Thalia Control
Thalia Control
STEALTH DISADVANTAGE
ARMOR Darkvision. You can see in dim light within 60 feet of you
STRENGTH half plate 19 as if it were bright light, and in darkness as if it were dim
light.
PROFICIENCY BONUS +2
8
SHIELD
AC Shadow Touched (1/Long Rest). You can cast your chosen
Shield
spells without expending a spell slot or using any spell
N
CIE C slots you have of the appropriate level.
-1 Strength
Y
PROFI
-1 Eldritch Invocations.
+2 Dexterity
Investment of the Chain Master. When you cast find
+2 Constitution ARMOR CLASS familiar, you grant the creature the following benefits:
DEXTERITY The familiar gains either a flying speed or a swimming
+0 Intelligence speed of 40 feet.
MAXIMUM HIT DICE TEMPORARY
14
As a bonus action, you can command the familiar to take
✘ +3 Wisdom
31 4d8 the Attack action.
✘ +6 Charisma The familiar’s weapon attacks are considered magical for
13
CONDITIONAL
the purpose of overcoming immunity and resistance to
nonmagical attacks.
+2 If the familiar forces a creature to make a saving throw,
it uses your spell save DC.
CURRENT HIT POINTS When the familiar takes damage, you can use your
CONSTITUTION DEATH SAVING THROWS reaction to grant it resistance against that damage.
SAVING THROWS Repelling Blast. When you hit a creature with eldritch
14 SPEED FLY CLIMB SWIM blast, you can push the creature up to 10 feet away from
N
CIE C
you in a straight line.
+2 Acrobatics (Dex) 30ft. 0ft. 0ft. 0ft.
Y
PROFI
RT
EXPE
VISION INSPIRATION EXHAUSTION Pact of the Chain. You learn the find familiar spell and can
+1 Animal Handling (Wis) cast it as a ritual.Additionally, when you take the Attack
+2 ✘ +2 Arcana (Int) Darkvision action, you can forgo one of your own attacks to allow
your familiar to make one attack with its reaction.
-1 Athletics (Str) Resistances. Fire
INTELLIGENCE Genie’s Vessel. A tiny object that you can use as a
✘ +6 Deception (Cha) spellcasting focus for your warlock spells. While you are
10 +0 History (Int) touching the vessel, you can use Bottled Respite or Genie’s
Wrath.
+1 Insight (Wis) The vessel’s has 14 AC, 6 hp, and it is immune to poison
and psychic damage.
+4 Intimidation (Cha) SPEED, SENSES, & CONDITIONS If the vessel is destroyed or you lose it, you can perform
+0 +0 Investigation (Int) a 1-hour ceremony to receive a replacement from your
patron. This ceremony can be performed during a short or
+1 Medicine (Wis) Hellish Resistance. You have resistance to fire long rest, and the previous vessel is destroyed if it still
WISDOM
damage. exists. The vessel vanishes in a flare of elemental power
+0 Nature (Int) when you die.
Urala
Leopold NAME
Flaming Fist
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
Before you became an adventurer, your life was already full of conflict and excitement, because you made a living
tracking down people for pay. Unlike some people who collect bounties, though, you aren’t a savage who follows quarry
into or through the wilderness. You’re involved in a lucrative trade, in the place where you live, that routinely tests your
Playful: Thalia is a fun-loving and mischievous character who enjoys teasing
and joking with her friends and enemies alike. She may use humor or wit to
skills and survival instincts. What’s more, you aren’t alone, as a bounty hunter in the wild would be: you routinely
diffuse tense situations, or to make light of her own mistakes or flaws. interact with both the criminal subculture and other bounty hunters, maintaining contacts in both areas to help you
Stubborn: Thalia is also a stubborn and determined character who refuses succeed.
