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Level 8 Tiefling (Glasya) Warlock, The Hexblade 34000

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Alaia Talbot (Actual)
Far Traveler Lawful Evil Sune Zampa
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Lucky (3/Long Rest). Whenever you make an attack roll, an ability
STRENGTH Half Plate 20 check, or a saving throw, you can spend one luck point to roll an
additional d20. You can choose to spend one of your luck points after
PROFICIENCY BONUS +3 you roll the die, but before the outcome is determined.You can also

8
SHIELD spend one luck point when an attack roll is made against you. Roll a
AC d20, and then choose whether the attack uses the attacker’s roll or
Shield yours.
N
CIE C

-1 Strength Medium Armor Master. Wearing medium armor doesn’t impose


Y
PROFI

-1 disadvantage on your Stealth checks.


+3 Dexterity
Darkvision. You can see in dim light within 60 feet of you as if it were
+2 Constitution ARMOR CLASS bright light, and in darkness as if it were dim light.
DEXTERITY Hellish Resistance. You have resistance to fire damage.
+2 Intelligence
MAXIMUM HIT DICE TEMPORARY

16
Legacy of Malbolge. You know the minor illusion cantrip. When you
✘ +7 Wisdom
59 8d8 reach 3rd level, you can cast the disguise self spell once with this trait
and regain the ability to do so when you finish a long rest. When you
✘ +8 Charisma reach 5th level, you can cast the invisibility spell once with this trait
CONDITIONAL and regain the ability to do so when you finish a long rest. Charisma is
+3 your spellcasting ability for these spells.
Otherworldly Patron.
CURRENT HIT POINTS The Hexblade. You have made your pact with a mysterious entity
from the Shadowfell.
CONSTITUTION DEATH SAVING THROWS

SAVING THROWS Eldritch Invocations.

14 SPEED FLY CLIMB SWIM Sign of Ill Omen (1/Long Rest). You can cast bestow curse once using
N
CIE C
a warlock spell slot.
+3 Acrobatics (Dex) 30ft. 0ft. 0ft. 0ft. Relentless Hex. Your curse creates a temporary bond between you
Y
PROFI

RT

EXPE
and your target. As a bonus action, you can magically teler port up to
+4 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION 30 feet to an unoccupied space you can see within 5 feet of the target
+2 ✘ +5 Arcana (Int) Darkvision
cursed by your hex spell or by a warlock feature of yours, such as
Hexblade’s Curse or Sign of Ill Omen. To teleport in this way, you must
be able to see the cursed target.
-1 Athletics (Str) Resistances. Fire Thirsting Blade. You can attack with your pact weapon twice, instead
of once, whenever you take the Attack action on your turn.
INTELLIGENCE +5 Deception (Cha) Improved Pact Weapon. You can use any weapon you summon with
your Pact of the Blade feature as a spellcasting focus for your warlock

14 +2 History (Int) spells.

✘ +7 Insight (Wis) Pact Boon.


Pact of the Blade (Action). Create a pact weapon in your empty
+5 Intimidation (Cha) hand. This weapon counts as magical for the purpose of overcoming
SPEED, SENSES, & CONDITIONS
+2 ✘ +5 Investigation (Int)
resistance and immunity to nonmagical attacks and damage. Your pact
weapon disappears if it is more than 5 feet away from you for 1
minute or more. It also disappears if you use this feature again, if you
+4 Medicine (Wis) 1 Dungeoneer’s Pack dismiss the weapon (no action required), or if you die. You can
transform one magic weapon into your pact weapon by performing a
WISDOM 1 Alchemist’s Supplies special ritual while you hold the weapon. You perform the ritual over
+2 Nature (Int) the course of 1 hour, which can be done during a short rest. You can
1 Poisoner’s Kit

