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Avirma

6 Level (0/23000 XP for level-up) Amnesiac Background Anamesa Race / Species / Heritage True Neutral Alignment
Paladin
Level 2
Hit Dice: 2/2
1d10+3 Class 1
Warlock
Level 4
Hit Dice: 4/4
1d8+3 Class 2

STR
15
+2
DEX
6
-2
CON
17
+3
INT
11
+0
WIS
12
+1
CHA
20
+5
48
Hit Points
-2
Initiative (DEX)
10
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
14
Passive Perception
Spellcasting ...
+8 Attack mod
CHA Ability
+5 Abi Mod
16 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+2 Strength
-2 Dexterity
+3 Constitution
+0 Intelligence
+4 Wisdom
+8 Charisma
saving throws
-2 Acrobatics DEX
+1 Animal Handling WIS
+0 Arcana INT
+5 Athletics STR
+5 Deception CHA
+0 History INT
+1 Insight WIS
+8 Intimidation CHA
+3 Investigation INT
skills
+1 Medicine WIS
+0 Nature INT
+4 Perception WIS
+5 Performance CHA
+5 Persuasion CHA
+0 Religion INT
-2 Sleight of Hand DEX
-2 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Spell Book

Feature: "Deja Vu"
You suddenly remember a huge amount of detail about a person, place or thing that you are currently looking at or interacting with without knowing why. Maybe a certain phrase or image sets you off, but you suddenly know all about this thing like you've been familiar with it for years. Any Insight, Investigation or History checks you make relating to this thing are done with advantage. You can use this feature three times per campaign and/or per character.

Feat: Warcaster
Prerequisite: The ability to cast at least one spell
You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:

-You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
-You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
-When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

Fighting Style:
-Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Everything that follows is subject to DM Approval given the current blocks on this plane of existence:


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.

Invocations:
-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.
-Eldritch Sight: You can cast detect magic at will, without expending a spell slot or material components.


Paladin Divine Sense, Lay on Hands, and spellcasting spell prep may be at risk of being unavailable.

Features & Traits
Armour:
-Chain Mail
-Shield

Weapons:
-Longsword
-Handaxe
-Noxlight Greatsword (source of the hexblade class as well as integral influence over the race/background/personality of the char)

Explorer's Pack:
-Backpack
-Bedroll
-Mess Kit
-Tinderbox
-10 Torches
-10 Days of Rations
-Waterskin
-50 Feet of Hempen Rope

Misc:
-Holy Symbol
-Commoner's Clothes
-Belt Pouch containing 5GP
-Two Trinkets TBD

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
2 warlock slots 2nd lvl, 2 paladin slots 1st lvl
Spellcasting
Languages:
-Common
-(placeholder, dependent on which body I wind up in)
-(Placeholder, as I try to figure out what my background actually is)

Weapons and armour:
-Martial
-Simple
-All Armour
-Shields

Languages & Proficiencies
I worry that I'll forget the life I'm living right now

Personality Traits
In order for me to be better in the future, I must know about my past

Ideals
I hold onto my trinket, the only thing that I remember in my past

Bonds
I am almost certain that what I did in the past was bad, and the guilt eats me up even though I don't know what it was

Flaws

Who is Avirma?:


This character is essentially the mixture of 2 separate Ego into one, each struggling for control and/or survival, in their views. On one hand, we have the Paladin host body's Ego, who seeks to rid themself of the intruding force and undo the damage done to them. They belong here, and are not related to the racial choice. On the other, the soul of the Greatsword, the Hexblade. Noxlight, the midnight sky. The blade survives through a parasidic relationship with its hosts, consuming their very being to make room for its own self within the host body. Though the blade has failed to best the Paladin's ego, it has still done enough damage to gain a foothold within the resilient holy warrior's mind. It is what is not of this realm, and is an important part of this character's design concept.
I envision the character I will play as the result of this mental conflict. Avirma is a combination of the light and the dark. The chaotic and the orderly. The righteous and the profane. They are the miscellaneous shards that remain, incompatible by all rights, yet melded into one out of necessity for something to fill the void. They don't remember anything of who they were, either Paladin nor Sword, though recognizes the strength that both halves give them. They are also aware that something is very wrong with who-or what they are as their discordant mind is impossible for them to disregard.

