Remove these ads. Join the Worldbuilders Guild

Dante

Fighter 6, Paladin 4 | Level: 10 Class & Level
Race
Origin
Alignment
Lo Specialista StatBlock

Strength 12
+1
Dexterity 20
+5
constitution 14
+2
intelligence 12
+1
wisdom 8
-1
charisma 12
+1
Total Hit Dice
Hit Die
1d+2
+4 proficiency bonus
+5 Strength
+5 Dexterity
+6 Constitution
+1 Intelligence
-1 Wisdom
+1 Charisma
saving throws
+9 Acrobatics
-1 Animal Handling
+1 Arcana
+5 Athletics
+5 Deception
+5 History
-1 Insight
+1 Intimidation
+1 Investigation
-1 Martial
-1 Medicine
+1 Nature
-1 Perception
+5 Performance
+1 Persuasion
+1 Religion
+5 Sleight of Hands
+5 Stealth
-1 Survival
skills

 
19
Armor Class
84
Hit Points
+5
Initiative
30
Speed
WeaponAttackDamage
Chakram Throw 1d20+9 1d4+7
Chakram Sharpshooter 1d20+9 1d4+7
Schyte 1d20+9 1d8+5
Attacks
## PROFICIENCIES ##
Proficiencies: All armors, shields, simple weapons, martial weapons
Saving Throws: Strength, Constitution
Skills: Acrobatics, Athletics, History, Performance, Deception
Languages: Common, Elvish, Sylvan
Darkvision 60ft.

## RACE FEATURES ##
Skill Proficiencies: History.
Languages: Common, Elvish

## FIGHTER FEATURES ##
Proficiencies: All armors, shields, simple weapons, martial weapons
Saving Throws: Strength, Constitution
Skills: Acrobatics, Athletics


## ARISTOCRATIC ##
Skill Proficiencies: Performance.
Languages: Sylvan


COURTIER

Skill Proficiency: Deception.
Proficiences
Chakram x5
Butler Suit (studded leather armor)
Butler Suit Change (leather armor)
Longbow
Arrows x20
One handed Schyte x2
Handaxe x2
Explorer’s pack
Equipment
### TRANSFORMATION ###

Transformation Boon: Blood Fury

You have become possessed by the thirst that grips all Vampires. In combat, this thirst drives you into an insatiable frenzy of bloodshed. Whenever you deal combat damage with an unarmed strike or a melee/ranged weapon to a target that can bleed, and is not undead or a construct, you gain one Fury Point. You may only have a maximum of 4 Fury Points at any time. Upon completing a short or long rest, the number of Fury Points you have is reset to 0. These points are used by certain abilities that you can learn through your transformation levels.


Fanged Bite (1FP). On your turn, immediately after you take the attack action, you can use your bonus action to make a special unarmed bite attack. You can use your Dexterity modifier instead of strength to hit with this attack. This attack deals piercing damage equal to 1d4 + your Strength or Dexterity modifier. The target must then succeed at a Constitution saving throw or take 2d6 necrotic damage. You regain hit point equal to the necrotic damage dealt this way. This attack generates 1 Fury Point as normal. If this attack reduces a humanoid creature of size Medium or smaller to 0 hit points, you gain 3 Fury Points instead.


Calculated Strike (1FP). When you hit with a melee weapon attack, you may use this ability before damage is dealt. If you do so, you may add 1d6 of the same damage as your weapon to the damage result. If this ability is used, no Fury Points are generated for this attack.



Vampiric Mist (2FP). As a bonus action, you can disappear in a puff of shadowy mist and teleport up to 30 feet to an unoccupied space you can see.


Unearthly Reflexes (1FP). After you have rolled a Dexterity saving throw, but before the GM has determined the result, you can use your reaction and take half damage on a failed save, and no damage on a successful one.


Deathly Horror (3FP). As a bonus action, you can emit a ghastly distortion of your true form. A creature of your choice within 30 feet of you must succeed on a Wisdom saving throw or become Frightened of you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to this ability for 24 hours.







Transformation Boon: Undead Form

Your Dexterity score increases by 2 and your Charisma score increases by 1. An ability score cannot be increased beyond 16 this way. In addition, your creature type changes to undead. Spells and abilities that state effects or conditions specifically regarding Undead of a specific CR have no effect on you. If a spell or ability other than your own would cause you to gain Hit Points, you gain that many temporary Hit Points instead. If you are reduced to 0 hit points and fall unconscious as a result, any healing you receive will stabilize you and leave you on 1 hit point and unconscious. Furthermore, you cannot die from old age and you do not require air, food or drink.