18
then dismiss the weapon, shunting it into an extradimensional space,
✘ +7 Perception (Wis)
1 Half Plate and it appears whenever you create your pact weapon thereafter. You
can’t affect an artifact or a sentient weapon in this way. The weapon
+5 Performance (Cha) 1 Shield ceases being your pact weapon if you die, if you perform the 1-hour
ritual on a different weapon, or if you use a 1-hour ritual to break your
+5 Persuasion (Cha) 1 Battleaxe bond to it. The weapon appears at your feet if it is in the
+4 +2 Religion (Int) 1 Crossbow, Light extradimensional space when the bond breaks.
1 Shortbow Hexblade’s Curse (Bonus Action). Choose one creature you can see
+3 Sleight of Hand (Dex) within 30ft. The target is cursed for 1 minute. Until the curse ends, you
1 Crystal gain the following benefits: You gain a +3 bonus to damage rolls
CHARISMA +3 Stealth (Dex)
1 Crystal against the cursed target and any attack roll you make against the
cursed target is a critical hit on a roll of 19 or 20 on the d20. If the

20 +4 Survival (Wis)
SKILLS
1
1
Flute
Viol
cursed target dies, you regain 13 hit points.
Hex Warrior. Whenever you finish a long rest, you can touch one
20Arrow (20) weapon that you are proficient with and that lacks the two-handed
property. When you attack with that weapon, you can use +8 for the
+5 17 PASSIVE PERCEPTION
20Crossbow Bolt (20) attack and +5 damage.
1 Bracers of Defense Accursed Specter. You can curse the soul of humanoid you slay turning
it into a Spirit (see Monster Manual for it’s statistics), it gains 4
ADVANTAGE
CP SP EP GP PP WEIGHT temporary hit points and a +5 bonus to attack rolls.
0 0 0 0 584 92.78 lb.
INITIATIVE +3 1 Attack / Attack Action EQUIPMENT

NAME RANGE ATTACK DAMAGE / TYPE


Battleaxe 5 ft +9 vs AC 1d8 + 8 slashing
Versatile
FEATURES & TRAITS

Armor Proficiencies. Light Armor, Medium Armor, Shields

Weapon Proficiencies. Simple Weapons, Martial Weapons

Tool Proficiencies. Viol

Languages. Elvish, Common, Infernal

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Female 26 4'9" 110 lb.
GENDER AGE HEIGHT WEIGHT
Alaia Talbot (Actual) White White Gray
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

Almost all of the common people and other folk that one might encounter along the Sword Coast or in the North have
one thing in common: they live out their lives without ever traveling more than a few miles from where they were born.

I honor my deities through practices that are foreign You aren't one of those folk.
to this land.
I have a strong code of honor or sense of propriety You are from a distant place, one so remote that few of the common folk in the North realize that it exists, and chances
that others don't comprehend.
are good that even if some people you meet have heard of your homeland, they know merely the name and perhaps a
few outrageous stories. You have come to this part of Faerûn for your own reasons, which you might or might not
choose to share.
PERSONALITY TRAITS

Although you will undoubtedly find some of this land’s ways to be strange and discomfiting, you can also be sure that
Suspicious. I must be careful, for I have no way of some things its people take for granted will be to you new wonders that you've never laid eyes on before. By the same
telling friend from foe here. (Any) token, you're a person of interest, for good or ill, to those around you almost anywhere you go.

IDEAL

The gods of my people are a comfort to me so far


from home.

BOND

I don't take kindly to some of the actions and


motivations of the people of this land, because these
folk are different from me.

FLAW BACKGROUND STORY

Feature: All Eyes on You


Your accent, mannerisms, figures of speech, and perhaps
even your appearance all mark you as foreign. Curious
glances are directed your way wherever you go, which can
be a nuisance, but you also gain the friendly interest of
scholars and others intrigued by far-off lands, to say
nothing of everyday folk who are eager to hear stories of
your homeland.You can parley this attention into access
to people and places you might not otherwise have, for
you and your traveling companions. Noble lords, scholars,
and merchant princes, to name a few, might be interested
in hearing about your distant homeland and people.

BACKGROUND FEATURE

A gemstone that looks like a lump of coal when


examined by anyone but you

TRINKET
ADDITIONAL FEATURES ADDITIONAL TREASURE

This character sheet was generated by the Aurora Builder.


