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Varen Dawnstar

3 Level (0/2700 XP for level-up) Reincarnated Champion Background Human/Fiend Race / Species / Heritage Chaotic Evil Alignment
Fighter - Champion
Level 2
Hit Dice: 2/2
1d10+1 Class 1
Warlock - Custom Fiend
Level 1
Hit Dice: 1/1
1d8+1 Class 3

STR
16
+3
DEX
13
+1
CON
13
+1
INT
11
+0
WIS
14
+2
CHA
13
+1
24
Hit Points
+1
Initiative (DEX)
11
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
1 / 1
Heroic Inspiration
2 / 2
Second Wind
Spellcasting ...
+3 Attack mod
CHA Ability
+1 Abi Mod
11 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+5 Strength
+1 Dexterity
+3 Constitution
+0 Intelligence
+2 Wisdom
+1 Charisma
saving throws
+1 Acrobatics DEX
+2 Animal Handling WIS
+0 Arcana INT
+5 Athletics STR
+1 Deception CHA
+0 History INT
+2 Insight WIS
+3 Intimidation CHA
+0 Investigation INT
skills
+2 Medicine WIS
+0 Nature INT
+2 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
+0 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Pact - Shortsword +5 STR 1d6+3 Piercing
 Finesse, Light, Vex
Pact - Long Sword - One Hand +5 STR 1d8+3 Slashing
 Versatile, Sap
Pact - Long Sword - Two Hands +5 STR 1d10+3 Slashing
 Versatile, Sap
Pact - Glaive +5 STR 1d10+3 Slashing
 Heavy, Reach, Two-Handed, Graze
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Eldritch Blast +3 1 Action 120ft Instantaneous 1d10 V,S
 Notes:Force Damage, Gets Stronger At Levels 5,11 and 17

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Armour Proficiencies: Light Armor, Medium Armor, and Heavy Armor and Shields
Weapon Proficiencies: Simple and Martial weapons
Weapon Masteries: Long Sword, Short Sword, Glaive
Tools: None
Saving Throws: Strength, Constitution
Skills: Athletics, Intimidation

Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

The statblocks of your Weapons, armor and other important/magical equipment

Player's Handbook

Leather Armor

Armor (Light)

Common

The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

Type AC STR Req. Stealth Dis.
Light 11 No


Weight: 10 lb

The statblocks of your class features

Fighter (2024 Edition)

Fighters rule many battlefields. Questing knights, royal champions, elite soldiers, and hardened mercenaries—as Fighters, they all share an unparalleled prowess with weapons and armor. And they are well acquainted with death, both meting it out and defying it.   Fighters master various weapon techniques, and a well-equipped Fighter always has the right tool at hand for any combat situation. Likewise, a Fighter is adept with every form of armor. Beyond that basic degree of familiarity, each Fighter specializes in certain styles of combat.   Fighter DnD 2024Some concentrate on archery, some on fighting with two weapons at once, and some on augmenting their martial skills with magic. This combination of broad ability and extensive specialization makes Fighters superior combatants.    
hit dice: 1d10
hit points at 1st level: 1d10 + Constitution Modifier
hit points at higher levels: 1d10
armor proficiencies: Light Armor, Medium Armor, and Heavy Armor and Shields
weapon proficiencies: Simple and Martial weapons
tools: None
saving throws: Strength and Constitution
skills: Choose 2: Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Persuasion, Perception, or Survival
starting equipment:
Chose A, B or C:
  • (A) Chain Mail, Greatsword, Flail, 8 Javelins, Dungeoneer’s Pack, and 4 GP;

  • (B) Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Dungeonneer's Pack, and 11 GP;

  • (C) 155 GP
spellcasting:
class features:

Level 1: Fighting Style

You have honed your martial prowess and gain a Fighting Style feat of your choice. Defense is recommended.   Whenever you gain a Fighter level, you can replace the feat you chose with a different Fighting Style feat.  

Level 1: Second Wind

You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 plus your Fighter level.   You can use this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.   When you reach certain Fighter levels, you gain more uses of this feature, as shown in the Second Wind column of the Fighter Features table.  

Level 1: Weapon Mastery

Your training with weapons allows you to use the mastery property of three kinds of Simple or Martial weapons of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.   When you reach certain Fighter levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Fighter Features table.  

Level 2: Action Surge

You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action, except the Magic action.   Once you use this feature, you can’t do so again until you finish a Short or Long Rest. Starting at level 17, you can use it twice before a rest but only once on a turn.n.  

Level 2: Tactical Mind

You have a mind for tactics and getting the upper hand on and off the battlefield. When you fail an ability check, you can expend a use of your Second Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn’t expended.  

Level 3: Fighter Subclass

You gain a Fighter subclass of your choice. The Battle Master, Champion, Eldritch Knight, and Psi Warrior subclasses are detailed after this class’s description. A subclass is a specialization that grants you features at certain Fighter levels. For the rest of your career, you gain each of your subclass’s features that are of your Fighter level or lower.  

Level 4: Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Fighter levels 6, 8, 12, 14, and 16.  

Level 5: Extra Attack

You can attack twice, instead of once, whenever you take the Attack action on your turn.  

Level 5: Tactical Shift

Whenever you activate your Second Wind with a Bonus Action, you can move up to half your Speed without provoking Opportunity Attacks.  

Level 9: Indomitable

If you fail a saving throw, you can reroll it with a bonus equal to your Fighter level. You must use the new roll, and you can’t use this feature again until you finish a Long Rest.   You can use this feature twice between Long Rests starting at level 13 and three times between Long Rests starting at level 17.  

Level 9: Tactical Master

When you attack with a weapon whose mastery property you can use, you can replace that property with the Push, Sap, or Slow property for that attack  

Level 11: Two Extra Attacks

You can attack three times instead of once whenever you take the Attack action on your turn.  

Level 13: Studied Attacks

You study your opponents and learn from each attack you make. If you make an attack roll against a creature and miss, you have Advantage on your next attack roll against that creature before the end of your next turn.  

Level 19: Epic Boon

You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Combat Prowess is recommended.  

Level 20: Three Extra Attacks

You can attack four times instead of once whenever you take the Attack action on your turn
subclass options:
Battle Master

Battle Master

This is the Battle Master according to the information WotC released so far, not yet the official 2024 version. Battle Masters are students of the art of battle, learning martial techniques passed down through generations. The most accomplished Battle Masters are well-rounded figures who combine their carefully honed combat skills with academic study in the fields of history, theory, and the arts.  

