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Aleister Nauzhar Tepes

Vampiric Bloodline Sorceror 4 Class & Level
Noble Background
Half-Elf Race
Chaotic Evil Alignment

Strength 10
+0
Dexterity 14
+2
constitution 14
+2
intelligence 12
+1
wisdom 10
+0
charisma 18
+4
Total Hit Dice 4
Hit Die
1d6+2
+2 proficiency bonus
-1 Strength
+2 Dexterity
+4 Constitution
+1 Intelligence
+0 Wisdom
+5 Charisma
saving throws
+2 Acrobatics
+0 Animal Handling
+3 Arcana
+0 Athletics
+6 Deception
+3 History
+2 Insight
+4 Intimidation
+1 Investigation
+0 Medicine
+1 Nature
+2 Perception
+6 Performance
+6 Persuasion
+1 Religion
+2 Sleight of Hands
+2 Stealth
+0 Survival
skills Tools Dragonchess set   Languages Common, Elvish, Draconic, Undercommon   Weapon Proficiencies Dagger, Dart, Sling, Quarterstaff, Crossbow, light proficiencies

 
12
Armor Class
26
Hit Points
+2
Initiative
30
Speed
Dagger 1d20+4 1d4+2
Unarmed Strike 1d20+5 1d6+3
Attacks
Tools
Dragonchess set

Languages
Common, Elvish, Draconic, Undercommon

Weapon Proficiencies
Dagger, Dart, Sling, Quarterstaff, Crossbow, light
Proficiences
Sorcerer - 4
Spellcasting
Dagger
Magic Robe
Orb
Family records (waters of temperance)
Equipment
Dignified, Relentless and Unwavering
Personality Traits
A way to return from undeath to pursue true immortality and reign over the above ground. This world belongs to me.
Ideals
Tepes Bloodline, Family is the strongest tie.

Verin (Poacher), Xazta (Tanner), Terry (Poacher 2). - Criminal underground.
Bonds
I am too proud in my magical abilities and I scheme much too often
Flaws
Denizen of the Night
Starting when you choose this origin at 1st level, you gain darkvision out to a range of 60 feet, as described in chapter 8 of the PHB. If you already have darkvision, its range instead increases by 30 feet.

Equipment
You possess a scroll of pedigree. Enter this manually as a custom item.

Fey Ancestry
Advantage on charmed saves and immune to sleep magic.

Keen Senses
You forgo the half-elf feature 'Skill Versatility' and instead gain the High elf feature 'Keen Senses'.

You have proficiency in the Perception skill.

Martial Prowess
Also at 1st level, your vampiric ancestry grants you increased effectiveness in melee combat. Your unarmed strikes use a d6 as their damage die, and use your Charisma instead of Strength for their attack and damage rolls.

Position of Privilege
Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.

Quickened Spell
Spend 2 sorcery pts. to convert a casting of a spell with 1 action casting time to 1 bonus-action.

Sorcery Points
You have 3 sorcery points (use 3 times/long rest).

Twinned Spell
Spend X sorcery pts. (min 1) to target two creatures with a single target spell, where X is the spell level.
Features & Traits

Heroes Enabled

The statblocks of your Weapons, armor and other important/magical equipment

DnD 5e SRD SRD

Dagger

Melee Weapon Finesse, Light, Thrown Common

Type Damage Damage Range Properties
Simple 1d4 Piercing 20/60 ft Finesse, Light, Thrown

Cost: 2 gp Weight: 1 lb


 

DnD 5e SRD

Clothes, Fine

Adventuring Gear Common

This set of clothes is designed specifically to be expensive and to show it, including fancy, tailored clothes in whatever fashion happens to be the current style in the courts of the nobles. Precious metals and gems could be worked into the clothing.

Cost: 15gp Weight: 6lb


 

D

Signet Ring

Adventuring Gear Common

Each signet ring has a distinctive design carved into it. When you press this ring into warm sealing wax, you leave an identifying mark.

Cost: 5gp Weight: --


 

DnD 5e Player's Handbook p. 151

Arcane Focus (Orb)

Adventuring Gear Common

Cost: 20gp Weight: 3lb


 

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Dark Arts Player's Companion

Lacerate

0-level (Cantrip) Necromancy

Casting Time: 1 action
Range/Area: 30 feet
Components: Verbal, Somatic
Duration: Instantaneous
Two bolts of necrotic energy shoot from your fingertips towards a single creature within range. Make two ranged spell attacks against the target. On a hit, the target takes 1d4 necrotic damage. If both bolts hit the target, then the target’s hit point maximum is reduced by an amount equal to the necrotic damage it took. The target’s hit point maximum returns to normal after 10 minutes.
At higher levels: The spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Available for: Sorcerer

Dark Arts Player's Companion

Life Thread

0-level (Cantrip) Necromancy

Casting Time: 1 action
Range/Area: 5 Feet
Components: Verbal, Material
Materials: a red or black thread
Duration: 1 minute
You create a binding thread that ties your soul to the soul of creature within 5 feet of you. If either you or the creature moves more than 5 feet away from the other, the creature that moved takes 1d12 necrotic damage.
At higher levels: The spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
Available for: Sorcerer

Dark Arts Player's Companion

Umbraturgy

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Up to 1 hour
You compel shadows to create one of the following effects at a point you can see within range: • The shadow of a creature or object changes size or shape, up to a maximum of double or half its normal size. This effect lasts for up to 1 minute, or until it moves.   • You cause shadows to conceal a creature in dim light or darkness, giving them advantage on their next Dexterity (Stealth) check within the next minute as long as they remain in the dim light or darkness.   • A creature or object’s shape becomes either harder or softer, making its form either easier or harder to discern from the shape of the shadow. This effect lasts for up to 1 hour.   If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action
Available for: Sorcerer
359732]

Level 1 Spells

Dark Arts Player's Companion

Bloodburn (Hemomancy)

1-level Necromancy

Casting Time: 1 action
Range/Area: 30 Feet
Components: Verbal, Somatic
Duration: Instantaneous
You inflict a burning pain upon yourself, causing another creature that you can see within range to feel an even more excruciating pain as their blood boils. As you cast the spell, you must expend a number of hit points. The creature must then make a Constitution saving throw. On a failed save, the creature takes 2d8 + the number of hit points spent as fire damage, and immediately falls prone as they become wracked with pain. On a successful save, the target takes half as much damage and doesn’t fall prone.
At higher levels: At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Available for: Sorcerer

Dark Arts Player's Companion

Cruorwhip (Hemomancy)

1-level Necromancy

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal, Somatic
Duration: 1 minute
You create a whip out of your own blood in your free hand. By expending a number of hit points, you create a whip similar in size and shape to a normal whip. If you let go of the whip, it disappears, but you can recreate it again as a bonus action. You can use your action to make a melee spell attack with the whip. For every 5 hit points spent in the casting of this spell the reach increases by 5 feet, with a minimum health cost of 5 hit points. On a hit, the target takes 2d6 necrotic damage.
At higher levels: At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Available for: Sorcerer

Dark Arts Player's Companion

False Life

1-level Necromancy

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material (a small amount of alcohol or distilled spirits)
Duration: 1 hour
Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.
At higher levels: At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.
Available for: Sorcerer
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Level 2 Spells

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Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

rufufu.

Statblock Type

Character Sheet (Legacy)

Link/Embed