INT
skills
+3 Medicine WIS
+3 Nature INT
+3 Perception WIS
+4 Performance CHA
+4 Persuasion CHA
+3 Religion INT
+3 Sleight of Hand DEX
+3 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Hand Axe +5 STR 1d6+3 slashing
 2 Nice Silvered Hand Axes with Royal Crest
Quarterstaff +3 STR 1d6+3 Bludgeoning
 Staff
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Thaumaturgy 1 action 30 ft 1 min V
Eldritch Blast 1 action 120 ft Instant 1d10 VS
Poison Spray
Light
Sacred Flame

Level 1 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Witch Bolt
Guiding Bolt
Charm Person

Level 2 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Shatter 1 action 60 ft Instantaneous 3d8 VSM
 Notes:Loud ringing noise - thunder damage - items can be damaged
Eyes: Red & Blue
Skin: Dark and Purple tint
Hair: Short / Black
Height: 6'0"
Age: 17 yrs

Features & Traits
Leather Armor
Nice Cloak - from court
Mottled Cloak - Browns and Greys - Blends - Makes it easy to overlook you - gift from Cleghorn
Sealed Letter of credit from Queen of Simar - Royal Seal - Not Promisary - Money already spread around multiple locations
Mothers Signet Ring
Potion of Healing
Travelers Pack

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 5097, Platinum: 0 Money
4 Spells Known
2 Invocations Known
2 Cantrips Known
Spellcasting
Langs: Infernal, Common, Abyssal, Under common, Sylvan (Fae)

Languages & Proficiencies
Simar Mithril Mine Vein: Around Volcanoes, Valley of special trees (unlike anything commonly seen and your experts cannot place them. The queen did not allow harvesting them until more study was done) leads to the entrance which is a very closely guarded secret. Very little of the Mithril was ever mined.

Notes


™ & © 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

Leather Armor

Light Armor Common

The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

Type AC STR Req. Stealth Dis. Properties
Light 11 + Dex Modifier

Cost: 10 gp Weight: 10 lb


 

The statblocks of your class features

Warlock


Hit Points

Hit Dice: d8 per Warlock level
Hit Points at first Level: 8+ Con modifier
Hit Points at Higher Levels: 1d8 (or 5)+ Con modifier

Proficiences

Armor: Light
Weapons: Simple
Tools:
Saving Throws: Wis, Cha
Skills: Choose two: Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion

Overview & Creation

PHB, Pgs. 106-111
Pact of the Deck Original Credit: Saequis
Voice of a Thousand Credit: Reworked from The Revenant Soul by PizzaMelody


Class Features

Otherworldly Patron

  At 1st level, you have struck a bargain with an otherworldly being of your choice: The Fiend.
Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

Pact Magic

Your arcane research and the magic bestowed on you by your patron have given you facility with spells.

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 these spell slots are the same level. To cast one of your warlock spells of 1st through 5th level, you must expend a spell slot. You regain all expended Pact Magic spell slots when you finish a short or long rest.

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 + Proficiency bonus + Charisma modifier
Spell attack modifier = Proficiency bonus + Charisma modifier

Spellcasting Focus

You can use an arcane focus 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. 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.

Pact Boon

At your 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 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.
Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its reaction.

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.
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 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.

Pact of the Deck (Advanced Players)

You use a deck of cards as your spellcasting focus. This is your pact deck, through which you channel your spells. The deck can be used in place of material components for spells if there is no cost and the materials are not consumed. You apply an additional +5 to all ability checks relating to card games.

Every time you cast a warlock spell of 1st level or higher, including those attained through invocations, draw and discard a number of cards from your pact deck equal to the spell level. If at least two of the cards are aces, you cast the spell without expending a spell slot. If at least one of the cards is a joker, you cast the spell and roll for an effect on the Wild Magic Surge table. Instead of regaining sorcery points on a roll of 99-00, you regain an expended spell slot. Shuffle the discard pile back into the remaining deck after each long rest - this is the only time the two piles are brought together. If you run out of cards, your spellcasting reverts to its original format, and you experience none of the effects granted by your pact deck features that require you to discard cards.

