Alucard (JJBA Supplement)
Alucard[edit]
Medium undead (Vampire), lawful evil Armor Class 24 (Natural Armor)
Saving Throws Con +11, Cha +11 Spirit Points. Alucard has 20 spirit points which he may expend. He regains all spirit points at the end of a long rest. Daywalker. Alucard does not age or need to sleep, and counts as one size larger for the sake of how much he can push, pull, or lift. Endurance. When Alucard is targeted by an area effect that lets him make a Constitution saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails the save. Brainstorm. When Alucard is targeted by a feature in which he must make a saving throw or the entity initiating the effect makes any sort of attack roll or skill check, he may spend 1 spirit point to contest it with an Intelligence saving throw, completely ignoring the effect on a success. I'm not afraid of anything anymore. While Alucard has at least 1 spirit point, he is aware of any creatures within 5 feet and are immune to illusions. Aestivation. When Alucard would die from lack of food, water, or sleep, he instead becomes paralyzed and unconscious. Alucard automatically drains any viable creatures as per Blood Drain while in this state, ending it instantly. Well of Souls. Alucard may use Bloody Summoning at will for 0 spirit points 3,000,000 times. Hellsing Special Ammunition. Alucard's .454 Casull and Jackal attacks have a +4 bonus to damage rolls against targets with an AC of 16 or lower, have a +2 bonus to attack rolls against targets with an AC of 16 or higher, and deal twice as much damage to Aberrations, Fiends, and Undead, and half as much damage to Celestials. ACTIONSMultiattack. Alucard makes 3 attacks with his unarmed strike, .454 Casull, or Combat Pistol 'Jackal'. Unarmed Strike. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage. HELLSING ARMS .454 CASULL AUTO. Ranged Weapon Attack: +15 to hit, range 30/300 ft., one target. Hit: 15 (2d8 + 6) piercing damage, 3 (1d6) bludgeoning damage, and 3 (1d6) fire damage. Must be reloaded as a bonus action after 12 shots. HELLSING COMBAT PISTOL 'JACKAL'. Ranged Weapon Attack: +14 to hit, range 30/300 ft., one target. Hit: 16 (3d6 + 5) piercing damage, 3 (1d6) bludgeoning damage, and 3 (1d6) fire damage. Must be reloaded after 6 shots. It's perfection... As a bonus action, Alucard grants his .454 Casull and Combat Pistol 'Jackal' the spread (1d4) property, but must spend a number of shots equal to the spread property's die roll. If the weapon's remaining shots are lower than the roll, he spends all remaining shots and deal that number of instances of damage instead. Your human eyes are not to be trusted, all they'll do is lie to you (1 Spirit Point). As a bonus action, Alucard's ranged attacks no longer have disadvantage from their target being in their long range, he gains advantage on Perception and Investigation checks, and he can see invisible creatures for 1 minute. Blood Drain (1 Spirit Point). As a bonus action, Alucard gains the following for 1 minute. On a hit with an unarmed strike, he regains hit points equal to the damage he deals unless the target is an elemental, construct, or undead to a maximum of twice the target's proficiency bonus. When he reduces a creature within 60 feet to 0 hit points and would regain hit points from this feature, he may instead raise them as an undead after 1 minute. They regain hit points equal to the damage he dealt that reduced to them to 0 hit points, they gain the Zombie feature, and they become charmed by Alucard. Alternatively, he may increase his Well of Souls feature by 1, allowing him to transform into them visually and gain their movement speeds at will. Bloody Summoning (1 Spirit Point). While Blood Drain is active, one willing or unconscious creature within Alucard's reach that is not an elemental, construct, or undead is killed instantly and he regains hit points as if he had hit them with an unarmed strike and spirit points equal to half their proficiency bonus rounded down, and fulfilling his daily requirement of food and water. He believes it, too! (2 Spirit Points). One creature within 30 feet to attempt a DC 18 Charisma saving throw. On a failure, they are charmed for 1 minute or until they take any radiant damage. We’ll keep killing till there’s nothing left but to destroy ourselves (2 Spirit Points). One creature who was used to increase Alucard's Well of Souls feature is raised as an undead in the same manner as Blood Drain. Alucard may use Blood Drain and Bloody Summoning on undead raised in this way. It's just such a nice night out (2 Spirit Points). Until the end of his next turn, Alucard can move through objects, but not creatures. If this feature ends while he is within an object, he is shunted to the nearest open space. Guns won't do a thing to a vampire! (1 Spirit Point). As a bonus action Alucard becomes red mist for 1 minute with concentration, causing as any damage he takes and deals to be halved. Telekinesis. Alucard moves one object with a weight up to twice his lifting capacity within 60 feet of him up to 60 feet in one direction. Teleportation (3 Spirit Points). Alucard teleports to one location he can visualize. If traveling normally to this location would require crossing any body of water at least 5 cubic feet in size, this feature fails. Control Art Restriction System: Release. Alucard gains a +1 bonus to his attack and damage rolls and his AC, and his unarmed strikes deal an additional 3 (1d6) bludgeoning damage. At the end of each of his turns, Alucard must attempt a DC 10 + twice the number of instances of this feature Charisma saving throw. On a failure, he must spend a number of spirit points equal to the number of instances of this feature or end all instances of this feature. Alucard counts as 1 size category higher for the sake of pushing, pulling, or lifting while benefiting form any instances of this feature. This can also be used as a bonus action. Control Art Restriction System: Seal. Alucard loses 1 instance of Control Art Restriction System: Release. This can also be used as a bonus action.
|
In 1897, in his time as the great Count Dracula of Transylvania, Alucard's intelligent mind was like that of a child, unaware of the immense power hidden within him. After his defeat at the hands of the great Professor Abraham Van Hellsing, he was sealed away in the basement of what would become the Hellsing Organization Headquarters, sealing his immense power with the Cromwell Invocation, only to be released when the Bureau Director allowed it. 30 years after being released as the organization's greatest weapon in 1939 to massacre the Nazi's growing horde of unnatural beasts partially spawned from his own flesh, he was sealed away once more in Hellsing manor by then-Bureau Director Arthur Hellsing came to believe that Alucard was "too powerful a drug to be used as more than the occasional medicine". In desperation and fear for her own life, he was awakened by the next director, Arthur's 12 year old daughter Integra Fairbrook Wingates Hellsing, in 1989. Quickly gaining an affection for the ruthless child, as well as an equal distaste for those he was deployed against, he would eventually become instrumental in final victory against the Nazi menaces in World War 3 during the 1999 firebombing of London alongside his protégé Seras, though at the cost of erasing himself from existence for 30 years by absorbing Schrödinger, reappearing as a new kind of monster. WeaponsAlucard's HELLSING ARMS .454 CASULL AUTO is a +1 heavy pistol. Alucard's HELLSING COMBAT PISTOL 'JACKAL' is a Legendary simple ranged weapon with the ammunition (range 30/300), reload (6 shots), and heavy properties that deals 3d6 piercing damage on a hit. It uses custom-made 13mm handgun rounds that are more similar to rifle rounds. A creature with a Strength score lower than 20 must attempt a DC 20 Constitution saving throw immediately after each attack they make with this weapon. On a failure, the arm they are wielding this weapon with takes 20 damage. If they are wielding this weapon in both hands, this damage is divided evenly between both arms. |
Back to Main Page → 5e Homebrew → Rules → PECR