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Level 10 Goblin Warlock, The Genie (8) / Fighter (2) 64000

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Giohn
Hillsfar Merchant Neutral Maglubiyet Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Darkvision. You can see in dim light within 60 feet of you as if it
STRENGTH Scale Mail +1 23 were bright light, and in darkness as if it were dim light.
PROFICIENCY BONUS +4 Eldritch Invocations.
8
SHIELD
AC Agonizing Blast. When you cast eldritch blast, add 5 to the
Shield +2 damage it deals on a hit.
Ring of Protection (1), Defense (Fighting Style) (1) Grasp of Hadar. Once on each of your turns when you hit a
N
CIE C
creature with your eldritch blast, you can move that creature in
+0 Strength
Y
PROFI

-1 a straight line 10 feet closer to you.


Cloak of Flies (Bonus Action—1/Short Rest). You can surround
+3 Dexterity
yourself with a magical aura that looks like buzzing flies. The
+3 Constitution ARMOR CLASS aura extends 5 feet from you in every direction, but not through
DEXTERITY total cover. It lasts until you’re incapacitated or you dismiss it as
+2 Intelligence a bonus action. The aura grants you advantage on Intimidation
MAXIMUM HIT DICE TEMPORARY checks but disadvantage on all other Charisma checks. Any
15 ✘


+5 Wisdom

+10 Charisma
75 8d8/2d10 other creature that starts its turn in the aura takes 5 poison
damage.
Eldritch Mind. You have advantage on Constitution saves that
CONDITIONAL you make to maintain your concentration on a spell.
+2 Pact of the Tome. Your patron gives you a grimoire called a
Book of Shadows. If you lose it, you can perform a 1-hour
CURRENT HIT POINTS ceremony to receive a replacement from your patron. This
CONSTITUTION DEATH SAVING THROWS ceremony can be performed during a short or long rest, and it
SAVING THROWS destroys the previous book. The book turns to ash when you
die.
14 N
CIE C

+2 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft. Genie’s Vessel. Your patron gifts you a tiny magical vessel (17
Y
PROFI

AC, 12 HP) that grants you a measure of the genie’s power. You
RT

EXPE

+0 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION can use it as a spellcasting focus for your warlock spells.While
+2 +1 Arcana (Int) Darkvision
you are touching the vessel, you can use Bottled Respite or
Genie’s Wrath.The vessel is immune to poison and psychic
damage and when it is destroyed or you lose it, you can perform
-1 Athletics (Str) Resistances. Bludgeoning a 1-hour ceremony to receive a replacement from your patron.
INTELLIGENCE This ceremony can be performed during a short or long rest,
✘ +9 Deception (Cha) and the previous vessel is destroyed if it still exists. The vessel
vanishes when you die.
12 ✘
+1 History (Int)
+4 Insight (Wis) Bottled Respite (Action—1/Long Rest). You can magically
vanish and enter your vessel, which remains in the space you
✘ +9 Intimidation (Cha) SPEED, SENSES, & CONDITIONS left. The interior of the vessel is an extradimensional space in
+1 +1 Investigation (Int)
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.
+0 Medicine (Wis) Fury of the Small (1/Short Rest). When you While inside, you can hear the area around your vessel as if you
WISDOM
damage a creature with an attack or a spell and were in its space. You can remain inside the vessel up to 8
+1 Nature (Int) the creature’s size is larger than yours, you can hours. 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
10 +0 Perception (Wis) cause the attack or spell to deal 10 extra damage
vessel, you appear in the unoccupied space closest to it. Any
to the creature. objects left in the vessel remain there until carried out, and if
+5 Performance (Cha)
the vessel is destroyed, every object stored there harmlessly
✘ +9 Persuasion (Cha) Nimble Escape. You can take the Disengage or appears in the unoccupied spaces closest to the vessel’s former
+0 +1 Religion (Int)
Hide action as a bonus action on each of your space.
turns. Genie’s Wrath (Genie’s Vessel). Once during each of your turns
+2 Sleight of Hand (Dex) when you hit with an attack roll, you can deal 4 extra
CHARISMA bludgeoning damage to the target.
+2 Stealth (Dex)

20
Elemental Gift (Bonus Action—4/Long Rest). You can give
+0 Survival (Wis) yourself a flying speed of 30 feet that lasts for 10 minutes,
SKILLS during which you can hover.