You are proficient with using throwing cards from your pact deck as weapons, separate from your spells. They are one-handed, thrown finesse weapons with a range of 30/60 feet. As a bonus action, you can draw and discard a card from your deck, and make a ranged attack against a target. Its suit and face value determine its effect. You are able to do this a number of times equal to your Charisma modifier, and regain expended uses after a long rest. You do not need to recover the cards after a battle, they simply get transferred to your discard pile.

The face value of the cards 2-10 represent the damage the card deals on a successful hit. The damage type depends on its suit. The ace and the face cards have their own unique effects instead of inflicting damage. On a critical hit, draw and discard two cards, and throw both.

Suit Damage Type
Spades Slashing
Hearts Fire
Clubs Force
Diamonds Cold
Value Effect
Ace The target is vulnerable to a damage type of your choice until the end of your next turn
2-10 Damage
Jack The target’s movement is halved until the end of its next turn as small spikes appear at its feet
Queen Draw and throw another card, choosing any damage type for the attack
King The target must succeed on a Strength saving throw or be knocked prone
Joker Roll for an effect on the Wild Magic Surge table
You are able to dismiss your pact deck to an extradimensional space, and summon it to your hand at any time. If the deck is destroyed, you can meditate over a traditional deck of cards over a short rest, and roll 1d20. On a roll of 10 or higher, the deck is transformed into your new spell deck. On a roll of 1, the deck is destroyed.

Ability Score Improvement

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.

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 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.

Eldritch Master

At 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.


Starting Equipment

  • 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
  • Leather armor, any simple weapon, and two daggers

 


Spellcasting

Choose two cantrips: Chill Touch, Mage Hand, Minor Illusion, Prestidigitation, True Strike

Select two 1st level spells: Charm Person, Comprehend Languages, Expeditious Retreat, Illusory Script, Protection from Evil and Good, Unseen Servant
You possess one use per Short or Long Rest.


Subclass Options

Otherworldly Patron's

 

The Fiend

You have made a pact with a fiend from the lower planes of existence, a being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you.

Expanded Spell List

The Fiend 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 burning hands, command
2nd blindness/deafness, scorching ray
3rd fireball, stinking cloud
4th fire shield, wall of fire
5th flame strike, hallow

Dark One's Blessing

Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1).

Dark One's Own Luck

Starting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll's effects occur.
Once you use this feature, you can't use it again until you finish a short or long rest.

Fiendish Resilience

Starting at 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance.

Hurl Through Hell

Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.
At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.
Once you use this feature, you can't use it again until you finish a long rest.  

The Voice of A Thousand

The soul is timeless and eternal. Many believe there is a place souls reside outside of the mortal world, but sometimes, there are strong forces that pull them back or keep them here. By some means, you have found yourself bound to these souls and carry blessings and curses from them being with you.

Expanded Spell List

The Voice of a Thousand 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 Command, Shield of Faith
2nd Blindness/Deafness, Spiritual Weapon
3rd Bestow Curse, Speak with Dead
4th Death Ward, Locate Creature
5th Geas, Raise Dead

Past Life

As you spend more and more time with the Voices you find that you can filter through them and hear individuals. At 1st, 4th, 7th, 10th, 13th, and 16th level you gain a greater ability to filter voices at will, increasing your skills based on who you focus on. Until you gain the skills to filter voices effectively (7th Level), spells cast are rolled at a disadvantage from the distraction of The Voices:
Level # Of voices
1st 1
4th 2
7th 3
10th 4
13th 5
16th 6
 

Unyielding Soul

Possessing a connection to the souls of others allows you to be possessed and compelled to live after death. Starting at 6th level you now add your charisma modifier (minimum of 1) to your death-saving throws, and critical hits received while unconscious become normal hits. If you die you may come back to life at the expense of -1 to a base stat of your choice. You then return to life after 1d12 days.

Multi-Layered Soul

You've gained the ability to "wear" souls like armor through mental training. At 10th level you become immune to poison condition and are resistant to poison damage. Additionally, your unarmored defense is 5+your Charisma and Constitution modifiers. 

