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Victor Nightshade

8 Level (0/48000 XP for level-up) Vampire Hunter Background Race / Species / Heritage Alignment
Vampire Hunter
Level 8
Hit Dice: 8/8
1d10+3 Class 1

STR
18
+4
DEX
16
+3
CON
16
+3
INT
14
+2
WIS
14
+2
CHA
16
+3
80
Hit Points
+3
Initiative (DEX)
17
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
12
Passive Perception
Spellcasting ...
+6 Attack mod
CON Ability
+3 Abi Mod
14 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+4 Strength
+6 Dexterity
+3 Constitution
+2 Intelligence
+5 Wisdom
+3 Charisma
saving throws
+6 Acrobatics DEX
+2 Animal Handling WIS
+2 Arcana INT
+4 Athletics STR
+6 Deception CHA
+2 History INT
+2 Insight WIS
+3 Intimidation CHA
+7 Investigation INT
skills
+2 Medicine WIS
+2 Nature INT
+7 Perception WIS
+3 Performance CHA
+3 Persuasion CHA
+5 Religion INT
+3 Sleight of Hand DEX
+7 Stealth DEX
+9 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Silvered Longsword +14 STR 1d8+4+4 Slashing
 Plus an additional 1d12 against creatures weak to silver
Hand Crossbow +12 DEX 1d6+3+3 Piercing
 Range (30/120ft)
Silver Dagger +14 DEX 1d4+5+3 Piercing
 Finesse, Light, Thrown (20/60ft), Extra 1d12 against creatures weak to silver
Attacks

Spell Book

Level 1 Spells 9 slots

NAME AB CAST RNG DUR DMG CMP #
Dark Orb +6 1 Action 120ft Concentration, up to 1 minute 2d8 V,S
 Notes:Necrotic

Level 2 Spells 9 slots

NAME AB CAST RNG DUR DMG CMP #
Dark Orb +6 1 Action 120ft Concentration, up to 1 minute 2d8 + V,S
 Notes:Necrotic

Level 3 Spells 9 slots

NAME AB CAST RNG DUR DMG CMP #
Dark Orb +6 1 Action 120ft Concentration, up to 1 minute 2d8 + V,S
 Notes:Necrotic

Features:



Vampire Hunter's Expertise: Victor has advantage on Intelligence (Investigation) checks to discern details about vampires and their activities.
Vampire Slayer: When Victor hits a vampire with a weapon attack, the vampire takes an extra 6 (1d12) damage of the weapon's type.
Relentless Pursuer: Victor can add 10 feet to his walking speed when he makes a Wisdom (Survival) check to track vampires or creatures affected by their presence.

Actions:



Multiattack: Victor makes two attacks, one with his silvered longsword and one with his hand crossbow.
Silvered Longsword: Melee Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, plus an additional 6 (1d12) against vampires.
Hand Crossbow: Ranged Attack: +6 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 3) piercing damage.
Bonus Actions:

Hunter's Mark: Victor can choose a creature he can see within range and mystically mark it as his quarry. Until the spell ends, he deals an extra 1d6 damage to the target whenever he hits it with a weapon attack.

Reactions:



Parry: Victor adds 3 to his AC against one melee attack that would hit him. To do so, he must see the attacker and be wielding a melee weapon.

Features & Traits

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Armor Proficiencies: Light armor, medium armor, shields
Weapon Proficiencies: Simple weapons, martial weapons
Tools:Woodcarver's Tools
Saving Throws: Dexterity, Wisdom
Skills: Acrobatics, Survival

Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Vampire Hunter

Vampire Hunters are elite warriors dedicated to the eradication of undead, particularly vampires and their minions. Armed with a combination of martial prowess, supernatural awareness, and a limited set of specialized spells, they navigate the shadows to protect the realms from the scourge of the undead. These hunters are often driven by personal vendettas, tragic pasts, or a sense of duty to rid the world of the undead menace.
hit dice: 1d10 + Con
hit points at 1st level: 1d10 + Con
hit points at higher levels: 1d10
armor proficiencies: Light armor, medium armor, shields
weapon proficiencies: Simple weapons, martial weapons
tools: Choose one from Alchemist's Supplies, Herbalism Kit, Navigator's Tools, Woodcarver's Tools, Religious Symbols
saving throws: Dexterity, Wisdom
skills: Choose two from Athletics, Acrobatics, Perception, Survival, Stealth
starting equipment:

Starting Equipment:


(a) a martial weapon and a shield or (b) two martial weapons
(a) a crossbow and 20 bolts or (b) any simple weapon
(a) studded leather armor or (b) scale mail
(a) a burglar's pack, (b) a dungeoneer's pack, or (c) an explorer's pack
A wooden stake
A silvered shortsword
A holy symbol (a small amulet or emblem representing a deity or force of good)
Traveler's clothes, a hooded cloak, and a set of dark common clothes for stealth

Starting Gold:


10 gold pieces
spellcasting:

Spellcasting:

Limited Spellcasting: The class has access to a limited number of spells or spell-like abilities that are thematically related to hunting and combating undead.  

