Alice Price Character in Verum | World Anvil

Alice Price

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Alice Price

Dhampir Race
Dolten / Ward of Witchtown Origin
Rogue / Inquisitive 6 Class & Level
Alignment
Deity
Faction
Rank/Position
Loyalty
Company

Strength 10
+0
Dexterity 19
+4
constitution 13
+1
intelligence 11
+0
wisdom 11
+0
charisma 13
+1
Total Hit Dice
Hit Die
1d+1
+0 proficiency bonus
+0 Strength
+6 Dexterity
+1 Constitution
+2 Intelligence
+0 Wisdom
+1 Charisma
saving throws
+6 Acrobatics
+0 Animal Handling
+0 Arcana
+2 Athletics
+1 Deception
+0 History
+0 Insight
+1 Intimidation
+2 Investigation
+0 Martial
+0 Medicine
+0 Nature
+2 Perception
+1 Performance
+5 Persuasion
+0 Religion
+4 Sleight of Hands
+6 Stealth
+0 Survival
skills

 

MV

Prestige

Attunement Slots
17
Armor Class
33
Hit Points
+4
Initiative
30
Speed
Attacks
Studded Leather Armor
Daggers x2
Explorer's Pack
Silver Cup
Equipment
Specialist
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.

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.

You gain a +3 bonus to saving throws vs. Fear effects.

You know not to trust things as they seem. you receive a +2 to passive perception and investigation.



Expertise
At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.

Sneak Attack
Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.

Thieves' Cant
During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Cunning Action
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Roguish Archetype
At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities from the list of available archetypes. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.

Inquisitive
As an archetypal Inquisitive, you excel at rooting out secrets and unraveling mysteries. You rely on your sharp eye for detail, but also on your finely honed ability to read the words and deeds of other creatures to determine their true intent. You excel at defeating creatures that hide among and prey upon ordinary folk, and your mastery of lore and your keen deductions make you well equipped to expose and end hidden evils.

Ear for Deceit
When you choose this archetype at 3rd level, you develop a talent for picking out lies. Whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8.

Eye for Detail
Starting at 3rd level, you can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover or decipher clues.

Insightful Fighting
At 3rd level, you gain the ability to decipher an opponent's tactics and develop a counter to them. As a bonus action, you can make a Wisdom (Insight) check against a creature you can see that isn't incapacitated, contested by the target's Charisma (Deception) check. If you succeed, you can use your Sneak Attack against that target even if you don't have advantage on the attack roll, but not if you have disadvantage on it.

This benefit lasts for 1 minute or until you successfully use this feature against a different target.


Class/Racial Features & Traits

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