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Elizabeth LaForte

dhampir(royal) Race
Rift(lu'us) Origin
warlock(evil eye) 1 Class & Level
Chaotic good Alignment
Viderick Deity
Inquisition Faction
member Rank/Position
0 Loyalty
none Company

Strength 11
+0
Dexterity 16
+3
constitution 14
+2
intelligence 11
+0
wisdom 10
+0
charisma 19
+4
Total Hit Dice 1
Hit Die
1dd8+2
+2 proficiency bonus
+0 Strength
+3 Dexterity
+2 Constitution
+0 Intelligence
+2 Wisdom
+6 Charisma
saving throws
+3 Acrobatics
+0 Animal Handling
+0 Arcana
+0 Athletics
+6 Deception
+0 History
+0 Insight
+0 Intimidation
+0 Investigation
+0 Martial
+0 Medicine
+0 Nature
+0 Perception
+4 Performance
+6 Persuasion
+2 Religion
+2 Sleight of Hands
+2 Stealth
+0 Survival
skills

 
0
MV
0
Prestige
1
Attunement Slots
15
Armor Class
10
Hit Points
+3
Initiative
30
Speed
Attacks
Tool Proficiencies - Disguise Kit, Poisoner's Kit
Armor: light armor
Weapons: simple weapons
Saving Throws: Wisdom, Charisma
Skills: Persuasion Deception, Religion. (no insight)
Proficiences
cantrips chill touch elditch blast
1st level: bane, hex
Spellcasting
Swiftstrike Dagger
Special Ability: You gain a +1 bonus to damage rolls with this weapon against the selected enemy. If the attack is a critical hit, you can move up to 10 feet without provoking an opportunity attack from that target.

Improved Starting Equipment - Choose three from the following item sets to start with: x2 Bandoliers, x3 Potions of Healing, Pole of Collapsing,

(a) a light crossbow and 20 bolts
(a) a component pouch
a dungeoneer's pack
Leather armor, any simple weapon, and two daggers
Equipment
Inquisition
Faction
Razzle Dazzle
Stat Array
rift(+1 char)

Lu'us
Lu'us, one of the eight cities of the Taladoni, was best known for its lavish parties and scandalous officials, a place where love was free and cost unpredictable. Those that venture too close are changed by this magic.

Your features grow more attractive. +1 to Charisma

You find yourself enthralled by the most beautiful lies. Denied Skill - Insight




Dhampir
Royal Dhampir
Ability Score Improvement – Your Charisma score increases by +2 and your Dexterity score increases by +1.

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.

Size Medium
Speed Your base walking speed is 30 feet.
Age – Similarly to humans, Dhampir reach adulthood in their late teens, but due to their curse live no longer than 140 years.

Alignment – Due to the nature of their curse, Dhampir tend to be more self centered and focused more on their own personal gain and survival. Some bend the law or take advantage of it to fit their needs, while others completely circumvent the law to fulfill their desires. There are however, few Dhampir that seek to redeem themselves from their curse, taking selfless actions and only partaking in blood when necessary.

Size – Dhampir stand near the same height of most humans, rarely standing taller than a height of 6 feet. Dhampir weigh an average of 150 pounds and have a size of Medium.

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: 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.

Pact Magic
PHB p105
Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the warlock spell list.

Cantrips
You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.

Spell Slots
The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spells Known of 1st Level and Higher
At 1st level, you know two 1st-level spells of your choice from the warlock spell list.

The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.

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

Spellcasting Ability
Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your warlock spells.

Otherworldly Patron
PHB p105
At 1st level, you have struck a bargain with an otherworldly being chosen from the list of available patrons. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

The Evil Eye
Your patron is a being of misfortune, misery, sorrow, and devastation. You bring ruin to hope and cast down those who believe that they are destined for success. You are no mere fool with a few magic words. You shall cast an evil eye, and spit your name upon the truth.

Expanded Spell list
1st: Bane, Disguise Self
2nd: Silence, Pass Without Trace
3rd: Bestow Curse, Slow
4th: Confusion, Greater Invisibility
5th: Modify Memory, Passwall

Evil Eye Starting at 1st level, your patron grants you the ability to manifest a small portion of its power on the material plane. As a bonus action you can designate a creature you can see within 30 feet to suffer the effects of the Evil Eye. That creature must make a Charisma saving throw against your Warlock spell save DC. For 1 minute, whenever a target that fails this saving throw makes an attack roll or saving throw before this feature ends, the target must roll a d4 and subtract the result from the attack roll or saving throw. This functions identically to the Bane spell (though it does not require concentration) and does not stack with it. This feature cannot be active on more than one creature at a time. This ability can be used a number of times per day equal to your Charisma Modifier (Minimum of 1), regaining expended uses on 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

dukegummybear.

Statblock Type

Verum Character Sheet

Link/Embed