+6 | Expertise Bonus | |
+3 | Proficiency Bonus |
-1 | Strength | |
+1 | Dexterity | |
+1 | Constitution | |
+2 | Intelligence | |
+4 | Wisdom | |
+7 | Charisma |
+1 | Acrobatics | DEX | |
+1 | Animal Handling | WIS | |
+5 | Arcana | INT | |
-1 | Athletics | STR | |
+4 | Deception | CHA | |
+2 | History | INT | |
+4 | Insight | WIS | |
+7 | Intimidation | CHA | |
+2 | Investigation | INT |
+1 | Medicine | WIS | |
+2 | Nature | INT | |
+4 | Perception | WIS | |
+4 | Performance | CHA | |
+4 | Persuasion | CHA | |
+5 | Religion | INT | |
+1 | Sleight of Hand | DEX | |
+1 | Stealth | DEX | |
+1 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Dagger | +4 | DEX | 1d4+1+1 | Pierrcing | |
Finesse, Light, Thrown (range 20/60) |
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Your pact draws on the power of the Shadowfell, a desolate plane which mirrors the Feywild and siphons its magic. You might forge a bargain with Moriahthane, goddess of the cursed waters and plague, or Marilka, patron of travelers and loyal follower of Moriahthane.
LEVEL 3: SHADOWFELL SPELLS
The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Shadowfell Spells table, you thereafter always have the listed spells prepared.
LEVEL 3: SHADOW METER
Stress, damage taken, damage dealt and magic use all contribute to the Shadow meter. The meter begins at 0 and builds up to 25. When it reaches its max, you involuntarily begin to enter your Shadowstate. The meter builds and reduces in the following ways:
Being in contact with Petricite drains your Shadow Meter by half its current value (rounded up) during a short rest and drains it fully during a long rest.
LEVEL 3: MISTY VISIONS
At the beginning of your turn there is a chance you have a shadowy vision of the future. This is the will of the Shadowfell and appeases it upon fulfillment. The DM will describe to you a set of actions or circumstances that you may attempt to bring to fruition in order to subtract 1d6 plus half your current warlock level (rounded up) from your shadow meter. These actions may help or hinder your party, but cannot be directly harmful to you or your allies.
LEVEL 3: SHADOWSTATE
When your Shadow Meter reaches is maximum value, you begin to transform into the Shadowstate. If this transformation is the result of a spell slot expenditure, increase the level of the spell cast by 1. As a reaction, you may teleport to a home sigil in an attempt to prevent this transformation. If not, you lose control of yourself as your body creaks and groans into its Shadowfell altered state. You grow several feet taller and assume the description of the Shadowstate (see Shadowstate stat block). You may not take actions, bonus actions or reactions outside of those described in the Shadowstate's Madness of the Shadows trait. This transformation only ends under the conditions specified in the Shadowstate's Implosion trait. While in Shadowstate, you maintain concentration.
LEVEL 6: SHADOW STEP
As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. When you use your Shadow Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw against your spell save DC or be frightened of you until the end of your next turn.
LEVEL 6: SHADOW INFLUENCE
You can allow the shadows to grow darker around you or an ally, potentially causing an attack to miss. When you or a creature you can see within 30 feet of you are hit by an attack, you can take a Reaction to reduce the number rolled by your Warlock level minus half the current value of your Shadow Meter (rounded down). Then increase your shadow meter by the amount reduced. You can use this feature a number of times equal to your proficiency bonus.
LEVEL 10: IMPROVED SHADOWSTATE
Now when you transform into your Shadowstate, your size is Large instead of Medium. You MAY also attack a third time when your Shadowstate uses its Multiattack. The maximum value of your Shadow Meter is increased to 40.
LEVEL 10: IMPROVED INFLUENCE
Now when you use your Shadow Influence feature, if the amount reduced reaches 0 due to subtracting half your Shadow Meter, you can instead subtract a fourth of your current Shadow Meter's value (rounded up). Then increase your Shadow Meter by the amount reduced.
LEVEL 14: SHADOW MASTERY
You have learned to harness the shadows that surround you, molding them to your needs. When gaining or reducing your Shadow Meter by any means (including those described in your Shadowstate) you may also choose to gain or reduce that value by half your Warlock level. If you gain meter this way, deal the amount gained as necrotic damage to a creature within 60 feet of you. If you reduced meter this way, gain the amount reduced as temporary hit points.
