Player Cheat Sheet · Combat Reference
Warlock
The Fiend · Level 4 · Kobold
Played by:
At a Glance
Saves you're proficient in: STR +4, CON +4. (Others: DEX +2, INT −1, WIS +1, CHA 0.)
Best skills: Arcana +1, Deception +5, Insight +3, Intimidation +5, Persuasion +5, Sleight of Hand +5.
Your Turn
Action
Attack, Reckless Attack, Dash, Help, etc.
Bonus
Hex (cast or move it) · Bonus-cast spells
Reaction
Opportunity Attack
Free
Draw weapon, open door, etc.
Your Big Move — Eldritch Blast + Hex
Eldritch BlastCantrip · Action · at will
120-ft range. +5 to hit, 1d10 force. Your bread-and-butter — costs nothing, scales free, hits hard.
HexBonus action · 1st level slot · 1 hr concentration
Curse one target you can see (90 ft). When you hit them, deal +1d6 necrotic. Also gives target disadvantage on one ability check (your choice). If they drop, move Hex to another with a bonus action. Always hex first.
Actions
Other cantripsAction · at will
- Friends: advantage on CHA checks vs one creature for 1 min (creature realises after — usually hostile).
- Minor Illusion: image or sound, lasts 1 min.
- Mage Hand: floating spectral hand.
Pact Magic SpellsAction · 2 slots × 2nd level · save DC 13
Both slots recharge on a SHORT REST. Use them aggressively.
- Scorching Ray (2nd): three rays, +5 each, 2d6 fire each. With Hex, +1d6 necrotic per ray.
- Mirror Image: 3 illusory duplicates appear. Attacks against you may hit illusions instead.
- Command: 60 ft, DC 13 WIS or one-word command (Approach, Drop, Flee, Grovel, Halt).
- Blindness/Deafness: 30 ft, DC 13 CON or blind/deaf for 1 min.
Eldritch Invocations (always-on)Cast at will, no slots
- Mask of Many Faces: cast Disguise Self at will. Free infiltration.
- Eldritch Sight: cast Detect Magic at will. Free magic sense.
Reactions
Opportunity AttackReaction · weak melee
You can technically take one. Save your reactions for emergency Eldritch Blast counterspell-y plays.
Always-On Traits
- Dark One's Blessing — when you reduce a creature to 0 HP, gain 7 temp HP (CHA mod + Warlock level). Stacks doesn't, but resets each kill.
- Mask of Many Faces · Eldritch Sight (always-available cantrips)
- Pack Tactics · Sunlight Sensitivity · Darkvision 60 ft · Grovel/Cower/Beg
Track Your Resources
Pact Slots (2nd)
2 · recharge on short rest
Grovel/Cower/Beg
1 per short rest
If you want to…
- Open every fight → Hex (bonus action) on the biggest threat. Then Eldritch Blast (action). Repeat. Standard turn = +1d10 force +1d6 necrotic at 120 ft.
- Drop a tough enemy → Burn a Pact slot for Scorching Ray (3 rays × 2d6 fire, +1d6 necrotic each with Hex). 30+ damage potential.
- Avoid getting hit → Mirror Image (3 illusions, attacks may miss into them). Burn a slot.
- Disable a single threat → Blindness (DC 13 CON, blind for 1 min) or Command (DC 13 WIS, "Halt!").
- Move Hex to a new target → Bonus action, free if old target dropped. Always keep it active.
- Disguise yourself → Mask of Many Faces (cast Disguise Self, no slot). Look like anyone.
- Detect magic → Eldritch Sight (cast Detect Magic at will).
- Get a free heal-equivalent → Drop someone to 0 HP — Dark One's Blessing gives 7 temp HP.
In short
Hex first. Eldritch Blast forever. Spend Pact slots aggressively — they recharge on short rest. Mirror Image when you're being targeted. Dropping enemies gives you 7 temp HP each time. Disguise yourself for free, anytime.