Fighting Style.
+5 10 PASSIVE PERCEPTION Defense. While you are wearing armor, you gain a +1 bonus to
AC.
Second Wind (Bonus Action—1/Short Rest). You regain 1d10+2
ADVANTAGE hp.

INITIATIVE +2 1 Attack / Attack Action RACIAL TRAITS


Action Surge (1/Short Rest). On your turn, you can take one
additional action on top of your regular action.

NAME RANGE ATTACK DAMAGE / TYPE


Genie’s Vessel 5 ft -1 vs AC -1

FEATURES & TRAITS


Crossbow, Light 80/320 +6 vs AC 1d8+2 piercing
Ammunition, Loading, Two-Handed

Dart 20/60 +6 vs AC 1d4+2 piercing Armor Proficiencies. Light Armor, Medium Armor,
Finesse, Thrown
Shields

Dagger 20/60 +6 vs AC 1d4+2 piercing Weapon Proficiencies. Simple Weapons, Martial


Finesse, Light, Thrown Weapons

Tool Proficiencies. Vehicles water, Vehicles land

Languages. Common, Goblin

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 31 3'5" 35 lb.
GENDER AGE HEIGHT WEIGHT
Giohn Green Green Scales Long
CHARACTER NAME EYES SKIN HAIR

Barag Thel
Mob Barley NAME
SB0035 (Ässä)
Alkuperäiset Puupäät

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

Giohn Goblikon on kaksitoistahenkisen perheen pää jolle myönnettiin virheellisesti kymmeniä tuhansia platinapaloja
lainaa pientä keittiökaappiremonttia varten. Giohn huomasi virheen vasta kun velka oli kasvanut korkoa ja nyt hänen
taloutensa on täysin raunioilla (velkaa jopa useita kultapaloja paikalliseen paikallisosuuspankkiin).
I work hard and seldom make time for fun.
Giohn on paikallisen antikvariaatin omistaja ja ainoa työntekijä ja eräänä päivänä väkivaltaisen masturboinnin ja
paremman elämän fantasioinnin keskeltä hän päätti tehdä vaihteeksi töitä ja alkoi puhdistamaan uusia myyntiin tulleita
vintagekoriste-esineitä, jotka hän oli ostanut ohi ajaneen roska-auton lavalta.

Puhdistaessaan vanhaa öljylamppua, jotain aivan kamalaa tapahtui. Lampusta nousi KUNINKAALLINEN LAMPUN HENKI
PERSONALITY TRAITS
Zahid, joka otti Giohnin hänen palvelijakseen. Giohnille, joka oli tähän mennessä työllistänyt itsensä jo
kahdeksanvuotiaasta asti, tämä oli pahin kuviteltava asia mitä olisi voinut tapahtua. Zahid kuitenkin armossaan nimitti
Charitable: I give generously to others. (Good) Giohnin aluepäälliköksi, joten tämä pehmensi hieman kovaa kolausta.

Giohn matkaa nyt pitkin maailmaa etsiessään uusia tulonlähteitä velkansa kuittaamiseksi, lasten ruokkimiseksi ja Zahidin
tyydyttämiseksi.
IDEAL

Deals are sacrosanct. I never go back on my word.

BOND

I am overconfident. I overestimate my abilities.

FLAW BACKGROUND STORY

Is a Joblin
Feature Variant: Trade Contract
You and your family have trade contacts such as
caravan masters, shopkeepers, sailors, artisans, and
farmers throughout the Moonsea region and all
along the Sword Coast. Once per game session,
when adventuring in either of those areas, you can
use those contacts to get information about the local
area or to pass a message to someone in those
areas, even across the great distance between the
two areas.

