Adrien Character in Verum | World Anvil

Adrien

Adrian

Adrian never knew his Vampire Father, whether he was some vampire lord or an underling mattered little. The only thing Adrian cared for was to hate his guts for ever bringing him into cruel and unforgiving circumstances.   Due to his upbringing, or you could say lack of proper one, survival comes above all, lending a hand is not above him, but he isn't selfless, as he would let another die to save his own skin.

Physical Description

Body Features

Fangs

Apparel & Accessories

Layers of clothing with the intent of covering as much skin as possible.

Mental characteristics

Morality & Philosophy

Despite my desire to feed, I will not feed on those undeserving, those who live outside the boundaries of society (bandits, savages) are worth their weight in blood.

Taboos

Feeding on those who live within society, they have their place and it is not mine to take them from it.

Personality Characteristics

Motivation

Proving his worth to society

Virtues & Personality perks

Ambidextrous
Species
Ethnicity
Children
Gender
Make
Height
5'9"
Weight
133 lbs
Known Languages
Common Necrill

Debt Business

stupid sprite thing got us all owing time to some djin loanshark, now im in the murdering business to return someone elses debt, what a crazy world

Adrien

Dhampir Race
Dolten/Ward of Witchtown Origin
Ranger 4 Class & Level
Alignment
Vavren Deity
Faction
Rank/Position
Loyalty
Company

Strength 14
+2
Dexterity 17
+3
constitution 12
+1
intelligence 10
+0
wisdom 16
+3
charisma 12
+1
Total Hit Dice
Hit Die
1d+1
+2 proficiency bonus
+4 Strength
+5 Dexterity
+1 Constitution
+0 Intelligence
+3 Wisdom
+1 Charisma
saving throws
+3 Acrobatics
+5 Animal Handling
+0 Arcana
+4 Athletics
+1 Deception
+0 History
+3 Insight
+3 Intimidation
+2 Investigation
+3 Martial
+3 Medicine
+0 Nature
+5 Perception
+1 Performance
+1 Persuasion
+0 Religion
+3 Sleight of Hands
+3 Stealth
+3 Survival
skills

 

MV

Prestige

Attunement Slots
18
Armor Class
22
Hit Points
+3
Initiative
40ft
Speed
Attacks
Armor: light armor, medium armor, shields
Weapons: simple weapons, martial weapons
Proficiences
Hunter's Mark
1st-level divination
Casting Time: 1 bonus action
Range: 90 feet
Duration: Concentration, up to 1 hour
You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.
At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

Longstrider
1st-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (a pinch of dirt)
Duration: 1 hour
You touch a creature. The target's speed increases by 10 feet until the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Spellcasting
Longbow
Arrows x20
Breastplate
Longsword
Explorer's Pack
69 gp
Heavy Crossbow
Bolts x 20
2 Regular potions of Healing
Equipment
Mad Man
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.

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.

Outline
Favored Enemy - Humanoid
Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds.

Choose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.

When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.

Natural Explorer
You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:

You ignore difficult terrain.
You have advantage on initiative rolls.
On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.
In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:

Difficult terrain doesn't slow your group's travel.
Your group can't become lost except by magical means.
Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
If you are traveling alone, you can move stealthily at a normal pace.
When you forage, you find twice as much food as you normally would.
While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
Spellcasting
By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See chapter 10 for the general rules of spellcasting and chapter 11 for the ranger spell list.

Spell Slots
The Ranger table shows how many spell slots you have to cast your ranger spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot.

Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the ranger spell list.

The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability
Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier

Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.

Primeval Awareness
You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.

You cannot use this ability against a creature that you have attacked within the past 10 minutes.

Additionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.

If there are multiple groups of your favored enemies within range, you learn this information for each group.

Alert
Always on the lookout for danger, you gain the following benefits:
You gain a +5 bonus to initiative.
You can't be surprised while you are conscious.
Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you.

Beast Conclave (UA)
Many rangers are more at home in the wilds than in civilization, to the point where animals consider them kin. Rangers of the Beast Conclave develop a close bond with a beast, then further strengthen that bond through the use of magic.

Animal Companion
At 3rd level, you learn to use your magic to create a powerful bond with a creature of the natural world.

Mobile
You are exceptionally speedy and agile. You gain the following benefits:
Your speed increases by 10 feet.
When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.
When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
Class/Racial Features & Traits

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