Timothy Ashworth

Level 5 Dhampir  •  Warlock (Undead Patron)  •  Haunted One  •  Ravenloft: The Horrors Within

Ability Scores

STR
−1
8
DEX
+2
14
CON
+3
17
INT
+0
11
WIS
+1
13
CHA
+4
19

Combat

13
Armor Class
+2
Initiative
35
Speed (ft)
+3
Prof. Bonus
43
Max HP
15
Spell Save DC
+7
Spell Attack
11
Passive Perc.

Saving Throws

−1Strength
+2Dexterity
+3Constitution
+0Intelligence
+4Wisdom
+7Charisma

Skills

= proficient. Unfilled skills still use the listed ability modifier.

+7Intimidation cha · class
+3Investigation int · class
+3Arcana int · bg
+4Survival wis · bg

Appearance & Identity

Alignment
Chaotic Neutral
Age
19 (stopped) / 24 (true)
Height / Weight
5'10" / 150 lb

Eyes: Pale violet-grey, faintly luminous in low light — people notice them and then struggle to describe them afterward.

Hair: Black, kept short and out of the way.

Skin: Ashen pale; never flushes, tans, or burns.

Touch: Cold. Always. He never warms, even by a fire, and has no pulse to find if anyone checks.

Reflection: Casts none — to anyone else. Timothy alone can see his reflection, faint, and it is not always doing what he is.

Languages: Common, Infernal, Necril (the murmuring tongue of the undead)

Tool Proficiency: Playing Card Set

Alignment and age are a starting guess — change them freely to fit how you actually play him.

Personality

Trait: Tracks every favor owed to him and every favor he owes — an old habit from a childhood spent learning the price of things.

Ideal: Independence. No one gets to own me again.

Bond: Voss is the only "family" left who truly knows what Timothy is — and some twisted part of him still craves that recognition.

Flaw: Struggles to trust kindness; braces for the moment anyone's generosity turns out to have a price, the way his parents' did.

Secret: Doesn't sleep, and feeds quietly at night — no one in the party knows.

Racial Traits — Dhampir

Creature TypeHumanoid
Size / SpeedMedium · 35 ft (plus Climb Speed 35 ft)
Darkvision60 ft
Spider ClimbClimb Speed equal to your Speed. At character level 3+, move up, down, and across vertical surfaces and ceilings while leaving your hands free.
Trace of UndeathResistance to Necrotic damage.
Vampiric BiteSee full feature below.

Vampiric Bite

When you make an Unarmed Strike, you can bite with your fangs: deal 1d4 piercing + your CON modifier (+3) instead of your normal Unarmed Strike damage. Attack bonus is +2 (STR −1 + prof +3) — a bite is an Unarmed Strike, so Pact of the Blade's CHA does not apply.

When you deal this bite damage to a creature that isn't a Construct or Undead, empower yourself in one of these ways:

DrainRegain Hit Points equal to the piercing damage dealt.
StrengthenGain a bonus to your next ability check or attack roll within 1 minute, equal to the piercing damage dealt.

Usable a number of times equal to your Proficiency Bonus (3); all uses return on a Long Rest. Tracker on the Notes page.

Resistances & Immunities

Necrotic damageResistant — passive, from dhampir blood
FrightenedImmune — only while Form of Dread is active

Hit Points

43 / 43 +0 temp

Damage hits temp HP first. Temp HP doesn't stack — "Set Temp HP" keeps the higher value.

Turn Tracker

Round 1
Action
Bonus
Reaction
Movement

Tap each as you use it. "End My Turn" resets them and advances the round.

Active Effects

Concentration: none
Hex off
Adds +1d6 necrotic to every attack's damage roll automatically. Concentration.
Form of Dread off
Rolls 1d10+5 temp HP, immune to Frightened, frighten on a hit. Uses a charge (4 left).
Armor of Agathys
Cast at 3rd level: gain 15 temp HP, 15 cold to melee attackers.

Attacks & Damage Spells

Tap Attack to roll d20 to hit, Damage to roll damage. Hex adds its die automatically when toggled on. All rolls log below.

Combat Log

Rolls and damage will appear here.

Pact Weapon

The Hollow Scythe (Glaive, reflavored) — summoned via Pact of the Blade as a bonus action when not in hand. Mechanically a glaive: 1d10 slashing, reach 10 ft, two-handed, heavy. Reskinned as a long-hafted reaper's blade — entirely cosmetic, no mechanical change.