Though capable of functioning through it and mostly unaware, the struggle for dominance over self is still ever-present, and if one side were to claim victory, it very well could mean the death of the other, as well as Avirma, or at least the death of their Self.


Due to the complexity I am anticipating with this concept, I sincerely doubt it will be a notable aspect within the campaign. This internal conflict idea was born out of a necessity to "axe" this character quickly, no questions asked in case of an availability change keeping me from being able to continue the game, and it got a bit out of hand. I'm honestly intimidated by playing this character, but all the same, I'm very interested in what I can do with it.


***If pact of the blade is available, I would want my greatsword to be considered "magical" for the purposes of binding it as a pact weapon, which I would not dismiss. It would be granted the atribute of magical for overcoming resistences regardless through the pact, and I am content with it acting as a normal greatsword outside of personalized flavour text.

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 PHB

Chain mail

Armor (Heavy)

Common

Type AC STR Req. Stealth Dis.
Heavy 16 13+ Yes

Cost: 75gp
Weight: 55 lb

DnD 5e PHB

Greatsword

Weapon

Common

Heavy, Two-Handed

Heavy
Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.
Two-Handed
This weapon requires two hands to use.

Type Damage Damage Range
Martial Melee 2d6 Slashing 5 ft

Cost: 50gp
Weight: 6 lb

DnD 5e PHB

Longsword

Weapon

Common

Versatile

Versatile
This weapon can be used with one or two hands. A damage value in parentheses appears with the property-the damage when the weapon is used with two hands to make a melee attack.

Type Damage Damage Range
Martial Melee 1d8 / 1d10 Slashing 5 ft

Cost: 15gp
Weight: 3 lb

DnD 5e PHB

Shield

Armor (Shield)

Common

Type AC STR Req. Stealth Dis.
Shield +2 No

Cost: 10gp
Weight: 6 lb

DnD 5e PHB

Handaxe

Weapon

Common

Light, thrown

Light
A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Range
A weapon that can be used to make a ranged attack has a range shown in parenthesis after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.
Thrown
If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon.

Type Damage Damage Range
Simple Melee 1d6 Slashing 20/60 ft

Cost: 5gp
Weight: 2 lb

The statblocks of your class features

Paladin

hit dice: 1d10
hit points at 1st level: 10 + Constitution modifier
hit points at higher levels: 1d10 (or 6) + Constitution modifier
armor proficiencies: All Armor Types, Shields
weapon proficiencies: Simple Weapons, Martial Weapons
tools: None
saving throws: Wisdom, Charisma
skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion
starting equipment:

  • a martial weapon and a shield or 2 martial weapons

  • five javelins or a simple melee weapon

  • a priest's pack or an explorer's pack

  • chain mail and a holy symbol


spellcasting:
See table for spell slots available per level. You regain all expended spell 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 paladin spells equal to your Charisma modifier + half your paladin level, rounded down. The spells must be of a level for which you have spell slots. You can change the list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
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' of you that is not behind total cover. You know the type of any beings whose presence you sense, but not its identity. 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 you paladin level x 5. 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 or constructs.  

Fighting Style

At 2nd level, you adopt a style of fighting as your specialty.
  • Defense: While wearing armor, you have a +1 bonus to AC.
  • 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 a 2 on the damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. 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' of 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 spell slot to deal radiant damage to the target, in addition to the weapon's damage. The damage is 2dg for a 1st-level 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, to a maximum of 6d8.  

Sacred Oath

When you reach 3rd level, you swear the oath that binds you as a paladin forever. Oath spells granted do not count against the number of spells you can prepare each day. You must finish a short or long rest to regain Channel Divinity uses.  

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' of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier. You must be conscious to grant this bonus. At 18th level, the range of this aura increases to 30'.  

Aura of Courage

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

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.  

