Dhampir (Half-Vampire) Druid 6 (Circle of The Arctic)

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B I

Druid 6 (Circle of the Arc c) 15,260


CLASS & LEVEL EXPERIENCE POINTS PLAYER NAME
Dhampir (half-vampire) Folk Hero
RACE/ANCESTRY/HERITAGE BACKGROUND CAMPAIGN or PLAYER ID

SPEED FEATURES, TRAITS & MORE


STR
+0 +3 PROFICIENCY
BONUS
ARMOR
CLASS Alignment: Neutral. I will help others, but
(AC) INITIATIVE avoid serious personal risks or loyal es
10
SAVING THROWS
14 +1 35 . that don't benefit me.

Folk Hero Background [PHB p. 131]


Armor Worn: leather armor, wooden shield
+0 Strength Saves • Feature: Rus c Hospitality
DEX +1 Dexterity Saves • Traits: Regularly pe ons nobles to ease
HIT POINTS HIT DICE
+1 +2 Cons tu on Saves
+2 Intelligence Saves *
45 6d8
taxes. Once was seduced by an incubus.
• Ideal: Thinks might makes right.
13 +7 Wisdom Saves * • Bond: Family above all else.
• Flaw: Afraid of the fey.
+1 Charisma Saves DEATH SAVES: Success O O O Fail O O O
* Prof. bonus added
Dhampir Traits [VRGtR p. 16]
CON SKILLS WEAPON & UNARMED ATTACKS
• Creature Type: Humanoid

+2 +1 Acroba cs (Dex) Basic A ack. One target per A ack ac on.


• Age: 42 years old
• Small Size (3' 7", 43 lbs.)
• Ancestral Legacy (bonus proficiencies)
15 +7 Animal Handling (Wis) *
• Darkvision (60 feet)
-1 Arcana (Int) Scimitar. Melee Weapon A ack: +4 to hit,
reach 5 . Hit: 1d6+1 slashing damage. • Deathless Nature (doesn't breathe)
+0 Athle cs (Str)
• Spider Climb (equal to walking speed,
+1 Decep on (Cha)
INT Dagger. Melee or Ranged Weapon A ack: +4 to leaves hands free)
-1 History (Int)
-1 +7 Insight (Wis) *
hit, reach 5 . 1d4+1 piercing damage. (If
thrown, normal range to 20 .; disadvantage
• Vampiric Bite (+5 a ack, 1d4 piercing
damage, adv. on a ack if you're at or
under half h.p.; damage also equals
8 +1 In mida on (Cha) long range 21 to 60 .)
either recovered h.p. or bonus to next
-1 Inves ga on (Int)
Shillelagh Club. Melee Spell/Weapon A ack: +7 ability check or a ack roll; use 3 mes
+4 Medicine (Wis) to hit, reach 5 . Hit: 1d8+4 bludgeoning betw. long rests)
+2 Nature (Int) * damage. (Cantrip effect on weapon lasts for 1
WIS minute.)
+7 Percep on (Wis) * Druid Class Features [PHB p. 65]
+4 +1 Performance (Cha)
MAGIC, FEATS & SPECIAL ATTACKS
• Ritual Cas ng
• Wild Shape (max. CR 1/2, no flying, twice
19 +1 Persuasion (Cha)
betw. short or long rests)
-1 Religion (Int) Thorn Whip Cantrip. Melee Spell A ack: +7 to
+1 Sleight of Hand (Dex) hit, range 30 . Hit: 2d6+7 piercing damage • Natural Recovery (regain spell slots in short
and target Large or smaller pulled 10 feet rest)
+4 Stealth (Dex) * closer to you. • Land's Stride (move through plants, adv. on
CHA
+7 Survival (Wis) * saves)
+1 EQUIPMENT & TREASURE
Spellcas ng [PHB p. 201]
12 * Prof. bonus added Carried Gear [PHB, p. 143]: leather armor (AC
11), shield (AC +2), scimitar, club, dagger, sling
17 PASSIVE WISDOM
(PERCEPTION) and 20 stones, painter's supplies (paints, Spell A ack Modifier +7
brushes, canvas sheets, etc.), belt pouch, set of Spell Save DC 15
common clothes, iron pot, shovel. (This load is
PROFICIENCIES & LANGUAGES about 59 lbs.; add 1 lb. per 50 coins carried.)
Armor: light armor, medium armor, shields Cantrips Known: Druidcra , Shillelagh,
Coins & Gems: 757 gold pieces (gp); 65 silver Thorn Whip
(nonmetal armor and shields only)
pieces (sp); 26 copper pieces (cp); 2 gems (worth
Weapons: club, dagger, dart, javelin, mace, 50 gp each) Prepared Spells
quarterstaff, scimitar, sickle, sling, spear 1st Level (4 slots): Faerie Fire, Charm Person,
Tools: herbalism kit, painter's supplies, Cure Wounds, Detect Magic, Animal
vehicles (land cra ) Friendship
Saving Throws: Intelligence, Wisdom 2nd Level (3 slots): Hold Person*, Spike
Growth*, Barkskin, Lesser Restora on
Skills: Animal Handling, Insight, Nature,
Percep on, Stealth, Survival 3rd Level (3 slots): Sleet Storm*, Slow*, Call
Lightning, Conjure Animals, Dispel Magic
Languages: Common, Drudic