Warlock Charisma 16 +8
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 0 6 0
Booming Blade Counterspell
Eldritch Blast Fly
Green-Flame Blade Thunder Step

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 0 7 0
EPAR
SPELL NAME
ED
PR

Armor of Agathys

Hex
4 2
Shield

Phantasmal Killer
SPELLS KNOWN

8 0

2 0
Hold Person

Shatter

5 0
9 0

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Booming Blade Eldritch Blast Green-Flame Blade
Evocation Cantrip Evocation Cantrip Evocation Cantrip

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE 5 feet RANGE 120 feet RANGE 5 feet
DURATION 1 round DURATION Instantaneous DURATION Instantaneous
COMPONENTS V, M (a weapon) COMPONENTS V, S COMPONENTS V, M (a weapon)

As part of the action used to cast this spell, you must make a melee A beam of crackling energy streaks toward a creature within range. As part of the action used to cast this spell, you must make a melee
attack with a weapon against one creature within the spell's range, Make a ranged spell attack against the target. On a hit, the target attack with a weapon against one creature within the spell's range,
otherwise the spell fails. On a hit, the target suffers the attack's takes 1d10 force damage. otherwise the spell fails. On a hit, the target suffers the attack's
normal effects, and it becomes sheathed in booming energy until the The spell creates more than one beam when you reach higher normal effects, and green fire leaps from the target to a different
start of your next turn. If the target willingly moves before then, it levels: two beams at 5th level, three beams at 11th level, and four creature of your choice that you can see within 5 feet of it. The
immediately takes 1d8 thunder damage, and the spell ends. beams at 17th level. you can direct the beams at the same target or second creature takes fire damage equal to your spellcasting ability
This spell's damage increases when you reach higher levels. At 5th at different ones. Make a separate attack roll for each beam. modifier.
level, the melee attack deals an extra 1d8 thunder damage to the This spell's damage increases when you reach higher levels. At 5th
target, and the damage the target takes for moving increases to 2d8. level, the melee attack deals an extra 1d8 fire damage to the target,
Both damage rolls increase by 1d8 at 11th level and 17th level. and the fire damage to the second creature increases to 1d8 + your
spellcasting ability modifier. Both damage rolls increase by 1d8 at
11th level and 17th level.

Pact Magic (Warlock) Sword Coast Adventurer’s Guide Pact Magic (Warlock) Player’s Handbook Pact Magic (Warlock) Sword Coast Adventurer’s Guide

Minor Illusion Armor of Agathys Disguise Self


Illusion Cantrip 1st-level abjuration 1st-level illusion

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE 30 feet RANGE Self RANGE Self
DURATION 1 minute DURATION 1 hour DURATION 1 hour
COMPONENTS S, M (a bit of fleece) COMPONENTS V, S, M (a cup of water) COMPONENTS V, S

You create a sound or an image of an object within range that lasts A protective magical force surrounds you, manifesting as a spectral You make yourself—including your clothing, armor, weapons, and
for the duration. The illusion also ends if you dismiss it as an action or frost that covers you and your gear. You gain 5 temporary hit points other belongings on your person—look different until the spell ends
cast this spell again. If you create a sound, its volume can range from for the duration. If a creature hits you with a melee attack while you or until you use your action to dismiss it. You can seem 1 foot shorter
a whisper to a scream. It can be your voice, someone else’s voice, a have these hit points, the creature takes 5 cold damage. or taller and can appear thin, fat, or in between. You can’t change
lion’s roar, a beating of drums, or any other sound you choose. The At Higher Levels. When you cast this spell using a spell slot of 2nd your body type, so you must adopt a form that has the same basic
sound continues unabated throughout the duration, or you can make level or higher, both the temporary hit points and the cold damage arrangement of limbs. Otherwise, the extent of the illusion is up to
discrete sounds at different times before the spell ends. If you create increase by 5 for each slot above 1st. you. The changes wrought by this spell fail to hold up to physical
an image of an object—such as a chair, muddy footprints, or a small inspection. For example, if you use this spell to add a hat to your
chest—it must be no larger than a 5-foot cube. The image can’t outfit, objects pass through the hat, and anyone who touches it
create sound, light, smell, or any other sensory effect. Physical would feel nothing or would feel your head and hair. If you use this
interaction with the image reveals it to be an illusion, because things spell to appear thinner than you are, the hand of someone who
can pass through it. If a creature uses its action to examine the sound reaches out to touch you would bump into you while it was
or image, the creature can determine that it is an illusion with a seemingly still in midair. To discern that you are disguised, a creature
successful Intelligence (Investigation) check against your spell save can use its action to inspect your appearance and must succeed on
DC. If a creature discerns the illusion for what it is, the illusion an Intelligence (Investigation) check against your spell save DC.
becomes faint to the creature.

