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Nyx

11 Level (0/100000 XP for level-up) Gambler Background Shadar-Kai Race / Species / Heritage Chaotic-Evil Alignment
Blade Parior
Level 10
Hit Dice: 10/10
1d8+2 Class 1
Vampiric Rank
Level 1
Hit Dice: 1/1
1d+2 Class 4

STR
11
+0
DEX
21
+5
CON
15
+2
INT
7
-2
WIS
13
+1
CHA
15
+2
57
Hit Points
+5
Initiative (DEX)
16
Armor Class (AC)
+4
Prof. Bonus
35/15*2
Speed (walk/run/fly)
15
Passive Perception
+8 Expertise Bonus
+4 Proficiency Bonus
+0 Strength
+9 Dexterity
+2 Constitution
-2 Intelligence
+1 Wisdom
+6 Charisma
saving throws
+9 Acrobatics DEX
+1 Animal Handling WIS
-2 Arcana INT
+0 Athletics STR
+6 Deception CHA
-2 History INT
+5 Insight WIS
+6 Intimidation CHA
-2 Investigation INT
skills
+1 Medicine WIS
-2 Nature INT
+5 Perception WIS
+2 Performance CHA
+6 Persuasion CHA
-2 Religion INT
+9 Sleight of Hand DEX
+9 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Light Crossbow +9 DEX 1d8+5 piercing
 80/320ft, loading, two handed, ammunition
Dagger +10 DEX 1d4+5 piercing
 finesse, light, thrown (20/60ft)
Attacks

Background + Racial


Never Tell me the Odds - Odds and probability are your bread and butter. During downtime activities that involve games of chance or figuring odds on the best plan, you can get a solid sense of which choice is likely the best one and which opportunities seem too good to be true, at the DM's determination.

Blessing of the Raven Queen - As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Starting at 3rd level, you also gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent.

Darkvision - Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

Fey Ancestry - Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself.

Keen Senses - Proficiency in Perception

Necrotic Resistance - resistance to necrotic damage.

Trance - Trance. You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.
Whenever you finish this trance, you can gain two proficiencies that you don't have, each one with a weapon or a tool of your choice selected from the Player's Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest.


Vampiric Boons


Standard Vampire


1% regen per rank
+1 to a stat per rank (r1 - dex)
+5 ft movement per rank

Class


Aerial Mastery


Starting at 1st level, you gain the ability to move with incredible speed, precision, and power. Few obstacles can prevent you from reaching your destination.
If you are wearing light or no armor, when you move, you can instead take one short movement by flying. This movement is at 15 feet, and you must end each one on a creature, solid object, or ground. If you do not, you fall and your movement ends.

The amount of short movements you can make using this feature increases to two at 5th level, three at 11th level and four at 17th level.

Acrobatic Master


Starting at 1st level, your balance and grace of movement is unparalleled. You gain the following benefits:

  • You have advantage on Dexterity checks and saving throws made to avoid falling or being knocked prone.

  • If you fall no more than 10 feet, you can land on your feet if you’re not incapacitated, and take no fall damage.

  • Getting up from prone cost you only 5 feet of movement, rather than half your speed.



Dagger Expert


At 1st level, your knife fighting abilities are legendary. You gain the following benefits when fighting with daggers:

  • When engaged in two-weapon fighting with daggers, you can add your ability modifier to the damage of the bonus action attack.

  • You can choose to cause slashing or piercing damage with your daggers.

  • When you attack a creature with a dagger, you can move 5 feet, without provoking opportunity attacks. This movement doesn't count against your maximum movement speed on your turn.

  • You gain a bonus of +1 on damage rolls with daggers.

  • You can draw two daggers without using an action.



Dagger Parry


At 2nd level, when you are hit by an attack, you can sacrifice your weapon to protect yourself from that attack. You can choose to cause half the damage to target the weapon.
If the dagger suffer 5 damage or more, the dagger is broken, and the remaining damage is dealt to you. Magical daggers gain 10 additional hit points for each rarity grade it has (common, uncommon, rare, very rare, legendary) and can be repaired after a long rest.

Blade Parior Style (Mind Battle Style)


Mind battle blade pariors are powerful empath warriors, able to almost read the minds of their targets, through the careful study of their expressions, movements, and body languages, using this analysis to anticipate their targets next movement. They are focused warriors, capable to logically predict each of their opponents attacks and devise their strategy, looking for the best way to strike.