BACKGROUND FEATURE

A tiny sketch portrait of a goblin

TRINKET
ADDITIONAL FEATURES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb Genie’s Vessel. A magical vessel that grants you a
Forgery Kit 1 5 [Scale Mail +1] 1 45 measure of the genie’s power. The vessel is a Tiny
[Genie’s Vessel] 1 — [Shield +2] 1 6 object, and you can use it as a spellcasting focus for your
Crossbow, Light 1 5 [Ring of Protection] 1 — warlock spells. You decide what the object is, or you can
Crossbow Bolt 20 1 determine what it is randomly by rolling on the Genie’s
Leather 1 10 Vessel table.
Dungeoneer’s Pack 1 10 Genie’s Vessel
Dagger 2 2
Dart 1 .25
Scale Mail +1. You have a bonus to AC while wearing this
armor. The bonus is determined by its rarity.

Shield +2. While holding this shield, you have a bonus to


AC determined by the shield's rarity. This bonus is in
addition to the shield's normal bonus to AC.

Ring of Protection. You gain a +1 bonus to AC and saving


throws while wearing this ring.

ATTUNED MAGIC ITEMS 1 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 0 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

84.3 lb / 120 lb 240 lb

INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT

ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES

#1 #2
STORED ITEM # lb. STORED ITEM # lb.

STORED ITEMS QUEST ITEMS & TRINKETS

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Charisma +9 17 N/A

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Warlock, The Genie

CANTRIPS Eldritch Blast Friends


Infestation Lightning Lure Mind Sliver
Prestidigitation

1ST LEVEL Armor of Agathys Hex


Sanctuary

2ND LEVEL Mirror Image Spike Growth

3RD LEVEL Meld into Stone Vampiric Touch

4TH LEVEL 2 SPELL SLOTS Elemental Bane Summon Greater Demon


Eldritch Blast Friends Infestation
Evocation Cantrip Enchantment Cantrip Conjuration Cantrip

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE 120 feet RANGE Self RANGE 30 feet
DURATION Instantaneous DURATION Concentration, up to 1 minute DURATION Instantaneous
COMPONENTS V, S COMPONENTS S, M (a small amount of makeup applied to the face as this spell is COMPONENTS V, S, M (a living flea)
cast)

A beam of crackling energy streaks toward a creature within range. For the duration, you have advantage on all Charisma checks directed You cause a cloud of mites, fleas, and other parasites to appear
Make a ranged spell attack against the target. On a hit, the target at one creature of your choice that isn’t hostile toward you. When momentarily on one creature you can see within range. The target
takes 1d10 force damage. the spell ends, the creature realizes that you used magic to influence must succeed on a Constitution saving throw, or it takes 1d6 poison
The spell creates more than one beam when you reach higher its mood and becomes hostile toward you. A creature prone to damage and moves 5 feet in a random direction if it can move and its
levels: two beams at 5th level, three beams at 11th level, and four violence might attack you. Another creature might seek retribution in speed is at least 5 feet. Roll a d4 for the direction: 1., north; 2, south;
beams at 17th level. you can direct the beams at the same target or other ways (at the DM’s discretion), depending on the nature of your 3, east; or 4, west. This movement doesn’t provoke opportunity
at different ones. Make a separate attack roll for each beam. interaction with it. attacks, and if the direction rolled is blocked, the target doesn’t
move.
The spell’s damage increases by 1d6 when you reach 5th level
(2d6), 11th level (3d6), and 17th level (4d6).