Level 3: Combat Superiority

Fighter Battle Master DnD 2024Your experience on the battlefield has honed your fighting techniques. You learn Maneuvers that are fueled by special dice called Superiority Dice.   Maneuvers. You learn three different Maneuvers of your choice from the “Maneuvers Options” section later in this subclass’s description. Many Maneuvers enhance an attack in some way. You can use only one Maneuver per attack.   You learn two additional Maneuvers of your choice when you reach Fighter level 7, 10, and 15. Each time you learn new Maneuvers, you can also replace one Maneuver you know with a different one.   Superiority Dice. You have four Superiority Dice, which are d8s. A Superiority Die is expended when you use it. You regain all expended Superiority Dice when you finish a Short Rest or Long Rest.   You gain an additional Superiority Die when you reach Fighter level 7 (five dice total) and 15 (six dice total).   Saving Throws. If a Maneuver requires a saving throw, the DC equals 8 + your Proficiency Bonus + your Strength or Dexterity modifier (your choice).  

Level 3: Student of War

You gain proficiency with one type of Artisan’s Tools of your choice, and you gain proficiency in one skill of your choice from the skills available to Fighters at level 1.  

Level 7: Know your Ennemy

As a Bonus Action, you can discern certain strengths and weaknesses of a creature you can see within 30 feet of yourself; you know whether that creature has any damage immunities, resistances, or vulnerabilities, and if the creature has any, you know what they are.   Once you use this feature, you can’t do so again until you finish a Long Rest. You can also restore a use of the feature by expending one Superiority Die (no action required).  

Level 10: Improved Combat Superiority

Your Superiority Die becomes a d10.  

Level 15: Relentless

Once per turn, when you use a Maneuver, you can roll a d8 and use the number rolled instead of expending a Superiority Die.  

Level 18: Ultimate Combat Superiority

Your Superiority Die becomes a d12.  

Maneuvers Options

The Maneuvers are presented here in alphabetical order.   Ambush. When you make a Dexterity (Stealth) check or an initiative roll, you can expend one Superiority Die and add the die to the roll, provided you don’t have the Incapacitated condition.   Bait and Switch. When you’re within 5 feet of a creature on your turn, you can expend one Superiority Die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and doesn’t have the Incapacitated condition. This movement doesn’t provoke Opportunity Attacks. Roll the Superiority Die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.   Commander’s Strike. When you take the Attack action on your turn, you can replace one of your attacks to direct one of your companions to strike. When you do so, choose a willing creature who can see or hear you and expend one Superiority Die. That creature can immediately use its Reaction to make one attack with a weapon or an Unarmed Strike, adding the Superiority Die to the attack’s damage roll on a hit.   Commanding Presence. When you make a Charisma (Intimidation, Performance, or Persuasion) check, you can expend one Superiority Die and add that die to the ability check.   Disarming Attack. When you hit a creature with an attack roll, you can expend one Superiority Die to attempt to disarm the target. Add the Superiority Die roll to the attack’s damage roll. The target must succeed on a Strength saving throw, or it drops one object of your choice that it’s holding, with the object landing in its space.   Distracting Strike. When you hit a creature with an attack roll, you can expend one Superiority Die to distract the target. Add the Superiority Die roll to the attack’s damage roll. The next attack roll against the target by an attacker other than you has Advantage if the attack is made before the start of your next turn.   Evasive Footwork. When you move at least 5 feet on your turn, you can expend one Superiority Die, rolling the die and adding the number rolled to your AC until the end of the turn.   Feinting Attack. As a Bonus Action, you can expend one Superiority Die to feint, choosing one creature within 5 feet of yourself as your target. You have Advantage on your next attack roll against that target this turn. If that attack hits, add the Superiority Die to the attack’s damage roll.   Goading Attack. When you hit a creature with an attack roll, you can expend one Superiority Die to attempt to goad the target into attacking you. Add the Superiority Die to the attack’s damage roll. The target must succeed on a Wisdom saving throw or the target has Disadvantage on attack rolls against targets other than you until the end of your next turn.   Lunging Attack. As a Bonus Action, you can expend one Superiority Die and take the Dash action. If you move at least 10 feet in a straight line immediately before hitting with a melee attack as part of the Attack action on this turn, you can add the Superiority Die to the attack’s damage roll.   Maneuvering Attack. When you hit a creature with an attack roll, you can expend one Superiority Die to maneuver one of your comrades into another position. Add the Superiority Die roll to the attack’s damage roll, and choose a willing creature who can see or hear you. That creature can use its Reaction to move up to half its Speed without provoking an Opportunity Attack from the target of your attack.   Menacing Attack. When you hit a creature with an attack roll, you can expend one Superiority Die to attempt to frighten the target. Add the Superiority Die to the attack’s damage roll. The target must succeed on a Wisdom saving throw or have the Frightened condition until the end of your next turn.   Parry. When another creature damages you with a melee attack, you can use your Reaction and expend one Superiority Die to reduce the damage by the number you roll on your Superiority Die plus your Strength or Dexterity modifier (your choice).   Precision Attack. When you miss with an attack roll, you can expend one Superiority Die, roll that die, and add it to the attack roll, potentially causing it to hit.   Pushing Attack. When you hit a creature with an attack using a weapon or an Unarmed Strike, you can expend one Superiority Die to attempt to drive the target back. Add the Superiority Die to the attack’s damage roll. If the target is Large or smaller, it must succeed on a Strength saving throw or be pushed up to 15 feet directly away from you.   Rally. As a Bonus Action, you can expend one Superiority Die to bolster the resolve of a companion. Choose an ally of yours who can see or hear you. That creature gains Temporary Hit Points equal to the Superiority Die roll plus your Intelligence, Wisdom, or Charisma modifier (your choice).   Riposte. When a creature misses you with a melee attack, you can use your Reaction and expend one Superiority Die to make a melee attack with a weapon or an Unarmed Strike against the creature. If you hit, add the Superiority Die to the attack’s damage.   Sweeping Attack. When you hit a creature with a melee attack using a weapon or an Unarmed Strike, you can expend one Superiority Die to attempt to damage another creature. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your Superiority Die. The damage is of the same type dealt by the original attack.   Tactical Assessment. When you make an Intelligence (History or Investigation) check or a Wisdom (Insight) check, you can expend one Superiority Die and add that die to the ability check.   Trip Attack. When you hit a creature with an attack using a weapon or an Unarmed Strike, you can expend one Superiority Die and add the die to the attack’s damage roll. If the target is Large or smaller, it must succeed on a Strength saving throw or have the Prone condition.
 
Champion

Champion

Fighter Champion DnD 2024A Champion focuses on the development of martial prowess in a relentless pursuit of victory. Champions combine rigorous training with physical excellence to deal devastating blows, withstand peril, and garner glory. Whether in athletic contests or bloody battle, Champions strive for the crown of the victor.  

