Xemnaas
Xemnaas
INSPIRATION
I see omens in every event and action. The
STRENGTH 11 0 30 gods try to speak to us, we just need to
-2 4 PROFICIENCY BONUS
listen
0 4
5
Constitution
Intelligence
CURRENT HIT POINTS
4 0 Acrobatics (Dex)
10
5
6 Deception (Cha) NAME ATK DAMAGE/TYPE
1
1 Medicine (Wis) FLAWS
1 Perception (Wis)
13 Spear (One-… 2 1d6-2 Piercing
Darkvision
6 Performance (Cha)
6 Persuasion (Cha) Spear (Two-… 2 1d8-2 Piercing Dark One's Blessing
CHARISMA
9 Religion (Int) Hellish Resistance
6 0
0
Sleight of Hand (D…
Fire Bolt +10 2d10 Fire
Shelter of the Faithful
LANGUAGE: Abyssal, Common, Halfling, 1 Ink Pen Eldritch Invocation: Ascendant Step
1 Leather Armor
Scorching Ray +10 2d6 Fire
1 Belt Pouch
Fireball DC18 8d6 Fire 1 Ink Total: Total:
1 Common Clothes
Vampiric Touch +10 3d6 Necrotic
1 Holy Symbol
EQUIPMENT
CHARISMA 18 10
0 CANTRIPS 3 0 6 0
Thaumaturgy Counterspell
7 0
Eldritch Blast Vampiric Touch
Fire Bolt
Mending 4 0
True Strike 8 0
Dimension Door
Chill Touch
Minor Illusion
5 2 9 0
Flame Strike
1 0
Contact Other Plane
Unseen Servant
Hellish Rebuke
Detect Magic
Expeditious Retreat
Floating Disk
Jump
2 0
Scorching Ray
Levitate
Darkness
FEATURES & TRAITS
Darkvision Eldritch Invocations Eldritch Invocation: Otherworldly Leap
Thanks to your infernal heritage, you have In your study of occult lore, you have You can cast jump on yourself at will, without
superior vision in dark and dim conditions. You unearthed eldritch invocations, fragments of expending a spell slot or material components.
can see in dim light within 60 feet of you as if it forbidden knowledge that imbue you with an
were bright light, and in darkness as if it were abiding magical ability. Eldritch Invocation: Repelling Blast
dim light. You can't discern color in darkness, At 2nd level, you gain two eldritch invocations When you hit a creature with eldritch blast, you
only shades of gray. of your choice. Your invocation options are can push the creature up to 10 feet away from
detailed at the end of the class description. you in a straight line.
Dark One's Blessing When you gain certain warlock levels, you
Starting at 1st level, when you reduce a hostile gain additional invocations of your choice, as Eldritch Invocation: Ascendant Step
creature to 0 hit points, you gain temporary hit shown in the Invocations Known column of the You can cast levitate on yourself at will,
points equal to your Charisma modifier + your Warlock table. without expending a spell slot or material
warlock level (minimum of 1). Additionally, when you gain a level in this components.
class, you can choose one of the invocations
Hellish Resistance you know and replace it with another Dark One’s Own Luck
You have resistance to fire damage. invocation that you could learn at that level. Starting at 6th level, you can call on your
patron to alter fate in your favor. When you
Shelter of the Faithful Eldritch Invocation: Gaze of Two Minds make an ability check or a saving throw, you
As an acolyte, you command the respect of You can use your action to touch a willing can use this feature to add a d10 to your roll.
those who share your faith, and you can humanoid and perceive through its senses You can do so after seeing the initial roll but
perform the religious ceremonies of your deity. until the end of your next turn. As long as the before any of the roll’s effects occur.
