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Nisa Ghazali
Level 7 (0/34000 XP for level-up)
Background Artist
Size Medium
Species Dji (Fear)
Wizard
Subclass Occultist
Level 7
Hit dice 7/7
1d6+3

STR 12
+1
STR save: +2
DEX 20
+5
DEX save: +9
CON 16
+3
CON save: +4
INT 20
+5
INT save: +9
WIS 14
+2
WIS save: +6
CHA 14
+2
CHA save: +3

Initiative (DEX)
+5
Speed
40 ft
Passive Perception
12
Heroic Inspiration
Armor Class (AC)
19
Mage Armor
Hit Points
57 / 57
Death Saves
Succeeded
Failed
Exhaustion


Spellcasting
Attack mod
+10
Ability
INT
Abi Mod
+7
Save DC
18
Attacks
W Pr Weapon / Attack AB Abi Dmg Dmg Type
Parasol +8 DEX 1d4+5 bludgeoning
  Properties: Finesse
Dagger +8 DEX 1d4+5 piercing
  Properties: Light, Finesse
Fanged Bite +8 DEX 1d6+5 piercing
Armor ( AC Mod: +1 )
W T  Armor AC D Properties
Mage Armor 18
Skills
P/E Bonus Skill Abi
+8 Acrobatics DEX
+2 Animal Handling WIS
+8 Arcana INT
+1 Athletics STR
+2 Deception CHA
+11 History INT
+2 Insight WIS
+2 Intimidation CHA
+8 Investigation INT
+2 Medicine WIS
+5 Nature INT
+2 Perception WIS
+5 Performance CHA
+2 Persuasion CHA
+5 Religion INT
+5 Sleight of Hand DEX
+8 Stealth DEX
+2 Survival WIS

+6 Expertise Bonus
+3 Proficiency Bonus
Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Detect Emotions
+10
Bonus Action Self Concentration, up to 1 minute S
 Notes:   SPECIES: You gain a preternatural ability to detect the most prominent emotion of creatures near you. As part of the action you use to cast this spell and as a Bonus Action on subsequent turns, you can focus on one creature you can see within 30 feet of you. The creature must succeed on a Wisdom saving throw, or you learn which emotion it feels most strongly at that moment: Anger, Disgust, Joy, Fear, Sadness, or Surprise.
Blood Bolt
+10
Action 90 feet Instantaneous 2d6 V, S
 Notes:   CLASS: You hurl a twisting bolt of blood at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d6 Necrotic damage, and you gain a number of Temporary Hit Points equal to your Proficiency Bonus.
Prestidigitation
+10
Action 10 feet Up to 1 hour V, S
 Notes:   CLASS
Eye Burn
+10
Reaction, which you take when a creature you can see within range targets you with an attack 30 feet 1 round V, S, M (a smear of camphor)
 Notes:   CLASS: You sting the eyes of a creature attacking you. The target must make a Constitution saving throw (a creature with Blindsight or Immunity to the Blinded condition succeeds automatically). On a failed save, the target has the Blinded condition until the end of the turn. On a successful save, it must subtract 1d4 from the triggering attack roll. The target automatically succeeds on its saves against your subsequent casting of this spell for 24 hours.
Shiver
+10
Action Self (15-foot cone) Instantaneous 2d6 V, S
 Notes:   CLASS: You release a wave of freezing energy in a 15-foot cone. Each creature in the area must make a Constitution saving throw. On a failed save, the creature takes 1d6 cold damage, and its speed is reduced by 5 feet until the start of your next turn. On a successful save, the creature takes half as much damage and its speed isn’t reduced. This speed reduction doesn’t stack with other effects that reduce speed.