Level 3: Improved Critical

Your attack rolls with weapons and Unarmed Strikes can score a Critical Hit on a roll of 19 or 20 on the d20.  

Level 3: Remarkable Athlete

Thanks to your athleticism, you have Advantage on Initiative rolls and Strength (Athletics) checks.   In addition, immediately after you score a Critical Hit, you can move up to half your Speed without provoking Opportunity Attacks.  

Level 7: Additional Fighting Style

You gain another Fighting Style feat of your choice.  

Level 10: Heroic Warrior

The thrill of battle drives you toward victory. During combat, you can give yourself Heroic Inspiration whenever you start your turn without it.  

Level 15: Superior Critical

Your attack rolls with weapons and Unarmed Strikes can now score a Critical Hit on a roll of 18–20 on the d20.  

Level 18: Survivor

You attain the pinnacle of resilience in battle, giving you these benefits.   Defy Death. You have Advantage on Death Saving Throws. Moreover, when you roll 18–20 on a Death Saving, you gain the benefit of rolling a 20 on it.   Heroic Rally. At the start of each of your turns, you regain Hit Points equal to 5 plus your Constitution modifier if you are Bloodied and have at least 1 Hit Point.
 
Eldritch Knight

Eldritch Knight

This is the Eldritch Knight according to the information WotC released so far, not yet the official 2024 version. Eldritch Knights combine the martial mastery common to all Fighters with a careful study of magic. Their spells both complement and extend their combat skills, providing additional protection to shore up their armor and also allowing them to engage many foes at once with explosive magic.  

Level 3: Spellcasting

Fighter Eldritch Knight DnD 2024You have learned to cast spells. See the Player’s Handbook for rules on spellcasting. The information below details how you use those rules as an Eldritch Knight.   Cantrips. You know two cantrips of your choice from the Wizard spell list. Whenever you gain a Fighter level, you can replace one of this feature’s cantrips with another cantrip of your choice from the Wizard spell list.   When you reach level 10 in this class, you learn another Wizard cantrip of your choice.   Spell Slots. The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your spells of level 1 and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a Long Rest.   Prepared Spells of Level 1+. You prepare a list of spells of level 1 and higher that are available for you to cast with this feature. To start, choose three level 1 spells from the Wizard spell list, two of which must be from the Abjuration and Evocation schools of magic.   The number of spells on your list increases as you gain Fighter levels, as shown in the Prepared Spells column of the Eldritch Knight Spellcasting table. Whenever that number increases, choose additional spells from the Wizard spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 7 Fighter, your list of prepared spells can include six Wizard spells of levels 1 and 2, in any combination.   Changing your Prepared Spells. Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice from the Wizard spell list. The new spell must be of a level for which you have spell slots.   Spellcasting Ability. Intelligence is your spellcasting ability for your Eldritch Knight spells.   Spellcasting Focus. You can use an Arcane Focus as a Spellcasting Focus for the spells you prepare for this subclass.  

Eldritch Knight Spell Slots


Eldritch Knight Fighter LevelSpells PreparedLevel 1Level 2Level 3Level 4
332---
443---
543---
643---
7542--
8642--
9642--
10743--
11843--
12843--
139432-
1410432-
1510432-
1611433-
1711433-
1811433-
19124331
20134331
 

Level 3: War Bond

You learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a Short Rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.   Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you have the Incapacitated condition. If it is on the same plane of existence, you can summon that weapon as a Bonus Action, causing it to teleport instantly to your hand.   You can have up to two bonded weapons, but can summon only one at a time with your Bonus Action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.  

Level 7: War Magic

When you take the Attack action on your turn, you can replace one of the attacks with a casting of one of your Wizard cantrips that has a casting time of an action.  

Level 10: Eldritch Strike

You learn how to make your weapon strikes undercut a creature’s ability to withstand your spells. When you hit a creature with an attack using a weapon, that creature has Disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.  

Level 15: Arcane Charge

When you use your Action Surge, you can teleport up to 30 feet to an unoccupied space you can see. You can teleport before or after the additional action.  

Level 18: Improved War Magic

When you take the Attack action on your turn, you can replace two of the attacks with a casting of one of your level 1 or level 2 Wizard spells that has a casting time of an action.  
 
LevelProf.BonusClass FeaturesSecond WindWeapon Mastery
1+2Fighting Style, Second Wind, Weapon Mastery23
2+2Action Surge (1), Tactical Mind23
3+2Fighter Subclass23
4+2Ability Score Improvement34
5+3Extra Attack, Tactical Shift34
6+3Ability Score Improvement34
7+3Subclass Feature34
8+3Ability Score Improvement34
9+4Indomitable (1), Tactical Master34
10+4Subclass Feature45
11+4Two Extra Attack45
12+4Ability Score Improvement45
13+5Indomitable (2), Studied Attacks45
14+5Ability Score Improvement45
15+5Subclass Feature45
16+5Ability Score Improvement46
17+6Action Surge (2), Indomitable (3)46
18+6Subclass Feature46
19+6Epic Boon46
20+6Three Extra Attack46

Warlock (2024 Edition)

Warlocks quest for knowledge that lies hidden in the fabric of the multiverse. They often begin their search for magical power by delving into tomes of forbidden lore, dabbling in invocations meant to attract the power of extraplanar beings, or seeking places of power where the influence of these beings can be felt. In no time, each Warlock is drawn into a binding pact with a powerful patron. Drawing on the ancient knowledge of beings such as angels, archfey, demons, devils, hags, and alien entities of the Far Realm, Warlocks piece together arcane secrets to bolster their own power.   Warlock DnD 2024Warlocks view their patrons as resources, as means to the end of achieving magical power. Some Warlocks respect, revere, or even love their patrons; some serve their patrons grudgingly; and some seek to undermine their patrons even as they wield the power their patrons have given them.   Once a pact is made, a Warlock’s thirst for knowledge and power can’t be slaked with mere study. Most Warlocks spend their days pursuing greater power and deeper knowledge, which typically means some kind of adventure.
hit dice: D8 per Warlock level
hit points at 1st level: 1d8 + your Constitution modifier
hit points at higher levels: 1d8
armor proficiencies: Light armor
weapon proficiencies: Simple weapons
tools: None
saving throws: Wisdom and Charisma
skills: Choose 2: Arcana, Deception, History, Intimidation, Investigation, Nature, or Religion
starting equipment:

Choose A or B:


  • (A) Leather Armor, Sickle, 2 Daggers, Arcane Focus (orb), Book (occult lore), Scholar’s Pack, and 15 GP;

  • or
  • (B) 100 GP
spellcasting:

