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The Ramshackle Family Tree (Character Creation Thread)

Legend has it that the ignoble House of Ramshackle was founded seven hundred years ago by the scion of a warlock in service to Baphomet and her horned cloven hooved demon mate (details are scant on what type of Tanaari/True Demon he was). The family has been based in the city of Sigil, at the center of the multiverse for at least the past six centuries where they have dwelt in a mansion dubbed the Ramshackle House. The building is improbably large with several floor buried beneath the street level by centuries of haphazard urban development. In Sigil, the Dabus routinely cultivate the growth of the city by building walls, and cobbling new streets over older buildings so the bulk of the Ramshackle House is now buried beneath the surrounding neighborhood. As is true of all of Sigil, every bounded space can be a portal to another place, each room in the Ramshackle House has a portal to another world or plane of existence, and some portals actually convey travellers to other parts of the House. The Ramshackle House seems to be alive in some fashion, though injured by decades of neglect and at least one fire.   Players would make members of the House (tieflings; who all share the cloven feet of their demonic ancestor) or servants, hirelings, and henchmen of the family (think Lurch; any race is acceptable). Despite the abyssal ancestry of the family, members are not necessarily evil. However feel free to adopt a comedically sociopathic vibe when roleplaying them. If it wasn't obvious, I'm going for Addams Family here.  The current head of the family is an NPC by the name of Random Ramshackle, a level 3 abyssal bloodline Sorcerer. Random works as an advocate (aka a lawyer) in Sigil, working as a public defender. Random is something of a decadent existential nihilist and a member of the Bleak Cabal.  I welcome any and all classes from any 5e book, and am open to allowing conversions of classes from other editions or 13th Age as long as the skills match up.  Ability Scores I would prefer if everyone made a Ramshackle bloodline tiefling, I want you to roll 4d6 (i.e. 4-24) six times using the roll20 dice roller so there is a record of what you rolled; assigning the numbers in the order that they were rolled, to Charisma, Constitution, Dexterity, Intelligence, Strength, and Wisdom, apply the +2 racial bonus to Charisma and either a +1 Constitution or a +1 Strength. Next choose a class. If you choose to play one of the hangers on such as a butler, valet, bodyguard or similar please roll 3d6, six times similar as above. The idea here is to make character creation a little more gamey as well as producing characters that are not exactly what you envision, perhaps getting you to play something new that you wouldn't normally, and also encouraging you to play a Ramshackle because they might get better starting scores. If you hate rolling dice, you can always use the standard array of 15, 14, 13, 12, 11, 10.      Ramshackle bloodline Abyssal Tiefling Ability Score Increase: +2 Charisma, and either +1 Constitution or +1 Strength Size: Tieflings are about the same size and build as humans. Your size is medium. If you are playing a child, you can start small.  Speed: Your base walking speed is 30 feet. Age: Tieflings of the Ramshackle family mature at the same rate as humans for approximately their first 40 years, and a unpredictable rate after that. Some begin to age rapidly, others begin aging in reverse, and others still find their aging halts for years at a time before catching up. For this reason, there is a traditional search for immortality that tends to strike like a midlife crisis. Attractive: Each time you level up (and aren't undead), roll 1d4 + Charisma modifier (and ask the DM what modifier to subtract) the result is how many followers you manage to attract. Abyssal Arcana : Each time you finish a long rest, you gain the ability to cast cantrips and spells randomly determined from a short list. At 1st level, you can cast a cantrip. When you reach 3rd level, you can also cast a 1st-level spell. At 5th level, you can cast a 2nd-level spell. And at 7th level, you can cast a 3rd level spell. You can cast a spell gained from this trait only once until you complete your next long rest. You can cast a cantrip gained from this trait at will, as