Level 1 Spells
4 slots

NAME AB CAST RNG DUR DMG CMP #
Shackle
+10
Action 90 feet Concentration, up to 1 minute V, S, M (a manacle’s link)
 Notes:   SPECIES: You point at a creature you can see within range, conjuring ethereal manacles that attempt to bind its limbs. The target must succeed on a Strength saving throw or, for the duration, its Speed is halved, it has Disadvantage on attack rolls and Dexterity saving throws, and attack rolls against it have Advantage. In addition, righting itself from Prone costs the creature twice as much move- ment as usual. A creature Immune to being Restrained automatically succeeds on its saving throw against this spell.
Warping Touch
+10
Action Touch Instantaneous 2d6 V, S
 Notes:   SUBCLASS: On a hit make one of the effects happen: Teleport 10 feet, Next attack roll has advantage, Can't teleport or take reactions till start of my next turn.
Bleak Flame
+10
Action 30 feet Instantaneous
 Notes:   CLASS: You conjure a crackling flame of necrotic energy and hurl it at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes necrotic damage equal to 2d8 + your spellcasting ability modifier. If the target is a willing Undead creature, the attack automatically hits, but it instead regains a number of hit points equal to 1d8 + your spellcasting ability modifier. Constructs are immune to this spell.
Corrupting Ichor
+10
Action 60 feet Instantaneous 2d8 S, M (some phlegm)
 Notes:   CLASS: You spit a globule of phlegm at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 necrotic damage. In addition, until it uses its action to wipe off the phlegm, it takes 1d4 necrotic damage at the start of each of its turns and any hit points regained are reduced by half.
Everblobbing Gobhopper
+10
Action 30 feet Concentration, up to 1 minute V, S, M (a chewed piece of gum)
 Notes:   CLASS: You conjure a bouncing blob of gum in an unoccupied space on the ground within range, which fully fills a 5-foot cube. If a creature touches the blob or the blob enters a creature’s space for the first time in a turn, the creature must succeed on a Dexterity saving throw or become stuck to the blob and become restrained. A blob can only restrain as many creatures as there is space around it (eight medium creatures for a 5-foot cube, twelve medium creatures for a 10-foot cube, and so on). As a bonus action on each of your turns, you can command the blob to bounce to a space on the ground within 15 feet, dragging any creatures restrained by the blob along with it. A creature restrained by the blob can use an action on each of its turns to make a DC 12 Strength (Athletics) check, freeing itself on a success.
Mage Armor
+10
Touch Touch 8 hours V, S, M (a piece of cured leather)
 Notes:   CLASS: You touch a willing creature who isn’t wearing armor. Until the spell ends, the target’s base AC becomes 13 plus its Dexterity modifier. The spell ends early if the target dons armor.

Level 2 Spells
3 slots

NAME AB CAST RNG DUR DMG CMP #
Frighten
+10
Action 60 feet 1 minute V, S, M (a tiny, creepy doll)
 Notes:   SPECIES: You attempt to instill the sensation of impending doom in a creature you can see within range. A Construct or Undead is immune to this effect. The target must suc- ceed on a Wisdom saving throw or become Frightened of one creature or object of your choice for the duration. The Frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The effect also ends on a creature that hits the source of its fear with an attack.
Warping Touch
+10
Action Touch Instantaneous 2d6 + V, S
 Notes:   SUBCLASS: On a hit make one of the effects happen: Teleport 10 feet, Next attack roll has advantage, Can't teleport or take reactions till start of my next turn.
Corrupting Ichor
+10
Action 60 feet Instantaneous 2d8 + S, M (some phlegm)
 Notes:   CLASS: You spit a globule of phlegm at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 necrotic damage. In addition, until it uses its action to wipe off the phlegm, it takes 1d4 necrotic damage at the start of each of its turns and any hit points regained are reduced by half.
Bloodweave
+10
Action 60 feet 1 round V, S
 Notes:   CLASS: You attempt to seize control of the blood inside a Humanoid you can see with range. The target must make a Constitution saving throw. On a failed save, you can force that creature to use its reaction to move up to its speed in a direction you choose, and then use its action on its next turn to do one of the following: fall prone, drop what it is holding, or make one weapon attack against a creature you choose within its reach or range. At the end of that creature’s compelled action, your command over its body fades. Creatures that have a challenge rating or level of 5 or higher automatically succeed on the Constitution saving throw to resist this effect.
Chorus of the Lost
+10
Action 30 feet Concentration, up to 1 minute 2d6 V, S, M (a silver bell worth 10+ GP)
 Notes:   CLASS: You summon the eerie song and wailing of lost souls from a point you can see within range. Each creature in a 15-foot-radius Sphere centered there must make a Wisdom saving throw. On a failed save, the target takes 2d6 Psychic damage, and it has the Frightened condition for the duration. On a successful save, it takes half as much damage, and it has the Frightened condition until the end of its next turn. A Frightened target repeats the save at the end of each of its turns, ending the spell on itself on a success.
Sanguine Secrets
+10
Bonus Action 30 feet 1 round V, S, M (a drop of blood, which the spell consumes)
 Notes:   CLASS: You draw knowledge through the power of blood about a creature you can see within range. You learn the target’s species and creature type, its current Hit Points, and any conditions affecting it. You also learn if it has any of the following, and, if so, what they are: Vulnerability, Resistance, or Immunity to damage or conditions.
Misty Step
+10
Bonus Action Self Instantaneous V
 Notes:   TRANSFORMATION: Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space you can see.