Pact Magic

Through occult ceremony, you have formed a pact with a mysterious entity to gain magical powers. The entity is a voice in the shadows—its identity unclear—but its boon to you is concrete: the ability to cast spells. See the Player’s Handbook for the rules on spellcasting. The information below details how you use those rules with Warlock spells.   Cantrips. You know two Warlock cantrips of your choice. Eldritch Blast and Prestidigitation are recommended. Whenever you gain a Warlock level, you can replace one of your cantrips from this feature with another Warlock cantrip of your choice.   When you reach Warlock levels 4 and 10, you learn another Warlock cantrip of your choice, as shown in the Cantrips column of the Warlock Features table.   Spell Slots. The Warlock Features table shows how many spell slots you have to cast your Warlock spells of levels 1–5. The table also shows the level of those slots, all of which are the same level. You regain all expended Pact Magic spell slots when you finish a Short or Long Rest.   For example, when you’re a level 5 Warlock, you have two level 3 spell slots. To cast the level 1 spell Witch Bolt, you must spend one of those slots, and you cast it as a level 3 spell.   Prepared Spells of Level 1+. You prepare the list of level 1+ spells are available for you to cast with this feature. To start, choose two level 1 Warlock spells. Charm Person and Hex are recommended.   The number of spells on your list increases as you gain Warlock levels, as shown in the Prepared Spells column of the Warlock Features table. Whenever that number increases, choose additional Warlock spells list until the number of spells on your list matches the number on the table. The chosen spells must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach level 6, for example, you learn a new Warlock spell, which can be of level 1–3.   If another Warlock feature gives spells that you always have prepared, those spells don’t count against the number of spells on the list you prepare with this feature, but those spells otherwise count as Warlock spells for you.   Changing Your Prepared Spells. Whenever you gain a Warlock level, you can replace one spell on your list with another Warlock spell of an eligible level.   Spellcasting Ability. Charisma is the spellcasting ability for your Warlock spells.   Spellcasting Focus. You can use an Arcane Focus as a Spellcasting Focus for your Warlock spells.
class features:

Level 1: Eldritch Invocations

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.   → See the Eldritch Invocations

Agonizing Blast

Prerequisite: Eldritch Blast cantrip   When you cast Eldritch Blast, add your Charisma modifier to the damage it deals on a hit.  

Arcane Gunslinger (UA:MM)

Prerequisite: Pact of the Blade feature You can create a pact weapon that is a sidearm or long arm, and you can transform a magical sidearm or long arm into your pact weapon.  

Armor of Shadows

You can cast Mage Armor on yourself at will, without expending a spell slot or material components.  

Ascendant Step

Prerequisite: 9th level   You can cast Levitate on yourself at will, without expending a spell slot or material components.  

Aspect of the Moon

Prerequisite: Pact of the Tome feature   You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading your Book of Shadows and keeping watch.  

Beast Speech

You can cast Speak with Animals at will, without expending a spell slot.  

Beguiling Influence

You gain proficiency in the Deception and Persuasion skills.  

Bewitching Whispers

Prerequisite: 7th level   You can cast Compulsion once using a warlock spell slot. You can't do so again until you finish a long rest.    

Bond of the Talisman

Prerequisite: 12th level, Pact of the Talisman feature   While someone else is wearing your talisman, you can use your action to teleport to the unoccupied space closest to them, provided the two of you are on the same plane of existence. The wearer of your talisman can do the same thing, using their action to teleport to you. The teleportation can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.  

Book of Ancient Secrets

Prerequisite: Pact of the Tome feature   You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class's spell list; these rituals needn’t be from the same spell list. The spells appear in the book and don't count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag.   On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.  

Chains of Carceri

Prerequisite: 15th level, Pact of the Chain feature   You can cast Hold Monster at will – targeting a celestial, fiend, or elemental – without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again.  

Cloak of Flies

Prerequisite: 5th level   As a bonus action, you can surround yourself with a magical aura that looks like buzzing flies. The aura extends 5 feet from you in every direction, but not through total cover. It lasts until you're incapacitated or you dismiss it as a bonus action.   The aura grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. Any other creature that starts its turn in the aura takes poison damage equal to your Charisma modifier (minimum of 0 damage).   Once you use this invocation, you can’t use it again until you finish a short or long rest.  

Devil's Sight

You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.  

Dreadful Word

Prerequisite: 7th level   You can cast Confusion once using a warlock spell slot. You can't do so again until you finish a long rest.  

Eldritch Armor (UA)

Prerequisite: Pact of the Blade feature   As an action, you can touch a suit of armor that isn’t being worn or carried by anyone and instantly don it, provided you aren’t wearing armor already. You are proficient with this suit of armor until it’s removed.  

Eldritch Mind

You have advantage on Constitution saving throws that you make to maintain your concentration on a spell.  

Eldritch Sight

You can cast Detect Magic at will, without expending a spell slot or material components.  

Eldritch Smite

Prerequisite: 5th level, Pact of the Blade feature   Once per turn when you hit a creature with your pact weapon, you can expend a warlock spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot, and you can knock the target prone if it is Huge or smaller.  

Eldritch Spear

Prerequisite: Eldritch Blast cantrip   When you cast Eldritch Blast, its range is 300 feet.  

Eyes of the Rune Keeper

You can read all writing.  

Far Scribe

Prerequisite: 5th level, Pact of the Tome feature   A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your proficiency bonus.   You can cast the Sending spell, targeting a creature whose name is on the page, without using a spell slot and without using material components. To do so, you must write the message on the page. The target hears the message in their mind, and if the target replies, their message appears on the page, rather than in your mind. The writing disappears after 1 minute.   As an action, you can magically erase a name on the page by touching it.  

Fiendish Vigor

You can cast False Life on yourself at will as a 1st-level spell, without expending a spell slot or material components.  

Gaze of Two Minds

You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.  

Ghostly Gaze

Prerequisite: 7th level   As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don’t already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images.   Once you use this invocation, you can’t use it again until you finish a short or long rest.  

Gift of the Depths

Prerequisite: 5th level   You can breathe underwater, and you gain a swimming speed equal to your walking speed.   You can also cast Water Breathing without expending a spell slot. You regain the ability to do so when you finish a long rest.  

Gift of the Ever-Living Ones

Prerequisite: Pact of the Chain feature   Whenever you regain hit points while your familiar is within 100 feet of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you.  

Gift of the Protectors

Prerequisite: 9th level, Pact of the Tome feature   A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your proficiency bonus.   When any creature whose name is on the page is reduced to 0 hit points but not killed outright, the creature magically drops to 1 hit point instead. Once this magic is triggered, no creature can benefit from it until you finish a long rest.   As an action, you can magically erase a name on the page by touching it.  

