+4 | Expertise Bonus | |
+2 | Proficiency Bonus |
+1 | Strength | |
+2 | Dexterity | |
+3 | Constitution | |
+2 | Intelligence | |
+4 | Wisdom | |
+6 | Charisma |
+2 | Acrobatics | DEX | |
+2 | Animal Handling | WIS | |
+4 | Arcana | INT | |
+1 | Athletics | STR | |
+6 | Deception | CHA | |
+2 | History | INT | |
+4 | Insight | WIS | |
+4 | Intimidation | CHA | |
+2 | Investigation | INT |
+2 | Medicine | WIS | |
+2 | Nature | INT | |
+2 | Perception | WIS | |
+4 | Performance | CHA | |
+4 | Persuasion | CHA | |
+4 | Religion | INT | |
+2 | Sleight of Hand | DEX | |
+2 | Stealth | DEX | |
+2 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
light crossbow | +1 | STR | 1d8+1 | piercing | |
range 80/320 | |||||
Dagger (4) | +1 | STR | 1d4+1 | piercing | |
range 20/60 |
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Your patron is a lord or lady of the fey, a creature of legend who holds secrets that were forgotten before the mortal races were born. This being's motivations are often inscrutable, and sometimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges. Beings of this sort include the Prince of Frost; the Queen of Air and Darkness, ruler of the Gloaming Court; Titania of the Summer Court; her consort Oberon, the Green Lord; Hyrsam, the Prince of Fools; and ancient hags.
Spell Level | Spells |
---|---|
1st | Faerie Fire, Sleep |
2nd | Calm Emotions, Phantasmal Force |
3rd | Blink, Plant Growth |
4th | Dominate Beast, Greater Invisibility |
5th | Dominate Person, Seeming |
Intelligence, Wisdom, or Charisma 13 or higher
You learn to move things with your mind, granting you the following benefits:
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
In some campaigns, humanoids normally regarded as sinister threats can emerge to adventure alongside humans and the other standard races. This section is aimed at those who wish to expand the race selections for their campaigns beyond the typical folk of D&D.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Player's Handbook 5E (WoC)
0-level (Cantrip) Evocation
Replacement Series
0-level (Cantrip) Conjuration
Deep Magic Vol. 1
5-level Evocation
PHB
0-level (Cantrip) Conjuration
TCoE
0-level (Cantrip) Enchantment
PHB
1-level Abjuration
1-level Enchantment
1-level Enchantment
Player's Handbook p221
1-level Enchantment
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.
When you cast this spell 2nd level or higher, you can target one additional creature for each level above 1st. The creatures must be within 30 feet of each other when you target them.
Player's Handbook
2-level Illusion
A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
SRD
2-level Enchantment
Statblocks for your Trinkets, businesses, building, castles, empires.