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Sebastian Sable

13 Level (0/140000 XP for level-up) Background Poor little meowmeow Race / Species / Heritage Alignment
Warlock
Level 13
Hit Dice: 13/13
1d8+3 Class 1

STR
12
+1
DEX
12
+1
CON
16
+3
INT
19
+4
WIS
14
+2
CHA
28
+9
99
Hit Points
+1
Initiative (DEX)
14
Armor Class (AC)
+5
Prof. Bonus
35
Speed (walk/run/fly)
17
Passive Perception
Spellcasting ...
+14 Attack mod
CHA Ability
+9 Abi Mod
22 Save DC
+10 Expertise Bonus
+5 Proficiency Bonus
+1 Strength
+7 Dexterity
+3 Constitution
+4 Intelligence
+8 Wisdom
+15 Charisma
saving throws
+1 Acrobatics DEX
+2 Animal Handling WIS
+14 Arcana INT
+1 Athletics STR
+14 Deception CHA
+4 History INT
+2 Insight WIS
+9 Intimidation CHA
+9 Investigation INT
skills
+2 Medicine WIS
+9 Nature INT
+7 Perception WIS
+9 Performance CHA
+14 Persuasion CHA
+4 Religion INT
+1 Sleight of Hand DEX
+6 Stealth DEX
+7 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Spell Book

Claws
Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you can deal slashing damage equal to 1d4 + your Strength modifier.

Daunting Roar
As a bonus action, you can let out an especially menacing roar. Creatures of your choice within 10 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. The DC of the save equals 8 + your proficiency bonus + your Constitution modifier. Once you use this trait, you can’t use it again until you finish a short or long rest.

Darkvision
You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.



Additional Spells (Necrovitae)
You learn the cantrip Spare the Dying and the 1st level spells Cure Wounds and Inflict Wounds. You learn additional spells when you reach certain levels in this class, as shown on the Witherbloom Spells table.
Each of these spells count as a class spell for you, but it doesn’t count against the number of spells you know.

Essence Tap (Necrovitae)
As a bonus action, you can draw on a reservoir of life essence to empower yourself for 1 minute, or until you use this feature again. For the duration, you gain one of the following benefits of your choice:

Overgrowth: When you choose this benefit, and as a bonus action on subsequent turns while the benefit lasts, you can expend and roll one Hit Die. You regain a number of hit points equal to the number rolled plus your spellcasting ability modifier.

Withering Strike: When you deal damage, you can change the damage type to necrotic, and you ignore resistance to necrotic damage.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.


Witherbloom Brew
Level 6+ Mage of Witherbloom Feature
You gain proficiency with herbalism kits if you don’t already have it.

When you finish a long rest, you can use an herbalism kit and a pot or cauldron to create magical brews. You create a number of brews equal to your proficiency bonus. Each brew requires its own flask. A brew retains its magical potency for 24 hours or until it is used. For each brew, choose one of the following effects:

Fortifying. When you create this brew, choose a damage type from the following list: cold, fire, necrotic, poison, or radiant. A creature can drink this brew or administer it to another creature as an action. The recipient gains resistance to the chosen damage type for 1 hour.


Quickening. A creature can drink this brew or administer it to another creature as an action. The recipient regains 2d6 hit points, and one disease or condition from the following list affecting the recipient ends (brew user’s choice): charmed, frightened, paralyzed, poisoned, stunned.

Toxifying. As an action, a creature can apply this brew to a simple or martial weapon. The next time the weapon or a piece of ammunition fired by it hits a creature within 1 hour, the target takes 2d6 poison damage and must succeed on a Constitution saving throw against your spell save DC or be poisoned for 1 minute.

Witherbloom Adept
Level 10+ Mage of Witherbloom Feature
Your connection to the flow of life force deepens. Once per turn when you deal necrotic damage or restore hit points using a spell, one target of the spell takes additional damage or regains additional hit points equal to your proficiency bonus.

Withering Vortex
Level 14+ Mage of Witherbloom Feature
When you cast a spell using a spell slot that deals necrotic damage to any number of creatures that aren’t Undead or Constructs, choose one of the creatures that took damage. You drain an amount of life energy equal to half the damage dealt to the chosen creature. One creature other than yourself that you can see within 30 feet of you regains a number of hit points equal to the life energy drained.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.




