+10 | Expertise Bonus | |
+5 | Proficiency Bonus |
+2 | Strength | |
+4 | Dexterity | |
+0 | Constitution | |
+1 | Intelligence | |
+7 | Wisdom | |
+10 | Charisma |
+3 | Acrobatics | DEX | |
+2 | Animal Handling | WIS | |
+1 | Arcana | INT | |
+2 | Athletics | STR | |
+4 | Deception | CHA | |
+1 | History | INT | |
+7 | Insight | WIS | |
+9 | Intimidation | CHA | |
+1 | Investigation | INT |
+2 | Medicine | WIS | |
+1 | Nature | INT | |
+7 | Perception | WIS | |
+9 | Performance | CHA | |
+4 | Persuasion | CHA | |
+1 | Religion | INT | |
+3 | Sleight of Hand | DEX | |
+8 | Stealth | DEX | |
+2 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Longsword | +7 | STR | 1D8+2 | Slashing | |
Versatile, (1d10) | |||||
Rapier | +8 | DEX | 1D8+3 | Piercing | |
Finesse | |||||
Weird Knife | +8 | DEX | 1d8+3 | Piercing | |
Finesse, Light, Thrown, (30/60) (+2d4) |
The statblocks of your Weapons, armor and other important/magical equipment
Dungeon Master's Guide
Rod
Uncommon Requires attunement by a warlock Requires Attunement
While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your warlock spells. This bonus is determined by the rod's rarity (Rod, uncommon (+1), rare (+2), or very rare (+3) ). In addition, you can regain one warlock spell slot as an action while holding the rod. You can't use this property again until you finish a long rest.
Cost: 500gp
Weight: 1 lb.
The statblocks of your class features
The | Warlock | ||||||
---|---|---|---|---|---|---|---|
level | Proficiency Bonus | Features | Cantrips Known | Spells Known | Spell Slots | Slot Level | Invocations Known |
1 | +2 | Otherworldly Patron, Pact Magic | 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, Eldritch Versatility (Optional) | 3 | 5 | 2 | 2nd | 2 |
5 | +3 | - | 3 | 6 | 2 | 3rd | 3 |
6 | +3 | Otherworldly Patron feature | 3 | 7 | 2 | 3rd | 3 |
7 | +3 | - | 3 | 8 | 2 | 4th | 4 |
8 | +3 | Ability Score Improvement, Eldritch Versatility (Optional) | 3 | 9 | 2 | 4th | 4 |
9 | +4 | - | 3 | 10 | 2 | 5th | 5 |
10 | +4 | Otherworldly Patron feature | 4 | 10 | 2 | 5th | 5 |
11 | +4 | Mystic Arcanum (6th level) | 4 | 11 | 3 | 5th | 5 |
12 | +4 | Ability Score Improvement, Eldritch Versatility (Optional) | 4 | 11 | 3 | 5th | 6 |
13 | +5 | Mystic Arcanum (7th level) | 4 | 12 | 3 | 5th | 6 |
14 | +5 | Otherworldly Patron feature | 4 | 12 | 3 | 5th | 6 |
15 | +5 | Mystic Arcanum (8th level) | 4 | 13 | 3 | 5th | 7 |
16 | +5 | Ability Score Improvement, Eldritch Versatility (Optional) | 4 | 13 | 3 | 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, Eldritch Versatility (Optional) | 4 | 15 | 4 | 5th | 8 |
20 | +6 | Eldritch Master | 4 | 15 | 4 | 5th | 8 |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Xanathar's Guide to Everything
0-level (Cantrip) Evocation
0-level (Cantrip) Evocation
0-level (Cantrip) Necromancy
PHB
0-level (Cantrip) Necromancy
PHB
1-level Necromancy
PHB
1-level Necromancy
PHB
1-level Abjuration
PHB
2-level Illusion
Ritual - does not require spell slot, takes 10 minutes longerBasic Rules
3-level Necromancy
PHB
3-level Necromancy
Ritual - does not require spell slot, takes 10 minutes longer3-level Necromancy
PHB
4-level Abjuration
PHB
5-level Divination
TCoE
4-level Conjuration
Regeneration (Slaad Only): The aberration regains 5 hit points at the start of its turn if it has at least 1 hit point.
Whispering Aura (Star Spawn Only): At the start of each of the aberration’s turns, each creature within 5 feet of the aberration must succeed on a Wisdom saving throw against your spell save DC or take 2d6 psychic damage, provided that the aberration isn’t incapacitated.
Multiattack: The aberration makes a number of attacks equal to half this spell’s level (rounded down).
Claws (Slaad Only): Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 3 + the spell’s level slashing damage. If the target is a creature, it can’t regain hit points until the start of the aberration’s next turn.
Eye Ray (Beholderkin Only): Ranged Spell Attack: your spell attack modifier to hit, range 150 ft., one creature. Hit: 1d8 + 3 + the spell’s level psychic damage.
Psychic Slam (Star Spawn Only): Melee Spell Attack: your spell attack modifier to hit, reach 5 ft., one creature. Hit: 1d8 + 3 + the spell’s level psychic damage.
Statblocks for your Trinkets, businesses, building, castles, empires.