Character
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    Who-Dini
    • Warlock (Genie) 3
    • Background Criminal
    • Player Name Jimmy
    • Race Owlin
    • Alignment Chaotic Evil
    • Experience Points 0
    Character
    Abilities
    Spells
    Cantrips
    Guides
    Notes
    • Quarterstaff

      1d6 bludgeoning - versatile (1d8)

      Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.

    • Dagger

      1d4 piercing - finesse, light, thrown (20/60 ft.)

      Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

      Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.

    • Criminal Contact

      You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.

    • Lvl. 1

      Hex

      1st-level enchantment
      Casting Time: 1 bonus action
      Range: 90 feet
      Components: V, S, M (the petrified eye of a newt)
      Duration: Concentration, up to 1 hour

      You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.

      If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.

      remove curse cast on the target ends this spell early.

      At Higher Levels. 

      When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

    • Lvl. 1

      Armor of Agathys

      1st-level abjuration
      Casting Time: 1 action
      Range: Self
      Components: V, S, M (a cup of water)
      Duration: 1 hour

      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 level above 1st.

    • Lvl. 2

      Hold Person

      2nd-level enchantment
      Casting Time: 1 action
      Range: 60 feet
      Components: V, S, M (a small, straight piece of iron)
      Duration: Concentration, up to 1 minute

      Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

      At Higher Levels. 

      When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

    • Lvl. 2

      Misty Step

      2nd-level conjuration
      Casting Time: 1 bonus action
      Range: Self
      Components: V
      Duration: Instantaneous

      Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

    • Lvl. 2

      Shatter

      2nd-level evocation
      Casting Time: 1 action
      Range: 60 feet
      Components: V, S, M (a chip of mica)
      Duration: Instantaneous

      A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.

      A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.

      At Higher Levels. 

      When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

    • Eldritch Blast

      Evocation cantrip
      Casting Time: 1 action
      Range: 120 feet
      Components: V, S
      Duration: Instantaneous

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

      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.

      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.

    • Mind Sliver

      Enchantment cantrip
      Casting Time: 1 action
      Range: 60 feet
      Components: V
      Duration: 1 round

      You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.

      This spell's damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).

    • Booming Blade

      Evocation cantrip
      Casting Time: 1 action
      Range: Self (5-foot radius)
      Components: S, M (a melee weapon worth at least 1 sp)
      Duration: 1 round

      You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.

      This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).

    • Mage Hand

      Conjuration cantrip
      Casting Time: 1 action
      Range: 30 feet
      Components: V, S
      Duration: 1 minute

      A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

      You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

      The hand can't attack, activate magic items, or carry more than 10 pounds.

    • Poison Spray

      Conjuration cantrip
      Casting Time: 1 action
      Range: 10 feet
      Components: V, S
      Duration: Instantaneous

      You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.

      This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

    • Warlock

      Warlock Guide

      Warlock
         
      Level Proficiency Bonus Features

      Cantrips Known

      Spells Known

      Spell Slots

      Slot Level

      Invocations Known

      1st +2

      Pact Magic,

      Otherworldly Patron

      2 2 1 1st
      2nd +2

      Eldritch Invocations

      2 3 2 1st 2
      3rd +2

      Pact Boon

      2 4 2 2nd 2
      4th +2

      Ability Score Improvement,

      Eldritch Versatility

      3 5 2 2nd 2
      5th +3 3 6 2 3rd 3
      6th +3

      Otherworldly Patron feature

      3 7 2 3rd 3
      7th +3 3 8 2 4th 4
      8th +3

      Ability Score Improvement

      3 9 2 4th 4
      9th +4 3 10 2 5th 5
      10th +4

      Otherworldly Patron feature

      4 10 2 5th 5
      11th +4

      Mystic Arcanum (6th level)

      4 11 3 5th 5
      12th +4

      Ability Score Improvement

      4 11 3 5th 6
      13th +5

      Mystic Arcanum (7th level)

      4 12 3 5th 6
      14th +5

      Otherworldly Patron feature

      4 12 3 5th 6
      15th +5

      Mystic Arcanum (8th level)

      4 13 3 5th 7
      16th +5

      Ability Score Improvement

      4 13 3 5th 7
      17th +6

      Mystic Arcanum (9th level)

      4 14 4 5th 7
      18th +6 4 14 4 5th 8
      19th +6

      Ability Score Improvement

      4 15 4 5th 8
      20th +6

      Eldritch Master

      4 15 4 5th 8
    • Genie Subclass

      You have made a pact with one of the rarest kinds of genie, a noble genie. Such entities rule vast fiefs on the Elemental Planes and have great influence over lesser genies and elemental creatures. Noble genies are varied in their motivations, but most are arrogant and wield power that rivals that of lesser deities. They delight in turning the table on mortals, who often bind genies into servitude, and readily enter into pacts that expand their reach.