Sentinel Raven (Raven Queen)
Starting at 1st level, you gain the service of a spirit sent by the Raven Queen to watch over you. The spirit assumes the form and game statistics of a raven, and it always obeys your commands, which you can give telepathically while it is within 100 feet of you.
While the raven is perched on your shoulder, you gain darkvision with a range of 30 feet and a bonus to your passive Wisdom (Perception) score and to Wisdom (Perception) checks. The bonus equals your Charisma modifier. While perched on your shoulder, the raven can’t be targeted by any attack or other harmful effect; only you can cast spells on it; it can’t take damage; and it is incapacitated.

You can see through the raven’s eyes and hear what it hears while it is within 100 feet of you.

In combat, you roll initiative for the raven and control how it acts. If it is slain by a creature, you gain advantage on all attack rolls against the killer for the next 24 hours.

The raven doesn’t require sleep. While it is within 100 feet of you, it can awaken you from sleep as a bonus action.

The raven vanishes when it dies, if you die, or if the two of you are separated by more than 5 miles.

At the end of a short or long rest, you can call the raven back to you—no matter where it is or whether it died—and it reappears within 5 feet of you.

Soul of the Raven
At 6th level, you gain the ability to merge with your raven spirit. As a bonus action when your raven is perched on your shoulder, your body merges with your raven’s form. While merged, you become Tiny, you replace your speed with the raven’s, and you can use your action only to Dash, Disengage, Dodge, Help, Hide, or Search. During this time, you gain the benefits of your raven being perched on your shoulder. As an action, you and the raven return to normal.


Raven's Shield
At 10th level, the Raven Queen grants you a protective blessing. You gain advantage on death saving throws, immunity to the frightened condition, and resistance to necrotic damage.

Queen's Right Hand
Starting at 14th level, you can channel the Raven Queen’s power to slay a creature. You can cast Finger of Death. After you cast the spell with this feature, you can’t do so again until you finish a long rest.


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.

Eldritch Invocations (total: 9 - 3 come from exa material)

  1. Armor of Shadows (Mage Armor)

  2. Beast Speech (speak with animals)

  3. Dreadful Word (cast Confusion)

  4. Eyes of the Rune Keeper (read everything)

  5. Mire the Mind (cast Slow)

  6. Eldritch Mind (adv on Con saves against concentration)

  7. Ascendant Step (levitate at-will)

  8. Bond of the Talisman (give someone talisman, be able to teleport to them/vice versa for prof bonus amount of times)

  9. Minions of Chaos (cast conjure elemental with a spell slot)

  10. Witch Sight (can see true forms at 30ft)


Mystic Arcanum: Circle of Death
You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.

Reality Garnet
Starting at Dawn, you are able to create rifts in reality for 5 minutes. As a bonus action, you may choose a point within 30 feet of yourself that you can see, and mark it as a rift in spacetime, choosing another point within 30 feet of it that you can see to mark as another rift. When a creature steps on the point, it is instantly transported to the other point. The point itself can only be seen by those with truesight, or those who possess the Reality Garnet. Can only do this Once per Dawn.


9 Lives: once per month, if sent to 0 HP, is instantly rezzed with half HP.

Arieth pact boon: If the cat is sent to 0 hp any excess damage dealt to seb is negated and sent back to aries as true damage. Once per month

Features & Traits
Book of The Witch/ Exa-Caliber V; Dawne, Claw of Solitude
Pinnacle of the Wicca
Aspect of Polaris: Leo
Dormant
Artifact
+1 Spellcasting Focus/Spell Book/Glove of Protection
Warlock Attunement
=============================
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Knowledge of The Grand Coven- After you spend the requisite amount of time reading and studying the book, your Wisdom and Cha score increases by 2, to a maximum of 28 and increases your Spells Casting Modifier, Attacks , AC, Saving Throws, and Spell Save DC's increase by 1 as long as your Attuned to this Book.

Salem Forgive Me: A hidden note can be seen in the back, for every stat that cannot go past the cap gain +1 Warlock spell slot that can only be used.


Mark of The Forgotten
Once you've read and studied the book, you gain a protective Glove; granting you access to the forgotten boons of Winter. Gain 3 Addtional Warlock Invocations and an additional Familiar that a Raven whenever you use Find Familiar.

Wiccan Magic. Once you've read and studied the book, any spell slot you expend to cast a spell counts as a spell slot of one level higher to a Max of LV 6 twice per Long Rest.



Armor of Etherealness (modified to studded leather - 12)
Talisman
Cute hat

An assload of chocolates

Reward tix: 4 [from Sybil mission lol get fucked Luy], 2 [Port Sol event], 2 [Fighting Evil By Moonlight event]


Portable Hole
This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.

You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can't be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it.