You and your adventuring companions can creature is on the same plane of existence as Once you use this feature, you can’t use it
expect to receive free healing and care at a you, you can use your action on subsequent again until you finish a short or long rest.
temple, shrine, or other established presence turns to maintain this connection, extending
of your faith, though you must provide any the duration until the end of your next turn. Fiendish Resilience
material components needed for spells. Those While perceiving through the other creature’s Starting at 10th level, you can choose one
who share your religion will support you (but senses, you benefit from any special senses damage type when you finish a short or long
only you) at a modest lifestyle. possessed by that creature, and you are rest. You gain resistance to that damage type
You might also have ties to a specific temple blinded and deafened to your own until you choose a different one with this
dedicated to your chosen deity or pantheon, surroundings. feature. Damage from magical weapons or
and you have a residence there. This could be silver weapons ignores this resistance.
the temple where you used to serve, or a Eldritch Invocation: Agonizing Blast
temple where you have found a new home. When you cast eldritch blast, add your Infernal Legacy
While near your temple, you can call upon the Charisma modifier to the damage it deals on a You know the thaumaturgy cantrip. When you
priests for assistance, provided the assistance hit. reach 3rd level, you can cast the hellish
you ask for is not hazardous and you remain in rebuke spell as a 2nd-level spell once with this
good standing with your temple. Pact of the Tome trait and regain the ability to do so when you
Your patron gives you a grimoire called a Book finish a long rest. Charisma is your
of Shadows. When you gain this feature, spellcasting ability for these spells.
choose three cantrips from any class’s spell
list. While the book is on your person, you can Infernal Legacy
cast those cantrips at will. They don’t count You know the thaumaturgy cantrip. When you
against your number of cantrips known. reach 3rd level, you can cast the hellish
If you lose your Book of Shadows, you can rebuke spell as a 2nd-level spell once with this
perform a 1-hour ceremony to receive a trait and regain the ability to do so when you
replacement from your patron. This ceremony finish a long rest. When you reach 5th level,
can be performed during a short or long rest, you can cast the darkness spell once with this
and it destroys the previous book. The book trait and regain the ability to do so when you
turns to ash when you die. finish a long rest. Charisma is your
spellcasting ability for these spells.
SPELLS
Mage Hand Eldritch Blast True Strike
conjuration cantrip evocation cantrip divination cantrip
Casting Time: 1 action Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: 120 feet Range: 30 feet
Target: A point you choose within range Target: A creature within range Target: A target in range
Components: V S Components: V S Components: S
Duration: 1 minute Duration: Instantaneous Duration: ConcentrationUp to 1 round
Description: Description: Description:
A spectral, floating hand appears at a point A beam of crackling energy streaks toward a You extend your hand and point a finger at a
you choose within range. The hand lasts for creature within range. Make a ranged spell target in range. Your magic grants you a brief
the duration or until you dismiss it as an attack against the target. On a hit, the target insight into the target’s defenses. On your next
action. The hand vanishes if it is ever more takes 1d10 force damage.<br />The spell turn, you gain advantage on your first attack
than 30 feet away from you or if you cast this creates more than one beam when you reach roll against the target, provided that this spell
spell again.<br />You can use your action to higher levels: two beams at 5th level, three hasn’t ended.
control the hand. You can use the hand to beams at 11th level, and four beams at 17th
manipulate an object, open an unlocked door level. You can direct the beams at the same Chill Touch
or container, stow or retrieve an item from an target or at different ones. Make a separate necromancy cantrip
open container, or pour the contents out of a attack roll for each beam. Casting Time: 1 action
vial. You can move the hand up to 30 feet Range: 120 feet
each time you use it.<br />The hand can’t Fire Bolt Target: The space of a creature within range
attack, activate magic items, or carry more evocation cantrip Components: V S
than 10 pounds. Casting Time: 1 action Duration: 1 round
Range: 120 feet Description:
Thaumaturgy Target: A creature or object within range You create a ghostly, skeletal hand in the
transmutation cantrip Components: V S space of a creature within range. Make a
Casting Time: 1 action Duration: Instantaneous ranged spell attack against the creature to
Range: 30 feet Description: assail it with the chill of the grave. On a hit, the
Target: See text You hurl a mote of fire at a creature or object target takes 1d8 necrotic damage, and it can’t
Components: V within range. Make a ranged spell attack regain hit points until the start of your next
Duration: Up to 1 minute against the target. On a hit, the target takes turn. Until then, the hand clings to the target. If
Description: 1d10 fire damage. A flammable object hit by you hit an undead target, it also has
You manifest a minor wonder, a sign of this spell ignites if it isn’t being worn or carried. disadvantage on attack rolls against you until
supernatural power, within range. You create This spell’s damage increases by 1d10 when the end of your next turn. This spell’s damage
one of the following magical effects within you reach 5th level (2d10), 11th level (3d10), increases by 1d8 when you reach 5th level
range:<br />Your voice booms up to three and 17th level (4d10). (2d8), 11th level (3d8), and 17th level (4d8).