Legacy of Malbolge Player’s Handbook Pact Magic (Warlock) Player’s Handbook Legacy of Malbolge Player’s Handbook

Hex Shield Hold Person


1st-level enchantment 1st-level abjuration 2nd-level enchantment

CASTING TIME 1 bonus action CASTING TIME 1 reaction CASTING TIME 1 action
RANGE 90 feet RANGE Self RANGE 60 feet
DURATION Concentration, up to 1 hour DURATION 1 round DURATION Concentration, up to 1 minute
COMPONENTS V, S, M (the petrified eye of a newt) COMPONENTS V, S COMPONENTS V, S, M (a small, straight piece of iron)

You place a curse on a creature that you can see within range. Until Reaction trigger: You are hit by an attack or targeted by the magic Choose a humanoid that you can see within range. The target must
the spell ends, you deal an extra 1d6 necrotic damage to the target missile spell An invisible barrier of magical force appears and protects succeed on a Wisdom saving throw or be paralyzed for the duration.
whenever you hit it with an attack. Also, choose one ability when you you. Until the start of your next turn, you have a +5 bonus to AC, At the end of each of its turns, the target can make another Wisdom
cast the spell. The target has disadvantage on ability checks made including against the triggering attack, and you take no damage from saving throw. On a success, the spell ends on the target.
with the chosen ability. If the target drops to 0 hit points before this magic missile. At Higher Levels. When you cast this spell using a spell slot of 3rd
spell ends, you can use a bonus action on a subsequent turn of yours level or higher, you can target on additional humanoid for each slot
to curse a new creature. A remove curse cast on the target ends this level above 2nd. The humanoids must be within 30 feet of each other
spell early. when you target them.
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.

Pact Magic (Warlock) Player’s Handbook Pact Magic (Warlock) Player’s Handbook Pact Magic (Warlock) Player’s Handbook
Invisibility Shatter Bestow Curse
2nd-level illusion 2nd-level evocation 3rd-level necromancy

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE Touch RANGE 60 feet RANGE Touch
DURATION Concentration, up to 1 hour DURATION Instantaneous DURATION Concentration, up to 1 minute
COMPONENTS V, S, M (an eyelash encased in gum arabic) COMPONENTS V, S, M (a chip of mica) COMPONENTS V, S

A creature you touch becomes invisible until the spell ends. Anything A sudden loud ringing noise, painfully intense, erupts from a point of You touch a creature, and that creature must succeed on a Wisdom
the target is wearing or carrying is invisible as long as it is on the your choice within range. Each creature in a 10-foot-radius sphere saving throw or become cursed for the duration of the spell. When
target’s person. The spell ends for a target that attacks or casts a centered on that point must make a Constitution saving throw. A you cast this spell, choose the nature of the curse from the following
spell. creature takes 3d8 thunder damage on a failed save, or half as much options:
At Higher Levels. When you cast this spell using a spell slot of 3rd damage on a successful one. A creature made of inorganic material • Choose one ability score. While cursed, the target has
level or higher, you can target one additional creature for each slot such as stone, crystal, or metal has disadvantage on this saving disadvantage on ability checks and saving throws made with that
level above 2nd. throw. A nonmagical object that isn’t being worn or carried also takes ability score.
the damage if it’s in the spell’s area. • While cursed, the target has disadvantage on attack rolls against
At Higher Levels. When you cast this spell using a spell slot of 3rd you.
level or higher, the damage increases by 1d8 for each slot level above • While cursed, the target must make a Wisdom saving throw at
2nd. the start of each of its turns. If it fails, it wastes its action that turn
doing nothing.
• While the target is cursed, your attacks and spells deal an extra
1d8 necrotic damage to the target.