You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing.

If the hole is folded up, a creature within the hole's extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate.

Placing a portable hole inside an extradimensional space created by a bag of holding, handy haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
(At the moment, it is full of chocolate.)



Headband of Intellect
Source: Dungeon Master's Guide

Wondrous item, uncommon (requires attunement)

Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is 19 or higher without it.



Goggles of Object Reading
Wondrous item, uncommon (requires attunement) CURRENTLY UNATTUNED
These leather-framed goggles feature purple crystal lenses. While wearing the goggles, you have advantage on Intelligence (Arcana) checks made to reveal information about a creature or object you can see.

In addition, you can cast the Identify spell using the googles. Once you do so, you can't do so again until the next dawn.

=========================

Chapter
Familiar Option - Requires Pact With Salem

This eldritch being should not exist. It's difficult to say if its form is truly so malleable, or if it is instead simply settling on a desired one that the mind can comprehend.

Flexible Form
This familiar mimics the statistics of any other familiar that you can access through a casting of Find Familiar, with the exception of the following:
It has all other features listed for Chapter.
It cannot attack or force another creature to make a saving throw.
You cannot share its senses.
You cannot cast spells through it.


Exited Existence
Upon entering True Combat, Chapter replaces itself with the real version of the familiar it was mimicking, causing it to lose all other features of Chapter until True Combat ends. If the familiar is still active at the end of True Combat, Chapter returns, mimicking the same form.

Unnatural Nature
This creature is intangible, making it immune to damage and automatically succeed all saving throws. Additionally, it can pass through materials up to 5 feet thick.


Surge Of Unknown Knowledge
As a free action, You can begin using your Charisma modifier, rather than your Intelligence modifier, when making arcana, history, nature, and religion skill checks for the next minute so long as Chapter remains summoned. You can use this ability once, and when its effects end, you have disadvantage on all such skill checks until you complete a short or long rest, at which time you regain this abilities use.

Killer Curiosity
When you fail an arcana, history, nature, or religion check while Chapter is summoned, you can choose to instead achieve its lowest degree of success. You can use this ability once, and when you do, you automatically fail all such checks until you complete a long rest, at which point you regain this abilities use.



Cloak of Protection
You gain a +1 bonus to AC and saving throws while you wear this cloak.



Exa-Caliber V; Dawne, Claw of Solitude
Hierophant
========================



4th Clover
Aspect of Bastet
Legendary Armour(symbiote)
Symbiotic attunement- Sebastian Sable.

Symbiotic Armour: Lucky
As a bonus action you may summon this armour over your body, where it forms into a perfect garb of defense against those who wish to harm you. You may change how the armour appears as you wish. The armour stays on unless you remove it as a bonus action again.

While active the armours ac is equal to 14+ your charisma modifer. In this form you also gain resistance to force and one physical damage type: [bludgeoning, slashing, piercing-damage type chosen once per dawn]

In addition, 4 times per long rest, whenever you were to be critically hit, you may instead turn it into a normal hit.

A Lucky cat:
If you were to fail a save, you may spend one charge of Luck to instead make a charisma save and replace the roll. You have 4 Luck charges per dawn, and they refresh when you take a long rest.

==========================



Vztlhnae, The Granted Wish
Veil-Crossed Zenith of the fated Dream
Wondrous Ribbon - Requires Attunement by a Provocateur
"Nothing comes of stagnation. Be lively, be grand, and be the reason that your dream comes true."

This ribbon holds within it a vision into the dreams of its wielder, all to be recalled and never to be forgotten. It is from these pleasantries, terrors, and ambitions that the item gets its power, as even a subconscious daydream (or a brief catnap) is now fuel to turn even your wildest dreams into factual reality.

Lucid Dreaming
Whenever you would sleep, you can spend that time viewing another creatures dream, as though a messenger via the Dream spell, though you cannot change the targets dream other than what you appear as, nor can you deal damage or deny them the benefits of resting.

Throughout your time spent asleep, you can choose to target a different creature, leaving any current dream you occupy to instead view the new targets.

"But it was all a dream, and I was there. But I couldn't have been, could I?"

Dream Of Destiny
At the beginning of True Combat, you grant all creatures of your choice that are within the current True Combat the benefits of Bless. Then, grant all other creatures of your choice the detriments of Bane. Your concentration is not required to maintain either of these effects, and both persist for one minute.

Each creature being affected by this Bless can end the effect on themselves to reroll a failed attack roll, ability check, or saving throw, and each creature being affected by this Bane can use their action to end the effect.

