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Milivard Peste

Dhampir (Royal) Race
Orde (In Plain Sight) Origin
Bard 1 Class & Level
Lawful Neutral Alignment
Vavren Deity
The Inquisition Faction
Redeemer Rank/Position
Loyalty
Company

Strength 10
+0
Dexterity 16
+3
constitution 14
+2
intelligence 11
+0
wisdom 11
+0
charisma 18
+4
Total Hit Dice 1
Hit Die
1d8+2
+2 proficiency bonus
+0 Strength
+5 Dexterity
+2 Constitution
+0 Intelligence
+0 Wisdom
+6 Charisma
saving throws
+3 Acrobatics
+0 Animal Handling
+2 Arcana
+0 Athletics
+6 Deception
+0 History
+0 Insight
+6 Intimidation
+0 Investigation
+0 Martial
+0 Medicine
+0 Nature
+2 Perception
+4 Performance
+6 Persuasion
+2 Religion
+3 Sleight of Hands
+3 Stealth
+0 Survival
skills

 

MV

Prestige

Attunement Slots
14
Armor Class
10
Hit Points
+3
Initiative
30
Speed
Rapier 1d20+5 1d8+3
Fangs 1d20+5 1d4+3
Eldritch Blast 1d20+6 1d10
Swiftstrike Dagger 1d20+5 1d4+3
Attacks
Armor: Light armor
Weapons: Simple weapons, Hand crossbows, Longswords, Rapiers, Shortswords
Tools: Lute, Dulcimer, Flute, Disguise Kit, Poisoner's Kit

Skills:
Arcana
Deception
Intimidation
Perception
Persuasion
Religion
Proficiences
Modifier is CHA
Spell Save is 14
Spell attack is +6
Ritual Casting
Spellcasting focus can be a musical instrument

-Eldritch Blast- - Casting time: 1 Action Range: 120 ft V, S Duration: Instant School: Evocation
A beam of crackling energy streaks towards a creature within range. Make a spell attack against them; on a hit: the target takes 1d10 Force damage.

Minor Illusion - Casting time: 1 Action Range: 30 ft (5 ft area) S, M Duration: 1 Min School: Illusion
Create a sound or an image of an object within range that lasts for the duration. The illusion ends if you dismiss it as an action or cast this spell again.

Vicious Mockery - Casting time: 1 Action Range: 60 ft V Duration: Instant School: Enchantment
Unleash a string of insults laced with enchantments at a visible creature within range. If they can hear you, it must succeed on a WIS saving throw or take 1d4 Psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

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Level 1
Detect Magic (C) - Casting time: 1 Action (R) Range: Self (30 ft) V, S Duration: 10 Min School: Divination
For the duration, you sense the presence of magic within 30 ft of you. If you sense magic this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. Can penetrate most barriers, but is blocked by 1 ft of stone, 1 in of common metal, a thin sheet of lead, or 3 ft of wood or dirt.

Dissonant Whispers - Casting time: 1 Action Range: 60 ft V Duration: Instant School: Enchantment
You whisper a discordant melody that only one creature of your choice within range can hear, causing it terrible pain. The target must make a WIS saving throw. On a failure, it takes 3d6 Psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn't move to obviously dangerous ground such as fire or a pit. On a success, it takes half damage and doesn't move. A deafened creature automatically succeeds.

Healing Word - Casting time: 1 Bonus Action Range: 60 ft V Duration: Instant School: Evocation
A creature of your choice you can see within range regains 1d4+(4) hit points. This spell has no effect on undead or constructs.

Tasha's Hideous Laughter(C)-Casting time:1 Action Range:30 ft V, S, M Duration:1 M School: Enchantment
A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter. It must succeed on a WIS saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an INT score of 4 or less is not affected. At the end of each of its turns, and each time it takes damage, it can make another WIS saving throw. The target has advantage if triggered by damage. On a success, the spell ends.

-Charm Person- Casting time: 1 Action Range: 30 ft V, M Duration: 1 Hour School: Enchantment
Attempt to charm a humanoid you can see within range. It must make a WIS saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is Charmed by you until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
Spellcasting
Rapier
Leather Armor
Lute
Dagger
Inquisitorial Badge - Allows advantage on a single Insight roll once per long rest, specifically on Deception
Swiftstrike Dagger - +1 bonus to damage rolls against Undead. If it crits: can move 10 ft without an AoO from them

Entertainer's Pack - Backpack, bedroll, 2 costumes, 5 candles, 5 days of rations, waterskin, disguise kit
Net
Hourglass
3x Potions of Healing
Equipment
The Inquisition
Faction
Madman
Stat Array
Languages: Speak and read Common and Necrill

Darkvision - See in dim light within 60 ft as if it was bright light, and darkness as if it was dim light (and not in color).

Sunlight Sensitivity - Disadvantage on attack rolls and on Perception (WIS) 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 - Proficiency in Intimidation

Blood Curse - Once per week, you must consume the blood of another humanoid in order to replace your own blood and survive. If you fail to do so, you gain one point of exhaustion per day afterwards that cannot be removed until they consume the blood of another humanoid.

Fangs - Your fangs are natural weapons that can make unarmed strikes. They count as a finesse weapon, dealing 1d4 + your STR or DEX 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 is required). Roll the die, add your CON modifier, and regain a number of hit points equal to the total. Using this ability counts as a source for Blood Curse.

Predatory Charm - You can magically beguile the minds of creatures, twisting their perception of you. You can cast the spell Charm Person once with this trait. You regain the ability to cast it this way when you finish a long rest. CHA is your spellcasting ability for this spell.


Bardic Inspiration - You can inspire others through stirring music or words. Use a bonus action to target one creature other than yourself within 60 ft who can hear you. That creature gains a Bardic Inspiration die (d6). Once within the next 10 minutes, the creature can roll the die and add the rolled number to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the die before deciding to use the Bardic Inspiration die, but must decide before the DM says the result. Once the die is rolled, it is lost. A creature may only have one Bardic Inspiration die at a time. This feature can be used a number of times equal to your CHA modifier (4). You regain expended uses when finishing a long rest.

Anointed Gear - A weapon with a bonus when attacking a selected enemy type (Undead).
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

FoLokinix.

Statblock Type

Verum Character Sheet

Link/Embed