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. You regain expended uses when you finish a long rest.
subclass options:
LEVELFEATURES1ST2ND3RD4TH5TH
1stDivine Sense, Lay on Hands-----
2ndFighting Style, Spellcasting, Divine Smite2----
3rdDivine Health, Sacred Oath3----
4thAbility Score Improvement or Choose a feat3----
5thExtra Attack42---
6thAura of Protection42---
7thSacred Oath feature43---
8thAbility Score Improvement or Choose a feat43---
9th-432--
10thAura of Courage432--
11thImproved Divine Smite433--
12thAbility Score Improvement or Choose a feat433--
13th-4331-
14thCleansing Touch4331-
15thSacred Oath Feature4332-
16thAbility Score Improvement or Choose a feat4332-
17th-43331
18thAura Improvements43331
19thAbility Score Improvement or Choose a feat43332
20thSacred Oath feature43332

http://dnd5e.wikidot.com/hexblood-ua, http://dnd5e.wikidot.com/warlock:hexblade, http://dnd5e.wikidot.com/warlock

Warlock: The Hexblade

Warlock

  Otherworldly Patron   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.  
Patron Source   Hexblade Xanathar's Guide to Everything  
Pact Magic   Your arcane research and the magic bestowed on you by your patron have given you facility with 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. 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. A level prerequisite in an invocation refers to warlock level, not character 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.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.Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to use its reaction to make one attack of its own.

  • 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. While the book is on your person, you can cast those cantrips at will. They are considered warlock spells for you, and they needn't be from the same spell list. They don't count against your number of cantrips known.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 Talisman
  • Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. When the wearer fails an ability check, they can add a d4 to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.If you lose the talisman, 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 amulet. The talisman turns to ash when you die.
 
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.   Eldritch Versatility (Optional)   Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing a change of focus in your occult studies:
  • Replace one cantrip you learned from this class's Pact Magic feature with another cantrip from the warlock spell list.
  • Replace the option you chose for the Pact Boon feature with one of that feature's other options.
  • If you're 12th level or higher, replace one spell from your Mystic Arcanum feature with another warlock spell of the same level.
  If this change makes you ineligible for any of your Eldritch Invocations, you must also replace them now, choosing invocations for which you qualify.  
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.

hit dice: 1d8
hit points at 1st level: 8 + your Constitution modifier
hit points at higher levels: 1d8 (or 5) + your Constitution modifier per warlock level after 1st
armor proficiencies: light, medium armor, and shields
weapon proficiencies: shields, simple and martial weapons.
tools:
saving throws: Wisdom, Charisma
skills: Choose two from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion
starting equipment:

  • a light crossbow and 20 bolts or (b) any simple weapon

  • a component pouch or (b) an arcane focus

  • a scholar's pack or (b) a dungeoneer's pack

    Leather armor, any simple weapon, and two daggers


spellcasting:
Level Cantrips Known Spells Known Spell Slots Slot Level Invocations Known
1st 2 2 1 1 -
2nd 2 3 2 1 2
3rd 2 4 2 2 2
4th 3 5 2 2 2
5th 3 6 2 3 3
6th 3 7 2 3 3
7th 3 8 2 4 4
8th 3 9 2 4 4
9th 3 10 2 5 5
10th 4 10 2 5 5
11th 4 11 3 5 5
12th 4 11 3 5 6
13th 3 12 3 5 6
14th 4 12 3 5 6
15th 4 13 3 5 7
16th 4 13 3 5 7
18th 4 14 4 5 7
19th 4 15 4 5 8
20th 4 15 4 5 8
Expanded Spell List
  • 1st Shield, Wrathful Smite
  • 2nd Blur, Branding Smite
  • 3rd Blink, Elemental Weapon
  • 4th Phantasmal Killer, Staggering Smite
  • 5th Banishing Smite, Cone of Cold

Spell Slots   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.
  • For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell Witch Bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spells Known of 1st Level and Higher   At 1st level, you know two 1st-level spells of your choice from the warlock spell list. Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.  
Spellcasting Ability   Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
  • Spell save DC = 8 + your proficiency bonus + your Charisma modifier
  • Spell attack modifier = your proficiency bonus + your Charisma modifier
  • Spellcasting Focus: You can use an arcane focus as a spellcasting focus for your warlock spells.
class features:

Hexblood Traits (Race)