Pact Magic (Warlock) Player’s Handbook Pact of the Tome (Warlock) Player’s Handbook Pact of the Tome (Warlock) Xanathar’s Guide to Everything

Lightning Lure Mind Sliver Prestidigitation


Evocation Cantrip Enchantment Cantrip Transmutation Cantrip

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE Self (15-foot radius) RANGE 60 feet RANGE 10 feet
DURATION Instantaneous DURATION 1 round DURATION Up to 1 hour
COMPONENTS V COMPONENTS V COMPONENTS V, S

You create a lash of lightning energy that strikes at one creature of You drive a disorienting spike of psychic energy into the mind of one This spell is a minor magical trick that novice spellcasters use for
your choice that you can see within 15 feet of you. The target must creature you can see within range. The target must make an practice. You create one of the following magical effects within
succeed on a Strength saving throw or be pulled up to 10 feet in a Intelligence saving throw. Unless the saving throw is successful, the range:
straight line toward you and then take 1d8 lightning damage if it is target takes 1d6 psychic damage, and the first time it makes a saving • You create an instantaneous, harmless sensory effect, such as a
within 5 feet of you. This spell’s damage increases by 1d8 when you throw before the end of your next turn, it must roll a d4 and subtract shower of sparks, a puff of wind, faint musical notes, or an odd odor.
reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). the number rolled from the save. • You instantaneously light or snuff out a candle, a torch, or a
This spell’s damage increases by 1d6 when you reach certain levels: small campfire.
5th level (2d6), 11th level (3d6), and 17th level (4d6). • You instantaneously clean or soil an object no larger than 1 cubic
foot.
• You chill, warm, or flavor up to 1 cubic foot of nonliving material
for 1 hour.
• You make a color, a small mark, or a symbol appear on an object
or a surface for 1 hour.
• You create a nonmagical trinket or an illusory image that can fit
in your hand and that lasts until the end of your next turn.

If you cast this spell multiple times, you can have up to three of its
non-instantaneous effects active at a time, and you can dismiss such
an effect as an action.

Pact Magic (Warlock) Tasha’s Cauldron of Everything Pact of the Tome (Warlock) UA: Sorcerer and Warlock Pact Magic (Warlock) Player’s Handbook

Armor of Agathys Hex Sanctuary


1st-level abjuration 1st-level enchantment 1st-level abjuration

CASTING TIME 1 action CASTING TIME 1 bonus action CASTING TIME 1 bonus action
RANGE Self RANGE 90 feet RANGE 30 feet
DURATION 1 hour DURATION Concentration, up to 1 hour DURATION 1 minute
COMPONENTS V, S, M (a cup of water) COMPONENTS V, S, M (the petrified eye of a newt) COMPONENTS V, S, M (a small silver mirror)

A protective magical force surrounds you, manifesting as a spectral You place a curse on a creature that you can see within range. Until You ward a creature within range against attack. Until the spell ends,
frost that covers you and your gear. You gain 5 temporary hit points the spell ends, you deal an extra 1d6 necrotic damage to the target any creature who targets the warded creature with an attack or a
for the duration. If a creature hits you with a melee attack while you whenever you hit it with an attack. Also, choose one ability when you harmful spell must first make a Wisdom saving throw. On a failed
have these hit points, the creature takes 5 cold damage. cast the spell. The target has disadvantage on ability checks made save, the creature must choose a new target or lose the attack or
At Higher Levels. When you cast this spell using a spell slot of 2nd with the chosen ability. If the target drops to 0 hit points before this spell. This spell doesn’t protect the warded creature from area
level or higher, both the temporary hit points and the cold damage spell ends, you can use a bonus action on a subsequent turn of yours effects, such as the explosion of a fireball. If the warded creature
increase by 5 for each slot above 1st. to curse a new creature. A remove curse cast on the target ends this makes an attack, casts a spell that affects an enemy, or deals damage
spell early. to another creature, this spell ends.
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.

Pact Magic (Warlock) Player’s Handbook Pact Magic (Warlock) Player’s Handbook Pact Magic (Warlock) Player’s Handbook
Mirror Image Spike Growth Meld into Stone
2nd-level illusion 2nd-level transmutation 3rd-level transmutation (ritual)

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE Self RANGE 150 feet RANGE Touch
DURATION 1 minute DURATION Concentration, up to 10 minutes DURATION 8 hours
COMPONENTS V, S COMPONENTS V, S, M (seven sharp thorns or seven small twigs, each sharpened to COMPONENTS V, S
a point)

