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Louis von Brecken

1 Level (0/300 XP for level-up) Noble Background Dhampir Race / Species / Heritage Lawful Evil Alignment
Sorcerer
Level 1
Hit Dice: 1/1
1d6+2 Class 1

STR
9
-1
DEX
10
+0
CON
14
+2
INT
13
+1
WIS
11
+0
CHA
18
+4
8
Hit Points
+0
Initiative (DEX)
10
Armor Class (AC)
+2
Prof. Bonus
35
Speed (walk/run/fly)
12
Passive Perception
Spellcasting ...
+6 Attack mod
CHA Ability
+4 Abi Mod
14 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
-1 Strength
+0 Dexterity
+4 Constitution
+1 Intelligence
+0 Wisdom
+6 Charisma
saving throws
+0 Acrobatics DEX
+0 Animal Handling WIS
+3 Arcana INT
-1 Athletics STR
+6 Deception CHA
+3 History INT
+0 Insight WIS
+6 Intimidation CHA
+1 Investigation INT
skills
+0 Medicine WIS
+1 Nature INT
+2 Perception WIS
+4 Performance CHA
+6 Persuasion CHA
+1 Religion INT
+0 Sleight of Hand DEX
+0 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Spell Book

Light Crossbow - 25gp
40x Bolts - 2gp
Staff - 5gp
Explorer's Pack - 10gp
Playing Card Set - 5sp
Fine Clothes - Noble
Signet Ring - Noble
Scroll of Pedigree - Noble

Equipment Copper: 0, Silver: 5, Electrum: 0, Gold: 457, Platinum: 0 Money
Common, Abyssal, Deep Speech
Playing Cards

Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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Telepathic

You awaken the ability to mentally connect with others, granting you the following benefits:
   

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • You can speak telepathically to any creature you can see within 60 feet of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn’t give the creature the ability to respond to you telepathically.
  • You can cast the Detect Thoughts spell, requiring no spell slot or components, and you must finish a long rest before you can cast it this way again. Your spellcasting ability for the spell is the ability increased by this feat. If you have spell slots of 2nd level or higher, you can cast this spell with them.

 

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Dhampir

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.
ability score increase: +2 to any stat, +1 to any other stat
age:
Size: Medium
speed: 35 feet
Languages: Two languages of your choice
race features:
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 Hungers
1 Blood
2 Flesh or Raw Meat
3 Cerebral spinal fluid
4 Psychic Energy
5 Dreams
6 Life Energy

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.
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.

Dhampir Traits

You have the following racial Traits.
  Creature Type. You are a Humanoid.
  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.

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DrNoShame.

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