3rd Level:

  Detect Undead (1/Short Rest): You can cast Detect Undead as a ritual. Additionally, you gain proficiency in the Religion skill if you don't already have it. 5th Level:   Bane (1/Long Rest): You can cast Bane once per long rest. 9th Level:   Protection from Evil and Good (1/Long Rest): You can cast Protection from Evil and Good once per long rest.  

13th Level:

  Invisibility to Undead (1/Long Rest): You can cast Invisibility specifically targeting undead creatures once per long rest.  

17th Level:

  Hunters' Mark (At Will): You can cast Hunter's Mark at will without expending a spell slot.
class features:
Vampire Slayer: Gain advantage on saving throws against being charmed or frightened by undead creatures. Additionally, you have advantage on Wisdom (Survival) checks to track undead creatures, and Intelligence (Religion) checks related to undead lore.   Favored Enemy (Undead): At 1st level, you have significant experience studying, tracking, and hunting undead. Choose undead as your favored enemy. You gain a +2 bonus to damage rolls with weapon attacks against undead creatures.   Hunter's Path: At 2nd level, choose a path that represents your focus and style of hunting. Options might include:

Path of the Slayer: Focuses on combat prowess and weapon mastery. Path of the Vanquisher: Specializes in spellcasting and supernatural abilities to counter undead. Path of the Tracker: Emphasizes stealth, tracking, and survival skills.

  Undead Resistance: At 6th level, you have honed your body and mind to resist the draining effects of the undead. You gain advantage on saving throws against necrotic damage.   Hunter's Strike: At 10th level, you learn to exploit the weaknesses of undead creatures. Once per turn, when you hit an undead creature with a weapon attack, you can deal an extra 1d8 radiant damage.   Improved Hunter's Path: At 14th level, your chosen Hunter's Path improves, granting additional features based on your selected path.   Slayer of the Damned: At 18th level, you have become a master vampire hunter. You gain advantage on all attack rolls against undead creatures, and your attacks bypass resistance and immunity to non-magical attacks.
subclass options:

Path of the Slayer

3rd Level: Slayer's Prowess You gain proficiency in one additional martial weapon of your choice. Additionally, when you make an attack against an undead creature, you can use a bonus action to make an additional weapon attack.   7th Level: Relentless Pursuit Your speed increases by 10 feet. When you use the Dash action, opportunity attacks against you are made with disadvantage until the start of your next turn.   11th Level: Slayer's Resilience You gain advantage on saving throws against being paralyzed or restrained. Additionally, you can spend hit dice during a short rest to remove levels of exhaustion.   15th Level: Slayer's Onslaught Once per turn, when you score a critical hit with a weapon attack against an undead creature, you can roll one additional damage die for that attack.  

Path of the Vanquisher

3rd Level: Smite the Unholy You gain the ability to channel divine energy to smite undead creatures. When you hit an undead creature with a melee weapon attack, you can expend a spell slot to deal extra radiant damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8.   7th Level: Aura of Purification You emit an aura of radiant energy in a 10-foot radius. Undead creatures within this aura have disadvantage on attack rolls against you. At the start of each of your turns, you and friendly creatures within the aura gain temporary hit points equal to your Wisdom modifier (minimum of 1).   11th Level: Divine Strike Your weapon attacks deal an extra 1d8 radiant damage against undead creatures.   15th Level: Holy Vengeance When you use your Smite the Unholy feature, you can add your Wisdom modifier to the damage dealt.  

Path of the Tracker

3rd Level: Stalker's Stealth You gain proficiency in the Stealth skill. While you are not wearing heavy armor, you can use Dexterity instead of Strength for the attack and damage rolls of your melee weapon attacks.   7th Level: Hunter's Mark You can cast the spell hunter's mark without expending a spell slot. Additionally, your attacks against undead creatures with hunter's mark deal an extra 1d6 damage.   11th Level: Evasion When you are subjected to an effect that allows you to make a Dexterity saving throw to take half damage, you instead take no damage on a successful save and half damage on a failed save.   15th Level: Master Tracker You can't be tracked by undead creatures, and you have advantage on Wisdom (Survival) checks to track undead creatures.

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Statblocks for your spells.

Level 1 Spells

Dark Orb

1-level Necromancy

Casting Time: 1 action
Range/Area: 120ft
Components: V, S
Duration: Concentration, up to 1 minute
Attack/Save: Constitution saving throw
Damage/Effect: necrotic

You create a dark orb in a point of space that you can see within range. It is Large size, with a diameter of ten feet. When you cast this spell, all creatures whose space is occupied by the dark orb must make a Constitution saving throw, taking 2d8 necrotic damage on a failed save, or half as much on a successful save. As an action on your following turns until this spell ends, you can move the dark orb up to 30 ft, but no more than 120 feet away from you.

At higher levels:

When you cast this spell using a spell slot of 2nd level or higher, the dark orb deals an additional 1d8 necrotic damage for every level above 1st.

Available for: Tiefling Sorcerers, Wizards

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