+6 | Expertise Bonus | |
+3 | Proficiency Bonus |
+1 | Strength | |
+2 | Dexterity | |
+5 | Constitution | |
+1 | Intelligence | |
-1 | Wisdom | |
+6 | Charisma |
+5 | Acrobatics | DEX | |
-1 | Animal Handling | WIS | |
+1 | Arcana | INT | |
+4 | Athletics | STR | |
+6 | Deception | CHA | |
+1 | History | INT | |
-1 | Insight | WIS | |
+3 | Intimidation | CHA | |
+1 | Investigation | INT |
-1 | Medicine | WIS | |
+1 | Nature | INT | |
-1 | Perception | WIS | |
+3 | Performance | CHA | |
+6 | Persuasion | CHA | |
+1 | Religion | INT | |
+2 | Sleight of Hand | DEX | |
+2 | Stealth | DEX | |
-1 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Longsword | +6 | CHA | 1d8 | slashing | |
versatile |
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Level | Proficiency Bonus | Features | Cantrips Known | Spells Known |
---|---|---|---|---|
1 | +2 | Spellcasting, Sorcerous Origin : Wild Magic, Origin Feature : Wild Magic Surge, Origin Feature : Tides of Chaos | 4 | 2 |
2 | +2 | Font of Magic | 4 | 3 |
3 | +2 | Metamagic | 4 | 4 |
4 | +2 | Ability Score Improvement | 5 | 5 |
5 | +3 | 5 | 6 | |
6 | +3 | Origin Feature : Bend Luck | 5 | 7 |
7 | +3 | 5 | 8 | |
8 | +3 | Ability Score Improvement | 5 | 9 |
9 | +4 | 5 | 10 | |
10 | +4 | Metamagic | 6 | 11 |
11 | +4 | 6 | 12 | |
12 | +4 | Ability Score Improvement | 6 | 12 |
13 | +5 | 6 | 13 | |
14 | +5 | Origin Feature : Controlled Chaos | 6 | 13 |
15 | +5 | 6 | 14 | |
16 | +5 | Ability Score Improvement | 6 | 14 |
17 | +6 | Metamagic | 6 | 15 |
18 | +6 | Origin Feature : Spell Bombardment | 6 | 15 |
19 | +6 | Ability Score Improvement | 6 | 15 |
20 | +6 | Sorcerous Restoration | 6 | 15 |
1d100 | Effect | 1d100 | Effect |
---|---|---|---|
01-02 | Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. | 51-52 | A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to Magic Missile. |
03-04 | For the next minute, you can see any invisible creature if you have line of sight to it. | 53-54 | You are immune to being intoxicated by alcohol for the next 5d6 days. |
05-06 | A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears I minute later. | 55-56 | Your hair falls out but grows back within 24 hours. |
07-08 | You cast Fireball as a 3rd-level spell centered on yourself. | 57-58 | For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame. |
09-10 | You cast Magic Missile as a 5th-level spell. | 59-60 | You regain your lowest-level expended spell slot. |
11-12 | Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow. | 61-62 | For the next minute, you must shout when you speak. |
13-14 | You cast Confusion centered on yourself. | 63-64 | You cast Fog Cloud centered on yourself. |
15-16 | For the next minute, you regain 5 hit points at the start of each of your turns. | 65-66 | Up to three creatures you choose within 30 feet of you take 4d10 lightning damage. |
17-18 | You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face. | 67-68 | You are frightened by the nearest creature until the end of your next turn. |
19-20 | You cast Grease centered on yourself. | 69-70 | Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell. |
21-22 | Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw. | 71-72 | You gain resistance to all damage for the next minute. |
23-24 | Your skin turns a vibrant shade of blue. A Remove Curse spell can end this effect. | 73-74 | A random creature within 60 feet of you becomes poisoned for 1d4 hours. |
25-26 | An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight. | 75-76 | You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn. |
27-28 | For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action. | 77-78 | You cast Polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell's duration. |
29-30 | You teleport up to 60 feet to an unoccupied space of your choice that you can see. | 79-80 | Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute. |
31-32 | You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied. | 81-82 | You can take one additional action immediately |
33-34 | Maximize the damage of the next damaging spell you cast within the next minute. | 83-84 | Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt. |
35-36 | Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older. | 85-86 | You cast Mirror Image. |
37-38 | 1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute. | 87-88 | You cast Fly on a random creature within 60 feet of you. |
39-40 | You regain 2d10 hit points. | 89-90 | You become invisible for the next minute. During that time, other creatures can't hear you. The invisibility ends if you attack or cast a spell. |
41-42 | You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts. | 91-92 | If you die within the next minute, you immediately come back to life as if by the Reincarnate spell. |