normal. For 1st-level spells whose effect changes if cast using a spell slot of 2nd level or higher, you cast the spell as if using a 2nd-level slot. Spells of 2nd level are cast as if using a 2nd-level slot. At the end of each long rest, you lose the cantrips and spells previously granted by this feature, even if you did not cast them. You replace those cantrips and spells by rolling for new ones on the Abyssal Arcana Spells table. Roll separately for each cantrip and spell. If you roll the same spell or cantrip you gained at the end of your previous long rest, roll again until you get a different result. Cantrips 1st-level spells 2nd-level spells 3rd-level spells 1 Control Flames Animal Friendship Animal Messenger Animate Dead 2 Create Bonfire Beast Bond Beast Sense Bestow Curse 3 Friends Burning Hands Flame Blade Conjure Animals 4 Message Command Flaming Sphere Phantom Steed 5 Spare the Dying Find Familiar Misty Step Stinking Cloud 6 Vicious Mockery Witch Bolt See Invisibility Vampiric Touch Infravision: Thanks to your abyssal heritage, you have superior vision in darkness. You can see heat sources within 60 feet of you, allowing you detect warm blooded creatures in total darkness including most fiends and some mortal races but not undead. Labyrinthine Recall: You can perfectly recall any path you have traveled. Languages: You can speak Abyssal and one other language per point of Intelligence you have over 10.  Names: The Ramshackle family has a particular fondness for names that evoke virtues or vices such as Abstinence, Art, Chastity, Courage, Creed, Despair, Diligence, Excellence, Fear, Glory, Gluttony, Greed, Hope, Humility, Ideal, Lust, Music, Nowhere, Open, Patience, Random, Reverence, Sorrow, Temerity, Torment,
For this game there is no single universal common tongue. Most common languages are limited to a single prime material world: Athas, Eberon, Krynn, Oerth etc. Druidic and Thieves Cant are exceptions. There will be a dominant language for each plane of the Great Wheel: Abyssal for the Abyss, Infernal for the Nine Hells, Universal for Mechanus, Planar Trade for the Outlands/Sigil, Chaotical for Limbo, Primordial for the Inner Planes etc There will also be a secret Faction Code for each of the Factions. Take the Faction Agent Background if you want to be hip to the old school Planescape cats. All members of the Ramshackle family will be able to speak Abyssal. In point of fact, the Ramshackle bloodline provides increased linguistical ability. They start with more languages and can learn them faster than most. Other PCs know Abyssal + X additional languages, where X=their Int bonus.  While most of the wealth and magical property of the Ramshackle House is lost there are still a few items available, characters that are scions of the Ramshackle House may add one of the following items to their starting gear as an heirloom.  Name Damage Known Properties Fiend's Femur 1d6-1 bludgeoning -1 Magic club, seeps acidic blood that deals 1d3 poison damage to whomever it hits along with whomever holds it unless they make a Dexterity save DC = 10 + the poison damage dealt. Cursed* Runic Dagger 1d4-1 piercing slashing -1 Magic dagger, adds 1 first level spell slot, and when you run out of spell slots you gain resistance to acid, cold, fire, lightning and thunder damage but once grasped the Runeblade fuses with hand or claw that it was held in. Cursed* Shard of Fate 1d4 piercing +0 Magic dagger, as a reaction you can get a glimpse of the strands of fate giving yourself either +1 AC against a single attack for every 2 hit points you spend to a maximum of 10 hp.
Quintessential Planescape Pregen Name: TBD Role: Majordomo/Butler Race: Revenant (Human); Elder: Relentless Nature:  Your DM assigns a goal to you—typically, one related to your character’s death. The goal must be a specific task you can complete, such as slaying an enemy or liberating an area and its people. Until you fulfill that goal, you gain the following benefits:  • If you are below half your hit point maximum at the start of your turn, you regain 1 hit point. • If you die, you return to life 24 hours after death. If your body is destroyed, you reform within 1 mile of the place of your death at a spot determined by the DM. If your equipment was also destroyed, you do not regain it. • You know the distance and direction between you and any creature involved in your goal, such as a person you seek vengeance against or someone you pledged to defend. This awareness fails if the creature is on another plane of existence. When your goal is complete, you finally find rest. You die and cannot be restored to life.         