Eldritch Invocations

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
Prerequisite: eldritch blast cantrip
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.
Ascendant Step
Prerequisite: 9th level
You can cast levitate 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.
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.
Blinds Up
Prerequisites: 5th level, Pact of the Deck
As an action and using your concentration for up to 1 minute, you can send cards from your pact deck to spin around the head of a creature within 60 feet, like a zoetrope. The target must make a Wisdom saving throw. On a failed save, they do not notice the movement of any creature they can see, instead perceiving it as the creature moving on the spot. A creature reveals its new position if it attacks the target. The target cannot make an opportunity attack against a creature that moves out of its melee range while the effect is active. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You regain the use of this feature after a short rest.
Bluff
Prerequisites: Pact of the Deck
You can attempt to conceal your spellcasting by performing card flourishes. Make a Charisma (Performance) check to disguise any verbal or somatic components as you cast the spell, against the Passive Perception of each of those who you are attempting to deceive. On a success they are unaware that you have cast a spell. The +5 bonus to card-related checks does not apply to this feature.
Book of Ancient Secrets
Prerequisite: Pact of the Tome
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 (the two needn't be from the same 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.
Card Sharp
Prerequisites: 12th level, Pact of the Deck
You can arrange your pact deck into a fan of keen-edged cards. As an action, draw five cards from your pact deck and choose a target within 5 feet. The target must make a Charisma saving throw. It takes magical slashing damage equal to the total of the face values (1-13) on a failed save, or half as much on a successful one. If at least two aces are drawn, you can use this feature again before a long rest. If at least one joker is drawn, roll for an effect on the Wild Magic Surge table and total the remaining card values to determine damage. Discard the cards once the attack has been made. You regain the use of this feature after a long rest.
Chains of Carceri
Prerequisite: 15th level, Pact of the Chain
You can cast hold monster at will-targeting a celestial, fiend, or elemental-without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again.
Damage Dealer
Prerequisites: 7th level, Pact of the Deck
When you draw a throwing card of face value three or lower, you may draw another and throw the new card instead. Discard both cards.
Devils Sight
You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
Diviner
Prerequisites: 5th level, Pact of the Deck
You are able to read your pact deck to predict the actions of your opponents. On your turn in combat, you can slow your movement to 0 feet to take a reading. Draw five cards, and return them in any order to the top of your deck. All opponents have disadvantage on their attacks against you until your next turn. You regain the use of this feature after a long rest.
Dreadful Word
Prerequisite: 7th level
You can cast confusion once using a warlock spell slot.You can't do so again until you finish a long rest.
Eldritch Sight
You can cast detect magic at will, without expending a spell slot.
Eldritch Spear
Prerequisite: eldritch blast cantrip
When you cast eldritch blast, its range is 300 feet.
Eyes of the Rune Keeper
You can read all writing.
Fiendish Vigor
You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components.
Fresh Hand
Prerequisites: 7th level, Pact of the Deck
As a bonus action, draw a card from your pact deck. Regain a spell slot by discarding every card of this suit left in your deck. If you draw a joker, you do not regain a spell slot, and must shuffle any discarded jokers back into your deck. You regain the use of this feature after a short rest.
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.
House of Cards
Prerequisites: 5th level, Pact of the Deck
As an action and using your concentration up to 1 minute, you can create a 15-foot cube of cards centred on a creature of size large or smaller, within a range of 60 feet. The target must succeed on a Strength saving throw or be trapped until the effect ends. The trapped target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The cards are impenetrable from both the inside and the outside. You regain the use of this feature after a long rest.
Lifedrinker
Prerequisite: 12th level, Pact of the Blade
When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).
Mask of Many Faces
You can cast disguise self at will, without expending a spell slot.
Master of Myriad Forms
Prerequisite: 15th level
You can cast alter self at will, without expending a spell slot.
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.
Mire the Mind
Prerequisite: 5th level
You can cast slow once using a warlock spell slot. You can't do so again until you finish a long rest.
Misty Visions
You can cast silent image at will, without expending a spell slot or material components.
One With the 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.
Otherworldly Leap
Prerequisite: 9th level
You can cast jump on yourself at will, without expending a spell slot or material components.
Repelling Blast
Prerequisite: eldritch blast cantrip
When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.
Sculptor of Flesh
Prerequisite: 7th level
You can cast polymorph once using a warlock spell slot. You can't do so again until you finish a long rest.
Sign of Ill Omen
Prerequisite: 5th level
You can cast bestow curse once using a warlock spell slot. You can't do so again until you finish a long rest.
Suit of Armor
Prerequisites: 5th level, Pact of the Deck
As a bonus action, you are able to surround yourself with a protective layer of cards. Draw and discard a card from your pact deck. For one hour, you gain temporary hit points equal to the face value of the card (1-13) and resistance to the damage type represented by its suit. If you draw a joker, discard it and draw another card - the effect targets the nearest creature to you. You regain the use of this feature after a short rest.
Swindle
Prerequisites: Pact of the Deck
You can attempt to sneak a card from your discard pile back into your pact deck. As a bonus action, make a Sleight of Hand check against DC 10. Every time you attempt this, the DC increases by 5, and resets to 10 after a long rest. On a success, your patron doesn’t notice your con, and you can move a card of your choice from the discard pile to anywhere in your pact deck. On a failure, you are caught, stunned until the end of your next turn, and your patron compels you to shuffle any jokers in your discard pile back into your pact deck.
Thief of Five Fates
You can cast bane once using a warlock spell slot. You can't do so again until you finish a long rest.
Thirsting Blade
Prerequisite: 5th level, Pact of the Blade
You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.
Visions of Distant Realms
Prerequisite: 15th level
You can cast arcane eye at will, without expending a spell slot.
Voice of the Chain Master
Prerequisite: Pact of the Chain
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.
Warped Limits
Prerequisites: 9th level, Pact of the Deck
Your spells with a base range of ‘Touch’ can be cast with a range of 60 feet.
Whispers of the Grave
Prerequisite: 9th level
You can cast speak with dead 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.

