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Sallicia Mirkweaver

Garrison Captain Sallicia Mirkweaver (a.k.a. Sia)

Current Location
Species
Elf
Honorary & Occupational Titles
Garrison-Captain of Forgewell, Daughter of the Bean-Sidhe Vampire Clan
Life
4123 4378 255 years old
Circumstances of Birth
She was born in a small elven village to the east of Daria
Circumstances of Death
She was willingly turned by her sire, a member of one of the Darian vampire clans.
Birthplace
Merinathis
Children
Current Residence
Eyes
Murky green-blue
Hair
Pale white, straight and shoulder length.
Height
5'7"
Weight
52kg
Aligned Organization

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Character Portrait image: Soul & Stone by Daehun Park

Sallicia Mirkweaver

Medium Wood-Elf Vampire Garrison captain (Forgewell) , Lawful Neutral

Armor Class 16
Hit Points 144hp (17d8+68) 17d8+68
Speed 35ft

STR
18 +4
DEX
18 +4
CON
18 +4
INT
16 +3
WIS
12 +1
CHA
20 +5

Saving Throws Dexterity +8, Intelligence +7, Strength +4, Constitution +4, Wisdom +1, Charisma +5
Skills Perception +9, Stealth +8, Acrobatics +8, Persuasion +9, Deception +9, Insight +9, Athletics +8, Intimidation +9
Damage Resistances Necrotic; bludgeoning, piercing, and slashing from nonmagical weapons
Senses Darkvision 150ft, passive Perception 17
Languages Common, Elvish, Thieves' Cant, Hobgoblin, Draconic
Challenge 15


Description

Sallicia wears an antiquated suit of studded leather, and wields a rapier and hand crossbow. Her forest green Darian officer's cloak wraps around her like a shroud, and when in daylight she covers her face, the only exposed part of skin, with an enchanted mask, painted with the symbols of her clan. She also carries numerous daggers on her person.   Proficiencies: Armour - Light Armour Weapons - Simple weapons, Shortswords, Longswords, Rapiers, Hand crossbows Tools - Thieves' tools, Disguise kit, Forgery kit

Ideals

The law is what seperates us from animals, and those who break it are nothing but animals themselves.

Bonds

Forgewell is mine, and none shall doubt it.

Flaws

I do not believe in equality, and always attempt to work out whether others are above or beneath me.

Suggested Environments

She usually stays within a day's travel of Forgewell, and prefers to travel and work at night, as many Darians do.


1/day: Children of the Night You magically call 2d4 2d4 swarms of bats or rats, provided that the sun isn't up. While outdoors, you can call 3d6 3d6 wolves instead. The called creatures arrive in 1d4 1d4 rounds, acting as your allies and obeying your spoken commands. The beasts remain for 1 hour, until you die, or until you dismiss them as a bonus action.

3/day: Legendary Resistance If you fail a saving throw, you can choose to succeed instead.


Sneak Attack your sneak attack is 5d6.   Master of Tactics Your Help action only takes a bonus action, and has a range of 30ft.   Evasion Dexterity saving throws to take half damage allow you to take no damage on a success instead.   Insightful Manipulator After spending 1 minute observing a creature outside of combat, you can learn whether the creature is your inferior or superior in regard to 2 of the following: Charisma score, Wisdom score, Intelligence score, Class levels.   Shapechanger If you aren't in sunlight or running water, you can use an action to polymorph into a Tiny bat or a Medium cloud of mist, or back into your true form. While in bat form, you can't speak, your walking speed is 5ft, and your flying speed is 30ft. Your other statistics are unchanged. Anything you are wearing transforms with you, but nothing you are carrying does. You revert back to your true form if you die. While in mist form, you can't take any actions, speak, or manipulate objects. You are weightless, have a flying speed of 20ft, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, you can do so without squeezing, and you can't pass through water. You have advantage on strength, constitution, and dexterity saving throws, and are immune to all nonmagical damage, except the damage you take from sunlight.   Misty Escape When you drop to 0hp outside your resting place, you transform into a cloud of mist (as in the shapechanger trait) instead of falling unconcious, provided that you are not in sunlight or running water. If you can't transform, you are destroyed. While you have 0hp in mist form, you can't revert to your vampire form, and you must reach your resting place within 2 hours or be destroyed. One you are in your resting place, you revert to your vampire form. You are then paralyzed until you regain at least 1hp. After spending 1 hour in your resting place with 0hp, you regain 1hp.   Regeneration You regain 20hp at the start of your turn if you have at least 1hp and are not in sunlight or running water. If you take radiant damage or damage from holy water, this trait doesn't functino at the start of the vampire's next turn.   Spider Climb You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.   Vampire Weaknesses You have the following flaws: Forbiddance: You can't enter a residence without an invitation from one of the occupants. Harmed by Running Water: You take 20 acid damage if you end your turn in running water. Stake to the Heart: If a piercing weapon made of wood is driven through your heart while you are incapacitated in your resting place, you are paralyzed until the stake is removed. Sunlight Hypersensitivity You take 20 radiant damage when you start your turn in sunlight. While in sunlight, you have disadvantage on attack rolls and ability checks.