Goal: Defeat the Transcendent One Background: World Weary. Feature: Seasoned Connections Class(s): Fighter 1, Wizard 2 Hit Points: 16 Hit Dice: 1d10 & 2d6 Inspiration: You can spend 1 inspiration point to roll 3d20s and choose which roll to use for your next three rolls. Languages: You can read & speak Abyssal, Planar Trade, Uyo and you can understand Rebus. Proficiencies: All armor, simple & martial weapons, str & con saves +2 Skill Profiencies (+2): Arcana, History, Intimidation, Investigation Class Features:  Arcane Recovery, Arcane Tradition (Lore Mastery), Fighting Style (Duelling), Second Wind, Spellcasting (Int): You know 3 cantrips and have 3 first level spell slots.  Equipment: a bone dagger (1d4 piercing damage), bronze sphere, hide armor, and a journal.  Cantrips: Fire Bolt, Mending, and Prestidigitation Your spellbook is a series of tattoos on your body: Absorb Elements, Charm Person,  Chromatic Orb, Contingency, Detect Magic, Feather Fall, Protection from Energy, and Tongues. There is only room for 4 more spell levels total. Ability Scores: (Elite Array) Str 13 (+1), Dex 13 (+1), Con 7 (-2), Int 16 (+3), Wis 11, Cha 15 (+2) Lore Master Starting at 2nd level, you become a compendium of knowledge on a vast array of topics. Your proficiency bonus is doubled for any ability check you make that uses the Arcana, History, Nature, or Religion skill if you are proficient in that skill.  In addition, your analytical abilities are so well-honed that your initiative in combat can be driven by mental agility, rather than physical agility. When you roll initiative, it is either an Intelligence check or a Dexterity check for you (your choice).         Spell Secrets At 2nd level, you master the first in a series of arcane secrets uncovered by your extensive studies. When you cast a spell with a spell slot and the spell deals acid, cold, fire, force, lightning, necrotic, radiant, or thunder damage, you can substitute that damage type with one other type from that list (you can change only one damage type per casting of a spell). You replace one energy type for another by altering the spell’s formula as you cast it. When you cast a spell with a spell slot and the spell requires a saving throw, you can change the saving throw from one ability score to another of your choice. Once you change a saving throw in this way, you can’t do so again until you finish a short or long rest. spell slot, you can expend one additional spell slot to augment its effects for this casting, mixing the raw stuff of magic into your spell to amplify it. The effect depends on the spell slot you expend. An additional 1st-level spell slot can increase the spell’s raw force. If you roll damage for the spell when you cast it, increase the damage against every target by 2d10 force damage. If the spell can deal damage on more than one turn, it deals this extra force damage only on the turn you cast the spell. An additional 2nd-level spell slot can increase the spell’s range. If the spell’s range is at least 30 feet, it becomes 1 mile. If the spells range is Touch, it becomes 30 feet. An additional 3rd-level spell slot can increase the spell’s potency. Increase the spell’s save DC by 2.        
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Name: Sorrow Ramshackle Role: Young heiress Room: tbd Race: (House Ramshackle) Tiefling Background: Ramshackle Noble; Feature: Kept in Style. Equipment: a set of fine clothes, signet ring, patent of nobility, bottle of fine wine, 20 gp.  Class: Druid 1 Hit Points: 8 Hit Dice: 1d8 Inspiration: You can spend 1 inspiration point to regenerate 10 hit points instead of making a Death Saving Throw. If you have lost a digit, tongue, eye, or other bit of flesh it is grown back as well.  Languages: Abyssal, Celestial, Druidic, Elven, Goblin, Infernal, Planar Trade, Primordial, Sylvan, Torilian Common, and one more...  Proficiencies: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal). Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears. Herbalism kit. Saving Throws: Intelligence +6 & Wisdom +6 Skill Proficiencies: Arcana, History, Persuasion, and Survival Class Features: Druidic and Spellcasting Cantrips: Druidcraft and Produce Flame First Level Spell Slots: 2  Ability Scores: Strength 5 (-3), Dexterity 9 (-1), Constitution 11 (+0), Intelligence 18 (+4), Wisdom 18 (+4), Charisma 14 (+2)