Transformation Flaw: Sanguine Curse

The sanguine curse has taken a hold on you. As a result you gain the following features:


-You cannot enter a residence you do not own without an invitation from one of the occupants. If you enter a residence involuntarily such as by being dragged into one, you take 1d10 psychic damage at the start of your turn while you are inside it.
-You gain Darkvision (60 ft.) if you do not already have it.
-While in sunlight, you have disadvantage on attack rolls and ability checks.
-You must feed every 7 days.









Transformation Boon: Dread Knight Combat Training

You become trained in the martial ways of the Dread Knights. As a bonus action, you may enter, exit, or change combat stances. While in a combat stance, you gain the features of that stance.


Offensive. While in this stance, you deal an additional amount of damage with your melee weapon equal to the number of Fury Points you currently possess (minimum of 1).


Defensive. While in this stance, you gain a bonus to your AC equal to half the number of Fury Points you currently possess (minimum of 1).


Accuracy. While in this stance, you gain a bonus to hit with your weapon attacks equal to half the number of Fury Points you currently possess (minimum of 1).


Additionally you may use Dexterity instead of Strength for the attack and damage rolls of any melee weapon with the slashing damage type.







Transformation Flaw: Hideous Appearance

Your appearance has greatly altered from its original features. The first signs were the fangs that started to protrude from your upper row of teeth. You have no reflection in mirrors or other reflective surfaces. With dry, pale skin and occasional burns from the sun, you can hide your true appearance by concentrating on your prevampirism appearance. However, the following

situations can reveal your true appearance:


Concentrating on a spell.
Gaining the unconscious condition.
Entering hallowed ground.
Choosing to reveal yourself.

In events of extreme emotional or physical stress, a GM may call for a Constitution saving throw with a DC of their choosing to see if you maintain your humanoid form.








#### RACE ####
Languages: Common, Elvish
CUSTOM HIGH ELF
+2 DEX
Feat: Elven Accuracy

Elven Accuracy:
+1 DEX

Proficiency: History












## FIGHTER FEATURES ##
Proficiencies: All armors, shields, simple weapons, martial weapons
Saving Throws: Strength, Constitution
Skills: Acrobatics, Athletics


Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.



Second Wind
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.





Action Surge
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.





Martial Archetype
At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Champion, Battle Master, or Eldritch Knight, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.




## LIVING CRUCIBLE ##

Compound Creator

When you choose this archetype at 3rd level, you learn to create alchemical compounds toxic to others but empowering to you.


Creating Compounds. You learn three compounds of your choice, which are detailed under “Compounds” below. You can create any number of these compounds you know by using alchemist’s supplies and spending 10 minutes to create them. These compounds remain potent until the end of your next long rest, after which time they become inert and have no effect.

You learn two additional compounds of your choice at 7th, 10th, and 15th level. Each time you learn new compounds, you can also replace one compound you know with another one.


Consuming Compounds. As a bonus action you can consume a single compound using this feature. You can safely consume a number of compounds up to 1 + your Constitution modifier (minimum of 1). Each compound you consume after that causes you to gain a level of exhaustion. When you finish a long rest, you regain the ability to safely consume compounds. You can benefit from multiple compounds at the same time, but taking the same compound more than once provides no additional effects.

The benefits associated with each compound apply only to you. Any other creature that consumes one of your compounds must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier) or become poisoned for 1 minute.






Student of Alchemy

Also at 3rd level, you gain proficiency with alchemist’s supplies. Your proficiency bonus is doubled for any ability check that uses this proficiency.






Compounds:

Spellshine Ointment. For the next minute, you have resistance to damage from spells.

Steelskin Ointment. For the next minute, you have resistance to bludgeoning, piercing, and slashing damage.

Liquid Rage. For the next minute, your weapon attacks deal an extra 1d4 damage.






Ability Score Improvement
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.




Thrown Weapon Master

You excel at thrown weapons and gain the following benefits:

Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
Your ranged weapon attacks ignore half cover and three-quarters cover.
Before you make a ranged weapon attack with a thrown weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.










Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.








Ability Score Improvement
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.




Fighting Initiate

Prerequisite: Proficiency with a martial weapon

Your martial training has helped you develop a particular style of fighting. As a result, you learn one Fighting Style option of your choice from the fighter class. If you already have a style, the one you choose must be different.

Whenever you reach a level that grants the Ability Score Improvement feature, you can replace this feat's fighting style with another one from the fighter class that you don't have.

Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.










### PALADIN FEATUERS ###



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.



Fighting Style Options
2nd-level paladin feature
When you choose a fighting style, the following styles are added to your list of options.


Defense
While you are wearing armor, you gain a +1 bonus to AC.





