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Chrysanthemum

Royal Dhampir Race
Origin
Bard 1 Class & Level
Good Alignment
i dunno Deity
i dunno Faction
i dunno Rank/Position
Loyalty
Company

Strength 11
+0
Dexterity 12
+1
constitution 15
+2
intelligence 11
+0
wisdom 12
+1
charisma 16
+3
Total Hit Dice 2d8
Hit Die
1dd8+2
+2 proficiency bonus
+0 Strength
+3 Dexterity
+2 Constitution
+0 Intelligence
+1 Wisdom
+5 Charisma
saving throws
+1 Acrobatics
+1 Animal Handling
+0 Arcana
+0 Athletics
+3 Deception
+0 History
+3 Insight
+3 Intimidation
+0 Investigation
+0 Martial
+3 Medicine
+0 Nature
+3 Perception
+5 Performance
+5 Persuasion
+0 Religion
+1 Sleight of Hands
+1 Stealth
+1 Survival
skills

 

MV

Prestige

Attunement Slots
16
Armor Class
10
Hit Points
+1
Initiative
30
Speed
Attacks
Instruments: Bells, violin, guitar,
Skills: Insight, Performance, Insight, Medicine, Persuasion, Perception, Cooking Tools,
Armor: light armor
Weapons: simple weapons, hand crossbows, longswords, rapiers, shortswords
Saving Throws: DEX and CHA
Necril and Common
Proficiences
3 Bardic Inspiration (d6)
Prestidigitation
Vicious Mockery
2 slots
Bane
Healing Word
Sleep
Cure Wounds
Spellcasting
Rapier
Diplomat Pack
Leather armor
Dagger
200 gold
2 genaab
Equipment
i dunno
Faction
cute
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.

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.
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

HewwoImBee.

Statblock Type

Verum Character Sheet

Link/Embed