Level 3 Spells
3 slots

NAME AB CAST RNG DUR DMG CMP #
Warping Touch
+10
Action Touch Instantaneous 2d6 + V, S
 Notes:   SUBCLASS: On a hit make one of the effects happen: Teleport 10 feet, Next attack roll has advantage, Can't teleport or take reactions till start of my next turn.
Hunger of Hadar
+10
Action 150 feet Concentration, up to 1 minute 2d6 V, S, M (a pickled tentacle)
 Notes:   SUBCLASS: You open a gateway to the Far Realm, a region infested with unspeakable horrors. A 20-foot-radius Sphere of Darkness appears, centered on a point with range and lasting for the duration. The Sphere is Difficult Terrain, and it is filled with strange whispers and slurping noises, which can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within it have the Blinded condition. Any creature that starts its turn in the area takes 2d6 Cold damage. Any creature that ends its turn there must succeed on a Dexterity saving throw or take 2d6 Acid damage from otherworldly tentacles.
Corrupting Ichor
+10
Action 60 feet Instantaneous 2d8 + S, M (some phlegm)
 Notes:   CLASS: You spit a globule of phlegm at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 necrotic damage. In addition, until it uses its action to wipe off the phlegm, it takes 1d4 necrotic damage at the start of each of its turns and any hit points regained are reduced by half.
Chorus of the Lost
+10
Action 30 feet Concentration, up to 1 minute 2d6 + V, S, M (a silver bell worth 10+ GP)
 Notes:   CLASS: You summon the eerie song and wailing of lost souls from a point you can see within range. Each creature in a 15-foot-radius Sphere centered there must make a Wisdom saving throw. On a failed save, the target takes 2d6 Psychic damage, and it has the Frightened condition for the duration. On a successful save, it takes half as much damage, and it has the Frightened condition until the end of its next turn. A Frightened target repeats the save at the end of each of its turns, ending the spell on itself on a success.
Mirror Spell
+10
Reaction, which you take when you see a creature within 60 feet of you casting a spell 60 feet Instantaneous V, S
 Notes:   CLASS: You attempt to copy and cast a spell of level 3 or lower that you can see being cast. You can only copy spells cast by creatures, and you can't copy your own spell. If the triggering spell is level 2 or lower, you automatically copy and cast the spell. If the spell is level 3 or higher, you must succeed on an ability check using your spellcasting ability (DC 10 plus the triggering spell's level) to copy and cast the spell. When casting a copied spell, you don't expend a spell slot and you don't need any components. Treat the spell as if you were its original caster, using your own spellcasting ability modifier and save DC, and casting it at the lowest level it can be cast.
Flashbang
+10
Action 60 feet (10-foot-radius sphere) Instantaneous V, S, M (a handful of metal powder)
 Notes:   CLASS: You throw a tiny spark at a point within range where it erupts with a bright flash and thunderous bang which can be heard 600 feet away. Each creature in a 10-foot-radius sphere centred on that point must make a Constitution saving throw. On a failure, a creature takes 2d8 thunder damage and is blinded and deafened for 1 minute. On a success, a creature takes half as much damage and isn’t blinded or deafened. A creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
Scarlet Dawn
+10
Action 120 feet Instantaneous 4d10 V, S
 Notes:   CLASS: Crimson light shines down in a 20-foot-radius, 60-foot- high Cylinder centered on a point within range. Each creature in that area that isn’t a Construct or Undead must make a Constitution saving throw, taking 4d10 Necrotic damage on a failed save or half as much damage on a successful one. Constructs and Undead in the area regain 4d10 Hit Points. If any of this spell’s area overlaps with an area of Darkness created by a spell of level 3 or lower, that other spell is dispelled.
Gaseous Form
+10
Action Touch Concentration, up to 1 hour V, S, M (a bit of gauze)
 Notes:   TRANSFORMATION: A willing creature you touch shape-shifts, along with everything it’s wearing and carrying, into a misty cloud for the duration. The spell ends on the target if it drops to 0 Hit Points or if it takes a Magic action to end the spell on itself. While in this form, the target’s only method of movement is a Fly Speed of 10 feet, and it can hover. The target can enter and occupy the space of another creature. The target has Resistance to Bludgeoning, Piercing, and Slashing damage; it has Immunity to the Prone condition; and it has Advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through narrow openings, but it treats liquids as though they were solid surfaces. The target can’t talk or manipulate objects, and any objects it was carrying or holding can’t be dropped, used, or otherwise interacted with. Finally, the target can’t attack or cast spells.