to back down in the face of challenges or obstacles. She may become fixated
on a particular goal or objective, and may be willing to go to great lengths or
take significant risks in order to achieve it. This stubbornness can be both a You might be a cunning thief-catcher, prowling the rooftops to catch one of the myriad burglars of the city. Perhaps you
strength and a weakness for Thalia, as it allows her to persevere through
difficult circumstances, but it can also make her resistant to change or new are someone who has your ear to the street, aware of the doings of thieves’ guilds and street gangs. You might be a
PERSONALITY TRAITS
"velvet mask" bounty hunter, one who blends in with high society and noble circles in order to catch the criminals that
prey on the rich, whether pickpockets or con artists. The community where you plied your trade might have been one of
Freedom. Chains are meant to be broken, as are Faerûn’s great metropolises, such as Waterdeep or Baldur’s Gate, or a less populous location, perhaps Luskan or Yartar-
those who would forge them. (Chaotic) any place that’s large enough to have a steady supply of potential quarries.
As a member of an adventuring party, you might find it more difficult to pursue a personal agenda that doesn’t fit with
IDEAL the group’s objectives- but on the other hand, you can take down much more formidable targets with the help of your
companions.
BOND
BACKGROUND FEATURE
TRINKET
ADDITIONAL FEATURES
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb Explorer’s Pack. Includes a backpack, a bedroll, a mess
[Shield] 1 6 [Pearl of Power] 1 — kit, a tinderbox, 10 torches, 10 days of rations, and a
Flute 1 1 [Shadow Amulet of Bane] 1 — waterskin. The pack also has 50 feet of hempen rope
Explorer’s Pack 1 10 strapped to the side of it.
Scale Mail 1 45
Chalk 5 — Pearl of Power. While this pearl is on your person, you
Candle 5 — can use an action to speak its command word and regain
Caltrops(20) 7 14 one expended spell slot. If the expended slot was of 4th
Ball Bearings (bag of 1,000) 10 20 level or higher, the new slot is 3rd level. If the expended
Crowbar 1 5 slot was of 4th level or higher, the new slot is 3rd level.
Manacles 1 6 Once you use the pearl, it can't be used again until the
Chain Shirt 1 20 next dawn.
Ink Pen 1 —
Ink (1 ounce bottle) 1 — Shadow Amulet of Bane. Aura of Dread:
Parchment (one sheet) 10 — The cloak enhances the wearer's intimidating presence.
Dagger 1 1 While attuned to the Shadow Cloak of Bane, the wearer
[Scale Mail] 1 45 has advantage on Charisma (Intimidation) checks.
Potion of Healing 1 .5 *Bane's Resilience:*
Hunting Trap 1 25 The cloak provides protection against attempts to
Grappling Hook 1 4 control the wearer's mind. While attuned to the Shadow
Incense(10GP) 6 — Cloak of Bane, the wearer has advantage on saving
throws against being frightened.
ATTUNED MAGIC ITEMS 2 / 3
Baneful Strike:*
VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb Once per short rest, the wearer can invoke Bane's wrath
to strike fear into their enemies. As an action, the
wearer can make a special melee attack against a
creature within reach. On a hit, the target must make a
Wisdom saving throw (DC 12) or become frightened of
the wearer until the end of their next turn. The wearer
can use this ability to channel their warlock spell slots,
adding an additional 1d8xlevelOfSpell psychic damage
via expending a spell slot.
0 5 0 33 0
Space in my Ring #2
STORED ITEM # lb. STORED ITEM # lb.
Fishing Tackle 1 4
Block and Tackle 1 5
Ladder (10—foot) 1 25
Oil (flask) 5 5
Tent, Two—Person 1 20
Ram, Portable 1 35
Pole (10—foot) 1 7
Net 1 3
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Thalia's early years were spent in a small village on the outskirts of the Ulder Ravenguard-Vévoda Balduru Flaming Fist
kingdom. Her father, a powerful warlock, was the protector of an ancient Kapitán Zodge - vede místo něj
tome known as the Book of Shadows, which contained knowledge of
powerful arcane magic. Her mother was a loving and caring woman who Bál Myrkul Bane
took care of the household and the family. Elfí Píseň - taverna
Tarya- spojka - hnědý vlasy hraje kostky
Thalia was always curious about her father's work and the magic contained Alan a Lythie mají Elfí Píseň
within the book, but her father forbade her from ever touching it. As she
grew older, her curiosity turned into an obsession, and she began to Klank animated armor ochranka
secretly read the book whenever her father was away. Skuna Half Orc - ochranka
____________________________________
At the age of 18, Thalia stumbled upon a dark ritual that promised to ses2
summon a powerful fiend. Believing that she could control the creature, Bonifác prodej stříbrný vole rachytník
she attempted the ritual but failed to fully grasp the magnitude of the
magic she was invoking. The fiend, enraged at being summoned against its Jožka
will, went on a rampage and killed Thalia's mother and destroyed the Kvarmila kultiska?