You have unearthed Eldritch Invocations, pieces of forbidden knowledge that imbue you with an abiding magical ability or other lessons. You gain one invocation of your choice, such as Pact of the Tome. Invocations are described in the “Eldritch Invocation Options” section later in this class’s description.
Prerequisites. If an invocation has a prerequisite, you must meet it to learn that invocation. For example, if an invocation requires you to be a level 5+ Warlock, you can select the invocation once you reach Warlock level 5.
Replacing and Gaining Invocations. Whenever you gain a Warlock level, you can replace one of your invocations with another one for which you qualify. You can’t replace an invocation if it’s a prerequisite for another invocation that you have.
When you gain certain Warlock levels, you gain more invocations of your choice, as shown in the Invocations column of the Warlock Features table.
You can’t pick the same invocation more than once unless its description says otherwise.
Eldritch Invocation: Agonizing Blast
Eldritch Invocation: Eldritch Mind
Eldritch Invocation: Mask of Many Faces
Statblocks for your familiars, mounts etc.
SRD (p.276)
Shapechanger. The quasit can use its action to polymorph into a beast form that resembles a bat (speed 10 ft. fly 40 ft.), a centipede (40 ft., climb 40 ft.), or a toad (40 ft., swim 40 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Magic Resistance. The quasit has advantage on saving throws against spells and other magical effects.
Claws (Bite in Beast Form). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 10 Constitution saving throw or take 5 (2d4) poison damage and become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Scare (1/Day). One creature of the quasit's choice within 20 feet of it must succeed on a DC 10 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the quasit is within line of sight, ending the effect on itself on a success.
Invisibility. The quasit magically turns invisible until it attacks or uses Scare, or until its concentration ends (as if concentrating on a spell). Any equipment the quasit wears or carries is invisible with it.
Keen Senses: The pseudodragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell. Magic Resistance: The pseudodragon has advantage on saving throws against spells and other magical effects. Limited Telepathy: The pseudodragon can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of it that can understand a language.
Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d6 + 2 piercing damage. Sting: Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1d4 + 2 piercing damage, and the target must succeed on a DC (8 + Proficiency Bonus + Constitution Modifier) Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake.
Statblocks for race/species of the character.
Fey Ancestry
Trance
Darkvision
Magic Initiate (Cleric)
Telepathic
Elven Lineage
Statblocks for companions, followers and other allies.
Creatures altered by the Shadowfell are becoming increasingly common. They are often identified by their distinctive thin, lanky limbs and dark rocky accents. The area around them is clouded by a flurry of aery flakes, similar to the dust particles found deep underground. These flakes, along with the areas where their eyes would be found, glow with a violent purple light. Due to their dark coloration, this glow is their only discernable feature in dim lighting and darkness.
MOD | SAVE | ||
---|---|---|---|
STR | 15 | +2 | +5 |
DEX | 18 | +4 | +4 |
CON | 15 | +2 | +5 |
MOD | SAVE | ||
INT | 10 | +0 | +0 |
WIS | 18 | +4 | +4 |
CHA | 11 | +0 | +0 |
Evasive Teleportation. Whenever it takes damage or is the target of a ranged attack, a creature in Shadowstate can teleport, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 20 feet of itself (no action required). If this effect is triggered by a ranged attack, the creature teleports just before the attack hits, causing the attack to miss it. This trait is suppressed while the creature is incapacitated or grappled.
Implosion. when a creature in Shadowstate drops to 0 hit points, or its Shadow Meter drops to 0, it transforms back into its original form. It gains one level of exhaustion, is incapacitated and is stabilized if necessary.
Water Susceptibility. A creature in shadowstate takes 5 cold damage for every 5 feet it moves in water, for every gallon of water splashed on it, or whenever it starts its turn in the rain. The Shadow Meter recovers 1d4 for each instance of damage taken this way.
Mission of Pain. Each round a creature is in Shadowstate, the creature rolls a d6 and subtracts it from their Shadow Meter. If the creature dealt damage that round, this amount is halved. If the creature killed a target, the amount is gained instead.