Grasp of Hadar

Prerequisite: Eldritch Blast cantrip   Once on each of your turns when you hit a creature with your Eldritch Blast, you can move that creature in a straight line 10 feet closer to yourself.  

Improved Pact Weapon

Prerequisite: Pact of the Blade feature   You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells.   In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls.   Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow.  

Investment of the Chain Master

Prerequisite: Pact of the Chain feature   When you cast Find Familiar, you infuse the summoned familiar with a measure of your eldritch power, granting the creature the following benefits:  
  1. The familiar gains either a flying speed or a swimming speed (your choice) of 40 feet.
  2. As a bonus action, you can command the familiar to take the Attack action.
  3. The familiar’s weapon attacks are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks.
  4. If the familiar forces a creature to make a saving throw, it uses your spell save DC.
  5. When the familiar takes damage, you can use your reaction to grant it resistance against that damage.
 

Lance of Lethargy

Prerequisite: Eldritch Blast cantrip  

Lifedrinker

Prerequisite: 12th level, Pact of the Blade feature   When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).  

Maddening Hex

Prerequisite: 5th level, Hex spell or a warlock feature that curses   As a bonus action, you cause a psychic disturbance around the target cursed by your Hex spell or by a warlock feature of yours, such as Hexblade’s Curse and Sign of Ill Omen. When you do so, you deal psychic damage to the cursed target and each creature of your choice within 5 feet of it. The psychic damage equals your Charisma modifier (minimum of 1 damage). To use this invocation, you must be able to see the cursed target, and it must be within 30 feet of you.  

Mask of Many Faces

You can cast Disguise Self at will, without expending a spell slot.  

Master of Myriad Forms

Prerequisite: 15th level   You can cast Alter Self at will, without expending a spell slot.  

Minions of Chaos

Prerequisite: 9th level   You can cast Conjure Elemental once using a warlock spell slot. You can't do so again until you finish a long rest.  

Mire the Mind

Prerequisite: 5th level   You can cast Slow once using a warlock spell slot. You can't do so again until you finish a long rest.  

Misty Visions

You can cast Silent Image at will, without expending a spell slot or material components.  

One with Shadows

Prerequisite: 5th level   When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.  

Otherworldly Leap

Prerequisite: 9th level   You can cast Jump at will, without expending a spell slot.  

Pact of the Chain

You learn the find familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known.   When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.   Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its reaction.  

Pact of the Blade

You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming 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 dismiss the weapon (no action required), or if you die.   You can transform one Magic Weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, 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 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.  

Pact of the Tome

Stitching together strands of shadow, you conjure forth a book in your hand at the end of a Short or Long Rest. This Book of Shadows (you determine its appearance) contains eldritch magic that only you can access, granting you the benefits below. The book disappears if you conjure another book with this feature or if you die.   Cantrips and Rituals. When the book appears, choose three cantrips, and choose two level 1 spells that have the Ritual tag. The spells can be from any class’s spell list, and they must be spells you don’t already have prepared. While the book is on your person, you have the chosen spells prepared, and they function as Warlock spells for you.   Spellcasting Focus. You can use the book as a Spellcasting Focus.  

Pact of the Talisman

Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. When the wearer fails an ability check, they can add a d4 to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest. If you lose the talisman, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous amulet. The talisman turns to ash when you die.  

Protection of the Talisman

Prerequisite: 7th level, Pact of the Talisman feature   When the wearer of your talisman fails a saving throw, they can add a d4 to the roll, potentially turning the save into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.  

Rebuke of the Talisman

Prerequisite: Pact of the Talisman feature   When the wearer of your talisman is hit by an attacker you can see within 30 feet of you, you can use your reaction to deal psychic damage to the attacker equal to your proficiency bonus and push it up to 10 feet away from the talisman's wearer.  

Relentless Hex

Prerequisite: 7th level, Hex spell or a warlock feature that curses   Your curse creates a temporary bond between you and your target. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see within 5 feet of the target cursed by your Hex spell or by a warlock feature of yours, such as Hexblade’s Curse and Sign of Ill Omen. To teleport in this way, you must be able to see the cursed target.  

Repelling Blast

Prerequisite: Eldritch Blast cantrip

  When you hit a creature with Eldritch Blast, you can push the creature up to 10 feet away from you in a straight line.  

Sculptor of Flesh

Prerequisite: 7th level   You can cast Polymorph once using a warlock spell slot. You can't do so again until you finish a long rest.  

Shroud of Shadow

Prerequisite: 15th level   You can cast Invisibility at will, without expending a spell slot.  

Sign of Ill Omen

Prerequisite: 5th level   You can cast Bestow Curse once using a warlock spell slot. You can't do so again until you finish a long rest.  

Superior Pact Weapon (UA)

Prerequisite: 9th level, Pact of the Blade feature   You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells.   In addition, the weapon counts as a magic weapon with a +2 bonus to its attack and damage rolls, unless it is already a magic weapon that you transformed into your pact weapon.  

Thief of Five Fates

You can cast Bane once using a warlock spell slot. You can't do so again until you finish a long rest.  

Thirsting Blade

Prerequisite: 5th level, Pact of the Blade feature   You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.  

Tomb of Levistus

Prerequisite: 5th level   As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per warlock level, which take as much of the triggering damage as possible. Immediately after you take the damage, you gain vulnerability to fire damage, your speed is reduced to 0, and you are incapacitated. These effects, including any remaining temporary hit points, all end when the ice melts.   Once you use this invocation, you can’t use it again until you finish a short or long rest.  

Trickster's Escape

Prerequisite: 7th level   You can cast Freedom of Movement once on yourself without expending a spell slot. You regain the ability to do so when you finish a long rest.  

Ultimate Pact Weapon (UA)

Prerequisite: 15th level, Pact of the Blade feature   You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells.   In addition, the weapon counts as a magic weapon with a +3 bonus to its attack and damage rolls, unless it is already a magic weapon that you transformed into your pact weapon.  

Undying Servitude

Prerequisite: 5th-level warlock   You can cast Animate Dead without using a spell slot. Once you do so, you can't cast it in this way again until you finish a long rest.  

Visions of Distant Realms

Prerequisite: 15th level   You can cast Arcane Eye at will, without expending a spell slot.  

Voice of the Chain Master

Prerequisite: Pact of the Chain feature   You can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.  

Whispers of the Grave

Prerequisite: 9th level   You can cast Speak with Dead at will, without expending a spell slot.  

Witch Sight

Prerequisite: 15th level   You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.
 
  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.    