AttackDamageNotes
+7 to hit1d10 + 4 slashingThirsting Blade grants a second attack

Armor & Other Weapons

Leather ArmorAC 13 (11 + DEX)
Sickle1d4 slashing, light — backup/thrown-flavor blade
2 Daggers1d4 piercing, finesse, light, thrown (20/60)

Adventuring Gear

From Warlock Starting Kit

Arcane focus (orb), Book (occult lore — could be a scrap salvaged from Voss's old study), Scholar's Pack, 15 GP

From Haunted One Background

Gaming set (playing cards), Crowbar, Holy water (1 flask), Mirror, Oil (2 flasks), Signal whistle, Tinderbox, Traveler's clothes, 5 torches, Waterskin, 14 GP

The mirror is worth carrying for reasons that have nothing to do with grooming.

Currency

CP
0
SP
0
EP
0
GP
29
PP
0

Carrying Capacity

120 lb (STR 8 × 15) before you count as encumbered. Worth tracking — your STR score is low.

Pact Magic

Slots
2
Slot Level
3rd
Recharge
Short Rest

Cantrips Known

Eldritch Blast

Ranged spell attack, 120 ft. At level 5 fires 2 beams (same or different targets), 1d10 force damage each, +4 CHA damage per beam from Agonizing Blast.

Toll the Dead

Ranged spell attack/WIS save, 60 ft. 2d8 necrotic (2d12 if the target is missing any of its hit points).

Minor Illusion

Create a minor sound or image (not both) within 30 ft, lasts 1 minute. Useful for distractions and misdirection.

Free / Always-Available Casting

Spirit Whispers (Gathered Whispers feat)

Message, castable without material components, delivered by the spirits rather than your voice.

Augury (Gathered Whispers feat)

Always prepared. Cast once per long rest with no slot or components for a glimpse of fortune on a planned course of action; can also be cast normally using a spell slot.

Undead Spells — Always Prepared (don't count against spells known)

Your patron keeps these ready for free. You cast them with your Pact Magic slots. At level 5 you have the level 3 and level 5 rows.

SpellWhat it does
Bane (1st)Up to 3 creatures save or subtract 1d4 from their attack rolls and saves. Concentration.
Blindness/Deafness (2nd)Target is Blinded or Deafened (your choice). No concentration.
Phantasmal Force (2nd)Illusion only the target perceives, dealing 1d6 psychic each turn. Concentration.
Ray of Sickness (1st)Ranged spell attack: 2d8 poison + possible Poisoned condition.
Speak with Dead (3rd)Question a corpse (5 questions, 10 min). Hugely on-theme — interrogate the ones you feed on.
Summon Undead (3rd)Conjure a spectral skeleton/zombie/ghost minion for 1 hr. Concentration. Action-economy boost and a body between you and trouble.

Spells Known

Hex — 1st level, bonus action, concentration (1 hr)

Curse a creature within 90 ft: your attacks against it deal +1d6 necrotic, and it has disadvantage on checks with one ability score you choose. Can be moved to a new target as a bonus action if the cursed creature dies.

Misty Step — 2nd level, bonus action

Teleport up to 30 ft to an unoccupied space you can see. No concentration. Your escape hatch out of melee, across gaps, and past locked doors — strong in and out of combat.

Armor of Agathys — 1st level

Gain 5 temporary hit points; while they last, any creature that hits you with a melee attack takes 5 cold damage. No concentration. Cast at 3rd level for 15 temp HP / 15 cold.

Hold Person — 2nd level, concentration (1 min)

WIS save or a humanoid is paralyzed; repeats the save each of its turns. Paralyzed means melee hits against it auto-crit — and lore-wise, your way to subdue prey at night before feeding.

Animate Dead — 3rd level

Raise a skeleton or zombie from a corpse or bones, under your control. Lasts until destroyed; recast within the proper window to keep control beyond a day.

Vampiric Touch — 3rd level, concentration (1 min)

Melee spell attack: 3d6 necrotic damage, and you regain half the damage dealt as hit points. Can repeat the attack each turn while concentrating.