43-44 | For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns. | 93-94 | Your size increases by one size category for the next minute. |
45-46 | You cast Levitate on yourself. | 95-96 | You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. |
47-48 | A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later. | 97-98 | You are surrounded by faint, ethereal music for the next minute. |
49-50 | You can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth. | 99-100 | You regain all expended sorcery points. |
Spell Slot Level | Sorcery Point Cost |
---|---|
1st | 2 |
2nd | 3 |
3rd | 5 |
4th | 6 |
5th | 7 |
You start with the following equipment, in addition to the equipment granted by your background:
Level | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|
1 | 2 | - | - | - | - | - | - | - | - |
2 | 3 | - | - | - | - | - | - | - | - |
3 | 4 | 2 | - | - | - | - | - | - | - |
4 | 4 | 3 | - | - | - | - | - | - | - |
5 | 4 | 3 | 2 | - | - | - | - | - | - |
6 | 4 | 3 | 3 | - | - | - | - | - | - |
7 | 4 | 3 | 3 | 1 | - | - | - | - | - |
8 | 4 | 3 | 3 | 2 | - | - | - | - | - |
9 | 4 | 3 | 3 | 3 | 1 | - | - | - | - |
10 | 4 | 3 | 3 | 3 | 2 | - | - | - | - |
11 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
12 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
16 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | - |
17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Your innate magic comes from the wild forces of chaos that underlie the order of creation. You might have endured exposure to some form of raw magic, perhaps through a planar portal leading to Limbo, the Elemental Planes, or the mysterious Far Realm. Perhaps you were blessed by a powerful fey creature or marked by a demon. Or your magic could be a fluke of your birth, with no apparent cause or reason. However it came to be, this chaotic magic churns within you, waiting for any outlet. Source: Player's Handbook
Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | Spell Slots | Slot Level | Invocations Known |
---|---|---|---|---|---|---|---|
1 | +2 | Otherwordly Patron : The Hexblade, Pact Magic, Pact Feature : Hexblade's Curse, Pact Feature : Hex Warrior, Spellcasting | 2 | 2 | 1 | 1st | - |
2 | +2 | Eldritch Invocations | 2 | 3 | 2 | 1st | 2 |
3 | +2 | Pact Boon | 2 | 4 | 2 | 2nd | 2 |
4 | +2 | Ability Score Improvement | 3 | 5 | 2 | 2nd | 2 |
5 | +3 | 3 | 6 | 2 | 3rd | 3 | |
6 | +3 | Patron Feature : Accursed Specter | 3 | 7 | 2 | 3rd | 3 |
7 | +3 | 3 | 8 | 2 | 4th | 4 | |
8 | +3 | Ability Score Improvement | 3 | 9 | 2 | 4th | 4 |
9 | +4 | 3 | 10 | 2 | 5th | 5 | |
10 | +4 | Patron Feature : Armor of Hexes | 4 | 10 | 2 | 5th | 5 |
11 | +4 | Mystic Arcanum (6th level) | 4 | 11 | 3 | 5th | 5 |
12 | +4 | Ability Score Improvement | 4 | 11 | 3 | 5th | 6 |
13 | +5 | Mystic Arcanum (7th level) | 4 | 12 | 3 | 5th | 6 |
14 | +5 | Patron Feature : Master of Hexes | 4 | 12 | 4 | 5th | 6 |
15 | +5 | Mystic Arcanum (8th level) | 4 | 13 | 4 | 5th | 7 |
16 | +5 | Ability Score Improvement | 4 | 13 | 4 | 5th | 7 |
17 | +6 | Mystic Arcanum (9th level) | 4 | 14 | 4 | 5th | 7 |
18 | +6 | 4 | 14 | 4 | 5th | 8 | |
19 | +6 | Ability Score Improvement | 4 | 15 | 4 | 5th | 8 |
20 | +6 | Eldritch Master | 4 | 15 | 4 | 5th | 8 |
Spell Level | Spells |
---|---|
1st | Shield, Wrathful Smite |
2nd | Blur, Branding Smite |
3rd | Blink, Elemental Weapon |
4th | Phantasmal Killer, Staggering Smite |
5th | Banishing Smite, Cone of Cold |
You start with the following equipment, in addition to the equipment granted by your background:
You have made your pact with a mysterious entity from the Shadowfell – a force that manifests in sentient magic weapons carved from the stuff of shadow. The mighty sword Blackrazor is the most notable of these weapons, which have been spread across the multiverse over the ages. The shadowy force behind these weapons can offer power to warlocks who form pacts with it. Many hexblade warlocks create weapons that emulate those formed in the Shadowfell. Others forgo such arms, content to weave the dark magic of that plane into their spellcasting. Because the Raven Queen is known to have forged the first of these weapons, many sages speculate that she and the force are one and that the weapons, along with hexblade warlocks, are tools she uses to manipulate events on the Material Plane to her inscrutable ends. Source: Xanathar's Guide to Everything
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
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.
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.
Languages. Common, and Infernal.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.