Spellcasting
By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See Spells Rules for the general rules of spellcasting and the Spells Listing for the paladin spell list.






Divine Health
By 3rd level, the divine magic flowing through you makes you immune to disease.







Sacred Oath
When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose the Oath of Devotion detailed at the end of the class description or one from another source.

Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.





TENETS OF VENGEANCE

The tenets of the Oath of Vengeance vary by paladin, but all the tenets revolve around punishing wrongdoers by any means necessary. Paladins who uphold these tenets are willing to sacrifice even their own righteousness to mete out justice upon those who do evil, so the paladins are often neutral or lawful neutral in alignment. The core principles of the tenets are brutally simple.

Fight the Greater Evil. Faced with a choice of fighting my sworn foes or combating a lesser evil, I choose the greater evil.

No Mercy for the Wicked. Ordinary foes might win my mercy, but my sworn enemies do not.

By Any Means Necessary. My qualms can’t get in the way of exterminating my foes.

Restitution. If my foes wreak ruin on the world, it is because I failed to stop them. I must help those harmed by their misdeeds.





Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Abjure Enemy. As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw.

On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature’s speed is 0, and it can’t benefit from any bonus to its speed.

On a successful save, the creature’s speed is halved for 1 minute or until the creature takes any damage.

Vow of Enmity. As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.






Oath Spells
You gain oath spells at the paladin levels listed.

Oath of Vengeance Spells

3rd
bane, hunter’s mark






Ability Score Improvement
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.



Dual Wielder
You master fighting with two weapons, gaining the following benefits:

You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light.
You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.










Features & Traits
## ADVANCED BACKGROUND ##

ARISTOCRATIC


Gli Aristocratici sono i sovrani e detentori della legge, usano la loro posizione dall'alto della gerarchia sociale per forzare gli altri a contribuire ai loro interessi.
Che siano temuti o rispettati, gli aristocratici sono eccellenti negoziatori, diplomatici e complottisti.


Skill Proficiencies: Performance.

Languages: Sylvan

Equipment: A quill and ink, a letter opener,parchment, a piece of fine jewelry that displays your status, and 25 sp.


TALENTS:


LOCAL HISTORIAN
Whenever you make an Intelligence (History) check to determine the history of an item, location, or cultural phenomenon from the same region as you, you can add your Profession Die to the roll.




TRANSLATOR
Whenever you make an Intelligence check to communicate with a creature who doesn’t share a language with you, you can add your Profession Die to the result.




FIGURE OF AUTHORITY
Whenever you make a Charisma (Persuasion) check while interacting with Common Folk, you may add your Profession Die to the roll.






COURTIER


Da persone mondane a distanti membri di famiglie nobili e fedeli servitori, i Cortigiani rappresentano i membri dell'aristocrazia che sono impiegati o sono stati invitati da un sovrano per far parte della loro corte. I Cortigiani vivono in prossimità della classe sovrana per assisterli e far parte del loro mondo. Nonostante ciò, i Cortigiani sono più spesso visti come manipolatori e complottisti piuttosto che come amichevoli assistenti. La vita di un cortigiano è una di complotti , difficili alleanze politiche e occasionali atti di tradimento, ovviamente, quando va a beneficiarli.


Skill Proficiency: Deception.

Additional Equipment: A medallion or pin displaying the house of your patron, court clothing.


Feature di professione
INSIGHTFUL DISCOVERY
Upon spending an hour speaking to various people at court, and succeeding on a medium-DC Charisma (Deception) check, you can conjure and spread a rumour or piece of gossip within a court or political structure. A subject of your choice, whether it be true or false, becomes a topic of hot conversation within the court or political structure where you planted the rumour.




RANK 3 - COURT PATRICIAN
Con un Titolo di corte maggiore, sei diventato un essenziale e rispettato membro di corte. Sei stato promosso al ruolo di Messaggero di corte, coppiere, maestro di cerimonie o altre posizioni di notevole influenza nella corte.


Holdings:

Un Titolo di corte maggiore con tutti i privilegi che lo accompagnano. Per esempio, un maestro di cerimonia avrebbe accesso alla famiglia del suo patrono per scopi di pianificazione di eventi.

Un Team di servitori i cortigiani minori che ti hanno giurato fedeltà tramite autorità o intrighi.

Una Suite privata nella reggia del tuo patrono che ti permette un facile accesso alla corte e altra lussuria stravagante.

Informatori e spie in tutta la corte che ti forniscono informazioni di valore e intrighi.
Character Background
https://www.youtube.com/watch?v=ppFJ0eJHjlw
Personality Traits

Created by

Tkenz.

Statblock Type

Dotera Character Sheet

Link/Embed