Welcome Back — Action Economy Refresher

Action

Attack with the Hollow Scythe (twice, via Thirsting Blade) • Vampiric Bite (replaces an Unarmed Strike) • Cast a leveled spell • Eldritch Blast • Dash/Disengage/Dodge/Help/Search as needed

Bonus Action

Cast Hex (then it stays up — no upkeep cost) • Activate or end Form of Dread • Summon/dismiss pact weapon

Reaction

Unearthly Scream — when hit by an attack, add your proficiency bonus (+3) to AC, possibly turning the hit into a miss. 3 uses, resets on long rest.

Free / No Action

Message via Spirit Whispers • End Form of Dread early

Eldritch Invocations (3 known)

Warlocks learn invocations at levels 1, 2, and 5. These three are yours right now — you can swap one each time you level a warlock level.

InvocationWhat it doesPrereq
Thirsting BladeAttack twice (instead of once) whenever you take the Attack action with your pact weapon.Lvl 5 + Pact of the Blade
Agonizing BlastAdd your CHA modifier (+4) to each Eldritch Blast beam that hits.Eldritch Blast cantrip
Devil's SightSee normally in darkness — magical or non-magical — out to 120 ft.none

Features by Source

Every feature on your sheet and exactly where it comes from, so nothing is a mystery at the table.

Warlock Class (levels 1–5)

Pact Magic2 spell slots, both 3rd level, recharge on a Short Rest. CHA is your spellcasting ability.
Eldritch InvocationsThe 3 listed above.
Pact of the BladeBonus action to summon/bond a weapon; use CHA for its attack & damage rolls.
Magical CunningOnce per long rest, a 1-minute ritual recovers expended Pact Magic slots.

Undead Patron Subclass (Ravenloft: Horrors Within)

Form of Dread (lvl 3)Bonus action, 1 min: 1d10+5 temp HP, immune to Frightened, and once/turn on a hit force a WIS save or Frighten the target. 4 uses (CHA mod), reset on long rest.
Undead Spells (lvl 3 & 5)Always-prepared (free): Bane, Blindness/Deafness, Phantasmal Force, Ray of Sickness (lvl 3) and Speak with Dead, Summon Undead (lvl 5). Cast with Pact Magic slots.

Dhampir Species

Darkvision60 ft.
Spider ClimbClimb speed = your speed; at level 3+, move on walls/ceilings hands-free.
Trace of UndeathResistance to necrotic damage.
Vampiric BiteBite as an Unarmed Strike: 1d4 piercing + CON (+3), at +2 to hit (STR-based — Pact of the Blade does NOT apply). On a hit vs. non-Construct/Undead: Drain (heal) or Strengthen (bonus to next check/attack). 3 uses (prof bonus), reset on long rest.

Feats

War CasterAdvantage on CON saves to maintain concentration; cast with hands full; cast a spell in place of an opportunity attack. (Your level-4 ASI/feat pick.)
Gathered Whispers (Dark Gift)Message + free Augury 1/long rest; Unearthly Scream reaction (+3 AC, 3 uses); Voices From Beyond on a nat 1. (Free from Haunted One background.)

Coming at level 6 — Grave Touched: your necrotic damage ignores resistance, once/turn you can change a damage spell to necrotic, you gain Spare the Dying, and you no longer need to sleep/eat/breathe. Not active yet at level 5.

Resting

Short RestRegain both Pact Magic slots. You can also spend Hit Dice to heal (1d8 + CON per die) — see Notes page.
Long RestRegain HP to max, Vampiric Bite uses, Unearthly Scream uses, Form of Dread uses, Pact Magic slots, free Augury cast, 2 spent Hit Dice, and reduce Exhaustion by 1 level.

Exhaustion (2024 rules)

Each level gives a cumulative −2 penalty to all D20 Tests (attack rolls, ability checks, saving throws) and reduces your Speed by 5 ft per level. At 6 levels, you die. A Long Rest with food and drink removes 1 level.

Double-check this against your table's exact ruleset if it ever comes up — some groups still run the older tiered version.

Tactical Notes

Opening a fight: Armor of Agathys before melee gives temp HP and punishes anyone who hits you back.

Burst window: Hex (bonus action) → attack twice with the Hollow Scythe — both hits carry the extra 1d6 necrotic.

Tough fight: Form of Dread before engaging — temp HP, frighten immunity, and a chance to frighten on your first hit.

Out of combat: Animate Dead or Summon Undead to build a small undead retinue — thematically perfect for a lich's former pupil.