times as loud as normal for 1 minute.<br />You
cause flames to flicker, brighten, dim, or Mending
change color for 1 minute.<br />You cause transmutation cantrip
harmless tremors in the ground for 1 minute. Casting Time: 1 minute
<br />You create an instantaneous sound that Range: Touch
originates from a point of your choice within Target: A single break or tear in an object you
range, such as a rumble of thunder, the cry of touch
a raven, or ominous whispers.<br />You Components: V S M
instantaneously cause an unlocked door or Duration: Instantaneous
window to fly open or slam shut.<br />You alter Description:
the appearance of your eyes for 1 minute.<br This spell repairs a single break or tear in an
/>If you cast this spell multiple times, you can object you touch, such as a broken chain link,
have up to three of its 1-minute effects active two halves of a broken key, a torn cloak, or a
at a time, and you can dismiss such an effect leaking wineskin. As long as the break or tear
as an action. is no larger than 1 foot in any dimension, you
mend it, leaving no trace of the former
damage.<br />This spell can physically repair
a magic item or construct, but the spell can’t
restore magic to such an object.
Minor Illusion Hellish Rebuke Floating Disk
illusion cantrip evocation 1 conjuration 1
Casting Time: 1 action Casting Time: 1 reaction, which you take in Casting Time: 1 action
Range: 30 feet response to being damaged by a creature Range: 30 feet
Target: See text within 60 feet of you that you can see Target: An unoccupied space of your choice
Components: S M Range: 60 feet that you can see within range
Duration: 1 minute Target: The creature that damaged you Components: V S M
Description: Components: V S Duration: 1 hour
You create a sound or an image of an object Duration: Instantaneous Description:
within range that lasts for the duration. The Description: This spell creates a circular, horizontal plane
illusion also ends if you dismiss it as an action You point your finger, and the creature that of force, 3 feet in diameter and 1 inch thick,
or cast this spell again.<br />If you create a damaged you is momentarily surrounded by that floats 3 feet above the ground in an
sound, its volume can range from a whisper to hellish flames. The creature must make a unoccupied space of your choice that you can
a scream. It can be your voice, someone Dexterity saving throw. It takes 2d10 fire see within range. The disk remains for the
else’s voice, a lion’s roar, a beating of drums, damage on a failed save, or half as much duration, and can hold up to 500 pounds. If
or any other sound you choose. The sound damage on a successful one. more weight is placed on it, the spell ends,
continues unabated throughout the duration, At Higher Levels: When you cast this spell and everything on the disk falls to the ground.
or you can make discrete sounds at different using a spell slot of 2nd level or higher, the <br />The disk is immobile while you are within
times before the spell ends.<br />If you create damage increases by 1d10 for each slot level 20 feet of it. If you move more than 20 feet
an image of an object—such as a chair, above 1st. away from it, the disk follows you so that it
muddy footprints, or a small chest—it must be remains within 20 feet of you. It can move
no larger than a 5-foot cube. The image can’t Detect Magic across uneven terrain, up or down stairs,
create sound, light, smell, or any other sensory divination 1 slopes and the like, but it can’t cross an
effect. Physical interaction with the image Casting Time: 1 action elevation change of 10 feet or more. For
reveals it to be an illusion, because things can Range: Self example, the disk can’t move across a 10-foot-
pass through it.<br />If a creature uses its Target: Self deep pit, nor could it leave such a pit if it was
action to examine the sound or image, the Components: V S created at the bottom.<br />If you move more
creature can determine that it is an illusion Duration: ConcentrationUp to 10 minutes than 100 feet from the disk (typically because
with a successful Intelligence (Investigation) Description: it can’t move around an obstacle to follow
check against your spell save DC. If a creature For the duration, you sense the presence of you), the spell ends.