Level 4 Spells
1 slots

NAME AB CAST RNG DUR DMG CMP #
Warping Touch
+10
Action Touch Instantaneous 2d6 + V, S
 Notes:   SUBCLASS: On a hit make one of the effects happen: Teleport 10 feet, Next attack roll has advantage, Can't teleport or take reactions till start of my next turn.
Hunger of Hadar
+10
Action 150 feet Concentration, up to 1 minute 2d6 + V, S, M (a pickled tentacle)
 Notes:   SUBCLASS: You open a gateway to the Far Realm, a region infested with unspeakable horrors. A 20-foot-radius Sphere of Darkness appears, centered on a point with range and lasting for the duration. The Sphere is Difficult Terrain, and it is filled with strange whispers and slurping noises, which can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within it have the Blinded condition. Any creature that starts its turn in the area takes 2d6 Cold damage. Any creature that ends its turn there must succeed on a Dexterity saving throw or take 2d6 Acid damage from otherworldly tentacles.
Corrupting Ichor
+10
Action 60 feet Instantaneous 2d8 + S, M (some phlegm)
 Notes:   CLASS: You spit a globule of phlegm at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 necrotic damage. In addition, until it uses its action to wipe off the phlegm, it takes 1d4 necrotic damage at the start of each of its turns and any hit points regained are reduced by half.
Chorus of the Lost
+10
Action 30 feet Concentration, up to 1 minute 2d6 + V, S, M (a silver bell worth 10+ GP)
 Notes:   CLASS: You summon the eerie song and wailing of lost souls from a point you can see within range. Each creature in a 15-foot-radius Sphere centered there must make a Wisdom saving throw. On a failed save, the target takes 2d6 Psychic damage, and it has the Frightened condition for the duration. On a successful save, it takes half as much damage, and it has the Frightened condition until the end of its next turn. A Frightened target repeats the save at the end of each of its turns, ending the spell on itself on a success.
Vanishing Step
+10
Bonus Action Self Concentration, up to 1 minute V, S, M (the bone of an old hunter)
 Notes:   CLASS: For the duration, once on each of your turns, you can use 15 feet of your movement to teleport to an unoccupied space you can see within 15 feet of you. This fails if you are prone or incapacitated. In addition, when you are hit by an attack or targeted by a spell, you can use your reaction to teleport to an unoccupied space you can see within 15 feet of you, causing the attack to miss you or the spell to not affect you if you leave its range or radius. When you do so, until the end of your next turn, your speed is reduced by 15 feet.
Money
Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0
Treasure and Equipment
2 Daggers, Arcane Focus (Parasol), Robe, Arcane Grimoire, Scholar's Pack (Backpack,book of lore,ink,ink pen,parchment (10),little bag of sand,small knife)
Features & Traits