"And, when you want something, all the universe conspires in helping you to achieve it."


Almighty Ambition
You gain an amount of Ambition equal to your proficiency modifier. Whenever you make an ability check with a skill with which you are proficient, you can expend one Ambition to add a d6 to the result of that check. You can wait until after you roll the d20 before deciding to use the Ambition die, but must decide to use it before the DM says whether the roll succeeds or fails.

You regain all expended Ambition after the completion of a short or long rest.

"You will succeed. As if there was ever any doubt, right?"

Drive Of A Dreamer
Whenever you make an ability check during True Combat, you gain temporary hit points equal to the result. These temporary hit points cannot stack, and they persist until the end of the current True Combat.

"You and my kin have something in common. Despite it all, you really do want to see them achieve greatness, don't you? Use that desire, let it guide you whilst it fuels your allies."

Too True To Be Good
You are immune to effects that would discern whether or not you are telling the truth. When such an effect would affect you, it always identifies you as truthful.

In addition, creatures have disadvantage on Wisdom (Insight) checks made against you.


Handling The Monkeys Paw
As an action, choose a creature within 120 feet. Each time that creature would add additional dice to a d20 roll, it instead subtracts them, and each time they would benefit from advantage, they instead receive disadvantage. These effects persist for the next minute.

Each time a d20 roll made by the target fails due to this effect, they can make a Charisma saving throw against your spell save DC to end the effect early.

You can use this ability once, regaining its use upon the completion of a long rest.

"See, the consequences of our actions are usually best left to others for resolution. It's what I like to call "Delegation Of Our Problems.""

The Ultimate Knightmare
As an action, you can infuse an ally with the potency of the darkest nightmares. For the next minute, that creature is designated as your Knightmare and they gain the following benefits:
They gain the benefits of Haste, though they are not made lethargic when the effect ends
The creature can expend 5 feet of movement on their turn to teleport to an unoccupied space within 5 feet of you.
They gain immunity to the restrained, stunned, paralyzed, petrified, and frightened conditions. (They gain the Unstoppable trait)
They add your proficiency bonus to all damage rolls that they make.
They gain stacking DR against all sources equal to your proficiency bonus.

You can use this ability once, regaining its use upon the completion of a long rest.

"Not all dreams as quite so sweet."

=========================

Wondrous - Ring - Requires Attunement By Salem-Pacted
Aspect of Salem
Mythic
The shimmering gemstone within this ring looks eerily similar to that of a cats eye with its masterful mimicry of the pattern. It also appears to forever follow you with its gaze, watching you, judging you… And… Probably wanting some attention.

Hidey Hole
You can cast Rope Trick once per day using this item and without expending a spell slot. In addition, whenever you cast Rope Trick, you can choose to do so as a bonus action.

If we fits, we sits.

Lives Well Lived
Whenever a creature affected by one of your buffs takes damage, you can use your reaction to grant True Resistance to that damage.

If this creature is you, you can choose to teleport into an extradimensional plane (such as the one created by Rope Trick) within 30 feet if you have more than 0 hit points after the damage is dealt. To enter an extradimensional plane in this way, it must be safe and otherwise accessible for you to enter.

9 lives, and each of them purrrrfect.

Familiar Phylactery
Whenever a familiar of yours dies while within 60 feet of an extradimensional plane that is safe and accessible to you, they are immediately re-summoned within that plane and stunned until the end of their next turn.

If your Chimera would be re-summoned this way, it instead summons all familiars used to create it, and they are not stunned.

They may join us, but they cannot stay, for this is our spot, our fortress, our impenetrable curtain of safety!

Interdimensional Zoomies
You can use your action to teleport yourself into any safe and accessible interdimensional space that you can see within 60 feet. In addition, whenever you leave an interdimensional space for the first time on your turn, you gain the benefits of the dash and disengage actions.

The cat’s eye can be seen darting back and forth across the field from just beyond the veil of space-time, ready to strike at any moment against any unsuspecting prey/lasers.

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 152598, Platinum: 0 Money
SPELLCASTING MOD: 4 (proficiency)+7 (CHA) +1 (spellbook) +1 (Knowledge of the Grand Coven) = 13

SPELL SAVE: 8+2(exa)+4(proficiency)+7 (CHA) = 21

Due to starting as Warlock at lvl 1, Warlock spell slot total is doubled!!