Actions

Multiattack (Vampire Form Only) You make two attacks, only one of which can be a bite attack.   Cunning Action Once per turn you can use a Dash, Disengage, Hide, or Help action as a bonus action.   Rapier (Vampire Form Only) Melee Weapon Attack: +8 to hit, reach 5ft, one creature. Hit: 8 (1d8+4) 1d8+4 piercing damage.   Hand Crossbow (Vampire Form Only) Ranged Weapon Attack +8 to hit, range 30/120, one creature. Hit: 7 (1d6+4) 1d6+4 piercing damage.   Unarmed Strike (Vampire Form Only) Melee Weapon Attack: +8 to hit, reach 5ft, one creature. Hit: 8 (1d8+4) 1d8+4 bludgeoning damage. Instead of dealing damage, you can grapple the target (escape DC 18)   Bite (Bat or Vampire Form Only) Melee Weapon Attack: +8 to hit, reach 5ft, one creature that is either willing, grappled by you, incapacitated, or restrained. Hit: 7 (1d6+4) 1d6+4 piercing damage plus 10 (3d6) 3d6 necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and you gain hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under your control.   Charm You target one humanoid you can see within 30ft of you. If the target can see you, they must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards yous a trusted friend to be heeded and protected. Although the target isn't under your control, it takes your requests or actions in the most favourable way it can, and it is a willing target for your bite attack. Each time you or your companions do anything harmful to the target, it can repeat the saving throw, ending the effect on a success. Otherwise, the effect lasts 24 hours or until you are destroyed, are on a different plane of existence than the target, or take a bonus action to end the effect.

Reactions

Uncanny Dodge When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.


 

Legendary Actions

You can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. You regain spent legendary actions at the start of your turn.   Move You move up to your speed without provoking opportunity attacks   Strike You make one attack with either your unarmed strike or one of your weapons   Bite (Costs 2 actions) You make one bite attack

Sallicia lives in a small two story house in Forgewell. It is made of thick stone, and lacks windows on the ground floor. The door is thick oak with iron reinforcement, and has a magical alarm carved into the inside. She sleeps in her black iron coffin in the basement. The door to the basement is trapped with a necromantic ward, and the second step from the top as you go down into the basement is further trapped.   Outer Door Alarm sigil carved into the inside of the door. It always notifies Sallicia when the door is opened as long as she is on the same plane. Destroying the sigil also sets off the alarm, but it takes a DC 25 arcana check to notice the alarm being sent, and a DC 30 arcana to stop it. The sigil is noticed by anyone with a passive Perception of 14 and an arcana of +1 or higher.   Inner Door Necromantic ward carved into the inside of the door. It activates if the door handle is twisted anticlockwise, as it appears designed to do. In actuality it opens by turning clockwise, and twisting it the wrong way causes anyone touching the door handle to take 22 (4d10) 4d10 necrotic damage unless they succeed on a DC 15 dexterity check. A passive perception of 16 and above allows players to notice the metal of the handle being warped and darkened, and a DC 20 arcana check disables it without triggering it.   Second Step A metal trough under the step is filled with gunpowder and oil. Stepping on or removing it sparks the flints positioned around the edge of the step, causing the mixture to explode. A passive perception or perception check of DC 20 notices the trap, and a DC 10 use of thieves' tools props the step, stopping it from activating. Otherwise a DC 10 acrobatics check is required to jump the step. Activating the trap causes a fireball, as caused by the fireball spell, centred on the step.

Regional Effects

There are noticeably larger numbers of wolves, rats, and bats in the region surrounding Forgewell, although this is true for most of Daria. In the 500ft surrounding Sallicia's house, plants wither, and their stems and branches grow twisted and thorny; shadows seem abnormally gaunt, and sometimes move as though alive; and a creeping fog clings to the ground, occasionally taking eerie forms. If she moves her lair or is killed, these effects will end after 2d6 days.

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