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Mercy Lifeblood

Royal Dhampir Race
Orde/ Lineage of coin Origin
Sorcerer /Bard 5/1 Class & Level
Neutral Good Alignment
Glory Deity
Bards College Faction
Member Rank/Position
3 Loyalty
- Company

Strength 10
+0
Dexterity 12
+1
constitution 11
+0
intelligence 12
+1
wisdom 12
+1
charisma 22
+6
Total Hit Dice 6
Hit Die
1d5d6 1d8+0
+3 proficiency bonus
+0 Strength
+1 Dexterity
+3 Constitution
+1 Intelligence
+1 Wisdom
+9 Charisma
saving throws
+1 Acrobatics
+1 Animal Handling
+4 Arcana
+3 Athletics
+9 Deception
+1 History
+4 Insight
+6 Intimidation
+1 Investigation
+1 Martial
+4 Medicine
+1 Nature
+1 Perception
+6 Performance
+9 Persuasion
+4 Religion
+1 Sleight of Hands
+1 Stealth
+1 Survival
skills

 
19
MV
0
Prestige
1
Attunement Slots
13
Armor Class
30
Hit Points
+1
Initiative
30
Speed
Firebolt 1d20+9 2d10
Attacks
Skills:
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Dhampir- Deception
Orde- Religion, Lineage of Coin- Persuasion
Sorcerer- Arcana, Insight
Glory- Athletics
Bard: Medicine


Weapons& Armor:
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Daggers, darts, slings, quarterstaffs, light crossbows Light Armor,


Tools:
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Great Coven- Alchemy Supplies, Cook's Utensils
Academy- calligraphies supplies
Bards College: Weavers, Jewlers.


Instruments:
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(BC Singing, Lyre), (Bard Flute)

Proficiences
Spell DC 18
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Base 8+ Cha 6+ Prof 3+ Bard buff 1

Charm person 1/day

Spells Known
Cantrips:
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Sorcerer: Fire Bolt, Prestidigitation, Sacred Flame, Thaumaturgy, Guidance
Bard: Message, Vicious Mockery, (BC) Minor Illusion.


1st:
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Sorcerer: Healing word, Bless,
Bard: Cure wounds, Heroism, Comprehend Language,Illusory Script.


2nd:
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Hold person, Lesser restoration, Spiritual Weapon


3rd:
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Beacon of hope, Fireball
Spellcasting
4313GP
Crafting tokens: 25
Food tokens: 0
Antithesis Ritual Tool: Alteration [spoiler] Superior Mat: Base, Enchant- armor, wondrous-CHA- Slashing, Contest, Shapechanger, Wind, Travel,

Antithesis Ritual Tool: Crown
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Flawless Mat: Enchant/Adorn - Weapon/Armor/Wondrous (Headwear only)- INT/WIS - Law, Good, Leadership, Burden,
Dignity, Perfection

Stone of Virtue: Compassion
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Base Material,Enchantment,Adornment-Weapons,Armor,Shields-Wisdom,Charisma,-Radiant, Hope, Life, Leadership, Kindness, Aid- Special: Blessed


(4 Bandoliers)
Active Scroll Bandolier: Healing word *2, Sanctuary scroll,
Inactive:
Active Potion Bandolier: 3 Healing potions,
Inactive:
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1: 3* Healing potions

1 potion of healing.
1 animal friendship potion
1 Arcane lock Scroll
1 aid scroll
1 potion of dimnution
1 chaos bolt scroll
2 Potions of greater healing
1 essence of either

Remnant of Sky and Sea
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Wondrous Item – Major Rare (2700 Gold) – Attunement A pair of earrings depicting the sky and sea. The earrings once had an eulogy carved into them, but the words have faded away. All that remains is a lingering sensation of sorrow, and bittersweet resolution. +1 Charisma Score (Capped at Ability Score Cap) +1 Constitution Score (Cappaed at Ability Score Cap) Lingering Sorrow: Once per long rest, the attuned can attempt to amplify the sorrow of all enemies around them in a 30 foot radius as an action. The affected enemies must make a DC 14 CHA Save or receive disadvantage on all attacks for 1 minute. A target affected by Lingering Sorrow may attempt a new save against this effect at the end of its turn to end the effect. This is a compulsion effect. Bittersweet Resolve: Once per long rest, the attuned can attempt to bolster the resolve of all willing allies around them in a 30 foot radius as an action. The affect are healed for 2d6 hitpoints, and gain 5 Temp HP.