CANTRIPS:

  • Magic Stone

  • Toll the Dead

  • Mind Sliver

  • Spare the Dying (Necrovitae)

  • Chill Touch (Pact of the Tome)

  • Guidance (Pact of the Tome)

  • Sapping Sting (Pact of the Tome)


LEVEL 1:

  • Cure Wounds (Necrovitae)

  • Inflict Wounds (Necrovitae)

  • Hellish Rebuke

  • Mage Armor (via Eldritch Invocation, no slots needed)

  • Speak with Animals (via Eldritch Invocation, no slots needed)

  • Protection from Evil and Good

  • Healing Elixir


LEVEL 2:

  • Lesser Restoration (Necrovitae)

  • Ray of Enfeeblement (Necrovitae)

  • Hold Person

  • Spiritual Weapon (Raven Queen)


LEVEL 3:

  • Slow (via Eldritch Invocation, once per long rest)

  • Revivify (Necrovitae)

  • Vampiric Touch (Necrovitae)

  • Counterspell

  • Remove Curse

  • Dispel Magic



LEVEL 4:

  • Confusion (via Eldritch Invocation, once per long rest)

  • Blight


LEVEL 5:

  • Hold Monster

  • Commune

  • Conjure Elemental


Spellcasting
Languages: Common, Leonin, Nobili Draconic and Vantrea

Alchemy & Herbalism tools

Potionmaking is a bonus action c:

Pirate's Persuasion (bonus from Bastet)
twice per short rest
roll with adv on persuasion/deception/intimidation

2 tickets

Mother's perfume

Elixer of Health x1
Healing Common x5
Greater healing Uncommon x3
Superior healing Rare x1
Growth Potion Rare x0
Invincible Pots Rare x2
Heroism Potions Rare x2
Haste Potion x1
Potion of Fire Breath
Potion of Greater Healing (4d4+4)
Potion of Poison
Potion of Superior Healing (8d4+8)
Oil of Slipperiness
Oil of Sharpness
Potion of Supreme Healing
Potion of Resistance
Bastet's Nyanwich (Legendary) - Sebastian spends 15000 GP to make
Calisto's Herbal Tea (Legendary) - Sebastian spends 15000GP to make

===============

Fey Dominance-
Your rule over the lives of fey is absolute. You have a flat +5 to persuasion, deception and intimidation with any fey creature. In addition, any fey that wish to defy you must suceed a Charisma saving throw against your charisma score. On a success, they are no longer compelled to listen to your orders for the next 24 hours, and can harm you if they wish.

Languages & Proficiencies
SALEM STUFF

Conjure me, Cast the Circle, and Say my Name:
You learn the Find Familiar spell, and the first time you cast it you don't consume a spell slot. This spell doesn't count against your number of spells known. When you cast the spell, you can summon up to two Familiars of your choice but they cannot be the same form. Each familiar will get special effects as long as they are alive and summoned.

When you cast the spell, you can choose one of the normal forms for your familiar or one of the special forms

Sold My Soul
Ritual casting spells from 1st-3rd lvl take half the time to cast. Additionally, you may cast Find Familiar as an action three times per dusk.

Witches' Cauldron
You’re able to make potions and other alchemy items by spending 15% the gold amount or sacrificing your highest spell slot/Warlock spell slot of the potion to make it into a Blood or Pact Version of the potion.
You may also do this twice per true combat as a bonus action, sacrificing your highest spell slot/Warlock spell slot to upgrade the item.
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Potion Cost
Common 250 gp
Uncommon 1000 gp
Rare 25,000 gp
Very rare 50,000 GP
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Disclaimer: all Potions made must be put in the Trading log.
=======================

Banned Pots
Giant STR, Possibility, and Maximum Power are banned.

Alchemy Update: Active Hunters(Alchemist and Herbilist)/Player Characters from outside the Coven or Cartel/not pacted with Those dragons can go to the Purple Haze Forest or MT Tyr(Once open) to make a spell scrolls but, at an increased price of 25% and can only make up to Their Wis Mod( min of 1) per month.

Exception: If you're player character is an active Coven/Cartel member you gain access to this dragon feature. (Can't have both tho)

Vendors now can be selling Potions up to dm desecration.

http://dnd5e.wikidot.com/wondrous-items:potion



Blood and Pact Items
-------------------------
Antitoxin (Witches Tonic) - Gain DR equal to your highest spell slot level to Poison and Acid.

Healer's Kit (Pact Kit) - Heals an Ally that is bleeding out to 1 hp and they gain the benefits of Death Ward for a minute. (Spell Slot Upgrade Only)

Healing Pots (Blood Potions) - Increases the Dice to a d6 and doubles the base healing amount.

