+8 | Expertise Bonus | |
+4 | Proficiency Bonus |
-2 | Strength | |
+1 | Dexterity | |
+7 | Constitution | |
+0 | Intelligence | |
+4 | Wisdom | |
+9 | Charisma |
+1 | Acrobatics | DEX | |
+8 | Animal Handling | WIS | |
+0 | Arcana | INT | |
-2 | Athletics | STR | |
+5 | Deception | CHA | |
+0 | History | INT | |
+4 | Insight | WIS | |
+5 | Intimidation | CHA | |
+0 | Investigation | INT |
+0 | Medicine | WIS | |
+8 | Nature | INT | |
+4 | Perception | WIS | |
+5 | Performance | CHA | |
+9 | Persuasion | CHA | |
+0 | Religion | INT | |
+1 | Sleight of Hand | DEX | |
+1 | Stealth | DEX | |
+4 | 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
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.
Level 8 warlock. Eldritch blast
You may choose to aim your eldritch blast beams at allies. If you hit an ally with an eldritch blast beam, you roll the dice as healing for them instead.
You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
Level 5 Pact of the Bullet
You can now get bonuses for your eldritch blasts. When you use your eldritch blast with your rifle form, you can extend the range by 100 feet. You also ignore half and 3/4 cover. When you use it with your pistol form, you can fire an extra beam. Your eldritch blasts also now count for the tipping/dipping/ flipping the scales bonus.
You can cast detect magic at will, without expending a spell slot.
You can read all writing.
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.
You can cast Speak With Animals at will, without expending a spell slot.
You have advantage on Constitution saving throws that you make to maintain your concentration on a spell.
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:
You have inexplicable luck that seems to kick in at just the right moment.
Elf, Half-Elf
The accuracy of elves is legendary, especially that of elf archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits:
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 1 Archfey Patron
Starting at 1st level, your patron refuses to be outdone by any other patron. You have been bestowed the Guidance cantrip. This cantrip works as a warlock spell for you and does not count against your cantrips known. At Warlock level 1 guidance now has a range of 30 feet. At warlock level 5, you can now bestow guidance on 2 targets. At warlock level 11, your dice now increase to a d6. At warlock level 17, you may now bestow your guidance on as many targets as your charisma modifier +1 and the range increases to 60ft.
Level 1 Archfey Patron
At Level 1, As mischievous as they are, the fey do still admire the do-gooders. When you or an ally use the dice from your guidance cantrip, a fey spirit comes to help you out. The fey spirit takes the form that you choose from the provided list. Each creature choice brings something different to the than the others in many ways both in and out of combat. Some things they all have in common are:
Level 1 Archfey Patron
Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.
Once you use this feature, you can’t use it again until you finish a short or long rest.
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 Archfey Patron
Starting at 6th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.
You may use them for as many times for your proficiency per day. You may get all uses back when you finish a long rest.
Level 1 Archfey Patron
Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage.
Level 5 Warlocks
At level 5, you may regen 1 spell slot with a call to your patron. You channel for 1 minute dropping any spells you are concentrating on. You may still cast spells, but concentration will not hold. Attacks will not stop your channel, but dropping to 0 hit points will stop the channel and you miss out on it. You may do this once per long rest. You may only channel to regenerate a used spell slot. You may not channel to get more spell slots than warlock has at that level. You also regain all your eldritch blast slots with this.
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Gives YOU proficiency with Athletics, Intimidation, general strength checks, and strength saving throws. If you already have a proficiency that this gives, you get expertise in the skill.
Charge: If the Thicc Boi moves at least 20ft toward the target and makes a Smash attack, the target is knocked back 10ft (if size medium or smaller) or 5ft (if size large or bigger).
Smash: Thicc Boi makes a Melee Weapon Attack- +Strength mod to hit, reach 5ft, 1 target. Hit:1d12 + Str mod Bludgeoning damage
Gives YOU proficiency in investigation as well as tracking and hunting parts of survival. if you already have proficiency in these skills, Fly Guy gives you expertise. Fly by: Fly Guy doesn't provoke attacks of opportunity.
Peck (5ft)- YOUR Cha mod + prof bonus to hit. d4 + Your Int mod damage piercing
Gives YOU proficiency in Investigation, Sleight of Hand, Persuasion, Performance, Survival, Insight, Perception, Deception, Nature, Medicine, Stealth, general int checks, and int saving throws (If within 10ft).
Hard to Hit: Although The Friend can't deal damage in combat, It is hard to hit. Enemies may try to attack it at disadvantage and It has advantage on dex, wisdom, and Int saving throws.
May only take the Hide, Disengage, Help, And dodge actions.
Heightened Sense: Gives advantage on dex daves to itself, you, and all allies within 10ft of it.
Fangs: YOUR cha mod _Prof mod to hit. 1d8 piercing damage. Heals for 1d8 on hit. Slash: YOUR cha mod +prof mod to hit. 2d6 +YOUR cha mod + YOUR prof mod slash damage
Advantage on all underwater abilities.
Binding Strike: Cha mod to hit. 1d6 + Cha mod + prof mod. Target is grappled (escape DC is your DC). Until grapple ends, beast can't use on another target.
Statblocks for your spells.
0-level (Cantrip) Divination
Basic Rules
0-level (Cantrip) Conjuration
Elemental Evil Player's Companion
0-level (Cantrip) Conjuration
Xanathar's Guide To Everything
0-level (Cantrip) Necromancy
Basic Rules
0-level (Cantrip) Necromancy
Basic Rules
0-level (Cantrip) Evocation
Basic Rules
1-level Evocation
Basic Rules
1-level Enchantment
Basic Rules
1-level Conjuration
Basic Rules
1-level Enchantment
Basic Rules
1-level Evocation
Basic Rules
2-level Enchantment
Basic Rules
2-level Transmutation
Tasha's Cauldron of Everything
2-level Conjuration
Str | Dex | Con | Int | Wis | Cha |
---|---|---|---|---|---|
18(+4) | 11(+0) | 16(+3) | 4(-3) | 14(+2) | 5(-3) |
Basic Rules
2-level Evocation
Xanathar's Guide To Everything
2-level Divination
Basic Rules
2-level Evocation
Basic Rules
3-level Transmutation
Basic Rules
3-level Conjuration
Basic Rules
3-level Abjuration
Basic Rules
3-level Transmutation
Tasha's Cauldron of Everything
3-level Conjuration
Str | Dex | Con | Int | Wis | Cha |
---|---|---|---|---|---|
13(+1) | 16(+3) | 14(+2) | 14(+2) | 11(+0) | 16(+3) |
Basic Rules
3-level Divination
Basic Rules
4-level Enchantment
Basic Rules
4-level Transmutation
Basic Rules
5-level Enchantment
Basic Rules
5-level Illusion
Xanathar's Guide To Everything
5-level Conjuration
Statblocks for your Trinkets, businesses, building, castles, empires.