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MochaKimono

NW Van character sheet

Mar 13th, 2019
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  1. Name: Vanessa "Van" Renard
  2. Race: Human Vampire Spawn (11 HD, base CR 5)
  3. Class/Lvl: Arcane Trickster Rogue 7
  4. Background: Custom
  5.  
  6. Proficiency bonus: +3
  7.  
  8. STR: 16 (+3)
  9. DEX: 18 (+4)(+7)
  10. CON: 16 (+3)
  11. INT: 12 (+1)(+4)
  12. WIS: 12 (+1)
  13. CHA: 9 (-1)
  14.  
  15. HP: 82/82 (vampire spawn base health)
  16. 155/155 (what it'd be going by total hd - not used)
  17. AC: 16 (natural)
  18. Damage Resistances: necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
  19.  
  20. SKILLS
  21.  
  22. * Acrobatics (Dex): +10
  23. o Animal Handling (Wis): +1
  24. o Arcana (Int): +1
  25. o Athletics (Str): +3
  26. o Deception (Cha): -1
  27. o History (Int): +1
  28. o Insight (Wis): +1
  29. o Intimidation (Cha): -1
  30. x Investigation (Int): +4
  31. o Medicine (Wis): +1
  32. o Nature (Int): +1
  33. * Perception (Wis): +7
  34. * Performance (Cha): +5
  35. o Persuasion (Cha): -1
  36. o Religion (Int): +1
  37. x Sleight of Hand (Dex): +7
  38. * Stealth (Dex): +10
  39. o Survival (Wis): +1
  40.  
  41. Languages: Common, Thieves' Cant
  42. Proficiencies:
  43. Armor: light armor
  44. Weapons: simple weapons, hand crossbows, longswords, rapiers, shortswords
  45. Tools: thieves' tools
  46.  
  47. Darkvision 60 ft.
  48. Speed 30 ft.
  49.  
  50. Regeneration.
  51. The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.
  52.  
  53. Spider Climb.
  54. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
  55.  
  56. Vampire Weaknesses.
  57. The vampire has the following flaws:
  58. Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants.
  59. Harmed by Running Water. The vampire takes 20 acid damage when it ends its turn in running water.
  60. Stake to the Heart. The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.
  61. Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
  62.  
  63. Actions:
  64.  
  65. Rapier
  66. +7 to hit, 1d8+4
  67.  
  68. Dagger
  69. +7 to hit, 1d4+4
  70.  
  71. Multiattack.
  72. The vampire makes two attacks, only one of which can be a bite attack.
  73.  
  74. Bite.
  75. Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 6 (1d6+3) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
  76.  
  77. Claws.
  78. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (2d4+3) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13).
  79.  
  80. Attack and damage rolls for the vampire's natural attacks are based on Strength.
  81.  
  82. Sneak Attack
  83. Once per turn, you can deal an extra 4d6 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.
  84.  
  85. Cunning Action
  86. Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
  87.  
  88. Uncanny Dodge
  89. 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.
  90.  
  91. Evasion
  92. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
  93.  
  94.  
  95. SPELLS
  96.  
  97. Spells known: 5
  98. Cantrips known: Booming Blade, Mage Hand, Prestidigitation
  99. 1st level: (4/4) Absorb Elements, Disguise Self, Silent Image, Sleep
  100. 2nd level: (2/2) Nystul's Magic Aura
  101.  
  102.  
  103.  
  104. MAGE HAND:
  105. Starting at 3rd level, when you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:
  106.  
  107. You can stow one object the hand is holding in a container worn or carried by another creature.
  108. You can retrieve an object in a container worn or carried by another creature.
  109. You can use thieves' tools to pick lock and disarm traps at range.
  110.  
  111. You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check.
  112.  
  113. In addition, you can use the bonus action granted by your Cunning Action to control the hand.
  114.  
  115.  
  116. ---
  117.  
  118. MISC.
  119.  
  120. Cannot create spawn.
  121. No mist form, animal communion, etc.
  122.  
  123. Left hand: Ring of Daywalking (sun) [provides immunity to radiant damage from sunlight. does not mitigate disadvantage or reduced healing in sunlight, nor radiant damage from other sources]
  124. Right hand: Ring of Shadowbearing (moon) [creates illusions of reflections and cast shadows]
  125.  
  126. From: Eveningstar, Cormyr
  127. Worships: Sharess, Myrkul, Bhaal
  128. Alignment: Lawful Evil (originally True Neutral, as a mortal)
  129. Age: 56 (sired at 20)
  130.  
  131. Father: Eugene Renard
  132. Mother: Aisha Yildirim
  133. Grandparents: Louis and Gladys
  134.  
  135. ---
  136.  
  137. House
  138. Living/dining area: Deep purples and light oranges of near-dusk, still bright, gradually darker up to the top. Ceiling painted with a cloudy sky, stars barely visible. Purple sofa cover and curtains.
  139. Bedroom: Starry night's sky with scattered clouds mural. Deep dark blue bedspread.
  140. If Light/lantern/etc. is held near murals, the stars appear to faintly glow or sparkle, and hold the effect for a minute after the light source is removed.
  141. Attic: Full of spider webs, nested in by a giant spider during cold seasons. Has a crate full of grave soil to allow for vampiric sleeping within the building.
  142. Basement: Butcher's supplies and cold storage.
  143.  
  144. ---
  145.  
  146. Van holds an androgynous build and posture, aided by a lanky, 5'8" tall form, and a gaunt face with cheekbones sharp enough to cut glass on.
  147.  
  148. Bears an unhealthy, ashen pallor, and bleached yellow eyes.
  149.  
  150. The one healthy-looking trait is long, lustrous black hair, parted on one side and put into an immaculate braid that's often tossed forward over one shoulder.
  151.  
  152. Speaks with a somewhat low and husky voice, generally calm, collected, without a lot of overly emotional inflection.
  153.  
  154. Wears a matched set of rings: One bears a tiny sun, the other a tiny moon.
  155.  
  156. Feel free to PM for results of divinations, etc.
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