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