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Leigheas

Dhampir/ Race
Dolten/Night Guard Aspirant Origin
Cleric(Undead) 1 Class & Level
Chaotic Neutral Alignment
Crowley Deity
Shackled Legion Faction
Prisoner Rank/Position
0 Loyalty
None Company

Strength 15
+2
Dexterity 12
+1
constitution 13
+1
intelligence 15
+2
wisdom 15
+2
charisma 12
+1
Total Hit Dice 1
Hit Die
1d8+1
+2 proficiency bonus
+3 Strength
+1 Dexterity
+2 Constitution
+3 Intelligence
+5 Wisdom
+3 Charisma
saving throws
+1 Acrobatics
+3 Animal Handling
+3 Arcana
+3 Athletics
+1 Deception
+3 History
+3 Insight
+1 Intimidation
+3 Investigation
+3 Martial
+5 Medicine
+3 Nature
+3 Perception
+1 Performance
+3 Persuasion
+3 Religion
+1 Sleight of Hands
+1 Stealth
+3 Survival
skills

 
0
MV
0
Prestige
1
Attunement Slots
16
Armor Class
15
Hit Points
+1
Initiative
30ft
Speed
WeaponAttackDamage
Fangs 1d20+5 1d4+5 B
Warhammer 1d20+5 1d8+5 1d10+5 B
Light Crossbow 1d20+1 1d8+1 P
Attacks
Armor: Light armor, medium armor, shields
Weapons: Simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Proficiences
Cantrip-sacred flame ,guidance ,toll the dead ,resistance
1st - Inflict Wounds, Ray of Sickness ,Cure Wounds ,Healing Word ,Bane ,Command - 2 slots













3rd - Darkness, Misty Step
5th - Animate Dead, Vampiric Touch
7th - Blight, Phantasmal Killer
9th - Danse Macabre, Negative Energy Flood
Spellcasting
warhammer,chain mail,crossbow(20 bolts),priest's pack,shield,holy symbol,potato (20GP,)
Equipment
Shackled Legion
Faction
Madman
Stat Array
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: Common Necril

Attempted Murder:+1 to any attack rolls of any kind

+1 Wisdom +2 Dex +1 Cha +2 Con

Dis with perception in sunlight

+5 max hp
Prof: perception,insight

+3 against fear effects

Blood Frenzy – Consuming the blood of the living in excess imbues you with power, and embracing it allows for you to enter a state of rage and fervor. Whenever you successfully strike a creature with blood using your fangs, you may choose to enter a Blood Frenzy. Until the end of your turn, you may use a bonus action to make a fang attack against a target. If you succeed on this or any other fang attack on your turn, you may extend the duration of your frenzy by one additional round. If your frenzy was extended by one or more rounds, you gain one point of exhaustion when your frenzy ends.

Spectral Smite
At 1st level, you can conjure vile spirits from the Ethereal plane to lash out at your foes. When you use your action to cast a spell of 1st level or higher, you may use your bonus action make a melee or ranged spell attack versus one creature you can see within 30 feet. If it hits, that creature suffers necrotic damage equal to 1d6 + your Wisdom Modifier.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Crimson Crucible

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

Justplaying7350.

Statblock Type

Verum Character Sheet

Link/Embed