Level 2: Magical Cunning

You can perform an esoteric rite for 1 minute. At the end of it, you regain expended Pact Magic spell slots but no more than a number equal to half your maximum (round up). Once you use this feature, you can’t do so again until you finish a Long Rest.  

Level 3: Warlock Subclass

You gain a Warlock subclass of your choice. The Archfey Patron, Celestial Patron, Fiend Patron, and Great Old One Patron subclasses are detailed after this class’s description. A subclass is a specialization that grants you features at certain Warlock levels. For the rest of your career, you gain each of your subclass’s features that are of your Warlock level or lower.  

Level 4: Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Warlock levels 8, 12, and 16.  

Level 8: Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Warlock levels 12, and 16.  

Level 9: Contact Patron

In the past, you usually contacted your patron through intermediaries. Now you can communicate directly; you always have the Contact Other Plane spell prepared. With this feature, you can cast the spell without expending a spell slot to contact your patron, and you automatically succeed on the spell’s saving throw.   Once you cast the spell with this feature, you can’t do so in this way again until you finish a Long Rest.  

Level 11: Mystic Arcanum

Your patron grants you a magical secret called an arcanum. Choose one level 6 Warlock spell as this arcanum.   You can cast your arcanum spell once without expending a spell slot, and you must finish a Long Rest before you can cast it in this way again.   As shown in the Warlock Features table, you gain another Warlock spell of your choice that can be cast in this way when you reach Warlock levels 13 (level 7 spell), 15 (level 8 spell), and 17 (level 9 spell).   Whenever you gain a Warlock level, you can replace one of your arcanum spells with another Warlock spell of the same level.  

Level 12: Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Warlock levels 16.  

Level 16: Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.  

Level 19: Epic Boon

You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Fate is recommended.  

Level 20: Eldritch Master

When you use your Magical Cunning feature, you regain all your expended Pact Magic spell slots.
subclass options:
Archfey Patron

Archfey Patron

This is the Archfey Patron according to the information WotC released so far, not yet the official 2024 version. Your pact draws on the power of the Feywild, the mysterious realm of the Fey. When you choose this subclass, you might make a deal with a single mighty archfey, such as the Prince of Frost; the Queen of Air and Darkness, ruler of the Gloaming Court; Titania of the Summer Court; Oberon, the Green Lord; Hyrsam, the Prince of Fools; or an ancient hag. Or you might call on a wide spectrum of Fey, forging a complex web of favors and debts. Your patron’s motivations are often inscrutable, and sometimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges.  

Level 3: Archfey Spells

The magic of your otherworldly patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Archfey Spells table, you thereafter always have the listed spells prepared.  

Archfey Spells

  • Warlock Level - Spells
  • 3 - Calm Emotions, Faerie Fire, Misty Step, Phantasmal Force, Sleep
  • 5 - Blink, Plant Growth
  • 7 - Dominate Beast, Greater Invisibility
  • 9 - Dominate Person, Seeming
 

Level 3: Steps of the Fey

Your patron bestows on you the ability to move between the boundaries of the planes. You can cast Misty Step without expending a spell slot a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest. In addition, whenever you cast that spell, you can choose one of the following additional effects.   Refreshing Step. Immediately after you teleport, one creature you can see within 10 feet of you gains 1d10 Temporary Hit Points.   Taunting Step. Creatures within 5 feet of the space you left must succeed on a Wisdom saving throw against your spell save DC or have Disadvantage on attack rolls against creatures other than you until the start of your next turn.  

Level 6: Misty Escape

You can vanish in a puff of mist in response to harm. You can cast Misty Step as a Reaction in response to taking damage. In addition, the following effects are now among your Steps of the Fey options.   Disappearing Step. You have the Invisible condition until the start of your next turn or until immediately after you make an attack roll or cast a spell.   Dreadful Step. Creatures within 5 feet of the space you left or the space you appear in (your choice) must succeed on a Wisdom saving throw against your spell save DC or take 2d10 Psychic damage.  

Level 10: Beguiling Defenses

Your patron teaches you how to guard your mind and body. You are immune to the Charmed condition.   In addition, immediately after a creature you can see hits you with an attack roll, you can use your Reaction to reduce the damage you take by half (round down), and you can force the attacker to make a Wisdom saving throw against your spell save DC. On a failed save, the attacker takes Psychic damage equal to the damage you take.   Once you use this Reaction, you can’t use it again until you finish a Long Rest unless you expend a spell slot when you use it again.  

Level 14: Bewitching Magic

Your patron bestows on you the ability to weave your magic with teleportation. Immediately after you cast an Enchantment or Illusion spell using an action and a spell slot, you can cast Misty Step as part of the same action and without expending a spell slot.
 
Celestial Patron

Celestial Patron

This is the Celestial Patron according to the information WotC released so far, not yet the official 2024 version. Your pact draws on the power of the Upper Planes, the realms of everlasting bliss. You might enter an agreement with an empyrean, a couatl, a sphinx, a unicorn, or some similar entity associated with those realms. Or you might call on numerous such beings as you pursue goals aligned with theirs. Your pact allows you to experience the barest touch of the holy light that illuminates the multiverse.  

Level 3: Celestial Spells

The magic of your otherworldly patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Celestial Spells table, you thereafter always have the listed spells prepared.  

Celestial Spells

  • Warlock Level - Spells
  • 3 - Aid, Cure Wounds, Guiding Bolt, Lesser Restoration, Light, Sacred Flame
  • 5 - Daylight, Revivify
  • 7 - Guardian of Faith, Wall of Fire
  • 9 - Greater Restoration, Summon Celestial
 

Level 3: Healing Light

You gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 plus your Warlock level.   As a Bonus Action, you can heal one creature that you can see within 60 feet of yourself, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, and restore a umber of Hit Points equal to the roll’s total.   Your pool regains all expended dice when you finish a Long Rest.  

Level 6: Radiant Soul

Your link to your patron allows you to serve as a conduit for radiant energy. You have Resistance to Radiant damage, and when you cast a spell that deals Radiant or Fire damage, you can add your Charisma modifier to one Radiant or Fire damage roll of that spell against one of its targets.  

Level 10: Celestial Resilience

You gain Temporary Hit Points whenever you use your Magical Cunning feature or finish a Short Rest or Long Rest. These Temporary Hit Points equal your Warlock level plus your Charisma modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain Temporary Hit Points equal to half your Warlock level plus your Charisma modifier.  

Level 14: Searing Vengeance

The radiant energy you channel allows you to resist death. When you have to make a death saving throw at the start of your turn, you can instead spring to your feet with a burst of radiant energy. You regain Hit Points equal to half your Hit Point Maximum and then stand if you so choose. Each creature of your choice that is within 30 feet of you takes Radiant damage equal to 2d8 plus your Charisma modifier, and each has the Blinded condition until the end of the current turn.   Once you use this feature, you can’t use it again until you finish a Long Rest.
 
