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Aria Von Zarovitch

Fighter 3 Class & Level
Haunted One Background
Dhampir Race
Lawful Evil Alignment

Strength 16
+3
Dexterity 14
+2
constitution 16
+3
intelligence 18
+4
wisdom 10
+0
charisma 9
-1
Total Hit Dice 3
Hit Die
1d10+3
+2 proficiency bonus
+5 Strength
+2 Dexterity
+5 Constitution
+4 Intelligence
+0 Wisdom
-1 Charisma
saving throws
+2 Acrobatics
+0 Animal Handling
+6 Arcana
+5 Athletics
-1 Deception
+6 History
+0 Insight
-1 Intimidation
+6 Investigation
+0 Medicine
+0 Nature
+2 Perception
-1 Performance
-1 Persuasion
+4 Religion
+2 Sleight of Hands
+4 Stealth
+0 Survival
skills Armour: All Shields Simple & Martial weapons Stabitha only Languages: Common & Dwarven Aria only Languages: Common, Giant, Draconic, Infernal proficiencies

 
13
Armor Class
31
Hit Points
+2
Initiative
35
Speed
Vampiric Bite 1d20+5 1d4+3
Longsword (one hand) 1d20+5 1d8+3
Longsword (two hands) 1d20+5 1d10+3
Longbow (150/600) 1d20+4 1d8+2
Handaxe (melee) 1d20+5 1d6+3
Handaxe (thrown 20/60) 1d20+4 1d6+2
Lance (reach) 1d20+5 1d12+3
Attacks
Note: Stabitha isn't Dhampir. Her speed is 30ft but if I put that on the sheet I'll forget that Aria's faster. Stabitha is a True Neutral baseline human (not even variant human) operating purely as a Fighter Class with no background and therefore just wont have access to any Haunted One starting equipment/features/languages or Dhampire traits.
Proficiences
N/A
Spellcasting
21GP
Leather armour (makes AC 11+Dex)
A longbow & 20 arrows
A longsword & 2 handaxes
[Aria only - a lance]
A set of common clothes
Explorer's pack: a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, a waterskin & 50ft hempen rope
[Aria only - Monster Hunter's Pack: a Chest, a Crowbar, a Hammer, 3 Wooden Stakes, a Holy Symbol, 1 Flask of Holy Water, a Set of Manacles, a Steel Mirror,1 Flask of Oil, a Tinderbox & 3 Torches]
Equipment
Stabitha: Pragmatic, she's been told to supervise the hirelings. and help them when needed.
Aria: Has become a bit of a thrill-seeker and wind-up merchant in an attempt to feel anything but grief or pain. She doesn’t run from evil because she believes she is evil herself - and she knows full well you can't run from yourself
Personality Traits
Stabitha: Determination. She's here to get the job done then fuck off, on foot or in a coffin.
Aria: The kind of determination born from pure spite. She wants to quiet the spirits haunting her or die trying (because that might shut the spirits up too).
Ideals
Stabitha: Made the mistake of falling for her boss who barely registers her existence
Aria: She wants to reunite with her familiar Malenkaya and her 'wives' (Anastrasya, Volenta & most of all Ludmilla). She'd be devastated if anything happened to Mal or 'Milla.
Bonds
Stabitha: Possible undiagnosed depression - she wants to find the missing people but is shockingly laid back about whether or not she survives to come home with them.
Aria: She is now haunted by restless spirits that no one else can see (most of the time).
Flaws
Fighting Style: Distracting Strike
Superior Technique: You learn 1 maneuver of your choice from among those available to the Battle Master archetype and gain 1d6 Superiority dice - expended when you use it, regained when you finish a short or long rest.
Maneuver: Distracting Strike. When you hit a creature with a weapon attack, you can expend one superiority die to distract it. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

Second Wind: You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.

Action Surge: At 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short/long rest before you can use it again.

Tactical Mind: You have a mind for tactics on and off the battlefield. When you fail an ability check, you can expend a use of your Second Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn't expended.

Darkvision: You can see in dim light within 60ft of you as if it were bright light and in darkness as if it were dim light.

Spider Climb: You have a climbing speed equal to your walking speed. 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 CON mod to the attack/damage rolls when you bite. Your bite deals 1d4 piercing damage on a hit. While you are missing half or more HP, you have advantage on attack rolls you make with this bite. When you use your 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:
Regain hit points equal to the damage dealt by the bite
Gain a bonus to the next ability check or attack roll you make; the bonus equals the damage dealt by the bite.
You can empower yourself with your bite equal to your prof bonus, and regain all expended uses at the end of a long rest.

Eldritch Knight
PHB'24 p96
Support Combat Skills with Arcane Magic

Eldritch Knights combine the martial mastery common to all Fighters with a careful study of magic. Their spells both complement and extend their combat skills, providing additional protection to shore up their armor and also allowing them to engage many foes at once with explosive magic.

Spellcasting: You have learned to cast spells. See chapter 7 for the rules on spellcasting. Cantrips. You know two cantrips of your choice from the Wizard spell list (see that class's section for its list). Ray of Frost and Shocking Grasp are recommended. Whenever you gain a Fighter level, you can replace one of these cantrips with another cantrip of your choice from the Wizard spell list.

When you reach Fighter level 10, you learn another Wizard cantrip of your choice.

Spell Slots. The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.

Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose three level 1 spells from the Wizard spell list. Burning Hands, Jump, and Shield are recommended.

The number of spells on your list increases as you gain Fighter levels, as shown in the Prepared Spells column of the Eldritch Knight Spellcasting table. Whenever that number increases, choose additional spells from the Wizard spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 7 Fighter, your list of prepared spells can include five Wizard spells of levels 1 and 2 in any combination.

Changing your Prepared Spells. Whenever you gain a Fighter level, you can replace one spell on your list with another Wizard spell for which you have spell slots.

Spellcasting Ability. Intelligence is your spellcasting ability for your Wizard spells.

Spellcasting Focus. You can use an Arcane Focus as a Spellcasting Focus for your Wizard spells.

War Bond: You learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a Short Rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. The bond fails if another Fighter is bonded to the weapon or if the weapon is a magic item to which someone else is attuned.

Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you have the Incapacitated condition. If it is on the same plane of existence, you can summon that weapon as a Bonus Action, causing it to teleport instantly to your hand.

You can have up to two bonded weapons, but you can summon only one at a time with a Bonus Action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.
Features & Traits

Heroes Enabled

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

The statblocks of your class features

[block: you gain a +2 bonus to damage rolls with that weapon. Second Wind: You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn]
[block: you must finish a short or long rest before you can use it again. Action Surge: Starting at 2nd level]

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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


Created by

SiTheUrbanHippy.

Statblock Type

Character Sheet (Legacy)

Link/Embed