Seras Victoria (JJBA Supplement)

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This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5e rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This class was created as part of the Player Equivalent CR variant rule using the Stand User Variant (5e Class) class, and Stand User (5e Background) background, and as such is not follow traditional CR.

Seras Victoria[edit]

Medium humanoid (Vampire), lawful good


Armor Class 18 (Natural Armor)
Hit Points 171 (18d8 + 90)
Speed 30 ft., fly 30 ft.


STR DEX CON INT WIS CHA
26 (+8) 26 (+8) 20 (+5) 16 (+3) 22 (+6) 22 (+6)

Saving Throws Dex +13, Con +10, Wis +11, Cha +11
Skills Acrobatics +13, Animal Handling +11, Athletics +13, Intimidation +11, Investigation +8, Insight +11, Perception +11, Persuasion +11, Stealth +13
Damage Vulnerabilities Radiant
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing damage from Nonmagical attacks
Condition Immunities Charmed, Frightened, Unconscious (except when falling to 0 hit points)
Senses passive Perception Expression error: Unexpected number.
Languages Common
Challenge 16 (15,000 XP)


English, French, German, and Latin.

Legendary Resistance (3/day). If Seras fails a saving throw, she can choose to succeed instead.

Regeneration. Seras regains 13 (2d6 + 6) hit points and the start of his turn if she has at least 1 hit point and isn't in sunlight. She may spend 1 spirit point when this happens to double the hit points regained. If Seras takes radiant damage, this trait doesn't work until the start of her next turn. When she is reduced to 0 hit points, she may spend 1 spirit point to remain at 1 hit point instead. If she would be killed, she must spend 2 spirit points and become incapacitated until the end of her next turn.

Your human eyes are not to be trusted, all they'll do is lie to you. Seras may make attacks with ranged weapons up to their maximum range without disadvantage while she has at least 1 spirit point. She can see creatures that are invisible, including Stands, and is not effected by visual illusions while she has at least 1 spirit point.

Aestivation. When Seras would die from lack of food, water, air, or sleep (all of which is satisfied for 24 hours by consuming blood with Hemokinesis), she instead becomes paralyzed and unconcious, and Hemokinesis automatically activates when any creatures become viable targets for it.

I'm not afraid of anything anymore. Seras is aware of every creature within 110 ft. of her while she has at least 1 spirit point.

Spirit Points. Seras has 12 spirit points which she may expend. He regains all spirit points at the end of a long rest.

ACTIONS

Multiattack. Seras makes 3 unarmed strike attacks.

Unarmed Strike. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 11 (1d6 + 8) slashing damage. She regains a number of hit points equal to the damage dealt. If a creature is killed by this attack, they are raised as an Undead under his control after 1 minute. These creatures retain the same stats as when they were alive, except their type changes to Undead, they gain dark vision for 60 ft. unless they had better, and their unarmed attacks gain this effect, but not this attack itself. If damage reduces them to 0 hit points, they must make a DC 5 + damage taken Constitution saving throw, unless the damage is radiant damage or from a critical hit. On a success, they drop to 1 hit point instead. These minions will always stay under your control until they die and control over Seras' minions cannot be taken from her.

Harkonnen. Ranged Weapon Attack: +14 to hit, range 50/150 ft., one target. Hit: 53 (10d8 + 8) piercing damage. This has the armor piercing (-4) and scope (range 540) properties, and must be reloaded after 5 shots.

He believes it, too (2 Spirit Points). One creature within 30 ft. must attempt a DC 15 Dexterity or Charisma saving throw, becoming charmed for 1 minute or until they take radiant damage.

Hemokinesis (1 Spirit Point). One creature within 60 ft. of Seras with 0 hit points that is still alive or has been dead for no longer than 6 seconds is killed instantly, and Seras gains the benefits of a long rest, save for regaining the spirit point spent to use this. He may delay this long rest-like effect, allowing him to gain any of their physical features (i.e. Hamon, but not Stands), and may transform into them in appearance and movement speeds alone as an action until she consumes their blood as a bonus action.

We’ll keep killing till there’s nothing left but to destroy ourselves (2 Spirit Points). Seras summons any dead creatures who's blood she has absorbed, but not consumed. They gain any of his ability scores that are higher than their own and his features, but they otherwise retain any features they already had. Summoned creatures act on his initiative, using his actions. Seras may de-manifest a creature as a bonus action.


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Source [[1]]

Born in 1980, Seras looked up to her father, who was a police officer looking into a dangerous crime syndicate. However, this organization traced him back to his home, killing him and his wife and almost killing Seras. This event traumatized her, and caused her to react violently to most other children in her orphanage. Despite constantly being told to give up, she would eventually fulfil her dream of becoming a police officer. Early in her career, she and her squad was deployed to Cheddar Village in response to a wave of homicides. Upon arriving, they discovered that a vampire, disguised or formerly employed as a priest, had turned all of its inhabitants into ghouls. Being the last in her squad to be killed and raised, the process was ultimately stopped when Alucard arrived. Using her as a shield, Alucard had no qualms with shooting through her, killing the vampire, along with his horde in short order. In her would-be-final moments, Alucard offered her a choice: become a vampire or die.

Clearly taking the later, she would be deployed alongside Alucard in the Hellsing Organization, a secret society based in London dedicated to the eradication of supernatural threats to humanity. Being given a custom-made anti-material rifle, she formed a strong mentor-student relationship with Alucard, and formed a romantic bond with Pip Bernadotte, the leader of a mercenary unit deployed alongside them known as the Wild Geese. During the invasion of London, she obliterated Zorin Blitz's battalion that attempted to assault the Hellsing Organization's headquarters, as well as Zorin herself, though at the cost of the Wild Geese. In the final stroke of the fight, Pip asked Seras to drink his blood, thus unlocking full hidden depths of her vampiric power. Rushing to Integra, the head of Hellsing's side, slaying the Captain, and allowing her boss to slay the Major. Over Alucard's 30 year absence, she would form a rivalry with Heinkel Wolfe in a similar manner to he and Alexander Anderson's rivalry.



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