Mentalism


At 3rd level, you gain proficiency in two from the following skills: Deception, Intimidation, Insight and Persuasion. If you are already proficient with these skills, you can add the double of your proficiency bonus to checks made with it.

Empathetic Link


Starting at 3rd level, you can read the emotions and body language of your target, allowing you to anticipate its movements. As a bonus action on your turn, you can make a Wisdom (Insight) check against a creature you can see within 60 feet, contested by the target's Charisma (Deception). On a success, you forge an Empathetic Link that lasts until you are no longer able to see the target for 1 minute. If you fail the contested check, the creature is immune to the Empathetic Link for 24 hours.
While the link is forged, you gain the following benefits:

  • When the linked creature attack you, you can use your reaction to add your proficiency bonus to your AC, potentially causing the attack to fail.

  • You can use your reaction to give yourself Advantage on an attack made against the linked creature



Sense Weakness


At 7th level, you start to furthering your connection with your linked creature, allowing you to probe into its weaknesses. When a creature fails the contested check against your Empathetic Link feature, you can choose to discover one of the following informations about it:

  • Damage Resistances, Immunities or Vulnerabilities

  • Condition Immunities

  • Armor Class

  • Saving Throw Proficiencies

  • Surface thoughts of the creature—what is most on its mind in that moment.



Defensive Bond


At 10th level, when the target of your link causes damage that would reduce you to 0 hit points, you can use your reaction to reduce that damage to 0. Doing so ends the link.
Once you use this feature, you can't use it again until you complete a short or a long rest.


Dagger Flurry


At 5th level, when you take the Attack action and make an attack with a dagger, you can make another attack as part of the same Action.
If you are engaged in two-weapon fighting and attack with a dagger using your bonus action, you can attack once more as part of the same bonus action.


Finisher Strike


At 6th level, you gain the ability to slay a creature with a finishing blow. A creature that takes damage from the attack with your dagger must make a Constitution saving throw. The saving throw to resist the finisher is equal 8 + your proficiency bonus + your Dexterity modifier.
If you use finisher strike after hitting with both your main and bonus attack in the same round, the saving throw is increased by +2, to a maximum of +4 with dagger flury, and with supreme flury the target automatically fails if all attacks are successful.

On a failed save, the target takes additional damage equal to 3d6, or half as much on a successful one. This feature can be used a number of times equal to your Dexterity modifier (minimum once). Once you have spent all your uses of this feature, it cannot do so again until you finish a short rest.

The finisher damage increases in 1d6 when you reach the 8th level (4d6), 11th level (5d6), 14th level (6d6), 17th level (7d6) and 20th level (8d6).


Dueling Focus


You excel in duels. At 9th level, while you are within 5 feet of a hostile creature and there's no friendly creature within 5 feet of you or that enemy, your duel focus is active. While in duel focus, you gain the following benefits:

  • You have advantage on all saving throws.

  • You are immune to the frightened and charmed conditions.

  • You gain an AC bonus equivalent to your proficiency.



Features & Traits
A Playing card set, lucky charm (the arrowtip of the first enemy I killed), fine clothes
Pair of Daggers and Leather Armour
Light Crossbow with 20 bolts
3 Daggers (2 broken)
Explorers Pack (Backpack, Bedroll, 2 flasks of Oil, 10 Days of rations, rope, tinderbox, 10 torches, waterskin)

1x red smoke grenade

2x longstrider
3x healing potion (2d4 + 4)

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 15, Platinum: 0 Money
Common, Abyssal, Elvish
Learnt Elvish as cheaters often used Elvish to communicate, so I picked up on it over the years and eventually became fluent.


Armor: Light armor
Weapons: Simple weapons
Tools: Playing Card set

Languages & Proficiencies
Compulsive Gambler, feels the need to try and make bets will friends and allies even in battle. The first thing when arriving to a new town if possible is to find the nearest casino or try to gamble with locals in inn/tavern/accomodation. This often leads to periods of brokeness.

Flaws
Class

defensive duelist, lucky, martial adept, dual wielder
+2 dex, +2 cha (asi, might replace)

Notes
As a child my parents taught me how to gamble, and from that young age I gained a fascination with the thrill of winning, and sought to find more casinos and more winnings. This has become integral to my life as my goal has to become to get rich from gambling and have the strength to win all physical bets. I joined the vampire reich partially on a bet but also as I believed that it would be the path to strength.

Although gambling wasn't always my life after an elf cheated me, I swore to become so strong that they would not be able to cheat me and would always fail to beat me.

Backstory


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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