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Henry "Betram" Blacksword

Season:
Ravenloft
Race:
Dhampier
Class:
Fighter 1
Background:
Investigator
Lifestyle:
Modest
Current Level:
3
Total GP:
34.7
Total Downtime:
10
Tag:
Faction:
None
Faction Rank:
Novice (rank 1)
Magic Item Count:
0
Magic Item Limit:
1

Log Entries

Date Played ▼ Adventure Title Session Levels GP Downtime Magic Items
2024-09-05 23:20 DDHC-JRC-01 Salted Legacy 2 24.7 10 Show
2023-08-08 20:45 Character Creation 10 Show

Race: Dhampir (VRGR) - Domain Dementlieu

Ancestral Legacy. If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it.
If you don't keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice.
Skill Proficiencies: Athletic, Persuasion

Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness as shades of gray.

Deathless Nature. You don't need to breathe.

Spider Climb. You have a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.

Vampiric Bite. Your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Constitution modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this bite. It deals 1d4 piercing damage on a hit. While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite.
When you attack with this bite and hit a creature that isn't a Construct or an Undead, you can empower yourself in one of the following ways of your choice:

  • You regain hit points equal to the piercing damage dealt by the bite.
  • You gain a bonus to the next ability check or attack roll you make; the bonus equals the piercing damage dealt by the bite
  • You can empower yourself with this bite a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Language: Infernal

Ability Scores:

Str: 16(+1)
Dex: 14 (+1)
Con: 14 (+1)
Int: 10
Wis: 10
Cha: 10


AL-Free Feat: Tough

Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.


Class: Fighter

Proficiencies

Armor: light armor, medium armor, shields
Weapons: simple weapons, martial weapons
Tools: none
Saving Throws: Strength, Constitution
Skills: Choose 2 from Acrobatics, Animal Handling, Athletics, History, Insight, **Intimidation, Perception, and Survival.

Starting Equipment

(a) chain mail or (b) leather armor, longbow, and 20 arrows
(a) a martial weapon and a shield or (b) two martial weapons
(a) a light crossbow and 20 bolts or (b) two handaxes
(a) a dungeoneer's pack or (b) an explorer's pack

Explorer's Pack

Adventuring gear - 10 gp, 59 lb.

Includes:
  • a backpack
  • a bedroll
  • a mess kit
  • a tinderbox
  • 10 torches
  • 10 days of rations
  • a waterskin
  • 50 feet of hempen rope

Background: Investigator

Skill Proficiencies: Choose two from among Insight, Investigation, or Perception
Tool Proficiencies: Disguise kit, Thieves' tools
Languages One of your choice - Infernal

Equipment:
  • A magnifying glass,
  • evidence from a past case (choose one or roll for a trinket from the Horror Trinkets later in this chapter),
  • a set of common clothes,
  • and 10 gp

Date Played ▼ Adventure Title Tier Session ACP TCP Downtime Renown
2024-09-05 23:20 DDHC-JRC-01 Salted Legacy 10 Show
2023-08-08 20:45 Character Creation Show

Race: Dhampir (VRGR) - Domain Dementlieu

Ancestral Legacy. If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it.
If you don't keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice.
Skill Proficiencies: Athletic, Persuasion

Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness as shades of gray.

Deathless Nature. You don't need to breathe.

Spider Climb. You have a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.

Vampiric Bite. Your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Constitution modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this bite. It deals 1d4 piercing damage on a hit. While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite.
When you attack with this bite and hit a creature that isn't a Construct or an Undead, you can empower yourself in one of the following ways of your choice:

  • You regain hit points equal to the piercing damage dealt by the bite.
  • You gain a bonus to the next ability check or attack roll you make; the bonus equals the piercing damage dealt by the bite
  • You can empower yourself with this bite a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Language: Infernal

Ability Scores:

Str: 16(+1)
Dex: 14 (+1)
Con: 14 (+1)
Int: 10
Wis: 10
Cha: 10


AL-Free Feat: Tough

Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.


Class: Fighter

Proficiencies

Armor: light armor, medium armor, shields
Weapons: simple weapons, martial weapons
Tools: none
Saving Throws: Strength, Constitution
Skills: Choose 2 from Acrobatics, Animal Handling, Athletics, History, Insight, **Intimidation, Perception, and Survival.

Starting Equipment

(a) chain mail or (b) leather armor, longbow, and 20 arrows
(a) a martial weapon and a shield or (b) two martial weapons
(a) a light crossbow and 20 bolts or (b) two handaxes
(a) a dungeoneer's pack or (b) an explorer's pack

Explorer's Pack

Adventuring gear - 10 gp, 59 lb.

Includes:
  • a backpack
  • a bedroll
  • a mess kit
  • a tinderbox
  • 10 torches
  • 10 days of rations
  • a waterskin
  • 50 feet of hempen rope

Background: Investigator

Skill Proficiencies: Choose two from among Insight, Investigation, or Perception
Tool Proficiencies: Disguise kit, Thieves' tools
Languages One of your choice - Infernal

Equipment:
  • A magnifying glass,
  • evidence from a past case (choose one or roll for a trinket from the Horror Trinkets later in this chapter),
  • a set of common clothes,
  • and 10 gp

Date Played ▼ Adventure Title Session XP GP Downtime Renown Magic Items
2024-09-05 23:20 DDHC-JRC-01 Salted Legacy 24.7 10 Show
2023-08-08 20:45 Character Creation 10 Show

Race: Dhampir (VRGR) - Domain Dementlieu

Ancestral Legacy. If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it.
If you don't keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice.
Skill Proficiencies: Athletic, Persuasion

Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness as shades of gray.

Deathless Nature. You don't need to breathe.

Spider Climb. You have a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.

Vampiric Bite. Your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Constitution modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this bite. It deals 1d4 piercing damage on a hit. While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite.
When you attack with this bite and hit a creature that isn't a Construct or an Undead, you can empower yourself in one of the following ways of your choice:

  • You regain hit points equal to the piercing damage dealt by the bite.
  • You gain a bonus to the next ability check or attack roll you make; the bonus equals the piercing damage dealt by the bite
  • You can empower yourself with this bite a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Language: Infernal

Ability Scores:

Str: 16(+1)
Dex: 14 (+1)
Con: 14 (+1)
Int: 10
Wis: 10
Cha: 10


AL-Free Feat: Tough

Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.


Class: Fighter

Proficiencies

Armor: light armor, medium armor, shields
Weapons: simple weapons, martial weapons
Tools: none
Saving Throws: Strength, Constitution
Skills: Choose 2 from Acrobatics, Animal Handling, Athletics, History, Insight, **Intimidation, Perception, and Survival.

Starting Equipment

(a) chain mail or (b) leather armor, longbow, and 20 arrows
(a) a martial weapon and a shield or (b) two martial weapons
(a) a light crossbow and 20 bolts or (b) two handaxes
(a) a dungeoneer's pack or (b) an explorer's pack

Explorer's Pack

Adventuring gear - 10 gp, 59 lb.

Includes:
  • a backpack
  • a bedroll
  • a mess kit
  • a tinderbox
  • 10 torches
  • 10 days of rations
  • a waterskin
  • 50 feet of hempen rope

Background: Investigator

Skill Proficiencies: Choose two from among Insight, Investigation, or Perception
Tool Proficiencies: Disguise kit, Thieves' tools
Languages One of your choice - Infernal

Equipment:
  • A magnifying glass,
  • evidence from a past case (choose one or roll for a trinket from the Horror Trinkets later in this chapter),
  • a set of common clothes,
  • and 10 gp