Giant Growth Pots (Giant's Might Pots) - The additional damage turns to 1d6 instead of 1d4. (Spell Slot Upgrade Only)

Heroism Pots (Hero's Pots) - Heals instead of temp hp.

Oil of Slipperiness (Flaming Oils) - Once consumed, a Hostile Creature within 30 feet of you must make a Dex save (Spell DC) or suffer Vulnerability to fire till the end of your next turn. (Spell Slot Upgrade Only)

Resistance and Invul Potions (Anti-Melting Potions) - Once consumed, you heal hp based on your Prof + Level.

Spell Potions (Haste/Speed Pots, Fireball pot, and Ect) - Increase the level of the next spell cast by one. (If applicable)

Poisons(Familiar's Concoction) - Increases the amount of damage dealt by two Dice.

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Hendrix Approved- Potions that are Pact or Blood magic can still add the benefits from Hendrix's All the Pots Feature.

Hallowed Transformation
You may transform into a familiar form that was given to you via your pact with Leonidas and the Coven. The familiar form you are given in Session 0 is available to you twice per dusk and lasts for 1 min. However, if you are given a Humanoid form for the purposes of remaining hidden or to interact with the world, it lasts for 4 hours.

Disclaimer: You are not counted as a Familiar in this Transformation.

Blessing of the Red Moon

You gain the Pact Boon: Pact of the Chain and one Eldritch Invocation that you meet the prerequisites for. Whenever you level, you may change the Eldritch Invocation to another one.

Another Familiar for the Witch: If you already have the Pact of the Chain Feature, a Special Warlock Familiar (imp, pseudodragon, quasit, or sprite) is summoned as well when you cast Find Familiar.

Aurora's Delivery Service

Each of your Familiars carries one bandolier either for Scrolls or Potions. Once familiars are summoned, your magic can transfer the respective items you carry to their bandoliers, up to a Max of 3 items. Allies and yourself can use an item interaction to grab the potion or the familiar can use their action to give the item on the bandolier.

The Coven's Quarters
Once joining the Coven, you learn Nobili Draconic and Vantrea. Additionally, you are granted access to Salem's Manor (Hideout of the Chromatic Order).

Dragon Vow


Witching Hour: Chimera
Once per Dusk, as an action, you may summon a "Special" Familiar, The Chimera, made from the remaining special familiars of Conjure me that you have not currently summoned. The Chimera's stats are a combination of the HP, Ability Scores (Max of 22), traits, and attacks of the familiars used to summon the Chimera.

Disclaimer: No it isn't an Eldritch Horror or the Chimera from FMA. It summons a different beast that guards the Winter's Coven.

Witching Hour: Hallow's Eve
Instead of summoning Chimera, you may combine 3 of the Pact and Blood Items you or your familiars are carrying and have your familiars explode the potion in a 20 ft radius, giving all the positive effects to allies and/or Negative Effects to Hostile Creatures.



Dragon Feature

Muddle the Mixture
As, you're with the coven, you're able to make magical potions naturally without dealing with the extra steps. You can make potion up to your Cha or Int + prof mod once per month. There save dcs, to hit, and spell modifier is based on the person using the potions. To make these potions it uses gold based on the table below.

Bonds
Subclass 1: Necrovitae
Subclass 2: Eira the Raven Queen

Feats:
Lvl 4: Resilient (+1 to ASI) + reward (+1 CHA)
Lvl 8: Telepathic (+1 to WIS) + reward (+1 WIS)
Lvl 12: Eldritch Mind + reward (+1 CHA)
Polaris reward 1/27/24: Lucky (3 rerolls)

Feats from Ares:
Skill expert.
War caster.
Eldritch adept: eyes of the rune keeper
Resilient (wisdom)
Tough
Elemental adept(lightning)

WIS + CHA increase due to EXA

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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Level 0 Spells

PHB

Magic Stone

0-level (Cantrip) Transmutation

Casting Time 1 Bonus Action
Range Touch
Duration 1 Minute
Components V, S

You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, a pebble has a range of 60 feet. If someone else attacks with a pebble, that attacker adds your spellcasting ability modifier, not the attacker's, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Whether the attack hits or misses, the spell then ends on the stone.   If you cast this spell again, the spell ends on any pebbles still affected by your previous casting.

Class(es): Artificer, Druid, Warlock, Cleric (Nature Domain)

XGtE

Toll the Dead

0-level (Cantrip) Necromancy

Casting Time 1 action
Range 60ft
Duration Instant
Components V, S

You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.
At higher levels: The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).