village. Felogirovi ohňostroje aavory
__________________________________________
Her father, a powerful warlock, managed to stop the fiend and send it back
to hell. Fearing for Thalia's safety, he sent her away from the village to ses3
escape the wrath of the angry villagers who blamed her for the destruction Klima -zachráněna zdrhla
of their homes and the loss of their loved ones. Dungeon NPC v chodbě
Thalia was left alone, with nothing but her guilt and the burning desire for
revenge against the demon that had killed her mother. She traveled to the
city of Baldur's Gate, hoping to find a way to gain more power and control
over the arcane magic she had summoned.
She became a bounty hunter, using her newfound powers to hunt down
dangerous criminals and make a name for herself. She spent her days
training, studying, and experimenting with different types of magic, all in
the hopes of one day summoning the demon that had killed her mother
and bringing it under her control.
Thalia's journey has been one of pain, loss, and determination. She knows
that the path she has chosen is a dangerous one, but she is willing to do
whatever it takes to achieve her goal of revenge and justice. Despite her
chaotic nature, she remains essentially good at heart and seeks to use her
power to protect those who cannot protect themselves.
NPCS:
Elyse: Thalia's mother was a kind-hearted woman who loved her daughter
deeply. She was a skilled seamstress and took great pride in keeping their
home neat and tidy. Her life was tragically cut short by the demon that
Thalia accidentally summoned.
Zane: Thalia's father was a powerful warlock and guardian of the Book of
Shadows. He was a stern but loving figure who tried to protect his
daughter from the dangers of the arcane magic contained within the book.
After the tragic events that led to Thalia's exile, he remained behind in the
village to deal with the aftermath and to continue his duties as the book's
protector.
Djin Dao: The djinni that Thalia made a pact with to gain more power. Djin
Dao is a charismatic and cunning entity who always seems to have an
ulterior motive. He promised Thalia the power to control demons and
fiends, but at what cost?
Malthrax: is a powerful and cunning demon lord who specializes in
deception and manipulation. He delights in causing chaos and destruction
wherever he goes, and he relishes the chance to torment mortals who
dare to summon him. After being sent back to hell by Thalia's father,
Malthrax was banished to Avernus, the first layer of the Nine Hells. From
there, he plots his revenge against Thalia and her family, hoping to one day
break free of his infernal prison and wreak havoc on the mortal world once
again.
Puck
NOTES NOTES
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Imp Pact of the Chain
MAXIMUM HIT DICE TEMPORARY Shapechanger. The imp can use its action to polymorph
10 into a beast form that resembles a rat (speed 20 ft.), a
raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or
back into its true form. Its statistics are the same in each
PROFICIENCY INITIATIVE Magic Resistance. The imp has advantage on saving throws
2 +3 13 against spells and other magical effects.