Source: Unearthed Arcana 76 - Gothic Lineages
Ability Score Increase. Increase one ability score by 2, and increase a different one by 1. Type. Fey and Humanoid Darkvision. 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.
Fey Resilience.   You have advantage on saving throws you make to avoid or end the charmed condition on yourself.
Hex Magic.   You can cast the Disguise Self and Hex spells with this trait. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you gain this lineage). Once you cast either of these spells with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast these spells using any spells slots you have.
Magic Token.   As an action, you can harmlessly pull out one of your nails, a tooth, or a lock of hair. This token is imbued with magic until you finish a long rest. While the token is imbued in this way, you can use an action to send a telepathic message to the creature holding or carrying the token, as long as you are on the same plane of existence and are within 10 miles of it. The message can contain up to twenty-five words.
  • In addition, while you are within 10 miles of the token, you can use an action to enter a trance for 1 minute, during which you can see and hear from the token as if you were located where it is. While you are using your senses at the token’s location, you are blinded and deafened in regard to your own surroundings. Afterward, the token is harmlessly destroyed.
  • Once you create a token using this feature, you can’t do so again until you finish a long rest, at which point your missing part regrows.

Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.
subclass options:

Hexblade

 
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.   The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type.  
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, you can use your reaction to 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 BonusFeatures
1st+2Otherworldly Patron, Pact Magic
2nd+2Eldritch Invocations
3rd+2Pact Boon
4th+2Ability Score Improvement, Eldritch Versatility (Optional)
5th+3
6th+3Otherworldly Patron feature
7th+3
8th+3Ability Score Improvement, Eldritch Versatility (Optional)
9th+4
10th+4Otherworldly Patron feature
11th+4Mystic Arcanum (6th level)
12th+4Ability Score Improvement, Eldritch Versatility (Optional)
13th+5Mystic Arcanum (7th level)
14th+5Otherworldly Patron feature
15th+5Mystic Arcanum (8th level)
16th+5Ability Score Improvement, Eldritch Versatility (Optional)
17th+6Mystic Arcanum (9th level)
18th+6
19th+6Ability Score Improvement, Eldritch Versatility (Optional)
20th+6Eldritch Master

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Anamesa

Anamesa (ANA-may-sa) look like normal humanoids, with the exception of brightly colored eyes that always stand out. Despite their appearance, they are not of this realm and not of this planar system. For lack of better terms, an anamesa's consciousness originates from a different dimension. No matter where they are, something simply doesn't click.   Anamesa often feel like strangers in their own bodies, because whatever body they inhabit is not actually theirs. While their mind comes from a certain realm, their body resides in another, causing a disconnect. Some anamesa are born into their bodies, while others wake up one day in a different body, in a different place, with no memory of their past life - the only clue being a constant feeling of not belonging. Most anamesa never realize its true cause and live entire lives while this anxiety hangs over their heads. Most also have a pervasive longing to go home, even though they don't know what that entails.   Anamesa do not have a collective society, as they're extremely rare (it's nearly impossible for more than one to exist at once). Rather, it's their interaction with the society they come into. Though anamesa differ in personality just like any other race, something about them just seems off, regardless of who you ask. This can greatly impact their social standing, for better or for worse, or not at all. When creating your anamesa, consider how their perpetual aura of strangeness affects their interactions with strangers and people from their hometowns alike. This strangeness can manifest in various ways, such as constant paranoia, a never ending smile, or the way they always seem to just barely hover above the ground, but the possibilities are endless. Be as creative as you like. Also, consider the relationship your anamesa has with their disconnect from this realm. Are they outraged that they can never belong? Do they take this as a challenge to find wherever home may reside? Or is it more of an itching at the back of the mind that's best left ignored? Again, there are endless opportunities for creativity.
ability score increase: Your Charisma score increases by 2, and one other ability score of your choice increases by 1.
age: The lifespan of an Anamesa can span eons as long as their original mind remains unharmed.
alignment: The few Anamesa that have existed vary across alignments.
Size: Medium
speed: Your base walking speed is 30 feet.
Languages: You can speak, read, and write Common and one other language of your choice. This other language is typically the language that your physical race speaks.
race features:
Anamesa can inhabit any humanoid body, from human to elf to orc and everything in between. Although your physical race can differ, you gain no benefit from whatever you may choose. However, you should still consider your physical race and the society you originate from when deciding factors such as your extra language. Your size is the same as your physical race which must be either Small or Medium.   Darkvision. Your disconnect has odd side effects. 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. Peculiar Origin. Your creature type is both aberration and humanoid. Otherworldly Presence. You have an aura that others cannot place. You have advantage on Charisma (Intimidation) checks against humanoids. Visceral Disconnect. After completing a long rest, roll 1d20. On a 20, you are struck with painful convulsions for 1d6 rounds along your entire body, a result of your mental disconnect. You are considered stunned. If someone were to touch you during this time, their hand would phase through your form as if you were air until the convulsions stop. Unnatural Insight. Due to your extradimensional origin, you have gained a knowledge of when something around you isn't right. You gain proficiency in the Wisdom (Perception) skill
Anamesa can inhabit any humanoid body, from human to elf to orc and everything in between. Although your physical race can differ, you gain no benefit from whatever you may choose. However, you should still consider your physical race and the society you originate from when deciding factors such as your extra language.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Player's Handbook 5E (WoC)