ENCUMBRANCE
Li ing & Carrying: 150 lbs. max. carrying
capacity; 300 lbs. pushing or dragging (speed
-5 .); 300 lbs. max. li .

PLAYING THE GAME ACTIONS (1 per turn) MOVEMENTS (limited by Speed)


• The Dungeon Master (DM) describes a • A ack: Roll to hit, melee or ranged. Some • Move: Distance equal to Speed.
scene and players take turns describing classes and creatures make extra a acks • Crawl, Climb, Swim, Squeeze, Move Across
their characters' responses. at higher levels with this ac on. Difficult Terrain or Move While
• For ability checks, saving throws, and a ack • Cast Spell: If cas ng me 1 ac on. Grappling: "Half speed," uses up 10 . of
rolls, roll 1d20 + one ability modifier + • Dash: Double Speed this turn. Speed per 5 . distance.
proficiency bonus (if proficient in task). • Disengage: Avoiding all opportunity a acks • Drop Prone: No cost to Speed.
The higher the total, the be er the effort. while moving; "defensive retreat." • Stand Up: From Prone posi on/condi on,
The DM tracks minimum totals needed • Dodge: Give a ackers disadvantage. costs half Speed that turn.
for successful results. • Escape: Try to break free from grapple. • Take Cover: At end of move, half cover
• For ini a ve rolls, roll 1d20 + Ini a ve • Grapple: Special melee a ack. gives +2 to Armor Class and Dexterity
(Dex) modifier. Higher totals act before • Help: Give an ally advantage on one ability saving throws; three-quarter cover gives
lower totals in the same 6-second round. check or a ack roll. +5 AC and Dex saves.
• During a turn, a character or creature may • Hide: Stealth allowed only if unobserved.
do 1 movement, 1 ac on and up to 1 • Ready: Plan to take ac on as reac on REACTIONS (1 between turns)
bonus ac on. Between turns, do up to 1 when trigger occurs. • Cast Spell: If cas ng me 1 reac on.
reac on. • Search: Percep on or Inves ga on check. • Opportunity A ack: May make one a ack
• Advantage: Roll two d20s and use the • Shove: Special melee a ack. if enemy moves out of reach.
higher result. Disadvantage: Roll two d20s • Stabilze: DC 10 Medicine check to aid 0 • Readied Ac on: A er trigger occurs, else
and use the lower result. h.p. dying creature; automa c success if ac on wasted.
• On a ack rolls only, a "natural 20" is always using healer's kit.
FREE ACTIONS
a cri cal hit, while a "natural 1" is always • Use Object: Pick a lock, ac vate magical
• Concentra on (Maintain A Spell): Ends if
a miss. item, cover a hooded lantern, etc.
• Saving throws are rolled as needed at any • Use Po on: Drink or administer. caster starts another concentra on spell,
me due to a acks, spells, or hazzards. • Use Shield: Equip or drop a shield. or the caster is incapacitated, stunned,
unconscious, or killed. If caster takes
• A character may die if failing three death
BONUS ACTIONS (up to 1 per turn) damage, a Cons tu on saving throw is
saves while at 0 hit points, gaining 6
• O and A ack: If doing A ack as ac on, needed to avoid immediately ending
levels of exhaus on, or suffering certain
deadly spells and hazzards. may make one a ack this turn if light spell. DC is equal to 10 or half damage
• Specific traits, features, spells, and magic weapon in other hand. taken, whichever is greater. Each hit
• Cast Spell: If cas ng me 1 bonus ac on. needs a separate saving throw check.
items may create excep ons to any rules.
• Interac ng With An Object: Generally part
of another Movement or Ac on.
Examples: Draw one weapon, drop a held
object, or open an unlocked door.

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Page number references...