Class(es): Cleric

Mind Sliver

0-level (Cantrip) Enchantment

Casting Time 1 action
Range 60ft
Duration 1 round
Components V

You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must make an Intelligence saving throw. Unless the saving throw is successful, the target takes 1d6 psychic damage, and the first time it makes a saving throw before the end of your next turn, it must roll a 1d4 and subtract the number rolled from the save.
At higher levels: This spell’s damage increases by 1d6 when you reach certain levels: 5th level 2d6 , 11th level 3d6 , and 17th level 4d6 .

Class(es): Sorcerer, Warlock, Wizard

PHB

Spare the Dying

0-level (Cantrip) Necromancy

Casting Time 1 Action
Range Touch
Duration Instantaneous
Components V S

You touch a living creature that has 0 hit points. The creature becomes stable. this spell has no effect on undead or constructs.

Class(es): Cleric

Basic Rules, pg. 221

Chill Touch

0-level (Cantrip) Necromancy

Casting Time 1 Action
Range 120 ft
Duration 1 Round
Components V, S

Damage Type: Necrotic   Attack/Saving Throw: Ranged   Description: You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.

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

Class(es): Sorcerer, Warlock, Wizard

PHB

Guidance

0-level (Cantrip) Divination

Casting Time 1 Action
Range Touch
Duration Concentration, Concentration, up to 1 minute
Components V S

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

Class(es): Cleric, Druid

Level 1 Spells

D&D 5e PHB Page 230

Cure Wounds

1-level Evocation

Casting Time 1 action
Range Touch
Duration Instantaneous
Components V, S

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

Class(es): Bard, Cleric, Druid, Paladin, Ranger

Basic Rules, pg. 253

Inflict Wounds

1-level Necromancy

Casting Time 1 Action
Range Touch
Duration Instantaneous
Components V, S

Damage Type: Necrotic   Saving Throw: Melee   Description: Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.

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.

Class(es): Cleric

Basic Rules , pg. 250

Hellish Rebuke

1-level Evocation

Casting Time 1 Reaction
Range 60 ft
Duration Instantaneous
Components V, S

Damage Type: Fire   Saving Throws: Dexterity   Description: 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.

Class(es): Warlock, Sorcerer

PHB

Mage Armor

1-level Abjuration

Casting Time 1 Action
Range Touch
Duration 8 hours
Components V S M
Materials (a piece of cured leather)

You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action

Class(es): Sorcerer, Wizard

Base AC13 + Dexterity Modifier

PHB

Speak with Animals

1-level Divination (ritual)

Casting Time 1 Action
Range Self
Duration 10 minutes
Components V S

You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.

Class(es): Bard, Cleric, Druid, Paladin, Ranger

PHB pg 270

Protection from Evil and Good

1-level Abjuration

Casting Time 1 Action
Range Touch
Duration Up to 10 Minutes
Components VSM
Materials holy water or powdered silver and iron, which the spell consumes

Until the spell ends, one willing creature you touch is protected against certain types of creature: aberrations, celestials, elementals, fey, fiends, and undead The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

Class(es): Cleric, Paladin, Warlock, Wizard

Level 2 Spells

PHB

Lesser Restoration

2-level Abjuration

Casting Time 1 Action
Range Touch
Duration Instantaneous
Components V S

You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

Class(es): Bard, Cleric, Druid, Paladin Ranger

Player's Handbook

Ray of Enfeeblement

2-level Necromancy

Casting Time 1 action
Range 60 feet
Duration Concentration, up to 1 minute
Components V, S

A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends.
At the end of each of the target's turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.

Class(es): Warlock, wizard

Player's Handbook 251

Hold Person

2-level Enchantment

Casting Time 1 Action
Range 60 ft
Duration Concentration, 1 Minute
Components V, S, M
Materials A small, straight piece of iron.

Damage Type: Hold   Attack/Save Throw: WIS 15   Description: 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.

Class(es): Paladin

PHB

Spiritual Weapon

2-level Evocation

Casting Time 1 Bonus Action
Range 60 feet
Duration 1 minute
Components V S

You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble that weapon.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above 2nd.

Class(es): Cleric

Bonus ActionMelee Spell AttackRange: 20 feet
1d8 + Spellcasting Ability ModifierForce Damage

Level 3 Spells

Slow

3-level Conjuration

Casting Time 1 action
Range 120ft
Duration Concentration, Concentration, up to a minute
Components V, S, M
Materials A bit of molasses

You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.
An affected target's speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.
If the creature attempts to cast a spell with a casting time of 1 action, roll a d20 . On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.
A creature affected by this spell makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it.