 


LevelProficiency BonusFeaturesCantrips KnownSpells KnownSpell SlotsSlot LevelInvocations Known
1st+2Otherworldly Patron, Pact Magic2211st
2nd+2Eldritch Invocations2321st2
3rd+2Pact Boon2422nd2
4th+2Ability Score Improvement3522nd2
5th+33623rd3
6th+3Otherworldly Patron feature3723rd3
7th+33824th4
8th+3Ability Score Improvement3924th4
9th+431025th5
10th+4Otherworldly Patron feature41025th5
11th+4Mystic Arcanum (6th level)41135th5
12th+4Ability Score Improvement41135th6
13th+5Mystic Arcanum (7th level)41235th6
14th+5Otherworldly Patron feature41235th6
15th+5Mystic Arcanum (8th level)41335th7
16th+5Ability Score Improvement41335th7
17th+6Mystic Arcanum (9th level)41445th7
18th+641445th8
19th+6Ability Score Improvement41545th8
20th+6Eldritch Master41545th8

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Tiefling

Ability Score Increase
Size Medium
Speed

To be greeted with stares and whispers, to suffer violence and insult on the street, to see mistrust and fear in every eye: this is the lot of the tiefling. And to twist the knife, tieflings know that this is because a pact struck generations ago infused the essence of Asmodeus—overlord of the Nine Hells—into their bloodline. Their appearance and their nature are not their fault but the result of an ancient sin, for which they and their children and their children’s children will always be held accountable.  

INFERNAL BLOODLINE

Tieflings are derived from human bloodlines, and in the broadest possible sense, they still look human. However, their infernal heritage has left a clear imprint on their appearance. Tieflings have large horns that take any of a variety of shapes: some have curling horns like a ram, others have straight and tall horns like a gazelle’s, and some spiral upward like an antelopes’ horns. They have thick tails, four to five feet long, which lash or coil around their legs when they get upset or nervous. Their canine teeth are sharply pointed, and their eyes are solid colors—black, red, white, silver, or gold—with no visible sclera or pupil. Their skin tones cover the full range of human coloration, but also include various shades of red. Their hair, cascading down from behind their horns, is usually dark, from black or brown to dark red, blue, or purple.  

SELF-RELIANT AND SUSPICIOUS

Tieflings subsist in small minorities found mostly in human cities or towns, often in the roughest quarters of those places, where they grow up to be swindlers, thieves, or crime lords. Sometimes they live among other minority populations in enclaves where they are treated with more respect.   Lacking a homeland, tieflings know that they have to make their own way in the world and that they have to be strong to survive. They are not quick to trust anyone who claims to be a friend, but when a tiefling’s companions demonstrate that they trust him or her, the tiefling learns to extend the same trust to them. And once a tiefling gives someone loyalty, the tiefling is a firm friend or ally for life.  

