Languages. You can speak, read, and write Common, Elvish, and one extra language of your choice.
+8 | Expertise Bonus | |
+4 | Proficiency Bonus |
-1 | Strength | |
-1 | Dexterity | |
+6 | Constitution | |
+1 | Intelligence | |
+7 | Wisdom | |
+9 | Charisma |
-1 | Acrobatics | DEX | |
+7 | Animal Handling | WIS | |
+5 | Arcana | INT | |
-1 | Athletics | STR | |
+5 | Deception | CHA | |
+1 | History | INT | |
+11 | Insight | WIS | |
+5 | Intimidation | CHA | |
+1 | Investigation | INT |
+7 | Medicine | WIS | |
+5 | Nature | INT | |
+3 | Perception | WIS | |
+5 | Performance | CHA | |
+13 | Persuasion | CHA | |
+5 | Religion | INT | |
-1 | Sleight of Hand | DEX | |
-1 | Stealth | DEX | |
+3 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type |
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The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
You have inexplicable luck that seems to kick in at just the right moment.
The ability to cast at least 1 spell
You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:
The ability to cast at least 1 spell
When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder.
9th Level
You can cast Speak With Dead at will, without expending a spell slot.
Level 9 Pact of the Bullet
When you use a spell or cantrip in conjunction with a form, you can add a +2 to either your chance to hit or your dc (form depending)
Enemies within melee range no longer take cause you disadvantage on ranged spell attacks for your subclass free cantrip. This also counts for any of the cantrips that the Archfey and Celestial Patrons get from the fighting styles for pact of the blade.
You can read all writing.
Level 9 Warlock
You may hold concentration on 2 spells at a time. A target may only be effected by 1 concentration spell from you at a time. If an enemy gets out of one of the spells and ends it or you drop one, this does not end the other. But if you take damage and have to roll to keep your concentration, you make only 1 roll. If you succeed, you keep both. If you fail, you lose both.
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.
Level 8 Eldritch Blast Invocation, cannot be taken with Focus Your Force
You will roll your eldritch blasts 1 at a time. If you crit with one of the beams, that beam is automatically max damage. And every other beam is automatically a critical hit but the damage has to be rolled.
Eldritch Blast Cantrip
When you cast Eldritch Blast, add your Charisma modifier to the damage it deals on a hit.
Level 3 Warlock
This Pact Boon has different forms that you can swap between. Each form does different things that supplement your spells and/or cantrips in different ways.
This Ethereal Gun counts as a spell focus for you
You may switch form as a free action once on your turn. To do so again, you must sacrifice half your movement. If you wish to swap forms again or dont have the movement to spend, you must use your bonus action.
Forms:
Pistol Form- This form effects your ranged attack roll cantrips. If you cast a cantrip that has a ranged attack roll, you may add 1 more damage dice of force damage to the damage roll. The dice size is the dice of the cantrip. The range is extended by 10ft and 10 more for each cantrip level up (5,11,17)
Rifle Form-This form effects ranged attack roll spells of first level or higher. If you cast a ranged attack roll of first level or higher while wielding this form, you can add 50ft t the range. you can also add 1d6 force damage for each level of the spell cast.
RPG Form- This form effects spells and cantrips that force the enemy to mace dexterity/strength saving throws. if an enemy fails the saving throw for your spell, you may add 1d8 1d8 force damage per level of the spell. if they succeed, you may add 1d4 force damage per level of the spell. If it is a cantrip, you may add the dice worth for the cantrip level.
Flashbang Form-This form effects spells and cantrips that force enemies to make wisdom, charisma, intelligence, and constitution saving throws. this extends the range of the area effected by 5ft per level of the spell. If an enemy fails the roll, you may target 1 more enemy with this spell as long as they are in the range. This only happens 1 time per spell cast.
Holster Form- It's difficult to keep the conversation light when weapons are out. when you put away your ethereal weapon, it swaps to a trinket that wouldn't be absurd to see someone carrying around and fiddling with. Either come up with something that the DM agrees with or roll on the table below if you cant decide.This one doesnt necessarily help with spells, but it stil has its uses. While you have your trinket, you get expertise with 1 of the 5 charisma skill that you already have proficiency with. You can change which one each level.
