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Previewing at level 13 โ€” Noor is saved at level 5.

Proficiency bonus, hit points, hit dice, saves, skills, class and species features, spell slots and class resources are all recalculated for level 13. Ability scores, equipment and the spell list stay as written for level 5 โ€” Ability Score Improvements and the extra spells a level-13 character would pick are choices this preview will not make for you. At this level the class allows 4 cantrips .

Back to level 5

Noor

Level 13 Warlock Criminal Human
Setting SRD / Fantasy
Armor Class 12 Unarmored
Hit Points 88 / 88 max
Speed 30 feet
Proficiency +5
Passive Perc. 10
Pact Magic Slots 3/3

๐Ÿ’ช Ability Scores

๐ŸŽฏ Skills & Saving Throws

Passive Perception:
10
Pass. Investigation
16
Pass. Insight
10

โœจ Features & Traits

Pact Magic Lv 1

You can cast Warlock spells using Charisma. You have a limited number of spell slots that recharge on Short Rest.

Eldritch Invocations Lv 1

You learn Eldritch Invocations that grant special abilities.

Magical Cunning Lv 2

If you have no Pact Magic slots, you can perform a 1-minute ritual to regain half your slots (round up). Once per Long Rest.

Warlock Subclass Lv 3

You gain a Warlock subclass of your choice.

Ability Score Improvement Lv 4

You gain the Ability Score Improvement feat or another feat.

Contact Patron Lv 9

You always have Contact Other Plane prepared and can cast it without a spell slot to contact your patron.

Mystic Arcanum Lv 11

You gain a level 6 spell you can cast once per Long Rest without a slot. Higher levels at 13, 15, and 17.

Resourceful

You gain Heroic Inspiration whenever you finish a Long Rest.

Skillful

You gain proficiency in one skill of your choice.

Versatile

You gain an Origin feat of your choice.

๐Ÿ“œ Spellcasting & Arcana

Charisma ยท Save DC 18 ยท Attack +10

Cantrips

Eldritch Blast
Cantrip

Action ยท 120 feet ยท Instantaneous

You hurl a beam of crackling energy. Make a ranged spell attack against one creature or object in range. On a hit, the target takes 1d10 Force damage.

Mage Hand
Cantrip

1 action ยท Self ยท Instantaneous

A Symbaroum mystic spell.

1st Level

Hex
1st Lvl

1 action ยท Self ยท Instantaneous

A Symbaroum mystic spell.

2nd Level

Hold Person
2nd Lvl

Action ยท 60 feet ยท Concentration, up to 1 minute

Choose a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns,...

3rd Level

Counterspell
3rd Lvl

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

You attempt to interrupt a creature in the process of casting a spell. The creature makes a Constitution saving throw. On a failed save, the spell dissipates with no effect, and th...

Fireball
3rd Lvl

Action ยท 150 feet ยท Instantaneous

A bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion. Each creature in a 20-foot-radius Sphere centered on t...

๐ŸŽ’ Inventory & Equipment

Weapons

Customs

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