Three illusory duplicates of yourself appear in your space. Until the The ground in a 20-foot radius centered on a point within range You step into a stone object or surface large enough to fully contain
spell ends, the duplicates move with you and mimic your actions, twists and sprouts hard spikes and thorns. The area becomes difficult your body, melding yourself and all the equipment you carry with the
shifting position so it’s impossible to track which image is real. You terrain for the duration. When a creature moves into or within the stone for the duration. Using your movement, you step into the stone
can use your action to dismiss the illusory duplicates. Each time a area, it takes 2d4 piercing damage for every 5 feet it travels. The at a point you can touch. Nothing of your presence remains visible or
creature targets you with an attack during the spell’s duration, roll a transformation of the ground is camouflaged to look natural. Any otherwise detectable by nonmagical senses. While merged with the
d20 to determine whether the attack instead targets one of your creature that can’t see the area at the time the spell is case must stone, you can’t see what occurs outside it, and any Wisdom
duplicates. If you have three duplicates, you must roll a 6 or higher to make a Wisdom (Perception) check against your spell save DC to (Perception) checks you make to hear sounds outside it are made
change the attack’s target to a duplicate. With two duplicates, you recognize the terrain as hazardous before entering it. with disadvantage. You remain aware of the passage of time and can
must roll an 8 or higher. With one duplicate, you must roll an 11 or cast spells on yourself while merged in the stone. You can use your
higher. A duplicate’s AC equals 10 + your Dexterity modifier. If an movement to leave the stone where you entered it, which ends the
attack hits a duplicate, the duplicate is destroyed. A duplicate can be spell. You otherwise can’t move. Minor physical damage to the stone
destroyed only by an attack that hits it. It ignores all other damage doesn’t harm you, but its partial destruction or a change in its shape
and effects. The spell ends when all three duplicates are destroyed. A (to the extent that you no longer fit within it) expels you and deals
creature is unaffected by this spell if it can’t see, if it relies on senses 6d6 bludgeoning damage to you. The stone’s complete destruction
other than sight, such as blindsight, or if it can perceive illusions as (or transmutation into a different substance) expels you and deals 50
false, as with truesight. bludgeoning damage to you. If expelled, you fall prone in an
unoccupied space closest to where you first entered.

Pact Magic (Warlock) Player’s Handbook Pact Magic (Warlock) Player’s Handbook Pact Magic (Warlock) Player’s Handbook

Vampiric Touch Elemental Bane Summon Greater Demon


3rd-level necromancy 4th-level transmutation 4th-level conjuration

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE Self RANGE 90 feet RANGE 60 feet
DURATION Concentration, up to 1 minute DURATION Concentration, up to 1 minute DURATION Concentration, up to 1 hour
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S, M (a vial of blood from a humanoid killed within the past 24
hours)

The touch of your shadow-wreathed hand can siphon force from Choose one creature you can see within range, and choose one of the You utter foul words, summoning one demon from the chaos of the Abyss.
others to heal your wounds. Make a melee spell attack against a following damage types: acid, cold, fire, lightning, or thunder. The You choose the demon’s type, which must be one of challenge rating 5 or
creature within your reach. On a hit, the target takes 3d6 necrotic target must succeed on a Constitution saving throw or be affected by lower, such as a shadow demon or a barlgura. The demon appears in an
damage, and you regain hit points equal to half the amount of the spell for its duration. The first time each turn the affected target unoccupied space you can see within range, and the demon disappears
when it drops to 0 hit points or when the spell ends.
necrotic damage dealt. Until the spell ends, you can make the attack takes damage of the chosen type, the target takes an extra 2d6 Roll initiative for the demon, which has its own turns. When you summon
again on each of your turns as an action. damage of that type. Moreover, the target loses any resistance to it and on each of your turns thereafter, you can issue a verbal command to it
At Higher Levels. When you cast this spell using a spell slot of 4th that damage type until the spell ends. (requiring no action on your part), telling it what it must do on its next turn.
level or higher, the damage increases by 1d6 for each slot level above At Higher Levels. When you cast this spell using a spell slot of 5th If you issue no command, it spends its turn attacking any creature within
3rd. level or higher, you can target one additional creature for each slot reach that has attacked it.
level above 4th. The creatures must be within 30 feet of each other At the end of each of the demons turns, it makes a Charisma saving throw.
when you target them. 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.

