Name: Hastria Lupa
Race: Dhampir
Alignment: Neutral ⠀
⠀⠀⠀Age: 19
⠀⠀Sex: F
Speed: 30 Feet ⠀⠀⠀⠀⠀
Height: 6'⠀⠀⠀⠀⠀
Weight: 167 lbs
Racial Features:
Ability Score Modifiers: +1 DEX, +2 CHA
Size: Medium
Darkvision: Thanks to your undead ancestry, you have superior vision in dark and dim conditions. 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 can’t discern color in darkness, only shades of gray.
Dark Thirst: You can bite as an unarmed strike against an incapacitated creature or one you have grappled. Your bite deals 1 point of piercing damage, and if the creature has blood and isn’t a construct or undead, you can feed from it as part of the
attack. Your feeding deals necrotic damage equal to your
Charisma modifier (minimum of 1), and if your target takes damage you regain one spent hit die. You can regain a number of spent hit dice with this trait equal to your
Constitution modifier per long rest (minimum of 1).
Predatory Charm: As an action, you can magically beguile the mind of a creature that you can see within 30 feet. For 1 hour, you have advantage on
Charisma checks made against the target. If you or any of your allies
attack or damage the target, this effect ends. When the effect ends, the target feels repulsed by you and becomes hostile toward you until the next dawn, during which time it becomes immune to this effect. A hostile creature won’t necessarily
attack outright, but it won’t deal with you in any way and might actively try to hinder you. You can use this trait once, and regain the ability to do so when you finish a short or long rest. A creature immune to being
charmed is immune to your predatory charm.
Undead Resistance: You have advantage on saving throws against disease, and you have
resistance against necrotic damage.
Background: Bereaved
Feature: In Mourning
When something terrible happens to someone, people in good relations with that person tend to take piety. Friends might help you in ways that don't threaten their life. Like giving supplies or providing a place to stay as long as it seems to comfort the mourner. However, enemies of the mourner might take their emotional vulnerability to their advantage; so beware of charlatans and other villainous characters.
Stats
HP: 8
Ability Scores
STR: 8 -1
DEX: 13 +1
CON: 10 +0
INT: 10 +0
WIS: 10 +0
CHA: 12 +1
Proficiency
Armor: N/A
Weapons: Dagger, Estoc (finesse weapon)
Tools: Alchemist's Supplies
Saving Throws: N/A
Skills: Deception, Perception, Religion, Insight
Languages:
Common
Equipment
A Dagger
An Estoc
Alchemist's Supplies
Set of common clothes
A necklace with pictures of her mother and father
A letter of condolence
A gaming set
Belt pouch
10GP
Historia:
The daughter of a vampire lord and a human woman, Hastria has lived a secluded life. Much of her childhood was spent in the claustrophobic halls of her father's castle, where she knew no one save for her parents and the wandering shades that served them. The girl grew quite lonely in this manner of living, and so her mother convinced her father to have them all live among humans in the backwoods town of Barleyville, a secluded place where there was no chance of recognition. They worked as alchemists, providing simple remedies and potions to the townsfolk for whatever simple ailments they had. Hastria was still a bit reclusive, but her ethereal beauty meant she did not lack for admirers, and her assistance at the alchemy shop won her a favorable outlook among the townsfolk.
Eventually her father had to leave his mortal family in Barleyville; to attend to vampiric nobility matters or what have you, Hastria knew not. Her mother simply told her he would return in time, and not to worry her pretty little head. And so she waited. Days turned to months, months a year, then two. During this time, a wave of illness spread through the town, almost all of the afflicted seeking remedies from the family shop. As such, the mother and daughter spent many days with the ill, and were exposed to the sickness themselves. Hastria's vampiric heritage spared her from the disease, but her human mother was not so lucky. She fell mortally ill, and by the time her symptoms became apparent, the ingredients for the remedy had been used up, turned into treatments for the other townsfolk. When the next shipment of the required herbs had arrived, it was far too late. Hastria's mother had passed.
So Hastria waits still, more alone than she ever has been, rarely if ever deigning to go outside of her family shop, let alone in the daylight. She possesses very little to recall her parents by save for her mother's necklace, and a sword given to her by her father many years ago. She waits in hopes that he will return soon, that she might have some form of family once more. But with every passing day, the fire of hope in her heart burns ever weaker, and there has been little that her neighbors have been able to do to keep that flame burning.