Species


Low Mass. You weigh half as much as a usual Humanoid of your size, and require half as much food to sustain yourself.
Power of Imagination. For a brief moment, mind overcomes matter as you exert the influence of the Imaginal Plane over your body. When you make a D20 Test using Strength, Dexterity, or Constitution, you can replace the modifier used with your choice of your Wisdom, Intelligence, or Charisma modifier. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest. You also regain all expended uses when you finish a Short Rest on the Imaginal Plane.
Force of Personality. You have Advantage on saving throws to end or avoid being Charmed or Frightened.

Class


Arcane Recovery. You can regain some of your magical energy by studying your spellbook. When you finish a Short Rest, you can choose expended spell slots to recover. The spell slots can have a combined level equal to no more than half your Wizard level (round up), and none of the slots can be level 6 or higher. For example, if you're a level 4 Wizard, you can recover up to two levels’ worth of spell slots, regaining either one level 2 spell slot or two level 1 spell slots.
Once you use this feature, you can't do so again until you finish a Long Rest.
Memorize Spell. Whenever you finish a Short Rest, you can study your spellbook and replace one of the level 1+ Wizard spells you have prepared for your Spellcasting feature with another level 1+ spell from the book.

Subclass


Intrusion. Your search into the forbidden reaches beyond the universe yields great power but comes at the risk of letting something from beyond intrude into your reality.
You have an Intrusion Die, which starts at a d6, that can change as you use your features. The die can increase or decrease, along this progression of die sizes: d2, d3, d4, d6, d8, d10, d12.
When you use a feature that risks Intrusion, roll your Intrusion Die. On a 2 or higher, no Intrusion occurs, and the Intrusion die reduces in size one step on the progression.
On a roll of 1, the Intrusion Die rises in size one step, and you roll on the Intrusion table to determine what happens as reality fractures. Intrusions use your spell save DC.
The Intrusion Die increases in size by one step (up to its starting size) when you finish a Short Rest, and it resets to its starting size when you finish a Long Rest. Additionally, you can focus alien potency into your spells. When you cast a spell using a spell slot, you can risk Intrusion to choose one of the following.
Overwhelming Mind. One target of the spell has Disadvantage on the first saving throw made against it.
Seeking Eye. You have Advantage on the first attack roll you make for the spell.
Reality Tear. Choose a spell of level 3 or lower from the Warlock spell list. You always have the spell prepared. You can change your chosen spell when you finish a Long Rest. When you cast the spell, you can risk Intrusion to remove the need to Concentrate on it, and the spell ends after 1 minute or its normal duration, whichever is shorter.
Additionally, you can cause an automatic Intrusion (and increase the die’s size one step, up to its starting size) to cast the spell once without a spell slot, and you regain the ability to do so when you finish a Long Rest.

Vampire Transformation Boons


Fanged Bite. As an Attack action, you can make a Bite attack. You are considered proficient with this attack, and you can use Strength or Dexterity as the ability. This attack deals Piercing damage equal to 1d6 plus your Strength or Dexterity modifier. This Bite attack is not a weapon or an Unarmed Strike.
If the attack hits a creature that has blood, the target must succeed on a Constitution saving throw or take an additional 1d6 Necrotic damage. You regain Hit Points equal to the Necrotic damage dealt this way. The DC is 8 plus your Proficiency Bonus plus your Transformation Stage.
Strigoi Bloodline. Your vampirism follows the Strigoi bloodline. Your speed and guile almost match your ferocity. You gain the following features:

  • If you make your Fanged Bite attack with Advantage, the Piercing damage increases to 2d4 plus your Strength or Dexterity modifier.

