Character
    Spell Points (lvl. 5)
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    Who-Dini
    • Warlock 11
    • Background Faceless 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.

    • Borealus (Staff)

      1d6 Bludgeoning
      Versatile (1d8)

      This legendary artifact was created by a powerful wizard, crafted from the finger of a towering, ancient elemental aspect of frost. It is so cold to the touch that it numbs any skin it comes into contact with, although an attuned character is immune to this effect.

      Gifts of the Rime. As long as you are attuned to the Borealus, you gain the following benefits:

      • You are resistant to fire damage
      • You are immune to cold damage
      • You learn the ray of frost cantrip

      Breath of Winter. While holding the staff you can use your action to unleash an icy-cold blizzard from your open mouth. A 100-foot-cone of hoarfrost blasts forth in a direction of your choice, dealing 9d8 cold damage to all creatures within the cone if they fail a DC 18 Constitution saving throw, or half as much on a success. You can't use this property again until the next dawn.

      Glacial Prison. By using your action to touch the staff to a surface, you can cause a barrier of ice to spring into existence from a point you can see along this surface within 200 feet of you. This effect is otherwise identical to a wall of ice spell cast at 6th level, with a DC 18 for all saving throws related to the effect. You can't use this property again until 3 days have passed.

      Cruel Winds. Wherever the staff goes, a bitterly cold boreal wind accompanies it. The wind gusts intermittently within 30 feet of the attuned character and extinguishes all non-magical flames it comes into contact with.

      Destroying the Staff. The staff can be destroyed through exposure to flames from a fire elemental of equal power to the being it was crafted from. After centuries of exposure, it will melt away into nothing.

      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.

    • Wand of Magic Missiles

      ----7 charges regain 1d6 +1
      ----1 charge = 1st level

    • 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.

    • Kellogg's Blade

      1d4 + 1d4 per day of no masturbation

    • Elemental Gift

      You begin to take on characteristics of your patron's kind. You now have resistance to a damage type determined by your patron's kind: bludgeoning (dao), thunder (djinni), fire (efreeti), or cold (marid).

      In addition, as a bonus action, you can give yourself a flying speed of 30 feet that lasts for 10 minutes, during which you can hover. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

    • +1 Chain Shirt

      You have a +1 bonus to AC while wearing this armor.

      Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.

    • 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. 6

      Circle of Death (Free)

      Level 11: Mystic Arcanum

      Casting Time: Action
      Range: 150 feet
      Components: V, S, M (the powder of a crushed black pearl worth 500+ GP)
      Duration: Instantaneous
      Negative energy ripples out in a 60-foot-radius Sphere from a point you choose within range. Each creature in that area makes a Constitution saving throw, taking 8d8 Necrotic damage on a failed save or half as much damage on a successful one.

      Using a Higher-Level Spell Slot. The damage increases by 2d8 for each spell slot level above 6.

    • Lvl. 1

      Summon Greater Demon

      Casting Time: Action
      Range: 60 feet
      Components: V, S, M (a vial of blood from a humanoid killed within the past 24 hours)
      Duration: Concentration, up to 1 hour
      You utter foul words, summoning one demon from the chaos of the Abyss. You choose the demon's type, which must be one of challenge rating 5 or lower, such as a shadow demon or a barlgura. The demon appears in an unoccupied space you can see within range, and the demon disappears when it drops to 0 hit points or when the spell ends.

      Roll initiative for the demon, which has its own turns. When you summon it and on each of your turns thereafter, you can issue a verbal command to it (requiring no action on your part), telling it what it must do on its next turn. If you issue no command, it spends its turn attacking any creature within reach that has attacked it.

      At the end of each of the demon's turns, it makes a Charisma saving throw. The demon has disadvantage on this saving throw if you say its true name. On a failed save, the demon continues to obey you. On a successful save, your control of the demon ends for the rest of the duration, and the demon spends its turns pursuing and attacking the nearest non-demons to the best of its ability. If you stop concentrating on the spell before it reaches its full duration, an uncontrolled demon doesn't disappear for 1d6 rounds if it still has hit points.

      As part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demon can't cross the circle or harm it, and it can't target anyone within it. Using the material component in this manner consumes it when the spell ends.

      At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the challenge rating increases by 1 for each slot level above 4th.

    • Lvl. 3

      Counterspell

      Casting Time: Reaction, which you take when you see a creature within 60 feet of yourself casting a spell with Verbal, Somatic, or Material components

      Range: 60 feet
      Duration: Instantaneous

      You attempt to interrupt a creature in the process of casting a spell. The creature makes a Constitution saving throw. On a failed save, the spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn't expended.

    • Lvl. 1

      Magic Missile

      1st-level evocation
      Casting Time: 1 action
      Range: 120 feet
      Components: V, S
      Duration: Instantaneous
      You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

      At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.

    • 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.

    • Lvl. 2

      Shadow Blade

      2nd-level illusion
      Casting Time: 1 bonus action
      Range: Self
      Components: V, S
      Duration: Concentration, up to 1 minute

      You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage.

      If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.

      At Higher Levels. 

      When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.

    • Lvl. 3

      Fireball (Efreeti)

      Casting Time: 1 action
      Range: 150 feet
      Components: V, S, M (a tiny ball of bat guano and sulfur)
      Duration: Instantaneous
      A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

      The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

      At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

    • Lvl. 1

      Burning Hands

      1st-level evocation
      Casting Time: 1 action
      Range: Self (15-foot cone)
      Components: V, S
      Duration: Instantaneous
      As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.

      The fire ignites any flammable objects in the area that aren't being worn or carried.

      At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

    • Lvl. 2

      Scorching Ray

      2nd-level evocation
      Casting Time: 1 action
      Range: 120 feet
      Components: V, S
      Duration: Instantaneous
      You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.

      Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.

      At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.

    • Lvl. 1

      Hellish Rebuke

      1st-level evocation
      Casting Time: 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see
      Range: 60 feet
      Components: V, S
      Duration: Instantaneous
      You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.

      At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

    • 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.

    • Sword Burst

      Casting Time: Action
      Range: Self (5-foot radius)
      Components: V
      Duration: Instantaneous
      You create a momentary circle of spectral blades that sweep around you. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d6 force damage.

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

    • Zephyr Strike

      Casting Time: Bonus action
      Range: Self
      Components: V
      Duration: Concentration, up to 1 minute
      You move like the wind. Until the spell ends, your movement doesn't provoke opportunity attacks.

      Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.

    • Spirit Shroud

      Casting Time: Bonus action
      Range: Self
      Components: V, S
      Duration: Concentration, up to 1 minute
      You call forth spirits of the dead, which flit around you for the spell's duration. The spirits are intangible and invulnerable.

      Until the spell ends, any attack you make deals 1d8 extra damage when you hit a creature within 10 feet of you. This damage is radiant, necrotic, or cold (your choice when you cast the spell). Any creature that takes this damage can't regain hit points until the start of your next turn.

      In addition, any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn.

      At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for every two slot levels above 3rd.

    • Shadow Blade

      Casting Time: Bonus action
      Range: Self
      Components: V, S
      Duration: Concentration, up to 1 minute
      You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage.

      If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.

      At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.

    • Ray of Frost

      Casting Time: Action
      Range: 60 feet
      Components: V, S
      Duration: Instantaneous
      A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.

      The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

    • 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).

    • Green-Flame Blade

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

      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 you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.

      This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).

    • 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 (Efreeti)

      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

    Headband of Intellect - set Int. to 19
    2 Daggers
    +1 chain shirt
    20 Bolts
    Leather Armor
    Arcane Focus - Orb
    Dungeoneer's Pack

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