Mid-fight panic button: Vampiric Touch — damage and self-healing in one action.

Lord Ezren Voss — the Hollow Marquis

An aristocratic lich who travels under assumed names and excellent tailoring. Wealthy, soft-spoken, and never in a hurry — Voss prefers debts to violence, because a debt outlasts a single death.

The Ashworth Family

The Bargain

Before Timothy was born, the Ashworths were minor grain merchants in the market town of Aldenmoor. Two failed harvests had already strained the family when infant Elsie — Timothy's younger sister — fell to a wasting fever no physician could touch. A well-dressed stranger arrived offering what banks wouldn't: Lord Voss cured Elsie with a touch and forgave the family's debts, on the condition that a debt of his choosing would be called in, at a time of his choosing. Edmund Ashworth, desperate, signed without asking what that meant.

The Reckoning

The family prospered for years and quietly assumed they'd paid what they owed in coin. They hadn't. On a moonless night when Timothy was eight, Voss returned to collect what was actually his. By morning, Edmund, Marguerite, and Elsie were dead — and the house held nothing living except Timothy.

The Apprenticeship

Voss didn't kill the boy. He explained, almost gently, that Timothy himself had always been the real payment. Over the years that followed, Voss carried Timothy through the Mists, transformed him into something not fully alive, and taught him — patiently, without cruelty, which was somehow worse — how to hunt, how to kill cleanly, and how to vanish afterward.

Now

Timothy eventually slipped the leash — or Voss simply let it lengthen. He keeps a low profile, feeds rarely and quietly, and tries not to dwell on the fact that the voice in his head taught him everything he knows about taking a life unnoticed. Voss still checks in. He always will.

The Introduction — Say This at the Table

"Timothy Ashworth. I'm... not from anywhere you'd know anymore — a little market town called Aldenmoor, long behind me. I keep to myself, I'm better company after dark, and if you find me cold to the touch, don't worry about it. I'm looking for the same thing you are, more or less: a way forward. Just don't ask me to talk about my family."

Cold, polite, a little evasive — enough to intrigue the party without revealing what you are.

The Full Story

Timothy was born to the Ashworths, grain merchants in the market town of Aldenmoor — an ordinary, decent family. Before he was born, two failed harvests and his infant sister Elsie's wasting fever drove his father Edmund to desperation. A soft-spoken, impeccably dressed stranger, Lord Ezren Voss, arrived offering what no bank would: he cured Elsie with a touch and erased the family's debts. The price was a single clause Edmund didn't think hard enough about — a debt of Voss's choosing, called in at a time of his choosing.

The family prospered and assumed they'd paid in coin. They hadn't. On a moonless night when Timothy was eight, Voss returned to collect what was actually owed — and what was owed had always been Timothy himself. By morning, Edmund, Marguerite, and Elsie were dead, and the house held nothing living but the boy.

Voss didn't kill him. He explained, almost gently, and that gentleness was the worst part. Over the years that followed he carried Timothy through the Mists, changed him into something between living and dead, and taught him — patiently, never cruelly — how to hunt, how to kill cleanly, and how to vanish after. A child raised by the thing that orphaned him, who came to crave the only attention he had left.

Eventually the leash lengthened, whether Timothy slipped it or Voss simply allowed it. Now he travels apart from his maker, feeding rarely and in secret, never sleeping, his reflection showing him something that isn't quite him. But Voss still whispers. He always will — in the nightmares, in the shape Timothy wears when the dread takes him, in the tasks that arrive when least wanted. Timothy tells himself he's free. He's never been certain that's true.

Roleplaying the Curse

Timothy is a dhampir, not a true vampire — so mechanically none of the below is forced on you. But leaning into classic vampire folklore makes him richer to play, and gives your DM hooks to build tension around. Pick the ones you like, treat them as self-imposed character traits, and talk to your DM about which (if any) you both want to have real mechanical teeth.

Your three committed hard rules are flagged ⚑ Hard Rule below: Invitation, No Reflection, and The Hunger. Everything else is fun flavor to reference when it's dramatic — not binding.

The Threshold — Invitation ⚑ Hard Rule

The classic one you asked about: a vampire cannot enter a private dwelling unless invited by someone who lives there. Public buildings (inns, shops, temples) are usually fair game; a home is not.

