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Sable Elionor

Dhampir (Royal) Race
Dolten/Night Guard Aspirant Origin
Hexblade Warlock 1, Shadow Sorcerer 6 Class & Level
Lawful Neutral Alignment
Iass Deity
Night Guard Faction
First Sergeant/Ambassador Rank/Position
6 Loyalty
Company

Strength 15
+2
Dexterity 16
+3
constitution 15
+2
intelligence 16
+3
wisdom 15
+2
charisma 20
+5
Total Hit Dice
Hit Die
1d+2
+3 proficiency bonus
+2 Strength
+3 Dexterity
+2 Constitution
+3 Intelligence
+5 Wisdom
+8 Charisma
saving throws
+3 Acrobatics
+2 Animal Handling
+3 Arcana
+2 Athletics
+5 Deception
+6 History
+2 Insight
+5 Intimidation
+6 Investigation
+2 Martial
+2 Medicine
+2 Nature
+5 Perception
+5 Performance
+13 Persuasion
+3 Religion
+3 Sleight of Hands
+3 Stealth
+5 Survival
skills

 
22
MV
1
Prestige
1
Attunement Slots
22
Armor Class
61
Hit Points
+3
Initiative
30
Speed
Attacks
Light, Medium Armour, Plate
All weapons
History, Investigation, Survival, Perception, Persuasion from Vampiric Guile
Expertise in Persuasion from Shadow Geld

Languages: Necril, Common, Celestial
Proficiences
DC 16
Spell slots: 8 first levels, 3 second levels, 3 third levels
Warlock Spells
Warlock Spells Known
0: Create Bonfire, Mage Hand
1: Armour of Agathys, Shield, Hex, Wrathful Smite


Sorcerer Spells Known
Sorcerer, 6:
0: Message, Booming Blade, Control Flames, Chill Touch, Minor Illusion
1: Magic Missile
2: Detect Thoughts, Hold Person, Web, Enhance Ability
3: Fireball, Counterspell, Dispel Magic

Spellcasting
Currencies
3525 gold
22 crafting tokens

Mundane Items
Griffon feathers of varying colours

Mirror
7 flasks of Holy Water
5 flasks of Oil
5 flasks of Alchemist fire
5 antitoxins
Arcane Focus
Masterwork Shield
Light Crossbow (20 bolts)
Dungeoneer's Pack
Three Daggers
Gem encrusted bowl worth 1000gp
1lb of salt
Climbing Kit
Shovel
Keg of Alcohol
5 vials

 


Crafting materials
Lamina of the Deep, Sharpened Dream Marble, 2x Inchoate Benison


Bandolier 1
2 healing word scrolls, one mass healing word

Bandolier 2
2 Superior healing potions, 1 potion of Heroism

Bandolier 3
3 greater healing potion


Unequipped potions/poisons
7 healing potions
2 Greater Healing potion
5 Superior Healing Potions
1 Potion of Heroism
2 Essence of Ether
Bottled Breath

 


Unequipped Scrolls

Scroll of Silence
Scroll of Detect Magic
Scroll of Remove Curse
Scroll of Comprehend Languages
Scroll of Sending
Scroll of Speak with Dead
2 Scrolls of Gentle Repose
2 Scrolls of Lesser Restoration
7 Scroll of Healing Word

 


Stick of Returning
Stick of Returning
Stick (Wondrous) - Common (150gp)

It’s a stick. It’s a good stick. Looks good to chew on, if you’re a dog.

When the stick is thrown, the thrower is disoriented for a moment, and the stick disappears. After 1d4 hours, the stick randomly appears in front of the thrower’s feet.

A creature that can see into the ethereal plane can see an ethereal golden retriever that follows the stick and its holder wherever they go, and when the stick is thrown, the puppy goes on a small adventure before returning it to the thrower.


Silencing Bow
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.


Night Blade
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.


Bhalmonds Dwarven Plate

Bhalmond's Dwarven Plate +1 Plate - Very Rare - Attunement 4500gp While attuned to this armor, you gain the following abilities and effects:
-Stability: If an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet.
-Sturdy: You reduce any bludgeoning, piercing, and slashing damage you take by 3.
-Reserved: Once per long rest as a reaction, you can gain advantage on a single Strength or Constitution saving throw just made. Using this ability reduces your movement by 5 feet until the end of your next turn.


