Basic Info (name, age, gender, etc...) Race Class + Subclass Background Personality Stuff (personality traits, bonds, flaws and ideals) (at least 2-3 of each) Stats (including not just typical stats, but also, passive perception, AC, spellsave DC, spell bonus, and others as such) Equipment/Currency Backstory --------------------- Proficiencies Appearance (and appearance details from a typical D&D character sheet) (since this is isekai, anime image is recommended) Features Attacks Alingment Spell List
Milia Crowfort Lvl 2 Artificer, lvl 1 Paladin Zendikar Vampire (modified) 300 Year Old Loli Background
Alignment: Chaotic Evil
Personality Traits: -I make use of every tool I can get my hands on, without waste- and my definition of "tool" is rather broad.
-I hate bullying and such one-sided behavior. I will step up, directly or from the shadows, for the underdog.
-My defeat has taught me the need for tact, so I now approach things from a much more subtle and strategical angle.
-I am curious and interested in the ideas of otherworlders.
-Behind a haughty facade, I am rather more timid.
Ideals: Prestige- I want to be admired, respected or feared by all.
Righteous Cause- If one is owed something, they have the right to trample on those standing in their way.
Self-sufficiency- The taboos of society do not matter if one has the power to surpass the need for it.
Bonds: -I will find my spellbook, nomatter what it takes -After having become isolated in my own mansion, my stuffed animals were the only thing keeping me any sort of company. I cherish them to death.
Flaws: -Though I have been somewhat humbled by recent experiences, I can still let victory get to my head and flare up my old arrogance. -I have a deep rooted sense of envy, especially directed at those born talented or powerful. -I get lonely with ease and finds ways to fill that void. -I am more childlike and guillable than I would like to admit.
Vampire • Age.Vampires don’t mature and age in the same way that other races do.
• Darkvision.Thanks to your heritage, 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.
• Vampiric Resistance.You have resistance to necrotic damage.
• Blood Thirst.You can drain blood and life energy from a willing creature, or one that is grappled by you, incapacitated, or restrained. Make a melee attack against the target, using either Strength or Dexterity for your attack roll. If you hit, you deal 1 piercing damage and 1d6 necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and you regain hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid killed in this way becomes a null.
• Extra Sunlight Sensitivity.You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight. You are also vulnerable to radiant damage.
• Bat Flight.You have a 15 feet flight speed if you are not wearing armor or otherwise encumbered.
Paladin
Divine Sense.The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.
You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.
Lay on Hands.Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5.
As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature. up to the maximum amount remaining in your pool.
Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.
This feature has no effect on undead and constructs.
Artificer
Magical Tinkering.At 1st level, you learn how to invest a spark of magic in objects that would otherwise be mundane. To use this ability, you must tinker’s tools, or other artisan’s tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:
-The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet. -Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long. -The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away. -A static visual effect appears on one of the object’s surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.
The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.
You can give the magic of this feature to multiple objects, touching one object each time you use the feature, and a single object can bear only one of the properties at a time. The maximum number of objects you can affect with the feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.
Tools Required.You produce your artificer spell effects through your tools. You must have a spellcasting focus – specifically tinker’ tools or some kind of artisan’s tool – in hand when you cast any spell with this Spellcasting feature. You must be proficient with the tool to use it in this way.
After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.
Ritual Casting.You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Infuse ItemAt 2nd level, you gain the ability to imbue mundane items with certain magical infusions. The magic items you create with this feature are effectively prototypes of permanent items.
Infusions Known When you gain this feature, pick four artificer infusions to learn. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Artificer table.
Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.
Infusing an Item Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion’s description. If the item requires attunement, you can attune yourself to it the instant you infuse the item, or you can forgo attunement so that someone else can attune to the item. If you decide to attune to the item later, you must do so using the normal process for attunement.
Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days have passed equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you give up your knowledge of the infusion for another one.
You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies.
1. Armor of Darkness Item: A suit of armor A mystical darkness is emanated from within the armor, covering the user's body within it without harming their sight. A creature wearing the infused armor cannot be blinded and is immune to the effects of Sunlight Sensitivity. They also have proficiency with intimidation checks, and if they already were, they may add double their proficiency bonus to their intimidation checks.
The armor also gives resistance to radiant damage once you reach 10th level of this class.
2. Replicate Magical Item- Talking Doll
3. Replicate Magical Item- Alchemy Jug
4.Enhanced Defense Item: A suit of armor or a shield A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item.
The bonus increases to +2 when you reach 10th level in this class.
300 Year Old Loli
Feature: Childlike Body-Regardless of your race, your body size is small and your base speed is reduced to 25 feet. You do not get any penalties when it comes to carrying or using weapons with the 'heavy' property however. You do not age.
Feature: Ancient Being Spells Prerequisite: Spellcasting or Pact Magic class feature
For you, the spells on the Orzhov Guild Spells table are added to the spell list of your spellcasting class (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)
Spell Level Spells Cantrip friends, guidance 1st command, illusory script 2nd enthrall, ray of enfeeblement, zone of truth 3rd bestow curse, speak with dead, spirit guardians 4th blight, death ward, Leomund's secret chest 5th geas
Feature: Common Misconception- Your body and likely many of your mannerisms are so childlike that people can't help taking you for a child, and an adorable one at that. When meeting someone for the first time, they will assume you are a child, and it might even prove difficult to convince them otherwise. This means you could easily pass for one if you'd like, and you might be able to curry some favors from your charm, but it also means you're far less likely to be allowed in certain places or to be taken seriously- by friend OR foe.