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Well, I guess this is what i'm playing... I want to play a distant Uncle to the Ramshackle family. A former debonair and much lauded ladies man who excelled in the espionage trade due to his charm and astounding charisma. Here is my character Uncle Cosa Rogue 1 Halfling?? STR 8 DEX 16 CON 13 INT 12 WIS10 CHA 16 Starting HP 9, Hit dice d8 Saving throws DEX +5. INT +3 Skills Acrobatics +5, Sleight of hand +5 Stealth +5, Deception +5 Faction Agent skills : Insight +3 , Persuassion +5 Languages: Common, halfling Infernal, Elven, Thieve's cant, Abilitiies: Lucky, Brave, Naturally Stealthy Features Expertise : Double proficiency with thieve's tools, Stealth Snack Attack: 1 extra d6 Thieves Cant Background: The Ramshackle family has always prided itself in having a variety of kinks, one of which was the late Uncle Elfmans love for halfling and gnomish women (he'd even be known to sing about his love of little girls and weird science). From that twisted and bent branch of the family tree came Uncle Cosa. Although its believed he is part halfling, no one can tell for sure. Physical examinations have driven medics mad and madmen into medical school. Uncle Cosa was known to work for government agencies as a courier since physical searches seem to be impossible on his person. He was known to dabble in habberdashery and would sell hats made of his own shedding, these hats were all the rage in high society for a time, until the time when it was found out that the hats made by Uncle Cosa had a bad habit of devouring small pets, wayward infants and other hats. Uncle Cosa prides himself in knowing much about the city of Sigil and being welcome most everywhere as he is known to be a sort of party animal....or mineral or vegetable. His reputation as a ladies man is well known, many women in Sigil recall the time Uncle Cosa danced with them through the night, fallen to the charms of his poetic words and wondering when the rash will disapear.
Pitaforo C. said: Well, I guess this is what i'm playing... I want to play a distant Uncle to the Ramshackle family. A former debonair and much lauded ladies man who excelled in the espionage trade due to his charm and astounding charisma. Here is my character Uncle Cosa Rogue 1 Halfling?? STR 8 DEX 16 CON 13 INT 12 WIS10 CHA 16 Starting HP 9, Hit dice d8 Saving throws DEX +5. INT +3 Skills Acrobatics +5, Sleight of hand +5 Stealth +5, Deception +5 Faction Agent skills : Insight +3 , Persuassion +5 Languages: Common, halfling Infernal, Elven, Thieve's cant, Abilitiies: Lucky, Brave, Naturally Stealthy Features Expertise : Double proficiency with thieve's tools, Stealth Snack Attack: 1 extra d6 Thieves Cant Background: The Ramshackle family has always prided itself in having a variety of kinks, one of which was the late Uncle Elfmans love for halfling and gnomish women (he'd even be known to sing about his love of little girls and weird science). From that twisted and bent branch of the family tree came Uncle Cosa. Although its believed he is part halfling, no one can tell for sure. Physical examinations have driven medics mad and madmen into medical school. Uncle Cosa was known to work for government agencies as a courier since physical searches seem to be impossible on his person. He was known to dabble in habberdashery and would sell hats made of his own shedding, these hats were all the rage in high society for a time, until the time when it was found out that the hats made by Uncle Cosa had a bad habit of devouring small pets, wayward infants and other hats. Uncle Cosa prides himself in knowing much about the city of Sigil and being welcome most everywhere as he is known to be a sort of party animal....or mineral or vegetable. His reputation as a ladies man is well known, many women in Sigil recall the time Uncle Cosa danced with them through the night, fallen to the charms of his poetic words and wondering when the rash will disapear. Hey dude, unless you are starting out as a young 'un, you can be level 2 or 3 if you want to be a geezer. I'm detecting some Cousin It hair on Uncle Cosa, if you want I can put together a Ramshackle Wispling race for you (demonblooded halfling). 
