Racial
Dhampir
Ancestral Legacy: Gain proficiency in 2 skills of your choice. (athletics and perception)
Darkvision: 60 ft
Deathless Nature: Doesn't need to breathe
Spider Climb: Climbing speed equal to 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 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 HP, 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:
You regain HP 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.
Background
Outlaw
Curse Speaker Feat: You know some basic feats of dark magic. You have 3 curse points. You can expend 1 curse point to speak a curse, targeting a creature you can see within 120 feet.
Curse Save DC: Each curse requires the target to make a saving throw. The DC for this saving throw is originally 13, but increases to 14 at 5th level, 16 at 11th level, and 18 at 17th level.
Crippling Curse: You can use your action to target one creature. The target must make a Charisma saving throw, becoming prone and unable to stand up for 1 minute on a failed save. At the start of each of their turns, the target may repeat their save.
Mystifying Curse: You can use your action to target one creature. The target must make an Intelligence saving throw. On a failed save, they forget everything that happened during the last minute.
Gun Jinx: As a reaction to a creature making an attack roll using a firearm, you cause their gun to backfire. The attack deals no damage. The target must make a Constitution saving throw, taking 2d6 fire damage on a failed save or half as much on a success. At higher levels: The damage increases to 3d6 at 5th level, to 4d6 at 11th level, and to 5d6 at 17th level.
Class
Undertaker
Strong and wise
Can create ghouls
Reads people well
Knowledge of medicine
Uncharismatic
Features & Traits