discerns the illusion for what it is, the illusion magic within 30 feet of you. If you sense magic
becomes faint to the creature. in this way, you can use your action to see a Jump
faint aura around any visible creature or object transmutation 1
Unseen Servant in the area that bears magic, and you learn its Casting Time: 1 action
conjuration 1 school of magic, if any.<br />The spell can Range: Touch
Casting Time: 1 action penetrate most barriers, but it is blocked by 1 Target: A creature
Range: 60 feet foot of stone, 1 inch of common metal, a thin Components: V S M
Target: An unoccupied space on the ground sheet of lead, or 3 feet of wood or dirt. Duration: 1 minute
within range Description:
Components: V S M Expeditious Retreat You touch a creature. The creature’s jump
Duration: 1 hour transmutation 1 distance is tripled until the spell ends.
Description: Casting Time: 1 bonus action
This spell creates an invisible, mindless, Range: Self Scorching Ray
shapeless force that performs simple tasks at Target: Self evocation 2
your command until the spell ends. The Components: V S Casting Time: 1 action
servant springs into existence in an Duration: ConcentrationUp to 10 minutes Range: 120 feet
unoccupied space on the ground within range. Description: Target: Targets (one or several) within range
It has AC 10, 1 hit point, and a Strength of 2, This spell allows you to move at an incredible Components: V S
and it can’t attack. If it drops to 0 hit points, the pace. When you cast this spell, and then as a Duration: Instantaneous
spell ends.<br />Once on each of your turns bonus action on each of your turns until the Description:
as a bonus action, you can mentally command spell ends, you can take the Dash action. You create three rays of fire and hurl them at
the servant to move up to 15 feet and interact targets within range. You can hurl them at one
with an object. The servant can perform simple target or several. Make a ranged spell attack
tasks that a human servant could do, such as for each ray. On a hit, the target takes 2d6 fire
fetching things, cleaning, mending, folding damage.
clothes, lighting fires, serving food, and At Higher Levels: When you cast this spell
pouring wine. Once you give the command, using a spell slot of 3rd level or higher, you
the servant performs the task to the best of its create one additional ray for each slot level
ability until it completes the task, then waits for above 2nd.
your next command.<br />If you command the
servant to perform a task that would move it
more than 60 feet away from you, the spell
ends.
Levitate Fireball Vampiric Touch
transmutation 2 evocation 3 necromancy 3
Casting Time: 1 action Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 150 feet Range: Self
Target: One creature or object of your choice Target: A point you choose within range Target: A creature within your reach
that you can see within range Components: V S M Components: V S
Components: V S M Duration: Instantaneous Duration: ConcentrationUp to 1 minute
Duration: ConcentrationUp to 10 minutes Description: Description:
Description: A bright streak flashes from your pointing The touch of your shadow-wreathed hand can
One creature or object of your choice that you finger to a point you choose within range and siphon life force from others to heal your
can see within range rises vertically, up to 20 then blossoms with a low roar into an wounds. Make a melee spell attack against a
feet, and remains suspended there for the explosion of flame. Each creature in a 20-foot- creature within your reach. On a hit, the target
duration. The spell can levitate a target that radius sphere centered on that point must takes 3d6 necrotic damage, and you regain hit
weighs up to 500 pounds. An unwilling make a Dexterity saving throw. A target takes points equal to half the amount of necrotic
creature that succeeds on a Constitution 8d6 fire damage on a failed save, or half as damage dealt. Until the spell ends, you can
saving throw is unaffected.<br />The target much damage on a successful one. The fire make the attack again on each of your turns
can move only by pushing or pulling against a spreads around corners. It ignites flammable as an action.<br />At Higher Levels. When you
fixed object or surface within reach (such as a objects in the area that aren’t being worn or cast this spell using a spell slot of 4th level or
wall or a ceiling), which allows it to move as if carried. higher, the damage increases by 1d6 for each
it were climbing. You can change the target’s At Higher Levels: When you cast this spell slot level above 3rd.