TIEFLING NAMES

Tiefling names fall into three broad categories. Tieflings born into another culture typically have names reflective of that culture. Some have names derived from the Infernal language, passed down through generations, that reflect their fiendish heritage. And some younger tieflings, striving to find a place in the world, adopt a name that signifies a virtue or other concept and then try to embody that concept. For some, the chosen name is a noble quest. For others, it’s a grim destiny.   Male Infernal Names:Akmenos, Amnon, Barakas, Damakos, Ekemon, Iados, Kairon, Leucis, Melech, Mordai, Morthos, Pelaios, Skamos, Therai
Female Infernal Names:Akta, Anakis, Bryseis, Criella, Damaia, Ea, Kallista, Lerissa, Makaria, Nemeia, Orianna, Phelaia, Rieta
“Virtue” Names:Art, Carrion, Chant, Creed, Despair, Excellence, Fear, Glory, Hope, Ideal, Music, Nowhere, Open, Poetry, Quest, Random, Reverence, Sorrow, Temerity, Torment, Weary
 

TIEFLING TRAITS

Tieflings share certain racial traits as a result of their infernal descent.   Ability Score Increase.Your Intelligence score increases by 1, and your Charisma score increases by 2.
Age.Tieflings mature at the same rate as humans but live a few years longer.
Alignment.Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment.
Size.Tieflings are about the same size and build as humans. Your size is Medium.
Speed.Your base walking speed is 30 feet.
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.
Infernal Legacy.You know the thaumaturgy cantrip. Once you reach 3rd level, you can cast the hellish rebuke spell once per day as a 2nd-level spell. Once you reach 5th level, you can also cast the darkness spell once per day. Charisma is your spellcasting ability for these spells.
Languages.You can speak, read, and write Common and Infernal.
 

Subrace

TIEFLING (ASMODEUS)

  The tieflings connected to Nessus command the power of fire and darkness, guided by a keener than normal intellect, as befits those linked to Asmodeus himself. Such tieflings use the Ability Score Increase and Infernal Legacy traits in the Player’s Handbook.  

TIEFLING (BAALZEBUB)

The crumbling realm of Maladomini is ruled by Baalzebub, who excels at corrupting those whose minor sins can be transformed into acts of damntaion. Tielflings linked this this archdevil can corrupt others both physically and psychically.   Ability Score Increase. Your Charisma score increases by 2, and your Intelligence score increases by 1.   Legacy of Maladomini. You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the ray of sickness spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the crown of madness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.  

TIEFLING (DISPATER)

The great city of Dis occupies most of Hell’s second layer. It is a place where secrets are uncovered and shared with the highest bidder, making tieflings tied to Dispayer excellent spies and infiltrators.   Ability Score Increase. Your Charisma score increases by 2, and your Dexterity score increases by 1.   Legacy of Dis. You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the disguise self spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the detect thoughts spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.  

TIEFLING (FIERNA)

A master manipulator, Fierna grants tieflings tied to her forceful personalities.   Ability Score Increase. Your Charisma score increases by 2, and your Wisdom score increases by 1.   Legacy of Phlegethos. You know the friends cantrip. When you reach 3rd level, you can cast the charm person spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the suggestion spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.  

TIEFLING (GLASYA)

Glasya, Hell's criminal mastermind, grants her tieflings magic that is useful for committing heists.   Ability Score Increase. Your Charisma score increases by 2, and your Dexterity score increases by 1.   Legacy of Malbolge. You know the minor illusion cantrip. When you reach 3rd level, you can cast the disguise self spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the invisibility spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.  

TIEFLING (LEVISTUS)

Frozen Stygia is ruled by Levistus, an archdevil known for offering bargains to those who face an inescapable doom.   Ability Score Increase. Your Charisma score increases by 2, and your Constitution score increases by 1.   Legacy of Stygia. You know the ray of frost cantrip. When you reach 3rd level, you can cast the armor of Agathys spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.  

TIEFLING (MAMMON)

The great miser Mammon loves coins above all else. Tieflings tied to him excel at gathering and safeguarding wealth.   Ability Score Increase. Your Charisma score increases by 2, and your Intelligence score increases by 1.   Legacy of Minauros. You know the mage hand cantrip. When you reach 3rd level, you can cast the Tenser's floating disk spell once with this trait and regain the ability to do so when you finish a short or long rest. When you reach 5th level, you can cast the arcane lock spell once with this trait, requiring no material component, and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.  

