Alucard

PlayerJohm
Name Alucard
Race Human Vampire
Gender Male
NationalityRetonite

Character Information

Class Sorcerer (Shadow)
Born
Alignment Lawful Evil
LanguagesCommon
Elvish
Family(Father)
(Mother)
Affiliations
Faith???
ProfessionAdventurer (???-???)

Physical Description

Height Average
Weight Slim
Skin Pale
Eyes Dark Brown
Darkvision 120ft
Hair Long, jet black

Stats

Level 15
InitSpeedProf
+430ft+5
HPACTempHP
1221400
Ability Scores
STRDEXCON
18(+4)19(+4)18(+4)
INTWISCHA
11(0)14(+2)20(+5)
Saving Throws
STRDEXCON
+4+4+9
INTWISCHA
+0+2+10
Acrobatics (Dex) +4 Medicine (Wis) +2
Animal Handling (Wis) +2 Nature (Int) +0
Arcana (Int) +0 Perception (Wis) +2
Athletics (Str) +4 Performance (Cha) +5
Deception (Cha) +5 Persuasion (Cha) +10
History (Int) +5 Religion (Int) +5
Insight (Wis) +7 Sleight of Hand (Dex) +4
Intimidation (Cha) +5 Stealth (Dex) +4
Investigation (Int) +0 Survival (Wis) +2

Spells

AbilityCharisma
Save DCModifier
18+10
CantripsChill Touch
Fire Bolt
Message
Mending
Minor Illusion
Prestidigitation
1st lvl SpellsRay of Sickness
Burning Hands
2nd lvl SpellsShatter
Alter Self
3rd lvl SpellsCounter Spell
Dispell Magic
4th lvl SpellsGreater Invisibility
Raulothim's Psychic Lance
5th lvl SpellsDominate Person
Cloudkill
Animate Objects
6th lvl SpellsCircle of Death
7th lvl SpellsTeleport
8th lvl SpellsAbi-Dalzim's Horrid Wilting
9th lvl Spells

Spell Slots

1st lvl2nd lvl3rd lvl
433
4th lvl5th lvl6th lvl
321
7th lvl8th lvl9th lvl
110

Not much is known of Alucard's past, other than he was a wealthy noble moved from Dragonhold to Mulburg around 12250 to aid in the growing town's expansion, investing heavily into the Stone Circle district to provide more stable land for more citizens. Throughout he has secretly kept outlawed races under his care.

During the Rise of Narkul, Alucard briefly joined the Fellowship of the Alicorn providing the group with information and transport through teleportation, after an encounter with Burldries leaving him indebted to the Dragon he split from the Fellowship taking Sovereign into hiding as the group didn't have the resources to hide and secure the Elven Sorceress

Two years after the Rise of Narkul, Alucard has yet to fufill his debt with Burldries…

  • Eyes of the Dark. 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.
  • Str of the Grave. 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.
  • Font of Magic Alucard has 15 sorcery points
  • Meta Magic
    • Empowered Spell When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.
    • Heightened Spell When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.
    • Subtle Spell When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.
  • Shadow Walk You gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can magically teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.

As a vampire Alucard gain the following traits

  • Damage Resistences. bludgeoning, piercing, and slashing from nonmagical attacks
  • Shapechanger. If the vampire isn't in sunlight or running water, it can use its action to polymorph into a Medium cloud of mist, or back into its true form.
    While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.
  • Misty Escape. When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed.
    While it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.
  • Regeneration. The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.
  • 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.
    • 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.
    • 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.

On initiative count 20 (losing initiative ties), Alucard's Manor takes one of the following lair actions in order from start of combat.

  1. Welcome to my home All doors and windows slam shut and lock themselves, all lights within the manor extinguish plunging the manor into darkness
  2. Meet my friends Animate Objects is cast on 10 objects
  3. Stay the night Sleep is cast at 5th level (13d8(58.5))
  • character/alucard.txt
  • Last modified: 12 months ago
  • by Kyle