11 12 14
+0 +1 +2
CREATURE STATISTICS TRAITS & ACTIONS
Charisma +6 14 N/A
1ST LEVEL Armor of Agathys (Tiefling (Levistus)) Inflict Wounds (Shadow Touched)
CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 bonus action
RANGE Self (5-foot radius) RANGE 120 feet RANGE Touch
DURATION 1 round DURATION Instantaneous DURATION 1 minute
COMPONENTS V, M (a melee weapon worth at least 1 sp) COMPONENTS V, S COMPONENTS V, S
You brandish the weapon used in the spell’s casting and make a A beam of crackling energy streaks toward a creature within range. You touch one to three pebbles and imbue them with magic. You or
melee attack with it against one creature within 5 feet of you. On a Make a ranged spell attack against the target. On a hit, the target someone else can make a ranged spell attack with one of the pebbles
hit, the target suffers the weapon attack’s normal effects and then takes 1d10 force damage. by throwing it or hurling it with a sling. If thrown, it has a range of 60
becomes sheathed in booming energy until the start of your next The spell creates more than one beam when you reach higher feet. If someone else attacks with the pebble, that attacker adds your
turn. If the target willingly moves 5 feet or more before then, the levels: two beams at 5th level, three beams at 11th level, and four spellcasting ability modifier, not the attacker’s, to the attack roll. On
target takes 1d8 thunder damage, and the spell ends. beams at 17th level. you can direct the beams at the same target or a hit, the target takes bludgeoning damage equal to 1d6 + your
This spell’s damage increases when you reach certain levels. At 5th at different ones. Make a separate attack roll for each beam. spellcasting ability modifier. Hit or miss, the spell then ends on the
level, the melee attack deals an extra 1d8 thunder damage to the stone.
target on a hit, and the damage the target takes for moving increases If you cast this spell again, the spell ends early on any pebbles still
to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) affected by it.
and again at 17th level (3d8 and 4d8).
Pact Magic (Warlock) Tasha’s Cauldron of Everything Pact Magic (Warlock) Player’s Handbook Pact Magic (Warlock) Xanathar’s Guide to Everything
A frigid beam of blue-white light streaks toward a creature within A protective magical force surrounds you, manifesting as a spectral You awaken the sense of mortality in one creature you can see within
range. Make a ranged spell attack against the target. On a hit, it takes frost that covers you and your gear. You gain 5 temporary hit points range. A construct or an undead is immune to this effect. The target
1d8 cold damage, and its speed is reduced by 10 feet until the start of for the duration. If a creature hits you with a melee attack while you must succeed on a Wisdom saving throw or become frightened of
your next turn. The spell’s damage increases by 1d8 when you reach have these hit points, the creature takes 5 cold damage. you until the spell ends. The frightened target can repeat the saving
5th level (2d8), 11th level (3d8), and 17th level (4d8). At Higher Levels. When you cast this spell using a spell slot of 2nd throw at the end of each of its turns, ending the effect on itself on a
level or higher, both the temporary hit points and the cold damage success.
increase by 5 for each slot above 1st. At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, you can target one additional creature for each slot
level above 1st. The creatures must be within 30 feet of each other
when you target them.
Legacy of Stygia (Tiefling (Levistus)) Player’s Handbook Legacy of Stygia (Tiefling (Levistus)) Player’s Handbook Pact Magic (Warlock) Xanathar’s Guide to Everything
CASTING TIME 1 hour CASTING TIME 1 bonus action CASTING TIME 1 action
RANGE 10 feet RANGE 90 feet RANGE Touch
DURATION Instantaneous DURATION Concentration, up to 1 hour DURATION Instantaneous
COMPONENTS V, S, M (10 gp worth of charcoal, incense, and herbs that must be COMPONENTS V, S, M (the petrified eye of a newt) COMPONENTS V, S
consumed by fire in a brass brazier)
You gain the service of a familiar, a spirit that takes an animal form you choose: You place a curse on a creature that you can see within range. Until Make a melee spell attack against a creature you can reach. On a hit,
bat, cat, crab, frog (toad), hawk. lizard, octopus, owl, poisonous snake, fish the spell ends, you deal an extra 1d6 necrotic damage to the target the target takes 3d10 necrotic damage.
(quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied
space within range, the familiar has the statistics of the chosen form, though it is a whenever you hit it with an attack. Also, choose one ability when you At Higher Levels. When you cast this spell using a spell slot of 2nd
celestial, fey or fiend (your choice) instead of a beast. cast the spell. The target has disadvantage on ability checks made level or higher, the damage increases by 1d10 for each slot level
Your familiar acts independently of you, but it always obeys your commands. In with the chosen ability. If the target drops to 0 hit points before this above 1st.
combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, spell ends, you can use a bonus action on a subsequent turn of yours
but it can take other actions as normal. to curse a new creature. A remove curse cast on the target ends this
When the familiar drops to 0 hit points, it disappears, leaving behind no physical spell early.
form. It reappears after you cast this spell again.