Censor of light
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Glow: As an action you can tap an object with the Censer no larger then 10ft in any dimension, it will glow as if the light cantrip was cast on it.

Healing Aroma: After burning incense in this censer for one minute creatures who remained within 30ft for the whole minute regain 2d8+2 hitpoints. This has no effect on Undead, Constructs, or any creatures unable to smell the incense. This effect can only be used once per day, restoring at dawn

Shine: As an action daylight shines from the Censer out to 30ft brightly, then another 30ft dimly, lasting for one minute. An area of darkness created by a spell of 3rd level or lower that overlaps with the bight light is dispelled. This effect can only be used once per day, restoring at dawn

Fadesteel Instrument (Choker) +1 to Inspiration (Max 6)
fine set of clothing
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A set of fine clothes for allegro

Two daggers
arcane focus (Pink crystal Staff)
Sling
a tinderbox,
10 days of rations,
a water skin,
50 feet of hempen rope
signal whistle.
Alchemist Supplies,
Calligraphers supplies
Cook's Utensils,
vestments
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Black dress, and gloves

a set of common clothes,
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Pink cloak, shoes, black pants, Pink shirt

a belt pouch
Pole of Collapsing,
Hourglass
Jewelers kit
Rp ring, Blue stone center.
Healers kit.
Notes on the Red Orc integration (written by tar'um)
Empty Vial*4
Fine clothes
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Fancy black dress

Flute
Lyre
Weavers tools
Woodcarvers tools
Bards College Badge
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Membership in the Bards College is marked by a badge carried by every member. This badge not only marks them with authority as a historian, but also may assist in granting the bard access to certain restricted places. once per long rest you may brandish your badge in stupendous fashion, announcing your presence. Doing so grants you advantage on persuasion checks to enter a forbidden area, or something similar as your DM sees fit. This effect lasts for 1 minute and only affects those that observed it.


Draft horse, Wagon-
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Two person tent.
a mess kit,
bedroll,
Small bat plushie
Small sheep plushie
Small black fox plushie
10 torches,
cauldron,

Equipment
Bards College
Faction
specialist
Stat Array
Stats Base: 10-12-10-12-12-22

Dhampir: +2 Cha +1Dex
Darkvision
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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
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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 Deception
Blood Curse
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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
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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
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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
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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.

Common, Necril
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Orde: Lineage of Coin
+1 Cha
Religion
Channel Divinity 1/week 30hp
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restore a number of Hit Points equal to five times your Cleric level.
Choose any creatures within 30 feet of you, and divide those Hit Points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an Undead or a construct.

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Great Coven:
Tool Proficiencies - Alchemist's Supplies, Cook's Utensils
Attribute Cap Increase - +2 Con
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Bards College
+2 Cha Cap
Tools: Jewelers, Weavers
Instruments, Lyre
Improved Spellcasting Matrix
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Due to the arcane knowledge etched from the world of Erast, all Bards College members have their spell DCs increased by 1. (No this cannot be shared and it is lost if they leave the faction.)

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Sorcerer:
Favored by the Gods:
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Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome.
Once you use this feature, you can’t use it again until you finish a short or long rest.

Divine Magic: Good, Cure Wounds (Replaced with bless)
Sorcery points 5
MetaMagic: Twinned
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When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).

Subtle
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When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.


ASI +2 CHA

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Bard

Bardic inspiration 6d6
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Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.



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

ChaosFountain.

Statblock Type

Verum Character Sheet

Link/Embed