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Reginald Octavio Dominus

Dhampir Race
Fangs in the Night Origin
Cruormancer 1 Class & Level
Neutral Evil Alignment
Deity
Faction
Rank/Position
Loyalty
Company

Strength 10
+0
Dexterity 14
+2
constitution 15
+2
intelligence 16
+3
wisdom 11
+0
charisma 11
+0
Total Hit Dice
Hit Die
1d+2
+0 proficiency bonus
+0 Strength
+0 Dexterity
+0 Constitution
+0 Intelligence
+0 Wisdom
+0 Charisma
saving throws
+0 Acrobatics
+0 Animal Handling
+2 Arcana
+0 Athletics
+2 Deception
+0 History
+0 Insight
+0 Intimidation
+2 Investigation
+0 Martial
+0 Medicine
+0 Nature
+0 Perception
+0 Performance
+2 Persuasion
+0 Religion
+0 Sleight of Hands
+0 Stealth
+0 Survival
skills

 

MV

Prestige

Attunement Slots

Armor Class

Hit Points
+0
Initiative

Speed
Attacks
Deception
Persuasion
Arcana
Investigation
Proficiences
Chill Touch
Fire Bolt
Mage hand
Charm Person
False Life
Spellcasting
Mad Man
Stat Array
You have learned the subtle art of deception quite well from living here. Skill Prof – Deception

The gaze of a vampire is a constant fact of life to you. Therefore you have built up quite a tolorance to such effects. You have advantage on saving throws versus Enchantment spells.

Corruption bonus – +1 Intelligence

Corruption Effect: You can be turned as an undead using your character level divided by 4 rounded down as the CR.

Darkvision – You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Sunlight Sensitivity – You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Vampiric Guile – You gain proficiency with one of the following skills of your choice: Deception, Intimidation, or Persuasion.

Blood Curse – Once per week, Dhampirs must partake in the blood of another humanoid in order to replace their own blood to survive. If a Dhampir fails to do so, they gain one point of exhaustion per day afterwards that cannot be removed until they consume the blood of another humanoid.

Fangs – Your fangs are a natural weapon which you can use to make unarmed strikes. Your fangs count as a finesse weapon, and as such if you hit with it, you deal piercing damage equal to 1d4 + your Strength or Dexterity modifier.

Invigorate – Once per long rest, when you successfully attack a living humanoid with blood using your fangs, you can spend one Hit Die to heal yourself (no action required). Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total. Using this ability counts as a source of blood for the blood curse effect.

Languages. You can speak, read, and write Common and Necrill.

Spell Book Augmentation
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a necromancy spell into your spellbook is halved.

Bloodprice
Starting at 2nd level, whenever you cast a spell that would cause an enemy to make a saving throw, you can consume your own hit points to increase the spell's potency. You spend a number of hit points equal to your character level to increase the saving throw DC of the spell by 1. You can do this up to three times per spell.

After you use this feature, you cannot regain hit points for a number of rounds equal to the spell's level, as your body is in shock.
Backlash
At 6th level, whenever you receive damage from a critical hit, you can use your reaction to hard cast a spell of your choice that has a casting time of an action or bonus action.

Once you use this feature, you can't use it again until you finish a short or long rest.
The Master Calls
At 10th level, whenever an enemy takes damage from a spell you hard cast, they also receive an amount of bleeding damage equal to the spell's level. This only applies once per source.
Fear the Old Blood
At 14th level, you can use your Bloodprice feature any number of times per spell.
Class/Racial Features & Traits

The statblocks of your Weapons, armor and other important/magical equipment

Statblocks for your familiars, mounts etc.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

GunDevil.

Statblock Type

Verum Character Sheet

Link/Embed