Class(es): Sorcerer, Wizard

Player's Handbook, 272

Revivify

3-level Necromancy

Casting Time 1 Action
Range Touch
Duration Instantaneous
Components V, S, M
Materials Diamonds worth 300 gp, which the spell consumes.

Damage Type: None   Attack/Save Throw: None   Description: You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.

Class(es): Paladin

Basic Rules, pg. 285

Vampiric Touch

3-level Necromancy

Casting Time 1 Action
Range Self
Duration Concentration, 1 Minute
Components V, S

Damage Type: Necrotic   Attack/Save Throw: Melee   Description: The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.

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.

Class(es): Warlock, Wizard

Basic Rules , pg. 228

Counterspell

3-level Abjuration

Casting Time 1 Reaction
Range 60 ft
Duration Instantaneous
Components S

Damage Type: Negation   Saving Throws: None   Description: You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.

At higher levels:
When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.

Class(es): Sorcerer, Warlock, Wizard

Basic Rules , pg. 234

Dispel Magic

3-level Abjuration

Casting Time 1 Action
Range 120 ft
Duration Instantaneous
Components V, S

Damage Type: Control   Saving Throws: None   Description: Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.

At higher levels:
When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.

Class(es): Bard, Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard, Artificer

Level 4 Spells

Basic Rules , pg. 224

Confusion

4-level Enchantment

Casting Time 1 Action
Range 90 ft (to 10 ft)
Duration 1 Minute
Components V, S, M
Materials Three nut shells.

Damage Type: Control   Saving Throws: Wisdom   Description: This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it. An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.   d10 Behavior 1: The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn. 2-6: The creature doesn't move or take actions this turn. 7-8: The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. 9-10: The creature can act and move normally.     At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.

At higher levels:
When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th.

Class(es): Bard, Druid, Sorcerer, Wizard

Basic Rules, pg. 219

Blight

4-level Necromancy

Casting Time 1 Action
Range 30 ft
Duration Instantaneous
Components V, S

Damage Type: Necrotic   Attack/Save Throw: CON Save   Description: Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs. If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.   If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw; it simply withers and dies.

At higher levels:
When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

Class(es): Druid, Sorcerer, Warlock, Wizard

Level 5 Spells

Player's Handbook

Hold Monster

5-level Enchantment

Casting Time 1 action
Range 90 feet
Duration Concentration, 1 minute
Components V,S,M (a small, straight piece of iron)

Choose a creature that you can see within range. The target must succeed on a Charisma saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another Charisma saving throw. On a success, the spell ends on the target.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.

Class(es): Artificer, Bard, Sorcerer, Warlock, Wizard

Player's Handbook

Conjure Elemental

5-level Conjuration

Casting Time 1 minute
Range 90 feet
Duration Concentration, Up to 1 hour
Components V, S, M
Materials Burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for water

You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The elemental disappears when it drops to 0 hit points or when the spell ends.   The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions.   If your concentration is broken, the elemental doesn't disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can't be dismissed by you, and it disappears 1 hour after you summoned it.   The DM has the elemental's statistics.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.

Class(es): Druid, Wizard

Level 6 Spells

PHB

Circle of Death

6-level Necromancy

Casting Time 1 action
Range 150 feet
Duration Instantaneous
Components V, S, M (the powder of a crushed black pearl worth at least 500 gp)

A sphere of negative energy ripples out in a 60-foot radius sphere from a point within range. Each creature in that area must make a Constitution saving throw. A target takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one.
At higher levels: At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.

Class(es): Sorcerer, Warlock, Wizard

Level 7 Spells

XGtE

Crown of Stars

7-level Evocation

Casting Time: 1 Action
Range/Area: self
Components: V, S
Duration: 1 hour
Attack/Save: Ranged
Damage/Effect: Radient
Seven star-like motes of light appear and orbit your head until the spell ends. You can use a bonus action to send one of the motes streaking toward one creature or object within 120 feet of you. When you do so, make a ranged spell attack. On a hit, the target takes 4d12 radiant damage. Whether you hit or miss, the mote is expended. The spell ends early if you expend the last mote. If you have four or more motes remaining, they shed bright light in a 30-foot radius and dim light for an additional 30 feet. If you have one to three motes remaining, they shed dim light in a 30-foot radius.
At higher levels: At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the number of motes created increases by two for each slot level above 7th.
Available for: wizards

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