Fiend Patron

Fiend Patron

Your pact draws on the Lower Planes, the realms of perdition. You might forge a bargain with a demon lord such as Demogorgon or Orcus; an archdevil such as Asmodeus; or a pit fiend, balor, yugoloth, or night hag that is especially mighty. That patron’s aims are evil—the corruption or destruction of all things, ultimately including you—and your path is defined by the extent to which you strive against those aims.  

Level 3: Dark One's Blessing

When you reduce an enemy to 0 Hit Points, you gain Temporary Hit Points equal to your Charisma modifier plus your Warlock level (minimum of 1 Temporary Hit Point). You also gain this benefit if someone else reduces an enemy within 10 feet of you to 0 Hit Points.  

Level 3: Fiend Spells

The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Fiend Spells table, you thereafter always have the listed spells prepared.  

Fiend Spells

  • Warlock Level - Spells
  • 3 - Burning Hands, Command, Scorching Ray, Suggestion
  • 5 - Fireball, Stinking Cloud
  • 7 - Fire Shield, Wall of Fire
  • 9 - Geas, Insect Plague
 

Level 6: Dark One's Own Luck

You can call on your fiendish patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add 1d10 to your roll. You can do so after seeing the roll but before any of the roll’s effects occur.   You can use this feature a number of times equal to your Charisma modifier (minimum of once), but you can use it no more than once per roll. You regain all expended uses when you finish a Long Rest.  

Level 10: Fiendish Resilience

Choose one damage type, other than Force, whenever you finish a Short or Long Rest. You have Resistance to that damage type until you choose a different one with this feature.  

Level 14: Hurl Through Hell

Once per turn when you hit a creature with an attack roll, you can try to instantly transport the target through the Lower Planes. The target must succeed on a Charisma saving throw against your spell save DC, or the target disappears and hurtles through a nightmare landscape. The target takes 8d10 Psychic damage if it isn’t a Fiend, and it has the Incapacitated condition until the end of your next turn, when it returns to the space it previously occupied or the nearest unoccupied space.   Once you use this feature, you can’t use it again until you finish a Long Rest unless you expend a Pact Magic spell slot (no action required) to restore your use of it.
 
Great Old One Patron

Great Old One Patron

This is the Great Old One Patron according to the information WotC released so far, not yet the official 2024 version. Your pact is rooted in magic that is utterly foreign to the fabric of reality. When you choose this subclass, you might bind yourself to an ineffable being from the Far Realm or an elder god known only in legend—a being such as Ghaunadar, called That Which Lurks; Tharizdun, the Chained God; Dendar, the Night Serpent; Zargon, the Returner; Great Cthulhu; or some other unfathomable and uncaring being. Or you might rely on eldritch lore invoking the names of several such entities, without yoking yourself to one in particular. The motives of these beings are incomprehensible to mortals, and their knowledge is so immense and ancient that even the greatest libraries pale in comparison to the vast secrets they hold. The Great Old One might be indifferent to your existence, but the secrets you have learned nevertheless allow you to draw your magic from it.  

Level 3: Awakened Mind

You can form a telepathic connection between your mind and the mind of another. As a Bonus Action, choose one creature you can see within 30 feet of yourself and create a telepathic bond. You and the chosen creature can speak telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma modifier (minimum of 1 mile). To understand each other, you each must speak mentally in a language the other knows.   The telepathic connection lasts for a number of minutes equal to your Warlock level. It ends early if you have the Incapacitated condition or die or if you use this feature to form a connection with a different creature.  

Level 3: Great Old One Spells

The magic of your otherworldly patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Great Old One Spells table, you thereafter always have the listed spells prepared.  

Great Old One Spells

  • Warlock Level - Spells
  • 3 - Detect Thoughts, Dissonant Whispers, Phantasmal Force, Tasha's Hideous Laughter
  • 5 - Clairvoyance, Hunger of Hadar
  • 7 - Confusion, Summon Aberration
  • 9 - Modify Memory, Telekinesis
 

Level 3: Psychic Spells

When you cast a Warlock spell that deals damage, you can change its damage type to Psychic. In addition, when you cast a Warlock spell that is an Enchantment or Illusion, you can do so without verbal or somatic components.  

Level 6: Clairvoyant Combatant

You learn to read the attacks of minds you touch. When you form a telepathic bond with a creature using your Awakened Mind, you can force that creature to make a Wisdom saving throw against your spell save DC. On a failed save, the creature has Disadvantage on attack rolls against you, and you have Advantage on attack rolls against that creature for the duration of the bond.   Once you use this feature, you can’t use it again until you finish a Short Rest or Long Rest. You can also restore your use of it by expending a spell slot of level 2 or higher (no action required).  

Level 10: Eldritch Hex

Your alien patron grants you a powerful curse. You always have the Hex spell prepared. When you cast Hex and choose an ability, the target also has Disadvantage on saving throws of the chosen ability for the duration of the spell.  

Level 10: Thought Shield

Your thoughts can’t be read by telepathy or other means unless you allow it. You also have Resistance to Psychic damage, and whenever a creature deals Psychic damage to you, that creature takes the same amount of damage that you do.  

Level 14: Create Thrall

Your patron grants you the ability to manifest a part of itself. You always have the Summon Aberration spell prepared. When you cast the spell, you can modify it so that it doesn’t require Concentration. If you do so, the spell’s duration becomes 1 minute for that casting and when summoned, the Aberration has a number of Temporary Hit Points equal to your Warlock level plus your Charisma modifier.   In addition, the first time each turn the Aberration hits a creature under the effect of your Hex, the Aberration deals extra Psychic damage to the target equal to the bonus damage of that spell.
 
Custom Fiend Of Destruction Patron

Destruction Patron (Fiend Variant)

Your pact draws on the forces of utter destruction from the Lower Planes. Your patron could be a being like the Cataclysm, the Oblivion Lord, or a mighty creature that seeks the annihilation of all things. Their influence manifests through destructive energy and the unraveling of the material plane, aiming to reduce creation to nothingness. Your path is shaped by how you wield this destructive power.  

Level 3: Dark One's Blessing

When you reduce an enemy to 0 Hit Points, you gain Temporary Hit Points equal to your Charisma modifier plus your Warlock level (minimum of 1 Temporary Hit Point). You also gain this benefit if someone else reduces an enemy within 10 feet of you to 0 Hit Points.  

Level 3: Destruction Spells

The magic of your patron ensures you always have certain spells ready, focused on devastation and entropy.  