Pact Magic (Warlock) Player’s Handbook Pact Magic (Warlock) Princes of the Apocalypse Pact Magic (Warlock) Xanathar’s Guide to Everything
Darkvision Fury of the Small Nimble Escape
Vision Racial Trait Racial Trait

Many creatures in the worlds of D&D, especially those that When you damage a creature with an attack or a spell and You can take the Disengage or Hide action as a bonus
dwell underground, have darkvision. Within a specified the creature’s size is larger than yours, you can cause the action on each of your turns.
range, a creature with darkvision can see in darkness as if attack or spell to deal extra damage to the creature. The
the darkness were dim light, so areas of darkness are only extra damage equals your level. Once you use this trait, you
lightly obscured as far as that creature is concerned. can’t use it again until you finish a short or long rest.
However, the creature can’t discern color in darkness, only
shades of gray.

Goblin Player’s Handbook Goblin Guildmasters’ Guide to Ravnica Goblin Guildmasters’ Guide to Ravnica

Eldritch Invocations Agonizing Blast Grasp of Hadar


Class Feature Class Feature Class Feature

In your study of occult lore, you have unearthed eldritch Prerequisite: eldritch blast cantrip Prerequisite: eldritch blast cantrip
invocations, fragments of forbidden knowledge that imbue When you cast eldritch blast, add your Charisma modifier Once on each of your turns when you hit a creature with
you with an abiding magical ability. to the damage it deals on a hit. your eldritch blast, you can move that creature in a straight
At 2nd level, you gain two eldritch invocations of your line 10 feet closer to you.
choice. Your invocation options are detailed at the end of
the class description. When you gain certain warlock levels,
you gain additional invocations of your choice, as shown in
the Invocations Known column of the Warlock table.
Additionally, when you gain a level in this class, you can
choose one of the invocations you know and replace it with
another invocation that you could learn at that level.

Warlock Player’s Handbook Eldritch Invocations Player’s Handbook Eldritch Invocations Xanathar’s Guide to Everything

Cloak of Flies Eldritch Mind Pact of the Tome


Class Feature Class Feature Class Feature

Prerequisite: 5th level You have advantage on Constitution saving throws that you Your patron gives you a grimoire called a Book of Shadows.
As a bonus action, you can surround yourself with a make to maintain your concentration on a spell. When you gain this feature, choose three cantrips from any
magical aura that looks like buzzing flies. The aura extends class’s spell list (the three needn’t be from the same list).
5 feet from you in every direction, but not through total While the book is on your person, you can cast those
cover. It lasts until you’re incapacitated or you dismiss it as cantrips at will. They don’t count against your number of
a bonus action. cantrips known. If they don’t appear on the warlock spell
The aura grants you advantage on Charisma list, they are nonetheless warlock spells for you.
(Intimidation) checks but disadvantage on all other If you lose your Book of Shadows, you can perform a 1-
Charisma checks. Any other creature that starts its turn in hour ceremony to receive a replacement from your patron.
the aura takes poison damage equal to your Charisma This ceremony can be performed during a short or long
modifier (minimum of 0 damage). rest, and it destroys the previous book. The book turns to
Once you use this invocation, you can’t use it again until ash when you die.
you finish a short or long rest.

