[Name] Glacies
[Age] 17
[Sex] F
[Height] 5' 2"
[Weight] 115 lb
[Race] Dhampyr
[Languages] Common, Elvish, Infernal, Abbysal
[Background] Shadowchild
[Class] Ranger [Level] 1
[Stats]
Hit-Points- 9 AC: 15
14 STR (2)
18 DEX (4)
8 CON (-1)
12 INT (1)
16 WIS (3)
14 CHA (2)
[Equipment]
Longbow 1d8 Pierce (150ft base, 600ft max) [20]
Short Sword (x2) 1d6 Pierce
Leather Armor(Sturdy Jacket)
Herbalist Kit
Backpack
Bedroll
Tinderbox
Mess kit
Rations(10)
Torches(10)
Waterskin
Rope(50ft)
[Features]
Ability Scores: +2 DEX +1 CHA
Undead Resistance: Dhampyr gain advantage on saves against disease. In addition, Dhampyr are resistant to Necrotic Energy.
Darkvision. You can see in darkness up to 60 feet.
Manipulative: Dhampyr gain proficiency in bluff and perception.
A Scent of Darkness: A dhampyr can use Detect Good and Evil three times per day as a spell-like ability.
Negative Energy Affinity: A dhampyr can absorb necrotic energy a number of times equal to half their character level per day. This absorption is activated as a reaction. However, in exchange, they can not be healed by divine means, and can only tolerate medical or magic neutral healing such as potions, or herbal remedies.
Proficiency Bonus: +2
Light Armor Proficiency
Medium Armor Proficiency
Shield Proficiency
Simple Weapon Proficiency
Martial Weapon Proficiency
Saves: DEX, STR
Casting Ability: WIS
Favored Enemy- Undead (Advantage on Knowledge checks and Survival checks to track, +2 to hit, +2 damage)
Favored Terrain- Forest (Double Proficiency on INT and WIS checks, bonuses after one hour.)
[Skills]
Perception, Deception, Survival, Stealth, Nature, Investigation
[Spells]
Detect Good and Evil- Detect select creatures or blessed/cursed ground for 30 ft- subject to interference by matter. 3/day.
You embrace the power of the
Guardian.
You give up the power of the
Warrior.