Destruction Spells Table:

  • Warlock Level - Spells
  • 3 - Chaos Bolt, Dark Orb, Hellish Rebuke, Inflict Wounds
  • 5 - Dispel Magic, Erupting Earth
  • 7 - Gravity Sinkhole, Evard's Black Tentacles
  • 9 - Destructive Wave, Flame Strike
 

Level 6: Dark One's Own Luck

You can call on your destructive patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add 1d10 to your roll. You can do so after seeing the roll but before any of the roll’s effects occur.   You can use this feature a number of times equal to your Charisma modifier (minimum of once), but you can use it no more than once per roll. You regain all expended uses when you finish a Long Rest.  

Level 10: Ruinous Resilience

Choose one damage type, other than Force, whenever you finish a Short or Long Rest. You have Resistance to that damage type until you choose a different one with this feature. In addition, when you take damage from the chosen type, you can use your reaction to send a wave of destructive energy back at your attacker, dealing psychic damage equal to your Charisma modifier (minimum of 1) to the attacker.  

Level 14: Banish to the Void

Once per turn when you hit a creature with an attack roll, you can attempt to banish the target to a plane of utter destruction. The target must succeed on a Charisma saving throw against your spell save DC or be banished to a realm of endless disintegration. The target takes 8d10 necrotic damage if it isn’t a Fiend and is Incapacitated until the end of your next turn, when it reappears in the space it previously occupied or the nearest unoccupied space.   Once you use this feature, you can’t use it again until you finish a Long Rest unless you expend a Pact Magic spell slot to restore your use of it.  

Level 15: Fiendish Ascension

At 15th level, your patron takes full possession of your body and mind, fully transforming you into a fiendish entity. Your race permanently changes to Fiend, and the following effects occur:  
  • Fiendish Form: You gain resistance to fire and necrotic damage, and you no longer age. If you were already immortal, you become immune to aging effects altogether.
  • Corruption of Mind: Your thoughts are now inseparable from your patron's will, and you have disadvantage on Wisdom saving throws to resist charm or fear effects from other fiends.
  • Infernal Command: You can speak and understand all infernal and abyssal languages, and you can communicate telepathically with any creature within 60 feet that understands a language.
  • Fiendish Appearance: Your appearance reflects the nature of your patron, possibly manifesting horns, wings, glowing eyes, or skin like molten rock or shadowed void, at the DM’s discretion. This may impact how you interact with others in non-fiendish societies.
  or   You become your patron.....
 
LevelProf.BonusClass FeaturesEldritch InvocationsCantripsPrepared SpellsSpell SlotsSlot Level
1+2Eldritch Invocations, Pact Magic12211
2+2Magical Cunning32321
3+2Warlock Subclass32422
4+2Ability Score Improvement33522
5+3-53623
6+3Subclass feature53723
7+3-63824
8+3Ability Score Improvement63924
9+4Contact Patron731025
10+4Subclass feature741025
11+4Mystic Arcanum (level 6 spell)741135
12+4Ability Score Improvement841135
13+5Mystic Arcanum (level 7 spell)841235
14+5Subclass feature841235
15+5Mystic Arcanum (level 8 spell)941335
16+5Ability Score Improvement941335
17+6Mystic Arcanum (level 9 spell)941445
18+6-1041445
19+6Epic Boon1041545
20+6Eldritch Master1041545

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Statblocks for race/species of the character.

Human (2024 Edition)

Found throughout the multiverse, humans are as varied as they are numerous, and they endeavor to achieve as much as they can in the years they are given. Their ambition and resourcefulness are commended, respected, and feared on many worlds.
ability score increase: None
age: Human Age
alignment: Neutral
Size: Medium
speed: Your base walking speed is 30 feet.
Languages: You can speak, read, and write Common
race features:
Resourceful You gain Heroic Inspiration whenever you finish a Long Rest. Heroic Inspiration

Heroic Inspiration

If you (a player character) have Heroic Inspiration, you can expend it to reroll any die immediately after rolling it, and you must use the new roll.   If you gain Heroic Inspiration but already have it, it’s lost unless you give it to a player character who lacks it.
 
  Skillful You gain proficiency in one skill of your choice.   Versatile You gain an Origin feat of your choice.   Alert

Alert

Origin Feat   You gain the following benefits.   Initiative Proficiency. When you roll Initiative, you can add your Proficiency Bonus to the roll.   Initiative Swap. Immediately after you roll Initiative, you can swap your Initiative with the Initiative of one willing ally in the same combat. You can’t make this swap if you or the ally has the Incapacitated condition.
 
Magic Initiate

Magic Initiate

Origin Feat   You gain the following benefits.   Two Cantrips. You learn two cantrips of your choice from the Cleric, Druid, or Wizard spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for this feat’s spells (choose when you select this feat).   Level 1 Spell. Choose a level 1 spell from the same list you selected for this feat’s cantrips. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have.   Spell Change. Whenever you gain a new level, you can replace one of the spells you chose for this feat with a different spell of the same level from the chosen spell list.   Repeatable. You can take this feat more than once, but you must choose a different spell list each time.
 
Savage Attacker

Savage Attacker

Origin Feat   You’ve trained to deal particularly damaging strikes. Once per turn when you hit a target with a weapon, you can roll the weapon’s damage dice twice and use either roll against the target.
 
Skilled

Skilled

Origin Feat   You gain proficiency in any combination of three skills or tools of your choice.   Repeatable. You can take this feat more than once.
 
Humans are as diverse in appearance as the people of Earth, and they have many gods. Scholars dispute the origin of humanity, but one of the earliest known human gatherings is said to have occurred in Sigil, the torus-shaped city at the center of the multiverse and the place where the Common language was born. From there, humans could have spread to every part of the multiverse, bringing the City of Doors’ cosmopolitanism with them.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Eldritch Blast

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 120ft
Components: V, S
Duration: Instantaneous
Attack/Save: ranged spell attack
Damage/Effect: force

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:

The 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.

Available for: Wizards

PHB

Blade Ward

0-level (Cantrip) Abjuration

Casting Time: 1 action
Range/Area: self
Components: Verbal, Somatic
Duration: 1 round
Attack/Save: N/A
You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.
Available for: Bard, Sorcerer, Warlock, Wizard

Level 1 Spells

Armor of Agathys

1-level Abjuration

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: (a cup of water)
Duration: 1 hour
Damage/Effect: Cold
A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot.
Available for: Warlock

Expeditious Retreat

1-level Transmutation

Casting Time: 1 bonus action
Range/Area: Self
Components: V, S
Duration: Concentration, up to 10 minutes
This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.
Available for: Wizard

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Morgatron247.

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