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Rebuild
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2024-04-07 15:29:00 UTC
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Race: Dhampir 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 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 Hungers d6 Hunger 1 Blood 2 Flesh or raw meat 3 Cerebral spinal fluid 4 Psychic energy 5 Dreams 6 Life energy - Chosen: 1 Blood = Dhampir Origins 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 Origins d8 Origin 1 You are the reincarnation of an ancestor who was a vampiric tyrant. 2 Your pact with a predatory deity, fiend, fey, or spirit causes you to share their hunger. 3 You survived being attacked by a vampire but were forever changed. 4 A parasite lives inside you. You indulge its hunger. 5 Tragedy interrupted your transformation into an immortal. 6 You are a diminished form of an otherworldly being. Slaking your hunger hastens your renewal. 7 One of your parents was a vampire. 8 A radical experiment changed your body, making you reliant on others for vital fluids. - Chosen: 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): Barovia. In the shadow of Castle Ravenloft, tales flourish of those who love or descend from vampires. You might have such a connection, but dread what would happen if others in your insular community found out. 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. I’Cath. At night, the starving city of I’Cath is overrun by vampiric jiangshi (described in chapter 5). You were left with a cold hunger after an encounter with one of these unquiet ancestors. Racial Traits: Ancestral Legacy, Darkvision, Deathless Nature, Spider Climb, Vampiric Bite Dhampir Details Page This race follows the new options for character creation first introduced in Tasha's Cauldron of Everything. You'll be able to customize options like ability score increases, languages and alignment as you continue building your character. If you need suggestions, ask your DM! = Racial Traits Creature Type: You are a Humanoid. Size: Medium Speed: Your walking speed is 35 feet. 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. 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. = Class: Rogue Hit Points at 1st Level: 8 + your Constitution modifier Proficiencies: Acrobatics, Investigation, Stealth, Sleight of Hands =Profenciencies: Armor: Light armor Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords Tools: Thieves’ tools Saving Throws: Dexterity, Intelligence Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth 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. Cunning Action: Starting at 2nd level, 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. = Attributes: Points Remaining 0/27 Strength Total: 8 Dexterity Total: 15 +1 Race = 16 Constitution Total: 10 Intelligence Total: 10 Wisdom Total: 14 +2 Racial = 16 Charisma Total: 14 Languages (Origin): Abyssal Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. ==Background: Investigator You relentlessly seek the truth. Perhaps you’re motivated by belief in the law and a sense of universal justice, or maybe that very law has failed you and you seek to make things right. You could have witnessed something remarkable or terrible, and now you must know more about this hidden truth. Or maybe you’re a detective for hire, uncovering secrets for well-paying clients. Whether the mysteries you’re embroiled in are local crimes or realm-spanning conspiracies, you’re driven by a personal need to hunt down even the most elusive clues and reveal what others would keep hidden in the shadows. - Skill Proficiencies: Medicine, Arcana - Tool Proficiencies:Disguise Kit - Official Inquiry (Background Feature) You’re experienced at gaining access to people and places to get the information you need. Through a combination of fast-talking, determination, and official-looking documentation, you can gain access to a place or an individual related to a crime you’re investigating. Those who aren’t involved in your investigation avoid impeding you or pass along your requests. Additionally, local law enforcement has firm opinions about you, viewing you as either a nuisance or one of their own. == Items: Arrows : 20 Backpack Ball Bearings (bag of 1,000) Bell 1 Candle 5 Clothes, Common 1 Crowbar 1 Crowbar 1 Dagger 1 Dagger 1 Hammer 1 Lantern, Hooded 1 Leather 1 Oil (flask) 2 Piton 10 Rapier Rations (1 day) 5 Rope, Hempen (50 feet) Shortbow String 10 Thieves' Tools 1 Tinderbox 1 Waterskin 1 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. History 2. Persuation 3. Religion == Lvl Ups: - Lvl 2 Rogue - Lvl3: Rogue - Inquisitive Roguish Archetype: 3rd level At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities: Thief, detailed at the end of the class description, or one from another source. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level. Looking for something not in the list below? Unlock all official options in the Marketplace. Ear for Deceit: When you choose this archetype at 3rd level, you develop a talent 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 can 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.