Eldritch Blast

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 120 ft
Components: Verbal, Somatic
Duration: Instantaneous
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. 
Available for: Warlock

Booming Blade

0-level (Cantrip) Evocation

Casting Time: 1 Action
Range/Area: 5 ft
Components: V, M
Materials: a weapon
Duration: 1 Round
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. 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.
Available for: Artificer, Sorcerer, Swordmage, Warlock, Wizard

TCoE

Mind Sliver

0-level (Cantrip) Enchantment

Casting Time: 1 action
Range/Area: 60 feet
Components: V
Duration: Instantaneous
You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.
At higher levels: This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Level 1 Spells

SRD

Shield

1-level Abjuration

Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile
Range/Area: self
Components: VS
Duration: 1 round
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.
Available for: Sorcerer, Wizard

SRD

Wrathful Smite

1-level Evocation

Casting Time: 1 bonus action
Range/Area: self
Components: V
Duration: Concentration, up to 1 minute
The next time you hit with a melee weapon attack during this spell’s duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.
Available for: Paladin

PHB, page 250

Hellish Rebuke

1-level Evocation

Casting Time: 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see
Range/Area: 60 feet
Components: V, S
Duration: Instantaneous
Attack/Save: Dexterity Save
You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Available for: Warlock

PHB

Armor of Agathys

1-level Abjuration

Casting Time: 1 action
Range/Area: Self
Components: V, S, M
Materials: a cup of water
Duration: 1 hour
Damage/Effect: Cold
A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot.
Available for: Warlock

Hex

1-level Enchantment

Casting Time: 1 bonus action
Range/Area: 90ft
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 1 hour
Damage/Effect: necrotic

You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.

If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.

A remove curse cast on the target ends this spell early.

At higher levels:

When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

Comprehend Languages

1-level Divination

Range/Area: Self
Components: V, S, M
Materials: A pinch of soot and salt
For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell does not decode secret messages in a text or a glyph, such as an arcane signal, that isn’t part of a written language.

Level 2 Spells

Blur

2-level Illusion

Casting Time: 1 action
Range/Area: self
Components: V
Duration: Concentration, up to 1 minute
Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn’t rely on sight, as with blindsight, or can see through illusions, as with truesight.
Available for: Artificer, Sorcerer, Wizard

SRD

Branding Smiite

2-level Evocation

Casting Time: 1 bonus action
Range/Area: self
Components: V
Duration: Concentration, up to 1 minute
The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it’s invisible, and the target sheds dim light in a 5-foot radius and can’t become invisible until the spell ends.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.
Available for: Paladin

SRD

Misty Step

2-level Conjuration

Casting Time: 1 bonus action
Range/Area: self
Components: V
Duration: instantaneous
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
Available for: Sorcerer, Warlock, Wizard

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

PHB, page 151

Explorer's Pack

Adventuring Gear

Common

Includes:
  • a backpack
  • a bedroll
  • a mess kit
  • a tinderbox
  • 10 torches
  • 10 days of rations
  • a waterskin
  • 50 feet of hempen rope

Cost: 10gp
Weight: 35lb


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DustyLightning.

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