A remove curse spell ends this effect. At the DM’s option, you may
choose an alternative curse effect, but it should be no more powerful
than those described above. The DM has final say on such a curse’s
effect.
At Higher Levels. If you cast this spell using a spell slot of 4th level
or higher, the duration is concentration, up to 10 minutes. If you use
a spell slot of 5th level or higher, the duration is 8 hours. If you use a
spell slot of 7th level or higher, the duration is 24 hours. If you use a
9th level spell slot, the spell lasts until it is dispelled. Using a spell slot
Legacy of Malbolge Player’s Handbook Pact Magic (Warlock) Player’s Handbook Sign of Ill Omen (Warlock) Player’s Handbook

Counterspell Fly Thunder Step


3rd-level abjuration 3rd-level transmutation 3rd-level conjuration

CASTING TIME 1 reaction CASTING TIME 1 action CASTING TIME 1 action


RANGE 60 feet RANGE Touch RANGE 90 feet
DURATION Instantaneous DURATION Concentration, up to 10 minutes DURATION Instantaneous
COMPONENTS S COMPONENTS V, S, M (a wing feather from any bird) COMPONENTS V

Reaction: When you see a creature within 60 feet of you casting a You touch a willing creature. The target gains a flying speed of 60 feet You teleport yourself to an unoccupied space you can see within
spell You attempt to interrupt a creature in the process of casting a for the duration. When the spell ends, the target falls if it is still aloft, range. Immediately after you disappear, a thunderous boom sounds.
spell. If the creature is casting a spell of 3rd level or lower, its spell unless it can stop the fall. and each creature within 10 feet of the space you left must make a
fails and has no effect. If it is casting a spell of 4th level or higher, At Higher Levels. When you cast this spell using a spell slot of 4th Constitution saving throw, taking 3d10 thunder damage on a failed
make an ability check using your spellcasting ability. The DC equals level or higher, you can target one additional creature for each slot save, or half as much damage on a successful one. The thunder can
10+ the spell’s level. On a success, the creature’s spell fails and has level above 3rd. be heard from up to 300 feet away.
no effect. You can bring along objects as long as their weight doesn't exceed
At Higher Levels. When you cast this spell using a spell slot of 4th what you can carry. You can also teleport one willing creature of your
level or higher, the interrupted spell has no effect if its level is less size or smaller who is carrying gear up to its carrying capacity. The
than or equal to the level of the spell slot you used. creature must be within 5 feet of you when you cast this spell, and
there must be an unoccupied space within 5 feet of your destination
space for the creature to appear in; otherwise, the creature is left
behind.
At Higher Levels. When you cast this spell using a spell slot of 4th
level or higher, the damage increases by 1d10 for each slot level
above 3rd.

Pact Magic (Warlock) Player’s Handbook Pact Magic (Warlock) Player’s Handbook Pact Magic (Warlock) Xanathar’s Guide to Everything

Phantasmal Killer
4th-level illusion

CASTING TIME 1 action


RANGE 120 feet
DURATION Concentration, up to 1 minute
COMPONENTS V, S

You tap into the nightmares of a creature you can see within range
and create an illusory manifestation of its deepest fears, visible only
to that creature. The target must make a Wisdom saving throw. On a
failed save, the target becomes frightened for the duration. At the
end of each of the target’s turns before the spell ends, the target
must succeed on a Wisdom saving throw or take 4d10 psychic
damage. On a successful save, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 5th
level or higher, the damage increases by 1d10 for each slot level
above 4th.

