Mage guard of House Telatree. Aster is a Dhampir with a hunger for life energy, which MAY be taken in the form of blood but usually in the form of dealing necrotic (negative energy) damage.

Stats

Walking speed is 35 feet.

HP = 110/110 AC = Ench. Studded leather+1 + Ring of protection + 4 dex = 17 AC (Dual wielder = 18 AC)

  • Str: 8 (saving)
  • Dex: 18
  • Con: 14 (saving)
  • Int: 10
  • Wis: 12
  • Cha: 14

Proficiency:

  • Insight

  • Acrobatics

  • 120 ft Darkvision

  • Deathless: No 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.

Actions

Echo: - bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. Lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until you’re incapacitated. - As a bonus action, you can teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you. - When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo’s space. You make this choice for each attack. - When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo’s space.

Two weapon fighting, dual wielder Dex weapons: +8 to hit, +4 to damage

  • Rapier: 1d8 + 4 (Pierce)
  • Whip: 1d4 + 4 (Reach, Slash)
  • Hardened wood stake (javelin): 1d6 + 4, thrown 30/120
  • Dark Flame Blade: +1d8 fire damage (Can be used with whip), +1d8+2
  • Shadow blade: 2d8 Psychic, thrown 20/60 Using dual wielding, can make 3 attacks per turn if using bonus action.

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, instead of your Strength 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 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 in one of the following ways of your choice: - You regain hit points 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.

Class info

Feats:

Dual Wielder : +1 AC, non-light weapons, draw 2 weapons at once Spell Sniper: All attack roll spell ranges are doubled, ignore partial cover, learn cantrip from any class

Shadow Sorcerer:

Font of Magic

At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.

  • Sorcery Points. You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.

  • Flexible Casting. You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.

    • Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. Any spell slot you create with this feature vanishes when you finish a long rest.
    • Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level. 1st tier --- 2 SP 2nd tier --- 3 SP

Eyes of the Dark: - From 1st level, you have darkvision with a range of 120 feet. - When you reach 3rd level in this class, you learn the darkness spell, which doesn’t count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can see through the darkness created by the spell.

Strength of the Grave: - Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can’t use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit. - After the saving throw succeeds, you can’t use this feature again until you finish a long rest.

Metamagic (2 points)

Distant Spell. When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. - When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.

Extended Spell. When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.

Spells

Cantrips (2x damage dice at 10th level) Green-Flame Blade - Necrotic Friends Minor Illusion Sword Burst Eldritch Blast - (Spell sniper feat)

1st Tier Absorb Elements Silvery Barbs Charm Person Disguise Self

2nd Tier Darkness (Sorc ability) Shadow Blade Invisibility

Fighter - Echo Knight

Two-Weapon Fighting.  When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

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 Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

Manifest Echo At 3rd level, you can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until you’re incapacitated.

Your echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed. - As a bonus action, you can teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you. - When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo’s space. You make this choice for each attack. - When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo’s space.

Dhampir Info

http://dnd5e.wikidot.com/dhampir

Every dhampir knows a thirst slaked only by the living. Those who overindulge their thirst risk losing control and forever viewing others as prey. Those who resist might find exceptional ways of controlling their urges or suppress them through constant, molar-grinding restraint. In any case, temptation haunts dhampirs, and circumstances conspire to give them endless reasons to indulge.

Dhampirs often arise from encounters with vampires, but all manner of macabre bargains, necromantic influences, and encounters with mysterious immortals might have transformed your character. The Dhampir Origins table provides suggestions for how your character gained their lineage.

A radical experiment changed his body, making you reliant on others for vital energy. However, he hates other vampires and sees them as parasitic freeloaders.

Being a Shadow Sorcerer, he also has these traits:

  • You are always icy cold to the touch.

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Related notes: House Telatree