[PHB] = Dungeons & Dragons Player's Handbook (5th edition) by Mike Mearls and Jeremy Crawford, published Aug. 19, 2014, by Wizards of
the Coast (ISBN-10: 0786965606; ISBN-13: 978-0786965601).
[DMG] = Dungeons & Dragons Dungeon Master's Guide (5th edition) by Mike Mearls and Jeremy Crawford, published Dec. 9, 2014, by Wizards
of the Coast (ISBN-10: 9780786965625; ISBN-13: 978-0786965625).
[MM] = Dungeons & Dragons Monster Manual (5th edition) by Mike Mearls and Jeremy Crawford, published Sept. 30 2014, by Wizards of the
Coast (ISBN-10: 0786965614; ISBN-13: 978-0786965618).
[ERftLW] = Eberron: Rising from the Last War by Jeremy Crawford, James Wyatt and Keith Baker, published Nov. 19, 2019, by Wizards of the
Coast (ISBN-10: 0786966890; ISBN-13: 978-0786966899).
[GGtR] = Guildmasters' Guide To Ravnica by James Wyatt, Jeremy Crawford, published Nov. 20, 2018, by Wizards of the Coast (ISBN-10:
0786966599; ISBN-13: 978-0786966592).
[MOoT] = Mythic Odysseys of Theros by F. Wesley Schneider, James Wyatt, published July 21, 2020, by Wizards of the Coast (ISBN-10:
0786967013; ISBN-13: 978-0786967018).
[MToF] = Mordenkainen's Tome Of Foes by Mike Mearls and Jeremy Crawford, published May 29, 2018, by Wizards of the Coast (ISBN-10:
0786966246; ISBN-13: 978-0786966240).

[MotM] = Monsters of the Multiverse by Jeremy Crawford and team, published May 17, 2022, by Wizards of the Coast (ISBN-13: 978-
0786967872).
[SJAiS] = Spelljammer: Adventures in Space by Jeremy Crawford and team, published Aug. 16, 2022, by Wizards of the Coast (ISBN-10:
0786968168; ISBN-13: 978-0786968169).
[TCoE] = Tasha's Cauldron of Everything, published Nov. 17, 2020, by Wizards of the Coast (ISBN-10: 0786967021; ISBN-13: 978-
0786967025).
[VRGtR] = Van Richten's Guide To Ravenloft by F. Wesley Schneider and others, published May 18, 2021, by Wizards of the Coast (ISBN-10:
0786967250; ISBN-13: 978-0786967254).
[VGtM] = Volo's Guide To Monsters by Mike Mearls, published Nov. 15, 2016, by Wizards of the Coast (ISBN-10: 0786966017; ISBN-13: 978-
0786966011).
[WBtW] = The Wild Beyond The Witchlight by Chris Perkins and team, published Nov. 15, 2016, by Wizards of the Coast (ISBN-13: 978-
0786967278).
[XGtE] = Xanathar's Guide to Everything by Mike Mearls and Jeremy Crawford, published Nov. 21, 2017, by Wizards of the Coast (ISBN-10:
0786966114; ISBN-13: 978-0786966110).

Books are available from a gaming store near you.

HEY CRITTERS! CRITICAL ROLE SOURCEBOOKS


[TDCS] = Critical Role: Tal'Dorei Campaign Setting by Matthew Mercer, published Oct. 17, 2017, by Green Ronin Publishing (ISBN-10:
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[EGtW] = Explorer's Guide to Wildemount by Matthew Mercer, published March 17, 2020, by Wizards of the Coast (ISBN-10: 0786966912;
ISBN-13: 978-0786966912).
[Gunslinger] = Gunslinger Martial Archetype for Fighters by Matthew Mercer, from https://www.dmsguild.com/product/170778/Gunslinger-
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[Blood Hunter] = Blood Hunter Class for D&D 5e (2020) by Matthew Mercer, from https://www.dmsguild.com/product/301641/Blood-Hunter-
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[Maestro] = College of the Maestro - Bard College Option by Matthew Mercer, from https://www.dmsguild.com/product/183630/College-of-
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[UA Feb. 2015] = Unearthed Arcana: Eberron (v.1), available for download from https://dnd.wizards.com/articles/unearthed-
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[UA May 2015] = Unearthed Arcana: Waterborne Adventures, available for download from https://dnd.wizards.com/articles/unearthed-
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[UA August 2015] = Unearthed Arcana: Modern Magic, available for download from https://dnd.wizards.com/articles/unearthed-
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[UA May 2018] = Unearthed Arcana: Centaurs And Minotaurs, available for download from https://dnd.wizards.com/articles/unearthed-
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[UA March 2021] = Unearthed Arcana: Folk Of The Feywild, available for download from
https://dnd.wizards.com/articles/unearthedarcana/folk_feywild
[UA Oct. 2021] = Unearthed Arcana: Travelers Of The Multiverse, available for download from https://dnd.wizards.com/articles/unearthed-
arcana/travelers-multiverse
[TP] = The Tortle Package, see https://dnd.wizards.com/products/tabletop-games/digital-only-rpg-products/tortle-package

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