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Njyera Brightsteel

8 Level (0/48000 XP for level-up) Outlander Background Dhampir Race / Species / Heritage True Neutral Alignment
Wild Magic Barbarian
Level 8
Hit Dice: 8/8
1d12+2 Class 1

STR
16
+3
DEX
12
+1
CON
14
+2
INT
5
-3
WIS
8
-1
CHA
10
+0
70
Hit Points
+1
Initiative (DEX)
13
Armor Class (AC)
+3
Prof. Bonus
35
Speed (walk/run/fly)
12
Passive Perception
4 / 4
Rage (+2 dmg)
3 / 3
Vampiric Bite Power
3 / 3
Magic Awareness
3 / 3
Bolstering Magic
+6 Expertise Bonus
+3 Proficiency Bonus
+6 Strength
+1 Dexterity
+5 Constitution
-3 Intelligence
-1 Wisdom
+0 Charisma
saving throws
+1 Acrobatics DEX
-1 Animal Handling WIS
-3 Arcana INT
+6 Athletics STR
+0 Deception CHA
-3 History INT
+2 Insight WIS
+3 Intimidation CHA
-3 Investigation INT
skills
-1 Medicine WIS
-3 Nature INT
+2 Perception WIS
+0 Performance CHA
+3 Persuasion CHA
-3 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Greatsword +6 STR 2d6+3 slashing
Dagger +6 STR 1d4+3 piercing
 Finesse, light, thrown (range 20/60)
Vampiric Bite +5 CON 1d4+2 piercing
Attacks
Wanderer. You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

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 as shades of gray.

Deathless Nature. You don't need to breathe.

Spider Climb. You have a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.

Vampiric Bite. Your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Constitution modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this bite. It deals 1d4 piercing damage on a hit. While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite.
When you attack with this bite and hit a creature that isn't a Construct or an Undead, you can empower yourself in one of the following ways of your choice:
  • You regain hit points equal to the piercing damage dealt by the bite.
  • You gain a bonus to the next ability check or attack roll you make; the bonus equals the piercing damage dealt by the bite
You can empower yourself with this bite a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Rage. In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.
While raging, you gain the following benefits if you aren't wearing heavy armor:
  • You have advantage on Strength checks and Strength saving throws.
  • When you make a melee weapon attack using Strength, you gain a +2 bonus to the damage roll. This bonus increases as you level.
  • You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can't cast them or concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
Once you have raged the maximum number of times for your barbarian level, you must finish a long rest before you can rage again.

Unarmored Defense. While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

Danger Sense. At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.

Reckless Attack. Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

Magic Awareness. As an action, you can open your awareness to the presence of concentrated magic. Until the end of your next turn, you know the location of any spell or magic item within 60 feet of you that isn't behind total cover. When you sense a spell, you learn which school of magic it belongs to.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Wild Surge. The magical energy roiling inside you sometimes erupts from you. When you enter your rage, roll on the Wild Magic table to determine the magical effect produced.
If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.

Wild Surge table
1 - Shadowy tendrils lash around you. Each creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d12 necrotic damage. You also gain 1d12 temporary hit points.
2 - You teleport up to 30 feet to an unoccupied space you can see. Until your rage ends, you can use this effect again on each of your turns as a bonus action.
3 - An intangible spirit, which looks like a flumph or a pixie (your choice), appears within 5 feet of one creature of your choice that you can see within 30 feet of you. At the end of the current turn, the spirit explodes, and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 1d6 force damage. Until your rage ends, you can use this effect again, summoning another spirit, on each of your turns as a bonus action.
4 - Magic infuses one weapon of your choice that you are holding. Until your rage ends, the weapon's damage type changes to force, and it gains the light and thrown properties, with a normal range of 20 feet and a long range of 60 feet. If the weapon leaves your hand, the weapon reappears in your hand at the end of the current turn.
5 - Whenever a creature hits you with an attack roll before your rage ends, that creature takes 1d6 force damage, as magic lashes out in retribution.
6 - Until your rage ends, you are surrounded by multi colored, protective lights; you gain a +1 bonus to AC, and while within 10 feet of you, your allies gain the same bonus.
7 - Flowers and vines temporarily grow around you. Until your rage ends, the ground within 15 feet of you is difficult terrain for your enemies.
8 - A bolt of light shoots from your chest. Another creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d6 radiant damage and be blinded until the start of your next turn. Until your rage ends, you can use this effect again on each of your turns as a bonus action.

Extra Attack. Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Instinctive Pounce. When a creature ends its turn within 15 feet of you, you can use your reaction to move up to half your speed to a space closer to the creature. This movement doesn't provoke opportunity attacks.

Bolstering Magic. You can harness your wild magic to bolster yourself or a companion. As an action, you can touch one creature (which can be yourself) and confer one of the following benefits of your choice to that creature:
  • For 10 minutes, the creature can roll a d3 whenever making an attack roll or an ability check and add the number rolled to the d20 roll.
  • Roll a d3. The creature regains one expended spell slot, the level of which equals the number rolled or lower (the creature's choice). Once a creature receives this benefit, that creature can't receive it again until after a long rest.
You can take this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Feral Instinct. By 7th level, your instincts are so honed that you have advantage on initiative rolls.
Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.

Features & Traits
Greatsword
Dagger
Traveling clothes
Belt pouch
1 hunting trap (When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature.)

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Languages: Common, Elvish, Undercommon
Armor: light, medium, shields
Weapons: simple, martial
Tools: lute

Languages & Proficiencies
When I set my mind to something, I follow through no matter what gets in my way.

Personality Traits
Destiny. Nothing and no one can steer me away from my goal.

Ideals
I will bring terrible wrath down on the vampire that killed my father.

Bonds
Violence is my answer to almost any challenge.

Flaws
Outlander specialty: Bounty hunter
Dhampir hunger: blood
Dhampir origins: offspring of a vampire

Name pronounced "Neera."

Born in Hilltop, within the Silver Marches (located about 500 miles northeast of Waterdeep).

Mother (Edana) is a vampire sorceress, father (Bran Brightsteel) is a half-elf (Illuskan human x moon elf) blacksmith and fighter.

Edana brought Njyera to Bran after she was born and left here there, as she did not want the child. Bran raised Njyera and taught her how to fight, but perished when Edana returned to attack Hilltop village.

After her father's death, Njyera trained at Drogan Droganson's adventurer school in her hometown. Her swordfighting style adapted to the rage she felt after her father's death, and she rushes into battle with little care for her own safety.

Her current goal is to avenge her father, but she doesn't know her mother is the killer.

Skin: pale, pallid, a little gray. Cold to the touch, almost translucent in some spots. Has dark circles and red rings around her eyes. Body is covered in scars from various previous battles. Has a beauty mark under her left eye.

Hair: long, straight, dull black. Usually tied into a tight ponytail during battle, but she will take it down for bathing and sleeping.

Eyes: black sclera with green irises and a black slit pupil.

As she is a dhampir, she has elongated canine teeth that are hard to miss when she's talking or smiling.

She has three piercings in each earlobe.

Her weapon is a large greatsword with noticeable chunks taken out of it, as well as a snapped-off tip. She also has a dagger strapped to her thigh.

Notes


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