Ramshackle Abyssal Wispling (i.e. Small fiendish halfling) Ability Score Increase: +2 Charisma and +1 Dexterity Size: Wisplings are about the same size and build as halflings. Your size is small. If you are playing a child, you can start tiny. Speed: Your base walking speed is 25 feet. Age: Wisplings of the Ramshackle family mature at the same rate as halflings for approximately their first 80 years, and a unpredictable rate after that. Some begin to age rapidly, others begin aging in reverse, and others still find their aging halts for years at a time before catching up. Attractive: Each time you level up (and aren't undead), roll 1d4 + Charisma modifier (and ask the DM what modifier to subtract) the result is how many followers you manage to attract. Infravision: Thanks to your abyssal heritage, you have superior vision in darkness. You can see heat sources within 60 feet of you, allowing you detect warm blooded creatures in total darkness including most fiends and some mortal races but not undead. Jinx: When a creature damages the Wispling with an attack, as a reaction you can lay a curse upon that creature once per day before a long rest. A creature you have cursed suffers disadvantage on all Dexterity checks and saves; each time they climb or walk more than 3 feet during their turn, they must make a Strength (for climbing) or Dexterity (for walking) save to avoid falling prone. The saving throw DC is equal to the total distance traveled in feet. Furthermore, if they roll a 1 on a melee weapon attack while cursed they manage to accidently throw their weapon away. The curse lasts for 24 hours or until the Wispling that laid it removes the curse as an action, it is negated with the remove curse spell, or the target is reduced to 0 hit points (and in that last case the Wispling's Jinx racial trait recharges). Labyrinthine Recall: You can perfectly recall any path you have traveled. Languages: You can speak Abyssal and one other language per point of Intelligence you have over 10. Wispling Ephemera: You can move through the space of any creature that is of a size larger than yours. At 3rd level you can cast the disguise self spell on yourself at will except that you can use it to appear to be a medium creature or a creature with a wildly different body type, and while the spell is in effect you cast no shadow. At 5th level, you can cast the gaseous form spell on yourself once before a long rest. Charisma is your spellcasting ability for these spells, and you lose the ability to cast them if you are at less than half hit points. Names: The Ramshackle family has a particular fondness for names that evoke virtues or vices such as Abstinence, Art, Chastity, Courage, Creed, Despair, Diligence, Excellence, Fear, Glory, Gluttony, Greed, Hope, Humility, Ideal, Lust, Music, Nowhere, Open, Patience, Random, Reverence, Sorrow, Temerity, Torment,
Name: Rem Karolus, i.e. The Inquisitive Musket Description: Once an elderly Stensian vampire hunter, Rem Karolus made a deal with the planeswalker Random Ramshackle to save a villiage by transporting its inhabitants across the blind eternities to another world in exchange for a lifetime of servitude to the Ramshackle family. What he had not anticipated, was that Random would use a favor owed to the tiefling by a lich to have Karolus's soul bound to his trusty rifle. Race: Soulbound (Musket, ammuntion 40/120, loading, two handed, 1d12 piercing, +7 to hit). Background: Inquisitor Class: Fighter (Monster Hunter) 3 AC 16 Hit Points: 18 Hit Dice: 3d10 Inspiration: You can spend 1 Inspiration point to go first in combat this turn. Separating you from the party initiative for 1 turn. Languages: Sten and Abyssal Proficiencies: All armor, shields, simple + martial weapons, muskets Saving Throws: Str/Con Skill Proficiencies: Athletics, Investigation, Medicine, Perception, Persuasion, and Religion Class Features: Combat Superiority (d8), Fighting Style: Musketeer (+2 to hit with muskets/don't provoke for firing into melee), Hunter's Mysticism, and Second Wind When you make a weapon attack against a creature, you can expend one superiority die to add it to the attack roll. You can use this ability before or after making the attack roll, but before any of the effects of the attack are applied. When you damage a creature with a weapon attack, you can expend one superiority die to add it to the damage roll. You can use this ability after rolling damage. If the attack causes the target to make a Constitution saving throw to maintain concentration, it has disadvantage on that save. When you make an Intelligence, a Wisdom, or a Charisma saving throw, you can expend one superiority die to add it to the roll. You can usethis feature only before you learn if the save succeeded or failed.         • When you make a Wisdom (Perception) check to detect a hidden creature or object, or a Wisdom (Insight) check to determine if someone is lying to you, you can expend one superiority die to add it to the roll. You can use this feature after seeing the total but before learning if you succeeded or failed Personality Trait: I know the writings of Saint Raban backward and forward. Ideal: Order--The laws of Avacyn are meant to preserve the social order—everything in its proper place. (Lawful) Bond: Flaw: I’ll do whatever grim task must be done, for my soul is already lost. Ability Scores: Str 13, Dex 16, Con 6, Int 13, Wis 15, Cha 10
