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Adventure Title
Charaktererschaffung
Session
Date Played
2023-02-28 14:20:00 UTC
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10
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**Race:** Dhampir * Description: In the Land of the Mists, power and dread lie in the simple question “What happened to me?” Poised between the worlds of the living and the dead, dhampirs retain their grip on life yet are endlessly tested by vicious hungers. Their ties to the undead grant dhampirs a taste of a vampire’s deathless prowess in the form of increased speed, darkvision, and a life-draining bite. With unique insights into the nature of the undead, many dhampirs become adventurers and monster hunters. Their reasons are often deeply personal. Some seek danger, imagining monsters as personifications of their own hungers. Others pursue revenge against whatever turned them into a dhampir. And still others embrace the solitude of the hunt, striving to distance themselves from those who’d tempt their hunger. * Dhampir Hungers Desscription: Every dhampir knows a thirst slaked only by the living. Those who overindulge their thirst risk losing control and forever viewing others as prey. Those who resist might find exceptional ways of controlling their urges or suppress them through constant, molar-grinding restraint. In any case, temptation haunts dhampirs, and circumstances conspire to give them endless reasons to indulge. While many dhampirs thirst for blood, your character might otherwise gain sustenance from the living. Roll on or choose an option from the Dhampir Hungers table to determine what tempts your character to feed. * Dhampir Hunger: Blood * Dhampir Origin description: Dhampirs often arise from encounters with vampires, but all manner of macabre bargains, necromantic influences, and encounters with mysterious immortals might have transformed your character. The Dhampir Origins table provides suggestions for how your character gained their lineage. * Dhampir Origin: (3) You survived being attacked by a vampire but were forever changed. Dhampirs in the Domains of Dread When creating a dhampir, ask your DM if it makes sense for your character to have ties to one of the following Domains of Dread (detailed in chapter 3): Darkon. The Kargat, this shattered domain’s secret police, supposedly know the secret of immortality. Perhaps you joined and advanced through their lesser ranks, known as the Kargatane, and were rewarded by being transformed into a dhampir. * Creature Type: Humanoid * Size :Medium * Speed: walking speed 35 feet. * Ancestral Legacy: Perception, Survival * 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: a.) You regain hit points equal to the piercing damage dealt by the bite. b.) 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. **Class:** Rogue * Armor: Light armor * Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords * Tools: Thieves’ tools * Saving Throws: Dexterity, Intelligence * Skills: Investigation, Acrobatics, Insight, Persuasion * Expertise: Perception, Investigation * Hit Points: 9 > Hit Dice: 1d8 per rogue level > Hit Points at 1st Level: 8 + your Constitution modifier > Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per rogue level after 1st **Proficiencies** * Armor: Light armor * Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords * Tools: Thieves’ tools * Saving Throws: Dexterity, Intelligence * Skills: Investigation, Acrobatics, Insight, Persuasion * Expertise: Perception, Investigation * Sneak Attack: Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an 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. **Ability Scores (Standard Array):** * STR: 8 * DEX: 15 (+1 Dhampir = 16) * CON: 10 * INT: 12 * WIS: 14 (+2 Dhampir = 16) * CHA: 13 **Background:** City Watch / Investigator You have served the community where you grew up, standing as its first line of defense against crime. You aren’t a soldier, directing your gaze outward at possible enemies. Instead, your service to your hometown was to help police its populace, protecting the citizenry from lawbreakers and malefactors of every stripe. You might have been part of the City Watch of Waterdeep, the baton-wielding police force of the City of Splendors, protecting the common folk from thieves and rowdy nobility alike. Or you might have been one of the valiant defenders of Silverymoon, a member of the Silverwatch or even one of the magic-wielding Spellguard. Perhaps you hail from Neverwinter and have served as one of its Wintershield watchmen, the newly founded branch of guards who vow to keep safe the City of Skilled Hands. Even if you’re not city-born or city-bred, this background can describe your early years as a member of law enforcement. Most settlements of any size have their own constables and police forces, and even smaller communities have sheriffs and bailiffs who stand ready to protect their community. * Skill Proficiencies: Religion, Athletics * Languages: Abyssal * Watcher’s Eye (Background Feature): Your experience in enforcing the law, and dealing with lawbreakers, gives you a feel for local laws and criminals. You can easily find the local outpost of the watch or a similar organization, and just as easily pick out the dens of criminal activity in a community, although you’re more likely to be welcome in the former locations rather than the latter. **Character Details** * Alignment: Chaotic Good * Faith * Lifestyle: Modest (1GP) **Physical Characteristics** * Hair: Black * Skin: Fair * Eyes: Blue * Height: 1,61 m * Weight (lbs): 127 * Age (Years): 18 * Gender: Female **Personal Characteristics** * PERSONALITY: I’ve lost too many friends, and I’m slow to make new ones. | I can stare down a hell hound without flinching. * IDEALS: Independence. When people follow orders blindly, they embrace a kind of tyranny. (Chaotic) * BONDS: I fight for those who cannot fight for themselves. * FLAWS: The monstrous enemy we faced in battle still leaves me quivering with fear. **AL-Bonus Feat** Skilled: Choose any 3 Skills that gain profiency Chosen: 1. Arcana 2. Sleight of Hand 3. Stealth Customize your Origin wurde benutzt, 2 Skills und 1 Attribut wurde um 1 erhöht, das zweite um 2 (bereits vermerkt in der Rasse)