While your familiar is within 100 feet of you, you can communicate with it At Higher Levels. When you cast this spell using a spell slot of 3rd
telepathically. Additionally, as an action, you can see through your familiar’s eyes or 4th level, you can maintain your concentration on the spell for up
and hear what it hears until the start of your next turn, gaining the benefits of any to 8 hours. When you use a spell slot of 5th level or higher, you can
special senses that the familiar has. During this time, you are deaf and blind with maintain your concentration on the spell for up to 24 hours.
regard to your own senses.
As an action, you can temporarily dismiss your familiar. It disappears into a
pocket dimension where it awaits you summons. Alternatively, you can dismiss it
forever. As an action while it is temporarily dismissed, you can cause it to
reappear in any unoccupied space within 30 feet of you.
You can’t have more than one familiar at a time. If you cast this spell while you
already have a familiar, you instead cause it to adopt a new form. Choose one of
the forms from the above list. Your familiar transforms into the chosen creature.
Finally, when you cast a spell with a range of touch, your familiar can deliver the
spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it
must use its reaction to deliver the spell when you cast it. If the spell requires an
attack roll, you use your attack modifier for the roll.
Pact of the Chain (Warlock) Player’s Handbook Pact Magic (Warlock) Player’s Handbook Shadow Touched Player’s Handbook
Invisibility Spider Climb Spike Growth
2nd-level illusion 2nd-level transmutation 2nd-level transmutation
A creature you touch becomes invisible until the spell ends. Anything Until the spell ends, one willing creature you touch gains the ability to The ground in a 20-foot radius centered on a point within range
the target is wearing or carrying is invisible as long as it is on the move up, down, and across vertical surfaces and upside down along twists and sprouts hard spikes and thorns. The area becomes difficult
target’s person. The spell ends for a target that attacks or casts a ceilings, while leaving its hands free. The target also gains a climbing terrain for the duration. When a creature moves into or within the
spell. speed equal to its walking speed. area, it takes 2d4 piercing damage for every 5 feet it travels. The
At Higher Levels. When you cast this spell using a spell slot of 3rd transformation of the ground is camouflaged to look natural. Any
level or higher, you can target one additional creature for each slot creature that can’t see the area at the time the spell is case must
level above 2nd. make a Wisdom (Perception) check against your spell save DC to
recognize the terrain as hazardous before entering it.
Shadow Touched Player’s Handbook Pact Magic (Warlock) Player’s Handbook Pact Magic (Warlock) Player’s Handbook
Suggestion
2nd-level enchantment
A shield is made from wood or metal and is carried in one If you have proficiency with the flute, you can add your Includes a backpack, a bedroll, a mess kit, a tinderbox, 10
hand. Wielding a shield increases your Armor Class by 2. proficiency bonus to any ability checks you make to play torches, 10 days of rations, and a waterskin. The pack also
You can benefit from only one shield at a time. music with the instrument. A bard can use a musical has 50 feet of hempen rope strapped to the side of it.
instrument as a spellcasting focus.
This armor consists of a coat and leggings (and perhaps a For 1 hour, a candle sheds bright light in a 5-foot radius and This kit includes a wooden rod, silken line, corkwood
separate skirt) of leather covered with overlapping pieces dim light for an additional 5 feet. bobbers, steel hooks, lead sinkers, velvet lures, and narrow
of metal, much like the scales of a fish. The suit includes netting.
gauntlets.