Aura of Death. Once during each of its turns, when a creature in Shadowstate targets a creature with an attack, the target must make a Wisdom saving throw. Upon failure, the target is frightened of the Shadowstate until the end of its turn.
Madness of the Shadows. At the beginning of its turn, a creature in Shadowstate must use its full movement and action to move toward and attack the nearest creature. If two creatures are equal distance, it targets the one with higher perception.
Multiattack. A creature in Shadowstate makes two Slam attacks.
Slam. Melee Weapon Attack: +4 + your Warlock level to hit; reach 10 ft., one target. Hit: 1d8 + your Warlock level bludgeoning damage plus 2d8 necrotic damage.
Statblocks for your spells.
D&D 5e PHB Page 237
0-level (Cantrip) Evocation
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: This 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.
0-level (Cantrip) Abjuration
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical Effects within range. • You create an Instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. • You instantaneously light or snuff out a Candle, a torch, or a small campfire. • You instantaneously clean or soil an object no larger than 1 cubic foot. • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. • You make a color, a small mark, or a Symbol appear on an object or a surface for 1 hour. • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. If you cast this spell multiple times, you can have up to three of its non-instantaneous Effects active at a time, and you can dismiss such an effect as an action.
XGtE
0-level (Cantrip) Necromancy
You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.
At higher levels: The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).
PHB
0-level (Cantrip) Evocation
You create up to four torch sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10 foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.
Choose a creature within range that has 0 Hit Points and isn’t dead. The creature becomes Stable.
Cantrip Upgrade. The range doubles when you reach levels 5 (30 feet), 11 (60 feet), and 17 (120 feet).
You manifest a minor wonder within range. You create one of the effects below within range. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time.
Altered Eyes. You alter the appearance of your eyes for 1 minute.
Booming Voice. Your voice booms up to three times as loud as normal for 1 minute. For the duration, you have Advantage on Charisma (Intimidation) checks.
Fire Play. You cause flames to flicker, brighten, dim, or change color for 1 minute.
Invisible Hand. You instantaneously cause an unlocked door or window to fly open or slam shut.
Phantom Sound. You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
Tremors. You cause harmless tremors in the ground for 1 minute.
Basic Rules , pg. 233
1-level Illusion
PHB
1-level Evocation
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.
PHB
1-level Enchantment
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.
PHB
1-level Evocation
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.
PHB
1-level Enchantment
Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a 1d4 and subtract the number rolled from the attack roll or saving throw.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
PHB
1-level Divination
For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
One creature of your choice that you can see within range hears a discordant melody in its mind. The target makes a Wisdom saving throw. On a failed save, it takes 3d6 Psychic damage and must immediately use its Reaction, if available, to move as far away from you as it can, using the safest route. On a successful save, the target takes half as much damage only.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
A creature you touch makes a Constitution saving throw, taking 2d10 Necrotic damage on a failed save or half as much damage on a successful one.
Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 1.
PHB
2-level Enchantment
One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes. The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach. On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends.
PHB
2-level Transmutation
Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.
You suggest a course of activity—described in no more than 25 words—to one creature you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to the target or its allies. For example, you could say, “Fetch the key to the cult’s treasure vault, and give the key to me.” Or you could say, “Stop fighting, leave this library peacefully, and don’t return.”
The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration or until you or your allies deal damage to the target. The Charmed target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for the target upon completing it.
You activate one of the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns.
Sense Thoughts. You sense the presence of thoughts within 30 feet of yourself that belong to creatures that know languages or are telepathic. You don’t read the thoughts, but you know that a thinking creature is present.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
Read Thoughts. Target one creature you can see within 30 feet of yourself or one creature within 30 feet of yourself that you detected with the Sense Thoughts option. You learn what is most on the target’s mind right now. If the target doesn’t know any languages and isn’t telepathic, you learn nothing.
As a Magic action on your next turn, you can try to probe deeper into the target’s mind. If you probe deeper, the target makes a Wisdom saving throw. On a failed save, you discern the target’s reasoning, emotions, and something that looms large in its mind (such as a worry, love, or hate). On a successful save, the spell ends. Either way, the target knows that you are probing into its mind, and until you shift your attention away from the target’s mind, the target can take an action on its turn to make an Intelligence (Arcana) check against your spell save DC, ending the spell on a success.
Statblocks for your Trinkets, businesses, building, castles, empires.