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Jonathan Harker

Rogue 5 Class & Level
Proctor Background
Vampire Race
Chaotic Good Alignment

Strength 13
+1
Dexterity 16
+3
constitution 15
+2
intelligence 13
+1
wisdom 10
+0
charisma 11
+0
Total Hit Dice 5
Hit Die 1d8+2
3 proficiency bonus
10 Passive perception
1 Strength
6 Dexterity
2 Constitution
4 Intelligence
-1 Wisdom
-1 Charisma
saving throws
6 Acrobatics
0 Animal Handling
1 Arcana
1 Athletics
6 Deception
1 History
0 Insight
3 Intimidation
4 Investigation
0 Medicine
1 Nature
0 Perception
0 Performance
3 Persuasion
1 Religion
3 Sleight of Hands
9 Stealth
0 Survival
skills
11
AC
38
Hit Points
3
Initiative
30
Speed
Languages. Common, Elvish, Dwarvish, Undercommon

Armor. Light armor

Weapons. Simple weapons, hand crossbows, longswords, rapiers, shortswords

Tools. Thieves' tools
Proficiencies
Bite 1d20+1 2d6+2 Piercing, Necrotic
Claws 1d20+1or1d20+3 1d6+1or1d6+3 Slashing
Light Crossbow 1d20+3 1d8+3 PIercing
Longsword 1d20+1or1d20+3 1d8+3 Slashing
Bite: +1 1d20+1 2d6+2 Damage: 2d6+2
Claws: +1/+3| 1d20+1or1d20+3 1d6+1 or 1d6+3 Damage: 1d6+1or1d6+3
Light Crossbow | +3 1d20+3 1d8+3 Damage: 1d8+3
Longsword | +1/+3 1d20+1or1d20+3 1d8+3 Damage: 1d8+3 Attacks

Spellcasting
A small knife, a set of fine clothes, a uniform, a personal document seal, a package of quality paper, ink, and pens.
Equipment
I catalogue events I am involved in soon after their conclusion. I believe violence is a last resort, we should use words first.
Personality Traits
Voice. The job gives me a platform for issues I hold dear to be heard. (Neutral)
Ideals
I have a family who relies on me for support. I'd practically if I couldn't take care of them, and seek immediate retribution if they were harmed in some way.
Bonds
I have an obsession with death, and too much excitement frightens/takes a toll on me.
Flaws
Undead. Your creature type is considered to be both humanoid and undead.

Unholy Body. Dark magic sustains you, making you resistant to necrotic damage. Healing potions do not have a healing effect on you. Instead, they deal poison damage equal to the amount that was meant to heal. To heal you must either drink blood, spend hit dice, or finish a long rest.

Blood Drinker. Even though you are undead, you still require sustenance in the form of blood to sustain your unholy existence. You are immune to diseases. You do not need to eat or breathe, but you can ingest food and drink if you wish, though this food is always bland and stale to you. If you go for longer then seven days without drinking at least one ration of blood, you suffer one level of exhaustion on the midnight of that day, which can only be removed by drinking a ration of blood. After consuming one ration of blood, you recover all levels of exhaustion. If you reach six levels of exhaustion due to this trait, you are destroyed. A ration of blood is a vial, roughly 4 ounces and while that is just enough to sustain you each week, you still feel the urge to drink and may still appear twitchy or ravenous in the heat of battle or when treating a wounded ally. A pint, such as that contained within a flask is considered a healthy amount, enough to keep you sustained while also suppressing your less civilized behavior. Each ration of blood heals you for 1d4+1 hit points while a pint will heal you for 2d4+2 hit points.

Bite. All vampires have sharpened teeth capable of tearing flesh from bone and draining blood from the body. If a willing, paralyzed, charmed, incapacitated, restrained, or grappled, creature within 5 feet of you has blood, you may use your bonus action to Bite them dealing 1d6 piercing damage and draining their blood dealing additional necrotic damage equal to your Constitution modifier. Drinking blood this way is equal to consuming a ration as per your Blood Drinker trait. When you use your Bite, you can choose to not deal damage.

Claws. As a vampire you have a set of claws, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength or Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike.

Blood Connoisseur. As per your Blood Drinker trait, if you reach six levels of exhaustion due to this trait, instead of suffering death, no longer gain any more levels of exhaustion and become indefinitely paralyzed. The only way to remove this paralyze is to be exposed to a rations worth of blood.

Superior Darkvision. Your darkvision increases to 120 feet.

True Vampire. You gain a coffinic structure. In addition, you can now take vampire feats and you gain one of these feats of your choice.

Vampire Fangs & Talons. Your teeth might as well have been that of a child's before. The damage for your Bite increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). In addition, your claws lengthen and the damage for your Claws trait increases to 1d6.

Misty Escape. When you drop to 0 hit points outside of your coffinic structure, you transform into a cloud of mist instead of falling unconscious, provided you are not in an area of sunlight or running water. If you can't transform, you are destroyed. While in mist form, you can't take any actions, speak, or manipulate objects. You are weightless, have a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and is immune to all nonmagical damage, except the damage it takes from sunlight. While you have 0 hit points in mist form, you can't revert to your vampire form. If you do not reach your coffinic structure within 2 hours, you are destroyed. Once in you coffinic structure, you revert to your vampire form. You are then paralyzed until you regain at least 1 hit point. After spending 1 hour in your coffinic structure with 0 hit points, you regain 1 hit point.

Feature: Bureaucrat. All those years of digging through and shuffling papers has lead to you having a better understanding of sorting methods for different kinds of documents, developing both a keen eye for finding specific documents in piles of similar ones, you also know where to scan for the most important pieces of information contained within the papers. Especially in the case of well-kept records, you are in your element, able to sort through almost anything to find the records you seek. Your profession has taught you to better sort through and discover documents, granting advantage on investigation checks to find documents such as Records, biographies, etc... about a specific person as well as granting advantage on insight checks for discovering useful information from said documents. Also, the simple act of asking for documents on a person is much less conspicuous for someone of your profession than a layman asking for sensitive information, even from a foreign court, you are unlikely to be questioned as heavily about your inquiries for information in most cases.

Sneak Attack. Once per turn, you can deal extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.

Thieves' Cant. During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Cunning Action. Starting at your second level, you can use your Bonus Action to take the Dash, Disengage, or Hide action.

Rougish Archetype. Inquisitive.

Ear for Deceit. When you choose this archetype at 3rd level, you develop a keen ear for picking out lies. Whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8.

Eye for Detail. Starting at 3rd level, you can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover or decipher clues.

Insightful Fighting. At 3rd level, you gain the ability to decipher an opponent’s tactics and develop a counter to them. As a bonus action, you make a Wisdom (Insight) check against a creature you can see that isn’t incapacitated, contested by the target’s Charisma (Deception) check. If you succeed, you can use your Sneak Attack against that target even if you don't have advantage on the attack roll, but not if you have disadvantage on it. This benefit lasts for 1 minute or until you successfully use this feature against a different target.

Uncanny Dodge. Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
Features & Traits

Created by

Hikari Kokoro.

Statblock Type

Character Sheet (2018)

Link/Embed