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Albrecht Akarte

Dhampir (Royal) Race
Orde (Lineage of Coin) Origin
Bard (Eloquence) 4 Class & Level
Neutral Good Alignment
The Seven Deity
None Faction
None Rank/Position
0 Loyalty
None Company

Strength 10
+0
Dexterity 16
+3
constitution 15
+2
intelligence 11
+0
wisdom 11
+0
charisma 19
+4
Total Hit Dice 3
Hit Die
1d8+2
+2 proficiency bonus
+0 Strength
+3 Dexterity
+2 Constitution
+0 Intelligence
+0 Wisdom
+4 Charisma
saving throws
+4 Acrobatics
+1 Animal Handling
+1 Arcana
+1 Athletics
+8 Deception
+2 History
+1 Insight
+4 Intimidation
+1 Investigation
+1 Martial
+1 Medicine
+1 Nature
+1 Perception
+4 Performance
+8 Persuasion
+1 Religion
+4 Sleight of Hands
+5 Stealth
+1 Survival
skills

 

MV

Prestige
1
Attunement Slots
15
Armor Class
40
Hit Points
+4
Initiative
30
Speed
WeaponAttackDamage
Dagger 1d20+5 1d4+3
Rapier 1d20+5 1d8+3
Vampiric Bite 1d20+4 1d4+2
Attacks
Class:
Persuation (Expertise), Deception (Expertise)




Proficiences
Cantrips:
Mage Hand
Vicious Mockery
Prestidigitation

Level 1 Spells:
Bane
Faerie Fire
Healing Words
Dissonant Whispers
Identify

Level 2 Spells:
Upcasted Bane
Upcasted Dissonant Whispers
Shatter
Heat Metal

Spellcasting
Dagger
Rapier
Leather Light Armor (AC 11)
Diplomat's Pack ( Case/Map/Scroll, Clothes, Crowbar, Ink, ink Pen, Lamp, oil flask, paper, perfume, sealing wax, soap)
553gp 14sp
1x Ready Mind Flayer One
1x Short Bow
5x Arrows
2x Basic Healing Potion
1x Greater Healing Potion
1x Basic Poison Vial
5x Caltrops (20)
1x Whip
1x Steel mirror
1x Elemental Emerald Gem

Weary Traveler's Lantern
Wondrous item, Common
A lantern with a faint green glow coming from it. Putting your ear close to it you can hear a strange ghostly sound

Weary lights. As an action, you can shake the lantern a bit to place a ghostly version of itself where it's currently being held. This ghostly version will shed dim light in a 10-foot radius. Only you and those that can see into other planes can see these ghostly lanterns. They last 24 hours from placed unless you use an action to to make them disappear. You can place up to 10 of these before the oldest one disappears.

Pink Candlestick of the Church of Lylimark x 1
Equipment
None
Faction
Mad Man
Stat Array
Starting Stats: STR 10, DEX 15, CON 14, INT 11, WIS 11, CHA 15
Languages: Common and Necril
Racial Features:
Darkvision
Sunlight Sensitivity
Vampiric Guile
Blood Curse

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 Features:
Silver Tongue Starting at 3rd level, you are a master at saying the right thing at the right time. When you make a Charisma (Persuasion) or Charisma (Deception) check, you can treat a d20 roll of 9 or lower as a 10.

Unsettling Words Also at 3rd level, you can spin words laced with magic that unsettle a creature and cause it to doubt itself. As a bonus action, you can expend one use of your Bardic Inspiration and choose one creature you can see within 60 feet of you. Roll the Bardic Inspiration die. The creature must subtract the number rolled from the next saving throw it makes before the start of your next turn.

Additional Feature:
Lineage of Coin Choose a single cleric domain, you may use that domain's channel divinity once per week. If you gain channel divinity from a domain you possess, you may instead change your channel divinity once per long rest to that of another domain. This choice remains until you change it. Your character level counts as your cleric level for the purposes of this channel divinity. Clerics cannot use this origin to change their Turn Undead channel divinity effect.
Chosen Domain: Order (Verumese)

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

FritzCaphe.

Statblock Type

Verum Character Sheet

Link/Embed