  • You can take the Hide action as a Bonus Action, and you can use the Hide action anywhere that is not in sunlight.


Grave-Touched Soul. You gain Resistance to Necrotic damage.
Mist Form. You can cast the Gaseous Form spell a number of times equal to your Vampire Transformation Stage without using a spell slot or needing to use Verbal, Somatic, or Material components. You regain all uses of this feature when you finish a Long Rest.
You can cast this spell as an Action on your turn, or as a Reaction when you would take Bludgeoning, Piercing, or Slashing damage. You cast the spell before taking the damage.
Improved Fanged Bite. As an Attack action, you can make 2 Fanged Bite attacks. Additionally, you can make a Fanged Bite attack as a Bonus Action if you don't make a Fanged Bite attack as part of an Attack action on the same turn.
Final Strigoi Bloodline. You reach the full manifestation of your Strigoi Bloodline. You have the following features:

  • You can summon 2d4 Swarms of Rats, Swarms of Bats, or Wolves as a Bonus Action. They appear at the start of your next turn within 60 feet of you. They follow your verbal or mental commands. They disperse after 1 hour, when you are reduced to 0 Hit Points, or when you dismiss them with a Bonus Action. You regain this ability after finishing a Short or Long Rest.

  • You can cast the Misty Step spell up to four times without using a spell slot. You can also cast a spell in this way as a Reaction when you are targeted with a weapon attack. You cast the spell before taking damage. You regain this ability after finishing a Long Rest.


Regeneration. The vampiric blood that flows in your veins gives you regenerative powers. You regain 15 Hit Points at the start of your turn if you have at least 1 Hit Point but less than 60 Hit Points. This feature has no effect if you are in sunlight or have taken Radiant damage since the end of your last turn.

Vampire Transformation Flaws


The Sanguine Curse. The Sanguine Curse has taken hold of you. As a result, you gain the following features:

  • You cannot enter a private residence that you do not own without one of the occupants inviting you. Once invited, you can enter without penalty as long as the inviter resides there. If you do enter uninvited, you have Disadvantage on all D20 Tests while in the residence. Additionally, you take 1d4 Psychic damage at the start of each of your turns. You cannot be Resistant or Immune to Psychic damage while inside such a residence uninvited.

  • You must feed every 2 days.

  • You have Disadvantage on all D20 Tests when you are in sunlight.

  • Your appearance begins to resemble that of a true vampire. In stressful conditions, as determined by you or the GM, your appearance changes outside of your control. When you do, anyone observing you knows your true nature.

  • One strike may end your existence forever. When you are Incapacitated, Stunned, or Unconscious, and you are struck by a Critical Hit with a Piercing Weapon made of wood or silver, you must succeed on a DC 20 Constitution saving throw. On a failed save, you die and are reduced to ash. Only a True Resurrection or Wish spell can resurrect you.



You can hide your true appearance and disguise yourself as the humanoid you once were by concentrating on your composure. However, moments of bloodlust or stress are likely to reveal your true nature, including the following situations:

  • Becoming Bloodied

  • Concentrating on a spell

  • Taking Radiant damage from sunlight

  • Entering a feeding frenzy

  • Having the Unconscious condition

  • Choosing to reveal yourself


Feats
I Survived to Tell the Tail
Instinct to Survive. When you take damage that would reduce you to 0 hit points, you can immediately regain hit points equal to your level. When you use this benefit, you cannot use it again until you finish a long rest.
Superior Speed. You gain a +10 bonus to speed.
Wriggle Free. If you would gain the Grappled condition, roll a d20. On a 10 or higher, you instead do not gain it.


™ & © Wizards of the Coast - D & D 5e Character Sheet v3.04, made by Tillerz - Updated: 2025-06-11

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