Level 1 Dragon Warlock
Starting at 1st level, You know the Produce Flame Cantrip. This does not count against the Cantrips you know. And it works differently than the normal cantrip. For 1, the damage type is the damage element associated with your patron. Whenever you hit the enemy with the cantrip, it marks them for 1 minute. When you hit an enemy with this cantrip, they are marked for 1 minute. When YOU hit them with damage of that element type again in that minute, you consume the mark and add another damage dice of the spell used to the damage roll. this mark does not stack when you hit them with this cantrip back to back, but rather it consumes the mark like any other instance would and applies a new mark. At level 5, you may apply your charisma modifier to the damage roll of the cantrip. At 11th level, the range increases to 75ft. At 17th level, if you attack a marked target with this cantrip, you get advantage on the attack roll.
Level 1 Dragon Warlock
Starting at 1st level, you get a swimming and climbing speed equal to your walking speed.
Level 6, Dragon Warlock
Starting at 6th level, you gain advantage against saving throws for being charmed or frightened.
If your patron is a gem dragon, your swimming and climbing speeds increase to double your walking speed. You also get advantage on rolls to hold your concentration. At level 14, your DC to keep concentration on a spell can't be higher than 15.
5th level warlock
As a Bonus Action, you send a pair of beams of crackling energy streaking towards an enemy. Make a ranged spell attack against the target for each beam. On a successful hit, the target takes 1d10 force damage per beam.
The beams may be shot at separate targets as long as they are within your range. At level 11, you gain a 3rd beam per use and at level 17, you gain a 4th beam per use.
You may use this feature as many times as your proficiency modifier. You get all uses on a long rest, short rest, or when you channel to get back your spells used.
This may be buffed with eldritch invocations that were formerly for the cantrip. These do not count against your invocations known. You get 1 at level 5 when you get the feature, a 2nd one at level 9, a 3rd at level 13, a 4th at level 17, and a 2 more at level 20 for a final total of 6.
Level 10 Dragon Warlock
Starting at 10th Level, you gain expertise in any charisma ability rolls that you have chosen and dont already have expertise in. You also gain resistance in the element of your patron as well as ignore enemy resistance of your patron's element.
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Languages. You can speak, read, and write Common, Elvish, and one extra language of your choice.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Elemental Evil Player's Companion
0-level (Cantrip) Evocation
Basic Rules
0-level (Cantrip) Conjuration
Eldritch Conquest
0-level (Cantrip) Conjuration
Player's Handbook
1-level Enchantment
Basic Rules
1-level Evocation
Elemental Evil Player's Companion
1-level Abjuration
Basic Rules
1-level Enchantment
Basic Rules
2-level Illusion
Basic Rules
2-level Conjuration
Fizban's Treasury of Dragons
2-level Illusion
d4 | Effect |
---|---|
1 | The smell of apple pie fills the air, and each creature in the cube must succeed on a Wisdom saving throw or become charmed by you until the start of your next turn. |
2 | Bouquets of flowers appear all around, and each creature in the cube must succeed on a Dexterity saving throw or be blinded until the start of your next turn as the flowers spray water in their faces. |
3 | Each creature in the cube must succeed on a Wisdom saving throw or begin giggling until the start of your next turn. A giggling creature is incapacitated and uses all its movement to move in a random direction. |
4 | Drops of molasses hover in the cube, making it difficult terrain until the start of your next turn. |
Basic Rules
2-level Transmutation
Basic Rules
3-level Abjuration
Xanathar's Guide To Everything
3-level Conjuration
3-level Transmutation
Basic Rules
3-level Abjuration
Ritual - does not require spell slot, takes 10 minutes longerBasic Rules
4-level Conjuration
Basic Rules
4-level Necromancy
Elemental Evil Player's Companion
4-level Evocation
Basic Rules
4-level Transmutation
Xanathar's Guide To Everything
5-level Necromancy
Xanathar's Guide To Everything
5-level Enchantment
5-level Conjuration
Xanathar's Guide To Everything
5-level Evocation
Statblocks for your Trinkets, businesses, building, castles, empires.