As an action, you can spread a bag of caltrops to cover a As an action, you can spill these tiny metal balls from their A set of pulleys with a cable threaded through them and a
square area that is 5 feet on a side. Any creature that pouch to cover a level, square area that is 10 feet on a side. hook to attach to objects, a block and tackle allows you to
enters the area must succeed on a DC 15 Dexterity saving A creature moving across the covered area must succeed hoist up to four times the weight you can normally lift.
throw or stop moving this turn and take 1 piercing damage. on a DC 10 Dexterity saving throw or fall prone. A creature
Taking this damage reduces the creature’s walking speed moving through the area at half speed doesn’t need to
by 10 feet until the creature regains at least 1 hit point. A make the save.
creature moving through the area at half speed doesn’t
need to make the save.
Oil usually comes in a clay flask that holds 1 pint. As an Using a crowbar grants advantage to Strength checks A simple and portable canvas shelter, a tent sleeps two.
action, you can splash the oil in this flask onto a creature where the crowbar’s leverage can be applied.
within 5 feet of you or throw it up to 20 feet, shattering it
on impact. Make a ranged attack against a target creature
or object, treating the oil as an improvised weapon. On a
hit, the target is covered in oil. If the target takes any fire
damage before the oil dries (after 1 minute), the target
takes an additional 5 fire damage from the burning oil. You
can also pour a flask of oil on the ground to cover a 5-foot-
square area, provided that the surface is level. If lit, the oil
burns for 2 rounds and deals 5 fire damage to any creature
that enters the area or ends its turn in the area. A creature
can take this damage only once per turn.
These metal restraints can bind a Small or Medium You can use a portable ram to break down doors. When Made of interlocking metal rings, a chain shirt is worn
creature. Escaping the manacles requires a successful DC doing so, you gain a +4 bonus on the Strength check. One between layers of clothing or leather. This armor offers
20 Dexterity check. Breaking them requires a successful DC other character can help you use the ram, giving you modest protection to the wearer’s upper body and allows
20 Strength check. Each set of manacles comes with one advantage on this check. the sound of the rings rubbing against one another to be
key. Without the key, a creature proficient with thieves’ muffled by outer layers.
tools can pick the manacles’ lock with a successful DC 15
Dexterity check. Manacles have 15 hit points.
This armor consists of a coat and leggings (and perhaps a A character who drinks the magical red fluid in this vial When you use your action to set it, this trap forms a saw-
separate skirt) of leather covered with overlapping pieces regains 2d4 + 2 hit points. Drinking or administering a toothed steel ring that snaps shut when a creature steps on
of metal, much like the scales of a fish. The suit includes potion takes an action. a pressure plate in the center. The trap is affixed by a heavy
gauntlets. chain to an immobile object, such as a tree or a spike
driven into the ground. A creature that steps on the plate
must succeed on a DC 13 Dexterity saving throw or take
1d4 piercing damage and stop moving. Thereafter, until the
creature breaks free of the trap, its movement is limited by
the length of the chain (typically 3 feet long). A creature
can use its action to make a DC 13 Strength check, freeing
itself or another creature within its reach on a success.
Each failed check deals 1 piercing damage to the trapped
creature.
While this pearl is on your person, you can use an action to When you fall while wearing this amulet, you descend 60
speak its command word and regain one expended spell feet per round and take no damage from falling.
slot. If the expended slot was of 4th level or higher, the
new slot is 3rd level. If the expended slot was of 4th level or
higher, the new slot is 3rd level. Once you use the pearl, it
can't be used again until the next dawn.
4 lb. Player’s Handbook 0 lb. Dungeon Master’s Guide 0 lb. The Wild Beyond the Witchlight
These dried leaves of the Olisuba tree, when steeped to You can equip this item to “enable” it. It remains hidden
make a tea, can help a body recover from strenuous from the inventory on your character sheet.
activity. If you drink a dose of Olisuba tea during a long
rest, your exhaustion level is reduced by 2 instead of 1 at
the end of that long rest.
HERBS OF THE 0THEMOOR
The rich, primal nature of the Othemoor marsh nurtures
a number of rare and highly sought-after grasses and herbs.
Herbalists, alchemists, and spice traders often visit Othe to
bolster their stores.