Playing it: Hover at doorways. Ask to be invited in, every time. If an ally forgets to invite you, you wait outside — which can be played for dread or dark comedy. Once invited, the invitation generally stands until rescinded.

Hook: a homeowner who realizes what you are can revoke the invitation mid-scene and force you out.

Reflections & Images ⚑ Hard Rule

You already have this: you cast no reflection others can see, and what you see in a mirror is something sinister. Folklore extends it to anything that captures a likeness.

Playing it: avoid mirrors, polished surfaces, still water, and being painted or sketched. Portraits never come out right. People who look closely at a mirror beside you notice the absence — a classic way to be unmasked.

Running Water

Many traditions hold that a vampire cannot cross running water — a river, a stream, the open sea — except at a ford, a bridge, or while carried, and even then only reluctantly or at slack tide.

Playing it: hesitate at every river crossing. Prefer bridges. A chase that ends at a stream is a chase you might lose on purpose.

Sunlight

The most famous weakness, though its severity varies wildly by tradition — from "instantly destroyed" to merely "weakened and powerless by day." As a dhampir you walk in daylight fine mechanically, so this is pure flavor.

Playing it: a preference for night, squinting and irritable by day, heavy cloaks and wide hats, scheduling around dusk. Lighter than full vampirism but still unmistakably off.

Garlic, Holy Symbols & Wards

Garlic flowers at the window, a brandished holy symbol, blessed ground, a string of wild rose or hawthorn — folk wards meant to repel the undead. Effects range from real revulsion to simple discomfort.

Playing it: flinch from a holy symbol. Refuse the garlic-heavy stew. Step carefully around a churchyard. You carry holy water in your own pack — does touching it sting? Your call.

The Compulsion to Count

A stranger, lesser-known gem: many vampires are said to be compulsively arithmomaniac — scatter seeds, grain, or salt and the creature must stop and count every one before doing anything else.

Playing it: a spilled bag of rice genuinely derails you. Great for a moment of vulnerability, or a quirk an enemy learns to exploit. (This is the folklore root of the Sesame Street Count.)

The Hunger ⚑ Hard Rule

The one weakness that's actually you, already canon in your backstory: you feed at night, secretly. Folklore vampires grow gaunt, pale, and erratic when starved, and risk losing control entirely.

Playing it: track how long since you last fed. Get colder, quieter, and harder to be around as the hunger builds. The party noticing you slip away each night is one of your best sources of ongoing tension — decide with your DM whether going too long has a mechanical cost.

Rest in Native Soil

Many traditions require a vampire to rest on, or carry, soil from their homeland or their grave. Without it, no true rest.

Playing it: a pouch of Aldenmoor earth you guard obsessively. You don't sleep anyway (canon for you), but losing the soil could rattle you in a way nothing else does — a rare, precious vulnerability for an enemy to find.

Invitation to Commit

A quick menu — tell your DM which of these you want to treat as hard rules for Timothy versus flavor you'll honor when it's dramatic:

TropeGood as a hard rule?
Invitation to enter homesYes — high drama, low combat impact
No reflection / imagesYes — already canon for you
The HungerYes — already canon, great tension
Running waterMaybe — can strand you awkwardly
Garlic / holy wards revulsionFlavor — keep it roleplay-only
Compulsion to countFlavor — fun but situational
Native soilFlavor — a hidden vulnerability
Sunlight aversionFlavor — pure mood, no mechanics

When the Patron Speaks

Two tables for your DM (or you) to draw from: one for when Voss actively reaches out with a task, and one for the flavor of the whispers when Voices From Beyond triggers (natural 1) or when Form of Dread activates.

The Ledger of Debt — Patron Check-In

Roll whenever your DM decides Voss is "checking in" — between sessions, after a long rest in a town, or whenever the story calls for it.

— awaiting the seal —

The Whispers — Voices From Beyond / Form of Dread

Roll on a natural 1, or when Form of Dread activates, for what the voices do this time.

— silence, for now —

Ledger Log

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Trackers

Hit Points

43 / 43

Hit Dice (5d8)

— no die spent yet —

Pact Magic Slots (3rd level)

Vampiric Bite (3 uses)

Unearthly Scream (3 uses)

Form of Dread (4 uses)

Death Saves

Success
Fail

Inspiration

Exhaustion

0 levels (max 6)

Allies & Organizations

Session Notes