Pact Magic (Warlock) Player’s Handbook


Dungeoneer’s Pack Alchemist’s Supplies Poisoner’s Kit
Equipment Packs Tools Tools

Includes a backpack, a crowbar, a hammer, 10 pitons, 10 Alchemist’s supplies enable a character to produce useful concoctions, A poisoner’s kit is a favored resource for thieves, assassins, and
torches, a tinderbox, 10 days of rations, and a waterskin. such as acid or alchemist’s fire. others who engage in skulduggery. It allows you to apply poisons
Components. Alchemist’s supplies include two glass beakers, a and create them from various materials. Your knowledge of
The pack also has 50 feet of hempen rope strapped to the metal frame to hold a beaker in place over an open flame, a glass
side of it. poisons also helps you treat them.
stirring rod, a small mortar and pestle, and a pouch of common Components. A poisoner’s kit includes glass vials, a mortar and
alchemical ingredients, including salt, powdered iron, and purified pestle, chemicals, and a glass stirring rod.
water.
Arcana. Proficiency with alchemist’s supplies allows you to unlock History. Your training with poisons can help you when you try
more information on Arcana checks involving potions and similar to recall facts about infamous poisonings.
materials. Investigation, Perception. Your knowledge of poisons has
Investigation.When you inspect an area for clues, proficiency with taught you to handle those substances carefully, giving you an
alchemist’s supplies grants additional insight into any chemicals or edge when you inspect poisoned objects or try to extract clues
other substances that might have been used in the area. from events that involve poison.
Alchemical Crafting.You can use this tool proficiency to create Medicine. When you treat the victim of a poison, your
alchemical items. A character can spend money to collect raw knowledge grants you added insight into how to provide the best
materials, which weigh 1 pound for every 50 gp spent. The DM can care to your patient.
allow a character to make a check using the indicated skill with Nature, Survival. Working with poisons enables you to acquire
advantage. As part of a long rest, you can use alchemist’s supplies to lore about which plants and animals are poisonous.
make one dose of acid, alchemist’s fire, antitoxin, oil, perfume, or Handle Poison. Your proficiency allows you to handle and apply
soap. Subtract half the value of the created item from the total gp a poison without risk of exposing yourself to its effects.
worth of raw materials you are carrying. POISONER’S KIT
ALCHEMIST’S SUPPLIES
Activity DC Activity DC
Create a puff of thick smoke 10 Spot a poisoned object 10
Identify a poison 10 Determine the effects ofa poison 20
Identify a substance 15
Start a fire 15
Neutralize acid 20

10 lbs. Player’s Handbook 8 lbs. Player’s Handbook 2 lbs. Player’s Handbook

Half Plate Shield Battleaxe


Weapons

Half plate consists of shaped metal plates that cover most A shield is made from wood or metal and is carried in one
of the wearer’s body. It does not include leg protection hand. Wielding a shield increases your Armor Class by 2.
beyond simple greaves that are attached with leather You can benefit from only one shield at a time.
straps.

40 lb. Player’s Handbook 6 lb. Player’s Handbook 4 lb. Player’s Handbook

Crossbow, Light Shortbow Crystal


Weapons Weapons Spellcasting Focus

An arcane focus is a special item— an orb, a crystal, a rod, a


specially constructed staff, a wand—like length of wood, or
some similar item designed to channel the power of arcane
spells. A sorcerer, warlock, or wizard can use such an item
as a spellcasting focus.

5 lb. Player’s Handbook 2 lb. Player’s Handbook 1 lb. Player’s Handbook


Crystal Flute Viol
Spellcasting Focus Musical Instruments Musical Instruments

An arcane focus is a special item— an orb, a crystal, a rod, a If you have proficiency with the flute, you can add your If you have proficiency with the viol, you can add your
specially constructed staff, a wand—like length of wood, or proficiency bonus to any ability checks you make to play proficiency bonus to any ability checks you make to play
some similar item designed to channel the power of arcane music with the instrument. A bard can use a musical music with the instrument. A bard can use a musical
spells. A sorcerer, warlock, or wizard can use such an item instrument as a spellcasting focus. instrument as a spellcasting focus.
as a spellcasting focus.

