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DisBish

Royal Dhampir Race
Fae-Lost Origin
Paladin 4 Class & Level
Chaotic Neutral Alignment
Matron of Fate Deity
Night Guard Faction
Member Rank/Position
3 Loyalty
Company

Strength 15
+2
Dexterity 12
+1
constitution 20
+5
intelligence 11
+0
wisdom 16
+3
charisma 20
+5
Total Hit Dice 10
Hit Die
1d3+5
+2 proficiency bonus
+2 Strength
+1 Dexterity
+5 Constitution
+0 Intelligence
+5 Wisdom
+7 Charisma
saving throws
+1 Acrobatics
+3 Animal Handling
+0 Arcana
+4 Athletics
+7 Deception
+0 History
+3 Insight
+7 Intimidation
+0 Investigation
+3 Martial
+3 Medicine
+0 Nature
+5 Perception
+5 Performance
+7 Persuasion
+2 Religion
+1 Sleight of Hands
+1 Stealth
+3 Survival
skills

 

MV

Prestige
1
Attunement Slots
18
Armor Class
48
Hit Points
+1
Initiative
30
Speed
Night Blade[d20+1+2+2][d8+1+2]
Morningstar[d20+2+2][d8+2]
Silencing Bow[d20+1+1][d8+1+1]
Javelin[d20+2+2][d6+2]
Fangs[d20+2+2][d4+2]
Firebolt1d10
Attacks
Armor: light armor, medium armor, heavy armor, shields
Weapons: simple weapons, martial weapons
Tools: none
Saving Throws: Wisdom, Charisma
Skills: Deception (Race), Intimidation, Perception (Origin), Persuasion, Religion (Lip Service)

Proficiences

1st Level Spells


Compel Duel

  • You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this spell doesn't restrict the target's movement for that turn.
  • The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.


  • Searing Smite

    Casting Time: 1 bonus action
    Range: Self
    Components: V
    Duration: Concentration, up to 1 minute
  • The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.
  • At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot level above 1st.


  • Wrathful Smite

    Casting Time: 1 bonus action
    Range: Self
    Components: V
    Duration: Concentration, up to 1 minute
    The next time you hit with a melee weapon attack during this spell's duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.


    Cure Wounds

  • A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
  • At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.


  • 2nd Level


    Lesser Restoration

    You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.


    Prayer of Healing

  • Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
  • At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.

  • Spellcasting
    Morningstar and a Shield (Holy Symbol)
    Five javelins
    Explorer's pack

    Night Blade

    (Longsword) - This magical blade is standard issue amongst the elite Night Guard. It is creature from a carefully sanctified infernal steel, allowing the weapon to draw strength from evil and safeguard the wielder from nefarious influence. This is a +1 longsword that counts as it's enhancement bonus double versus evil undead, evil shapechangers, and evil fae.


    Crimson Mail

    (Scale Mail) - The iconic crimson armor of the Night Guard is not only a distinct indicator as to their authority, but also a potent piece of equipment in its own right. This armor does not provide disadvantage on stealth checks, it is also infused with the eldritch power of the witches and allows the wearer to gain advantage on saving throws against compulsion, fear, and curse effects.


    Silver pendant
    Hunting trap
    Vial of holy water
    Tuft of wolfsbane
    Cold iron charm
    Traveler's clothes
    Belt pouch containing 30gp

    Silencing Bow

    This magical longbow is used by the royal guard of the Empress of the Shadowfell, they have been loaned to the Night Guard to assist their endeavors and only to recruits that have proven themselves worthy. This is a +1 enhancement longbow made of hardened shadows. This bow does not require traditional ammunition, although it can if the wielder wishes. otherwise it shoots shadowy arrows that act as normal arrows. These shadow arrows cannot be fired or exist in hallowed light.

    Equipment
    Night Guard
    Faction
    Madman
    Stat Array
    Royal Dhampir

  • +2 Cha
  • +1 Dex
  • Predatory Charm
  • You can magically beguile the mind of creatures, twisting their perception of you. You can cast the spell Charm Person once with this trait. At 7th level, you can cast the spell Charm Monster with this trait instead. You regain the ability to cast it this way when you finish a long rest. Charisma is your spellcasting ability for this spell.
  • 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 Deception.
  • 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.


  • Dolten Fae-Lost

    +3 to saving throws vs fear effects
    +1 Wis
    +1 Cha
  • DC increases by 1 for enchantment spells
  • You have vulnerability to lightning damage.


  • Matron of Fate

    Church Boons
  • +1 Charisma
  • Lip Service
  • Persuasion


  • Night Guard

    Crimson Mail Proficiency
  • +1 to all attributes
  • +2 Cha Cap
  • +2 Str Cap


  • Night Shade

  • +1 to all their attributes. This effect is fueled by the power of the Shadowfell and its effects fade if a Night Guard leaves the faction. If the Night Guard leaves in disgrace these effects are instead reversed. The result of this substance causes the Night Guard to forever be tainted by the Shadowfell and therefore always detect as evil. This cannot be disguised, suppressed, or removed.


  • Lunar Geld

  • Benefits: +2 Strength, +2 Constitution, Scent 100ft, You gain a natural armor of 16. If you are wearing Crimson Mail your AC instead increases by 2.
  • Detriments: You cannot choose to nonlethal opponents. You gain -1 MV from each mission you complete.


  • Paladin


    Blind Fighting Fight Style

    You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.


    Divine Sense

  • The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.
  • You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.


  • Lay On Hands

  • Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5.
  • As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
  • Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.
  • This feature has no effect on undead and constructs.


  • Divine Smite

  • Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage.
  • The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.


  • Feats


    War Caster

  • You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
  • You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
  • When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.


  • Inspiring Leader

  • You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.

  • 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

    Courtesyofcat.

    Statblock Type

    Verum Character Sheet

    Link/Embed