Remove these ads. Join the Worldbuilders Guild

Nathanael Abbott

5 Level (0/14000 XP for level-up) Ruined Background Vampire Thrall (Human) Race / Species / Heritage Lawful Good Alignment
Paladin (Oath of Devotion)
Level 5
Hit Dice: 5/5
1d10+1 Class 1

STR
14
+2
DEX
14
+2
CON
12
+1
INT
14
+2
WIS
8
-1
CHA
15
+2
46
Hit Points
+2
Initiative (DEX)
18
Armor Class (AC)
+3
Prof. Bonus
35ft
Speed (walk/run/fly)
9
Passive Perception
Spellcasting ...
+5 Attack mod
CHA Ability
+2 Abi Mod
13 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+2 Strength
+2 Dexterity
+1 Constitution
+2 Intelligence
+2 Wisdom
+5 Charisma
saving throws
+2 Acrobatics DEX
-1 Animal Handling WIS
+2 Arcana INT
+5 Athletics STR
+2 Deception CHA
+2 History INT
-1 Insight WIS
+2 Intimidation CHA
+2 Investigation INT
skills
-1 Medicine WIS
+2 Nature INT
-1 Perception WIS
+2 Performance CHA
+2 Persuasion CHA
+5 Religion INT
+2 Sleight of Hand DEX
+5 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Arm Blade +5 STR 1d6+2 Slashing
 Finesse, One-Handed
Arm Blade +5 STR 1d6-2+2 Slashing
 Finesse, One-Handed, Off Hand
Attacks

Spell Book

- Fighting Style: Defense

Features & Traits
- Chainmail
  • Holy Symbol
  • Arm Blade

  • Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 13, Platinum: 0 Money
    - Common, Elvish

  • 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.

    The statblocks of your Weapons, armor and other important/magical equipment

    The statblocks of your class features

    Statblocks for your familiars, mounts etc.

    Statblocks for race/species of the character.

    Vampire thrall

    ability score increase: Increase one ability score by 2 and increase a different one by 1, or increase three different ability scores by 1. If you are replacing your race with this lineage, replace any Ability Score Increase you previously had with this.
    age: Immortal
    alignment: Lawful Evil
    Size: Medium
    speed: 35 ft
    Languages: Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. If you are replacing your race with this lineage, you retain any languages you had and gain no new languages.
    parent race:
    race features:
    you are considered Undead   you have Necrotic resistance   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 proficency in two skills of your choice. Superior Darkvision. Your darkvision has a range of 120 feet, instead of 60.     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. as a bonus action 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 Necrotic 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: You regain hit points equal to the necrotic damage dealt by the bite. You gain a bonus to the next ability check or attack roll you make; the bonus equals the necrotic damage dealt by the bite.   Shapechanger. If the vampire isn’t in sunlight or running water, it can use its action to polymorph into a Tiny bat or back into its true form. While in bat form, the vampire can’t speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.   Charm. The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 10+ Cha mod+ prof. Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn’t under the vampire’s control, it takes the vampire’s requests or actions in the most favorable way it can, and it is a willing target for the vampire’s bite attack. Each time the vampire or the vampire’s companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.   Vampire Weaknesses. The vampire has the following flaws: Forbiddance. The vampire can’t enter a residence without an invitation from one of the occupants.   Harmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running water.   Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.   Stake to the Heart. If a piercing weapon made of wood is driven into the vampire’s heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Level 1 Spells

    Shield of Faith

    1-level Abjuration

    Casting Time: 1 bonus action
    Range/Area: 60ft
    Components: V, S, M
    Materials: tbd
    Duration: Concentration, up to 10 minutes

    A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

    Available for: Paladins

    Purify Food and Drink

    1-level Transmutation

    Ritual - does not require spell slot, takes 10 minutes longer
    Casting Time: 1 action
    Range/Area: 10ft
    Components: V, S
    Duration: Instantaneous
    All non-magical food and drink within a 5-foot-radius sphere centred on a point of your choice within range is purified and rendered free of poison and disease.
    Available for: Cleric, Druid, Inventor, Paladin

    Protection From Evil And Good

    1-level Abjuration

    Casting Time: 1 action
    Range/Area: Touch
    Components: Verbal, Somatic, Material
    Materials: Holy Water
    Duration: Concentration, Up to 10 minutes
    Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.

    The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can’t be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
    Available for: Cleric, Paladin, Warlock, Wizard

    Sanctuary

    1-level Abjuration

    Casting Time: 1 bonus action
    Components: V, S, M
    Materials: A Small Silver Mirror
    Duration: 1 minute
    You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn’t protect the warded creature from area effects, such as the explosion of a fireball   If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.
    Available for: Artificer, Cleric

    Level 2 Spells

    SRD

    Protection from Poison

    2-level Abjuration

    Casting Time: 1 action
    Range/Area: touch
    Components: VS
    Duration: 1 hour
    You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random. For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.
    Available for: Cleric, Druid, Inventor, Paladin, Ranger

    SRD

    Locate Object

    2-level Divination

    Casting Time: 1 action
    Range/Area: self
    Components: VSM
    Materials: A forked twig, or focus
    Duration: up to 10 mintutes
    Describe or name an object that is familiar to you. You sense the direction to the object’s location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement. The spell can locate a specific object known to you, as long as you have seen it up close—within 30 feet—at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.
    This spell can’t locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.
    Available for: Bard, Cleric, Druid, Paladin, Ranger, Wizard

    SRD

    Lesser Restoration

    2-level Abjuration

    Casting Time: 1 action
    Range/Area: touch
    Components: VS
    Duration: instantaneous
    You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
    Available for: Bard, Cleric, Druid, Inventor, Paladin, Ranger

    Replacement Series

    Zone of Truth

    2-level Enchantment

    Casting Time: 1 action
    Range/Area: 60 feet
    Components: VS
    Duration: Concentration, up to 10 minutes
    You radiate a compulsion for honesty in an aura with a 15-foot radius. Until the spell ends, the aura moves with you, centered on you. The first time a creature ends its turn within the area, it must make a Charisma saving throw. On a failure, it cannot intentionally lie while in the aura. A creature can choose to fail its save, and you know if a creature succeeds or fails. An affected creature is aware of the spell and can answer evasively.   As an action, you can focus the spell to compel answers. You may ask up to two yes-or-no questions, each directed at an affected creature, who must answer truthfully. The spell then ends.
    At higher levels: When you cast this spell 3rd level or higher, the aura's radius increases by 5 feet for each level above 2nd. Additionally, the number of compelled questions you can ask increases by 1 for each level above 2nd.
    Available for: Bard, Cleric, Paladin

    Statblocks for your Trinkets, businesses, building, castles, empires.


    Created by

    Mike_n_Ike.

    Statblock Type

    Character Sheet (latest)

    Link/Embed