Many creatures in the worlds of D&D, especially those that You have resistance to fire damage. You know the ray of frost cantrip. When you reach 3rd
dwell underground, have darkvision. Within a specified level, you can cast the armor of Agathys spell as a 2nd-level
range, a creature with darkvision can see in darkness as if spell once with this trait and regain the ability to do so
the darkness were dim light, so areas of darkness are only when you finish a long rest. When you reach 5th level, you
lightly obscured as far as that creature is concerned. can cast the darkness spell once with this trait and regain
However, the creature can’t discern color in darkness, only the ability to do so when you finish a long rest. Charisma is
shades of gray. your spellcasting ability for these spells.
Tiefling Player’s Handbook Tiefling Player’s Handbook Tiefling (Levistus) Mordenkainen’s Tome of Foes
Your exposure to the Shadowfell’s magic has changed you, In your study of occult lore, you have unearthed eldritch Prerequisite: Pact of the Chain
granting you the following benefits: invocations, fragments of forbidden knowledge that imbue When you cast find familiar, you infuse the summoned
• Increase your Intelligence, Wisdom, or Charisma score you with an abiding magical ability. familiar with a measure of your eldritch power, granting
by 1, to a maximum of 20. At 2nd level, you gain two eldritch invocations of your the creature the following benefits:
• You learn the invisibility spell and one 1st-level spell of choice. Your invocation options are detailed at the end of • The familiar gains either a flying speed or a swimming
your choice. The 1st-level spell must be from the illusion or the class description. When you gain certain warlock levels, speed (your choice) of 40 feet.
necromancy school of magic. You can cast each of these you gain additional invocations of your choice, as shown in • As a bonus action, you can command the familiar to
spells without expending a spell slot. Once you cast either the Invocations Known column of the Warlock table. take the Attack action.
of these spells in this way, you can’t cast that spell in this Additionally, when you gain a level in this class, you can • The familiar’s weapon attacks are considered magical
way again until you finish a long rest. You can also cast choose one of the invocations you know and replace it with for the purpose of overcoming immunity and resistance to
these spells using spell slots you have of the appropriate another invocation that you could learn at that level. nonmagical attacks.
level. The spell’s spellcasting ability is the ability increased • If the familiar forces a creature to make a saving
by this feat. throw, it uses your spell save DC.
• When the familiar takes damage, you can use your
reaction to grant it resistance against that damage.
Feat (4) Tasha’s Cauldron of Everything Warlock Player’s Handbook Eldritch Invocations Tasha’s Cauldron of Everything
Prerequisite: eldritch blast cantrip You learn the find familiar spell and can cast it as a ritual. 1st-level The Genie feature
Your patron gifts you a magical vessel that grants you a measure of the genie’s
When you hit a creature with eldritch blast, you can push The spell doesn’t count against your number of spells power. The vessel is a Tiny object, and you can use it as a spellcasting focus for
the creature up to 10 feet away from you in a straight line. known. 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.
When you cast the spell, you can choose one of the Genie’s Vessel
normal forms for your familiar or one of the following d6 Vessel
special forms: imp, pseudodragon, quasit, or sprite. 1 Oil lamp
2 Urn
Additionally, when you take the Attack action, you can 3 Ring with a compartment
forgo one of your own attacks to allow your familiar to 4 Stoppered bottle
5 Hollow statuette
make one attack with its reaction. 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 comfortably 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
Eldritch Invocations Player’s Handbook Pact Boon Player’s Handbook The Genie Tasha’s Cauldron of Everything
Bottled Respite Genie’s Wrath
Archetype Feature Archetype Feature
As an action, you can magically vanish and enter your Once during each of your turns when you hit with an attack
vessel, which remains in the space you left. The interior of roll, you can deal extra damage to the target equal to your
the vessel is an extradimensional space in the shape of a proficiency bonus. The type of this damage is determined
20-foot radius cylinder, 20 feet high, and resembles your by your patron: bludgeoning (dao), thunder (djinni), fire
vessel. The interior is comfortably appointed with cushions (efreeti), or cold (marid).
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 Vessel Tasha’s Cauldron of Everything Genie’s Vessel Tasha’s Cauldron of Everything