altitude by up to 20 feet in either direction on using a spell slot of 4th level or higher, the
your turn. If you are the target, you can move damage increases by 1d6 for each slot level Dimension Door
up or down as part of your move. Otherwise, above 3rd. conjuration 4
you can use your action to move the target, Casting Time: 1 action
which must remain within the spell’s range.<br Counterspell Range: 500 feet
/>When the spell ends, the target floats gently abjuration 3 Target: See text
to the ground if it is still aloft. Casting Time: 1 reaction, which you take Components: V
when you see a creature within 60 feet of you Duration: Instantaneous
Darkness casting a spell Description:
evocation 2 Range: 60 feet You teleport yourself from your current location
Casting Time: 1 action Target: A creature in the process of casting a to any other spot within range. You arrive at
Range: 60 feet spell exactly the spot desired. It can be a place you
Target: A point you choose within range Components: S can see, one you can visualize, or one you
Components: V M Duration: Instantaneous can describe by stating distance and direction,
Duration: ConcentrationUp to 10 minutes Description: such as “200 feet straight downward” or
Description: You attempt to interrupt a creature in the “upward to the northwest at a 45-degree
Magical darkness spreads from a point you process of casting a spell. If the creature is angle, 300 feet.”<br />You can bring along
choose within range to fill a 15-foot-radius casting a spell of 3rd level or lower, its spell objects as long as their weight doesn’t exceed
sphere for the duration. The darkness spreads fails and has no effect. If it is casting a spell of what you can carry. You can also bring one
around corners. A creature with darkvision 4th level or higher, make an ability check using willing creature of your size or smaller who is
can’t see through this darkness, and your spellcasting ability. The DC equals 10 + carrying gear up to its carrying capacity. The
nonmagical light can’t illuminate it.<br />If the the spell’s level. On a success, the creature’s creature must be within 5 feet of you when you
point you choose is on an object you are spell fails and has no effect.<br />At Higher cast this spell.<br />If you would arrive in a
holding or one that isn’t being worn or carried, Levels. When you cast this spell using a spell place already occupied by an object or a
the darkness emanates from the object and slot of 4th level or higher, the interrupted spell creature, you and any creature traveling with
moves with it. Completely covering the source has no effect if its level is less than or equal to you each take 4d6 force damage, and the
of the darkness with an opaque object, such the level of the spell slot you used. spell fails to teleport you.
as a bowl or a helm, blocks the darkness.<br
/>If any of this spell’s area overlaps with an
area of light created by a spell of 2nd level or
lower, the spell that created the light is
dispelled.
Flame Strike Contact Other Plane
evocation 5 divination 5
Casting Time: 1 action Casting Time: 1 minute
Range: 60 feet Range: Self
Target: 10-foot radius, 40-foot-high cylinder Target: Self
centered on a point within range Components: V
Components: V S M Duration: 1 minute
Duration: Instantaneous Description:
Description: You mentally contact a demigod, the spirit of a
A vertical column of divine fire roars down from long-dead sage, or some other mysterious
the heavens in a location you specify. Each entity from another plane. Contacting this
creature in a 10-foot-radius, 40-foot-high extraplanar intelligence can strain or even
cylinder centered on a point within range must break your mind. When you cast this spell,
make a Dexterity saving throw. A creature make a DC 15 Intelligence saving throw. On a
takes 4d6 fire damage and 4d6 radiant failure, you take 6d6 psychic damage and are
damage on a failed save, or half as much insane until you finish a long rest. While
damage on a successful one. insane, you can’t take actions, can’t
At Higher Levels: When you cast this spell understand what other creatures say, can’t
using a spell slot of 6th level or higher, the fire read, and speak only in gibberish. A greater
damage or the radiant damage (your choice) restoration spell cast on you ends this effect.
increases by 1d6 for each slot level above 5th. <br />On a successful save, you can ask the
entity up to five questions. You must ask your
questions before the spell ends. The GM
answers each question with one word, such as
“yes,” “no,” “maybe,” “never,” “irrelevant,” or
“unclear” (if the entity doesn’t know the answer
to the question). If a one-word answer would
be misleading, the GM might instead offer a
short phrase as an answer.