1 lb. Player’s Handbook 1 lbs. Player’s Handbook 1 lbs. Player’s Handbook

Arrow (20) Crossbow Bolt (20) Bracers of Defense


Ammunition Ammunition Wondrous Items

Arrows are used with a bow to make a ranged attack. Crossbow bolts are used with a crossbow to make a ranged While wearing these bracers, you gain a +2 bonus to AC if
attack. you are wearing no armor and using no shield.

1/20 lb. Player’s Handbook 1/20 lb. Player’s Handbook 0 lb. Dungeon Master’s Guide

Lucky Medium Armor Master Darkvision


Feat Feat Vision

You have inexplicable luck that seems to kick in at just the Prerequisite: Proficiency with medium armor Many creatures in the worlds of D&D, especially those that
right moment. You have practiced moving in medium armor to gain the dwell underground, have darkvision. Within a specified
You have 3 luck points. Whenever you make an attack following benefits: range, a creature with darkvision can see in darkness as if
roll, an ability check, or a saving throw, you can spend one • Wearing medium armor doesn’t impose disadvantage the darkness were dim light, so areas of darkness are only
luck point to roll an additional d20. You can choose to on your Dexterity (Stealth) checks. lightly obscured as far as that creature is concerned.
spend one of your luck points after you roll the die, but • When you wear medium armor, you can add 3, rather However, the creature can’t discern color in darkness, only
before the outcome is determined. You choose which of than 2, to your AC if you have a Dexterity of 16 or higher. shades of gray.
the d20s is used for the attack roll, ability check, or saving
throw.
You can also spend one luck point when an attack roll is
made against you. Roll a d20, and then choose whether the
attack uses the attacker’s roll or yours.
If more than one creature spends a luck point to
influence the outcome of a roll, the points cancel each
other out; no additional dice are rolled.
You regain your expended luck points when you finish a
long rest.

Feat (4) Player’s Handbook Feat (8) Player’s Handbook Tiefling Player’s Handbook
Hellish Resistance Legacy of Malbolge Otherworldly Patron
Racial Trait Racial Trait Class Feature

You have resistance to fire damage. You know the minor illusion cantrip. When you reach 3rd At 1st level, you have struck a bargain with an otherworldly
level, you can cast the disguise self spell once with this trait being of your choice.
and regain the ability to do so when you finish a long rest.
When you reach 5th level, you can cast the invisibility 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.

Tiefling Player’s Handbook Tiefling (Glasya) Mordenkainen’s Tome of Foes Warlock Player’s Handbook

The Hexblade Eldritch Invocations Sign of Ill Omen


Archetype Class Feature Class Feature

You have made your pact with a mysterious entity from the In your study of occult lore, you have unearthed eldritch Prerequisite: 5th level
Shadowfell—a force that manifests in sentient magic invocations, fragments of forbidden knowledge that imbue You can cast bestow curse once using a warlock spell
weapons carved from the stuff of shadow. The mighty sword you with an abiding magical ability. slot. You can’t do so again until you finish a long rest.
Blackrazor is the most notable of these weapons, which have At 2nd level, you gain two eldritch invocations of your
been spread across the multiverse over the ages. The choice. Your invocation options are detailed at the end of
shadowy force behind these weapons can offer power to the class description. When you gain certain warlock levels,
warlocks who form pacts with it. Many hexblade warlocks you gain additional invocations of your choice, as shown in
create weapons that emulate those formed in the the Invocations Known column of the Warlock table.
Shadowfell. Others forgo such arms, content to weave the Additionally, when you gain a level in this class, you can
dark magic of that plane into their spellcasting. choose one of the invocations you know and replace it with
Because the Raven Queen is known to have forged the first another invocation that you could learn at that level.
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.