Name: Uncle Cosa Ramshackle Description: The Ramshackle family has always prided itself in having a variety of kinks, one of which was the late Uncle Elfmans love for halfling and gnomish women (he'd even be known to sing about his love of little girls and weird science). From that twisted and bent branch of the family tree came Uncle Cosa. Although its believed he is part halfling, no one can tell for sure. Physical examinations have driven medics mad and madmen into medical school. Uncle Cosa was known to work for government agencies as a courier since physical searches seem to be impossible on his person. He was known to dabble in habberdashery and would sell hats made of his own shedding, these hats were all the rage in high society for a time, until the time when it was found out that the hats made by Uncle Cosa had a bad habit of devouring small pets, wayward infants and other hats. Uncle Cosa prides himself in knowing much about the city of Sigil and being welcome most everywhere as he is known to be a sort of party animal....or mineral or vegetable. His reputation as a ladies man is well known, many women in Sigil recall the time Uncle Cosa danced with them through the night, fallen to the charms of his poetic words and wondering when the rash will disapear. Room in the Ramshackle Mansion: ??? Portal: Demiplane of Hair Race: Ramshackle Wispling Background: Faction Agent (Revolutionary League). Feature: Anarchist Recruit. As a member of the Revolutionary League, you know of one refuge where you can go to discuss your philosophy and plans openly with other League members. You also have access to one other faction’s Sigil HQ as if you belonged to that faction – your job in the League is to spy on that other faction, and report back to your cell. You also know of a portal to the safe-house of The Bastion of Last Hope, on Carceri, and have a key to that portal. Class: Rogue (mastermind) 3 Size: Small AC 14 Hit Points: 10 Hit Dice: 3d8 Inspiration: You may spend 1 Inspiration point to turn a missed attack into a hit. Further you have a second inspiration ability called Nothing Suspicious : spend 1 Inspiration automatically succeed on one Deception check Examples of actions that might earn you Inspiration may include: Preserving a pseudonym or false identity when revealing the truth would be advantageous.  Opposing a leader or power structure when obedience would be clearly the best course.   Refusing power or leadership that is granted to you. Languages: Abyssal, Anarchist Faction Code, Aquan, Elven, Halfling, Infernal, Planar Trade, and Thieves Cant Saving Throws: DEX +5, INT +4 Proficiencies: disguise kit, forgery kit, and thieves tools, light armor, rapiers, pistols, simple weapons Skill Proficiencies: Acrobatics +4, Deception +7, Insight +4, Perception +4, Persuasion +9, and Stealth +5 Class Features: Cunning Action, Expertise (Persuasion/Thieves Tools), Master of Intrigue, Master of Tactics, Sneak Attack +2d6, Thieves Cant Racial Traits: Attractive, Infravison, Jinx, Labyrinthine Recall, Wispling Ephemera (as long as Cosa has at least half his hp, he can cast disguise self at will) Equipment: leather armor, 2 daggers, disguise kit, fancy hat, forgery kit, poet shirt, trinket, thieves tools Personality Trait: Ideal: Bond: Flaw: Ability Scores: STR 15/+2, DEX 17/+3, CON 4/-3, INT 14/+2, WIS 14/+2, CHA 21/+5