      You choose your patron's kind or determine it randomly, using the Genie Kind table.

      Genie Kind
      d4 Kind Element
      1 Dao Earth
      2 Djinni Air
      3 Efreeti Fire
      4 Marid Water

      Expanded Spell List

      1st-level Genie feature

      The Genie lets you choose from an expanded list of spells when you learn a warlock spell. The Genie Expanded Spells table shows the genie spells that are added to the warlock spell list for you, along with the spells associated in the table with your patron's kind: dao, djinni, efreeti, or marid.

      Genie Expanded Spells
      Spell Level Genie Spells Dao Spells Djinni Spells Efreeti Spells Marid Spells
      1st detect evil and good sanctuary thunderwave burning hands fog cloud
      2nd phantasmal force spike growth gust of wind scorching ray blur
      3rd create food and water meld into stone wind wall fireball sleet storm
      4th phantasmal killer stone shape greater invisibility fire shield control water
      5th creation wall of stone seeming flame strike cone of cold
      9th wish

      Genie's Vessel

      1st-level Genie feature

      Your patron gifts you a magical vessel that grants you a measure of the genie's power. The vessel is a Tiny object, and you can use it as a spellcasting focus for your warlock spells. You decide what the object is, or you can determine what it is randomly by rolling on the Genie's Vessel table.

      Genie's Vessel
      d6 Vessel
      1 Oil lamp
      2 Urn
      3 Ring with a compartment
      4 Stoppered bottle
      5 Hollow statuette
      6 Ornate lantern

      While you are touching the vessel, you can use it in the following ways:

      • Bottled Respite. As an action, you can magically vanish and enter your vessel, which remains in the space you left. The interior of the vessel is an extradimensional space in the shape of a 20-foot-radius cylinder, 20 feet high, and resembles your vessel. The interior is appointed with cushions and low tables and is a comfortable temperature. While inside, you can hear the area around your vessel as if you were in its space. You can remain inside the vessel up to a number of hours equal to twice your proficiency bonus. You exit the vessel early if you use a bonus action to leave, if you die, or if the vessel is destroyed. When you exit the vessel, you appear in the unoccupied space closest to it. Any objects left in the vessel remain there until carried out, and if the vessel is destroyed, every object stored there harmlessly appears in the unoccupied spaces closest to the vessel's former space. Once you enter the vessel, you can't enter again until you finish a long rest.

      • Genie's Wrath. Once during each of your turns when you hit with an attack roll, you can deal extra damage to the target equal to your proficiency bonus. The type of this damage is determined by your patron: bludgeoning (dao), thunder (djinni), fire (efreeti), or cold (marid).

      The vessel's AC equals your spell save DC. Its hit points equal your warlock level plus your proficiency bonus, and it is immune to poison and psychic damage.

      If the vessel is destroyed or you lose it, 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 the previous vessel is destroyed if it still exists. The vessel vanishes in a flare of elemental power when you die.

    • Pact of the Tome

      Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class's spell list. The cantrips do not need to be from the same spell list. While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. Any cantrip you cast with this feature is considered a warlock cantrip for you. If you lose your Book of Shadows, 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 book. The book turns to ash when you die.

    • Strength
    • Dexterity
    • Constitution
    • Wisdom
    • Intelligence
    • Charisma
    • Strength
    • Dexterity
    • Constitution
    • Wisdom
    • Intelligence
    • Charisma
    • Acrobatics (Dex)
    • Animal Handling (Wis)
    • Arcana (Int)
    • Athletics (Str)
    • Deception (Cha)
    • History (Int)
    • Insight (Wis)
    • Intimidation (Cha)
    • Investigation (Int)
    • Medicine (Wis)
    • Nature (Int)
    • Perception (Wis)
    • Performance (Cha)
    • Persuasion (Cha)
    • Religion (Int)
    • Sleight of Hand (Dex)
    • Stealth (Dex)
    • Survival (Wis)
    Armor Class
    Initiative
    Speed
    Failures
    Successes
    Equipment
    • Spells

      Spell save DC = 8 + your proficiency bonus + your Charisma modifier

      Spell attack modifier = your proficiency bonus + your Charisma modifier

    Inspiration
    Proficiency Bonus
    Inventory

    2 Daggers
    20 Bolts
    Leather Armor
    Arcane Focus - Orb
    Dungeoneer's Pack

    Personality
    Ideals
    Bonds
    Flaws
    Languages
    • Common
    Other Proficiencies
    • Light Armor
    • Simple Weapons
    • Dark Vision
    • Flight