Veil of False Gold
Veil of False Gold
+2 Scalemail - Undetermined Rarity - Attunement
The art of forging dragon scales into armor is one that has existed since Dragons roamed freely on Kalkatesh. It is an ancient and potent art, the likes of which not see in many years. Difficult, time consuming, but worth every effort. Odin Bellhammer of the Bards College toiled over these scales for a time only he knows the duration of, but when his forge hammer fell, the scales fell into place, just as he designed.

The wearer of this armor gains absorption to fire. (You do not take damage from fire, instead you are healed for half of the fire damage you would have taken. If the fire damage would come from a source that would pierce fire resistance, this ability is treated as fire resistance instead. These effects are only active during true combat.)

At the start of combat, the wearer is granted 10 temporary hitpoints.

Attuned to:
Blooded Plate of the Mad
Blooded Plated of the Mad

+2 Full Plate - Attunement

A set of full plate, forged for the Night Guard by Odin Bellhammer made of the scales of Dsangir the Mad. The forge and hammer burned off the false gold that covered the scales, and imprinted upon them lines of gold, as if a godly ichor running down the blood red armor.

The wearer of this armor gains absorption to fire. (You do not take damage from fire, instead you are healed for half of the fire damage you would have taken. If the fire damage would come from a source that would pierce fire resistance, this ability is treated as fire resistance instead. These effects are only active during true combat.)

At the start of combat, the wearer is granted 10 temporary hit points.


Equipment
Night Guard
Faction
Razzle Dazzle
Stat Array
Night Guard Aspirant
Disadvantage on perception checks, +5 hp


Shadow Geld
Shadow Geld

"My dear Sheila, you should have remembered your place."

Benefits
+2 Intelligence, +2 Charisma
You may teleport as per the Misty Step spell at will, as long as your starting and ending destinations are in dim light.
If you have a class resource, such as Ki or Sorcery Points, you gain an additional 2.
You gain expertise in a skill of your choice that you are proficient in. - Persuasion

Detriments
You cannot benefit from hardcast spells your allies provide, except for spells that would return you to life.
You gain -1 MV from each mission you complete


Racial
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: 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.

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.


Warlock Features:
Hexblade Curse
Hexblade's Curse
Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:

• You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.

• Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.

• If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).
You can’t use this feature again until you finish a short or long rest.


Hex Warrior
Hex Warrior
At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.

The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type.


Sorcerer Features:
Eyes of the Dark
Eyes of the Dark
From 1st level, you have darkvision with a range of 120 feet.

When you reach 3rd level in this class, you learn the Darkness spell, which doesn't count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can see through the darkness created by the spell.


Strength of the Grave
Strength of the Grave
Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can't use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit.
After the saving throw succeeds, you can't use this feature again until you finish a long rest.


Metamagic
Font of Magic
At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.

Sorcery Points
You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.

Flexible Casting
You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.
Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. The created spell slots vanish at the end of a long rest.
Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.

• Quickened Spell
When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
• Subtle Spell
When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.


Hound of Ill Omen
Hound of Ill Omen
At 6th level, you gain the ability to call forth a howling creature of darkness to harass your foes. As a bonus action, you can spend 3 sorcery points to summon a hound of ill omen to target one creature you can see within 120 feet of you. The hound uses the dire wolf’s statistics, with the following changes:

• The hound is size Medium, not Large, and it counts as a monstrosity, not a beast.

• It appears with a number of temporary hit points equal to half your sorcerer level.

• It can move through other creatures and objects as if they were difficult terrain. The hound takes 5 force damage if it ends its turn inside an object.

• At the start of its turn, the hound automatically knows its target’s location. If the target was hidden, it is no longer hidden from the hound.

The hound appears in an unoccupied space of your choice within 30 feet of the target. Roll initiative for the hound. On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target. The hound can make opportunity attacks, but only against its target. Additionally, while the hound is within 5 feet of the target, the target has disadvantage on saving throws against any spell you cast. The hound disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes.


ASI: +2 Charisma


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

Fellion.

Statblock Type

Verum Character Sheet

Link/Embed