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Name : Sven&nbsp; Race : Dhampir-Ghoul &nbsp; &nbsp; &nbsp;Lvl :3 Size : Medium Speed : 30 feet, except when crossing running water (see vampiric weaknesses below). Class : Ghoul 3 AC 9 Hit Points : 25 &nbsp; &nbsp; Each time the ghoul gains another ghoul level, their maximum hit points increase by half their Constitution score Max Hit Dice : 6 &nbsp;&nbsp; Bite: 1D6+2 Piercing dmg Claws: 1D4+2 Slash dmg and they must make a Con save DC 10 or be paralyzed until they make the save Str: 14 &nbsp; &nbsp; &nbsp;Mod: +2 Con: 14 &nbsp; &nbsp; &nbsp;Mod: +2 Dex: 9 &nbsp; Mod: -1 Int: 12 &nbsp; &nbsp; &nbsp; &nbsp;Mod:&nbsp; +1 Wis: 10 &nbsp; &nbsp; &nbsp; &nbsp;Mod: +0 Cha: 16 Mod: +3 Proficiencies: Armor: none Skills: Intimidation +5, Persuasion +5, Stealth +1, Survival +2 Tools: cooking kit, thieves tools, satchel, disguise kit Weapons: butchers knife 1d6+2 slashing, dagger 1d4+2 piercing, and a net (10/20, thrown, target hit must make a DC 12 Dexterity save or be restrained until they succeed).&nbsp; Darkvision : You can see in dim light within 120 feet as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of grey. Dhampir Magic : Starting at 1st level you can cast the spiderclimb spell once per short or long rest. At 3rd level, you can use spiderclimb at will and learn to cast disguise self once per short or long rest. At 5th level, you can choose to replace disguise self with charm person . Charisma is your spellcasting ability for this spells. Necrotic Resistance : You take half damage from necrotic spells and abilities. Vampiric Heritage : Whenever you grapple, incapacitate, or restrain a creature, you gain the ability to bite that creature dealing 1 piercing damage as an action. Furthermore, you can spend your bonus action to drink the blood of that creature (after taking the bite action), dealing 1d6 necrotic damage, and you regain hit points equal the necrotic damage dealt this way. If you have fed on the blood of a human creature today, you gain regeneration equal to your Constitution modifier (minimum 1) if you start your turn with at least 1 hit point you regenerate, until you are reduced to 0 hit points or less, or until you take a long rest. You can regenerate lost limbs and reverse your aging when you are regularly feeding on human blood. Vampiric Weaknesses : You are vulnerable to radiant damage (which also cancels your regeneration), and piercing wooden weapons (such as arrows and stakes) deal double damage. Your speed is reduced to 10 feet when immersed in running water. Lastly the smell of garlic can sicken you, if you fail a Constitution save DC 13. Gifts of the White Kingdom At 1st level, a newly transformed ghoul develops a powerful bite that deals 1d6 piercing damage and clawed fingers that deal 1d4 slashing damage. When the ghoul successfully hits with the bite attack, it can latch on until the target makes a Strength or Dexterity save with a DC equal to the ghoul's Strength score (DC 14). If the ghoul is latched onto a creature at the start of its turn, it automatically deals 1d6 necrotic damage and it can make two claw attacks against the creature its latched onto. The ghoul also develops immunity to poison, resistance to necrotic damage, and vulnerability to radiant damage. The ghoul is considered to be undead with no need to breathe or sleep. It gains advantage on saves vs. sleep. A ghoul reduced to 0 hit does not lose consciousness, it is incapacitated until it rolls a 19-20 on a death save (at which point it can spend and roll 1 hit die, if it has any remaining, otherwise it needs to be fed raw and bloody meat) and it can fail a total number of death saves equal to its Constitution modifier + its ghoul level (i.e. 4, at 2nd level). Hunger in Undeath At 1st level, a ghoul has no hit dice of its own and cannot recover hit dice when it takes a long rest, instead they acquire one of the hit dice of a tiny or larger dead creature when they spend at least 10 minutes devouring the creatures uncooked (possibly even rotting) flesh. A tiny creature yields 1 hit die, a small or medium creature yields 1-2, a large or larger creature yields at least 3 hit dice. At the end of each day that a ghoul abstains from eating carrion meat, they must make a DC 8 (+2 per day that they have gone without feeding their hunger) Constitution check or suffer 1 level of exhaustion. A ghoul can hold no more hit dice than twice their ghoul level. Keen Senses At 2nd level, a ghoul that was a member of a race with darkvision of 60 feet or less increases that vision to 120 feet. If the ghoul was a member of a race that didn't have darkvision, it gains darkvision out to a range of 60 feet but also develops light sensitivity. All ghouls also have advantage with Wisdom based Perception checks based on smell and double their proficiency bonus when tracking living creatures. Paralyzing Claws At 2nd level, a ghoul's claw attacks now paralyze its living non-elven victims if they fail a Constitution save DC 10. The paralyzed victim can re-attempt the save each round until they succeed. Languages: Abyssal, Sten (a Common tongue of Innistrad), Planar Trade, and Nekros (language of the undead).&nbsp; Background : Dead Nations Faction Agent Feature : Namer. Grants you santuary in the Dead Nations of Under Sigil as well as ready access to carrion meat from the catacombs.&nbsp;