Otherworldly Patron Xanathar’s Guide to Everything Warlock Player’s Handbook Eldritch Invocations Player’s Handbook

Relentless Hex Thirsting Blade Improved Pact Weapon


Class Feature Class Feature Class Feature

Prerequisite: 7th level, hex spell or a warlock feature that Prerequisite: 5th level, Pact of the Blade feature Prerequisite: Pact of the Blade feature
curses You can attack with your pact weapon twice, instead of You can use any weapon you summon with your Pact of
Your curse creates a temporary bond between you and once, whenever you take the Attack action on your turn. the Blade feature as a spellcasting focus for your warlock
your target. As a bonus action, you can magically teler port spells.
up to 30 feet to an unoccupied space you can see within 5 In addition, the weapon gains a +1 bonus to its attack
feet of the target cursed by your hex spell or by a warlock and damage rolls, unless it is a magic weapon that already
feature of yours, such as Hexblade’s Curse or Sign of Ill has a bonus to those rolls.
Omen. To teleport in this way, you must be able to see the Finally, the weapon you conjure can be a shortbow,
cursed target. longbow, light crossbow, or heavy crossbow.

Eldritch Invocations Xanathar’s Guide to Everything Eldritch Invocations Player’s Handbook Eldritch Invocations Xanathar’s Guide to Everything
Pact Boon Pact of the Blade Hexblade’s Curse
Class Feature Class Feature Archetype Feature

At 3rd level, your otherworldly patron bestows a gift upon You can use your action to create a pact weapon in your Starting at 1st level, you gain the ability to place a baleful
you for your loyal service. You gain one of the following empty hand. You can choose the form that this melee curse on someone. As a bonus action, choose one creature
features of your choice. weapon takes each time you create it. You are proficient you can see within 30 feet of you. The target is cursed for 1
with it while you wield it. This weapon counts as magical minute. The curse ends early if the target dies, you die, or
for the purpose of overcoming resistance and immunity to you are incapacitated. Until the curse ends, you gain the
nonmagical attacks and damage. following benefits:
Your pact weapon disappears if it is more than 5 feet • You gain a bonus to damage rolls against the cursed
away from you for 1 minute or more. It also disappears if target. The bonus equals your proficiency bonus.
you use this feature again, if you dismiss the weapon (no • Any attack roll you make against the cursed target is a
action required), or if you die. critical hit on a roll of 19 or 20 on the d20.
You can transform one magic weapon into your pact • If the cursed target dies, you regain hit points equal to
weapon by performing a special ritual while you hold the your warlock level + your Charisma modifier (minimum of 1
weapon. You perform the ritual over the course of 1 hour, hit point).
which can be done during a short rest. You can then dismiss
the weapon, shunting it into an extradimensional space, You can’t use this feature again until you finish a short or
and it appears whenever you create your pact weapon long rest.
thereafter. You can’t affect an artifact or a sentient weapon
in this way. The weapon ceases being your pact weapon if
you die, if you perform the 1-hour ritual on a different
weapon, or if you use a 1-hour ritual to break your bond to
it. The weapon appears at your feet if it is in the
extradimensional space when the bond breaks.

Warlock Player’s Handbook Pact Boon Player’s Handbook The Hexblade Xanathar’s Guide to Everything

Hex Warrior Accursed Specter


Archetype Feature Archetype Feature

At 1st level, you acquire the training necessary to Starting at 6th level, you can curse the soul of a person you
effectively arm yourself for battle. You gain proficiency with slay, temporarily binding it to your service. When you slay a
medium armor, shields, and martial weapons. humanoid, you can cause its Spirit to rise from its corpse as
The influence of your patron also allows you to mystically a specter, the statistics for which are in the Monster
channel your will through a particular weapon. Whenever Manual. When the specter appears, it gains temporary hit
you finish a long rest, you can touch one weapon that you points equal to half your warlock level. Roll initiative for the
are proficient with and that lacks the two-handed property. specter, which has its own turns. It obeys your verbal
When you attack with that weapon, you can use your commands, and it gains a special bonus to its attack rolls
Charisma modifier, instead of Strength or Dexterity, for the equal to your Charisma modifier (minimum of +0).
attack and damage rolls. This benefit lasts until you finish a The specter remains in your service until the end of your
long rest. If you later gain the Pact of the Blade feature, this next long rest, at which point it vanishes to the afterlife.
benefit extends to every pact weapon you conjure with Once you bind a specter with this feature, you can’t use
that feature, no matter the weapon’s type. the feature again until you finish a long rest.

The Hexblade Xanathar’s Guide to Everything The Hexblade Xanathar’s Guide to Everything

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