TIEFLING (MEPHISTOPHELES)

In the frozen realm of Cania, Mephistopheles offers arcane power to those who entreat with him. Tieflings linked to him master some arcane magic.   Ability Score Increase. Your Charisma score increases by 2, and your Intelligence score increases by 1.   Legacy of Cania. You know the mage hand cantrip. When you reach 3rd level, you can cast the burning hands spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the flame blade spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.  

TIEFLING (ZARIEL)

Tieflings with a blood tie to Zariel are stronger than the typical tiefling and receive magical abilities that aid them in battle.   Ability Score Increase. Your Charisma score increases by 2, and your Strength score increases by 1.   Legacy of Avernus. You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the searing smite spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the branding smite spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
 

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

PHB pg 282

Thaumaturgy

0-level (Cantrip) Transmutation

Casting Time 1 action
Range 30 Feet
Duration 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

PHB, page 237

Eldritch Blast

0-level (Cantrip) Evocation

Casting Time 1 action
Range 120 feet
Duration Instantaneous
Components V, S

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: 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.

Class(es): Warlock

Poison Spray

0-level (Cantrip) Conjuration

Casting Time 1 action
Range 10ft
Duration Instantaneous
Components V, S

You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.
At higher levels: This spell's damage increases by 1d12 when you reach 5th level 2d12 , 11th level 3d12 , and 17th level 4d12 .

Class(es): Druid, Sorcerer, Warlock, Wizard, Artificer

Basic Rules , pg. 255

Light

0-level (Cantrip) Evocation

Casting Time 1 Action
Range Touch (to 20 ft)
Duration 1 Hour
Components V, M
Materials A firefly or phosphorescent moss.

Damage Type: Creation + Utility   Saving Throws: Dexterity   Description: You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

Class(es): Bard, Sorcerer, Warlock, Wizard, Artificer

PHB pg 272

Sacred Flame

0-level (Cantrip) Evocation

Casting Time 1 action
Range 60 Feet
Duration Instantaneous
Components VS

Flame like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.
At higher levels: The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)

Class(es): Cleric

Level 1 Spells

Player's Handbook , pg. 289

Witch Bolt

1-level Evocation

Casting Time 1 action
Range 30 ft
Duration 1 minute
Components V, S, M
Materials A twig from a tree struck by lightning.

Damage Type: Lightning   Saving Throw: Ranged
Description: A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.

At higher levels:
When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.

Class(es): Sorcerer, Warlock, Wizard

PHB pg 248

Guiding Bolt

1-level Evocation

Casting Time 1 Action
Range 120 Feet
Duration 1 round
Components VS

A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical din light glittering on the target until then.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Class(es): Cleric

Players Handbook Page 221

Charm Person

1-level Enchantment

Casting Time 1 action
Range 30 feet
Duration 1 hour
Components V, S

You attempt to charm a Humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is Charmed by you until the spell ends or until you or your companions do anything harmful to it. The Charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was Charmed by you.
At higher levels: 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. The creatures must be within 30 feet of each other when you target them.

Class(es): Bard, Druid, Sorcerer, Warlock, Wizard

Level 2 Spells

Jezebel Nyx

Class & Level
Background
Race
Any Alignment

Strength
0
Dexterity
0
constitution
0
intelligence
0
wisdom
0
charisma
0
Total Hit Dice
Hit Die 0
0 proficiency bonus
0 Passive perception
0 Strength
0 Dexterity
0 Constitution
0 Intelligence
0 Wisdom
0 Charisma
saving throws
0 Acrobatics
0 Animal Handling
0 Arcana
0 Athletics
0 Deception
0 History
0 Insight
0 Intimidation
0 Investigation
0 Medicine
0 Nature
0 Perception
0 Performance
0 Persuasion
0 Religion
0 Sleight of Hands
0 Stealth
0 Survival
skills

AC

Hit Points
0
Initiative

Speed

Proficiencies
Attacks

Spellcasting

Equipment

Personality Traits

Ideals

Bonds

Flaws

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