Eldritch Invocations Xanathar’s Guide to Everything Eldritch Invocations Tasha’s Cauldron of Everything Pact Boon Player’s Handbook
Genie’s Vessel Bottled Respite Genie’s Wrath
Archetype Feature Archetype Feature Archetype Feature
1st-level Genie feature As an action, you can magically vanish and enter your Once during each of your turns when you hit with an attack
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 vessel, which remains in the space you left. The interior of roll, you can deal extra damage to the target equal to your
your warlock spells. You decide what the object is, or you can determine what it is the vessel is an extradimensional space in the shape of a proficiency bonus. The type of this damage is determined
randomly by rolling on the Genie’s Vessel table.
Genie’s Vessel 20-foot-radius cylinder, 20 feet high, and resembles your by your patron: bludgeoning (dao), thunder (djinni), fire
d6 Vessel vessel. The interior is comfortably appointed with cushions (efreeti), or cold (marid).
1 Oil lamp and low tables and is a comfortable temperature. While
2 Urn
3 Ring with a compartment inside, you can hear the area around your vessel as if you
4 Stoppered bottle were in its space. You can remain inside the vessel up to a
5 Hollow statuette
6 Ornate lantern number of hours equal to twice your proficiency bonus.
You exit the vessel early if you use a bonus action to leave,
While you are touching the vessel, you can use it in the following ways: if you die, or if the vessel is destroyed. When you exit the
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 vessel, you appear in the unoccupied space closest to it.
extradimensional space in the shape of a 20-foot-radius cylinder, 20 feet high, and Any objects left in the vessel remain there until carried out,
resembles your vessel. The interior is comfortably appointed with cushions and and if the vessel is destroyed, every object stored there
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 harmlessly appears in the unoccupied spaces closest to the
to a number of hours equal to twice your proficiency bonus. You exit the vessel vessel’s former space. Once you enter the vessel, you can’t
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 enter again until you finish a long rest.
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

The Genie Unearthed Arcana: Subclasses Revisited Genie’s Vessel Unearthed Arcana: Subclasses Revisited Genie’s Vessel Unearthed Arcana: Subclasses Revisited

Elemental Gift Fighting Style Defense


Archetype Feature Class Feature Class Feature

6th-level Genie feature You adopt a particular style of fighting as your specialty. While you are wearing armor, you gain a +1 bonus to AC.
You begin to take on characteristics of your patron’s Choose one of the following options. You can’t take a
kind. You now have resistance to a damage type Fighting Style option more than once, even if you later get
determined by your patron’s kind: bludgeoning (dao), to choose again.
thunder (djinni), fire (efreeti), or cold (marid). ARCHERY
In addition, as a bonus action, you can give yourself a You gain a +2 bonus to attack rolls you make with ranged
flying speed of 30 feet that lasts for 10 minutes, during weapons.
which you can hover. You can use this bonus action a DEFENSE
number of times equal to your proficiency bonus, and you While you are wearing armor, you gain a +1 bonus to AC.
regain all expended uses when you finish a long rest. DUELING
When you are wielding a melee weapon in one hand and
no other weapons, you gain a +2 bonus to damage rolls
with that weapon.
GREAT WEAPON FIGHTING
When you roll a 1 or 2 on a damage die for an attack you
make with a melee weapon that you are wielding with two
hands, you can reroll the die and must use the new roll,
even if the new roll is a 1 or a 2. The weapon must have the
two-handed or versatile property for you to gain this
benefit.
PROTECTION
When a creature you can see attacks a target other than
you that is within 5 feet of you, you can use your reaction
to impose disadvantage on the attack roll. You must be
wielding a shield.
TWO-WEAPON FIGHTING
When you engage in two-weapon fighting, you can add
The Genie Unearthed Arcana: Subclasses Revisited Fighter Player’s Handbook Fighting Style Player’s Handbook

Second Wind Action Surge


Class Feature Class Feature

You have a limited well of stamina that you can draw on to Starting at 2nd level, you can push yourself beyond your
protect yourself from harm. On your turn, you can use a normal limits for a moment. On your turn, you can take one
bonus action to regain hit points equal to 1d10 + your additional action on top of your regular action and a
fighter level. possible bonus action.
Once you use this feature, you must finish a short or long Once you use this feature, you must finish a short or long
rest before you can use it again. rest before you can use it again. Starting at 17th level, you
can use it twice before a rest, but only once on the same
turn.

Fighter Player’s Handbook Fighter Player’s Handbook

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