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Blood Hunter Order of The Lycan 6 theinfernalmage

CLASS & LEVEL PLAYER NAME


Gruk
vampire spawn Haunted One (milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

+4 Strength
ARMOR Max HP Current HP Temp HP
STRENGTH • +5 Dexterity
+2 Constitution +2 16 57 57
+3 • +3 Intelligence
CLASS
+0 Wisdom INITIATIVE HIT POINTS
16
-1 Charisma
Total
3d10 SUCCESSES
Saving Throw Modifiers
DEXTERITY FAILURES
Advantage on
+2 STR DEFENSES HIT DICE DEATH SAVES

14 SAVING THROWS INSPIRATION


=== ARMOR ===
Light Armor, Medium Armor, Shields
CONSTITUTION +2 Acrobatics DEX
+3 PROFICIENCY BONUS === WEAPONS ===
+2 P
+0

+4
Animal Handling WIS
Arcana INT
Martial Weapons, Simple Weapons

=== TOOLS ===


15 p +6 Athletics STR
Alchemist's Supplies
ABILITY SAVE DC
-1 Deception CHA
=== LANGUAGES ===
+0 History INT
INTELLIGENCE Celestial , Common, Orc, Sylvan
+0 Insight WIS

+2 P +2 Intimidation CHA 30 ft. (Walking)

P +3 Investigation INT
14 +0 Medicine WIS SPEED

+0 Nature INT PROFICIENCIES & LANGUAGES

WISDOM +0 Perception WIS


-1 Performance CHA === ACTIONS === Crimson Rite
+0 -1 Persuasion CHA
Standard Actions
Attack, Cast a Spell, Dash, Disengage, Dodge,
As a bonus action, imbue a weapon to strike for
1d6 extra damage of your chosen type. On activating
Help, Hide, Ready, Search, Use an Object, the rite, you take 1d6 damage. Rite damage is magical
P +3 Religion INT
10 Opportunity Attack, Grapple, Shove, Improvise, and lasts while you hold the weapon or until you
+2 Sleight of Hand DEX Two-Weapon Fighting, Interact with an Object complete a short/long rest.
+2 Stealth DEX === BONUS ACTIONS === Hybrid Transformation • 1 / Short Rest
CHARISMA Blood Curse of the Marked You can transform into your hybrid form for up to 1
P +3 Survival WIS
You can mark a creature that you can see within 30 hour. You can speak, use equipment, and wear armor

-1 feet of you. Until the end of your turn, whenever you


deal rite damage to the target, you roll an additional
hemocraft die of rite damage.
in this form. You can revert to your normal form earlier
as a bonus action. You automatically revert to your
normal form if you fall unconscious, drop to 0 hit
<em>Amplify.</em> The next attack roll you make points, or die.
8 against the target before the end of your turn has
advantage.
SKILLS ACTIONS

NAME HIT DAMAGE/TYPE NOTES

10 PASSIVE WISDOM (PERCEPTION)


Warhammer +6 1d8+3 Bludgeoning Martial, Versatile

Unarmed Strike +6 6 Bludgeoning


10 PASSIVE WISDOM (INSIGHT)

Unarmed Strike - Claws (DEX) +5 1d6+3 Slashing

12 PASSIVE INTELLIGENCE (INVESTIGATION)


Unarmed Strike - Claws (STR) +6 1d6+3 Slashing

Darkvision 60 ft.

SENSES WEAPON ATTACKS & CANTRIPS

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Blood Hunter 4 theinfernalmage
CLASS & LEVEL PLAYER NAME
Gruk
Half-Orc Haunted One (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

=== BLOOD HUNTER FEATURES === weapons wielded with two hands. this saving throw.

* Hit Points • CR * Crimson Rite • CR | Special


As a bonus action, imbue a weapon to strike for 1d4
* Proficiencies • CR extra damage of your chosen type. On activating the | Feral Might • CR
rite, you take 1d4 damage. Rite damage is magical You gain a +1 to melee damage rolls. This bonus
* Hunter's Bane • CR and lasts while you hold the weapon or until you increases by 1 at 11th and 18th level. You also have
You have advantage on Wisdom (Survival) checks to complete a short/long rest. advantage on Strength checks and Strength saving
track fey, fiends, or undead, as well as on Intelligence throws.
ability checks to recall information about them. | Rite of the Frozen • CR
Your rite damage is cold damage. | Predatory Strikes • CR
* Blood Maledict • CR You can apply your Crimson Rite feature to your
You can invoke a blood curse a number of times per | 1 Bonus Action unarmed strikes as a single weapon.
short rest based on your level. You can choose to You can use Dexterity instead of Strength for the
amplify the curse, losing 1d4 hit points yourself. * Blood Hunter Order • CR attack and damage rolIs of your unarmed strikes.
Creatures that do not have blood in their bodies are When you use the Attack action with an unarmed
immune to blood curses, unless you have amplified the | Order of the Lycan strike, you can make one unarmed strike as a bonus
curse. action.
* Heightened Senses • CR Your unarmed strikes deal 1d6 slashing damage. The
| 1 / Short Rest • No Action You gain advantage on Wisdom (Perception) checks damage increases to 1d8 at 11th level.
that rely on hearing or smell.
* Blood Curses • CR | Unarmed Strike - Claws (DEX): 1 Action
Your chosen Blood Curses for use with the <em>Blood * Hybrid Transformation • CR
Maledict</em> feature. | Unarmed Strike - Claws (STR): 1 Action
| Hybrid Form • CR
| Blood Curse of the Marked • CR | 1 Bonus Action
You can mark a creature that you can see within 30 | Hybrid Transformation : 1 / Short Rest • 1 Bonus
feet of you. Until the end of your turn, whenever you Action | Resilient Hide • CR
deal rite damage to the target, you roll an additional You have resistance to bludgeoning, piercing, and
hemocraft die of rite damage. * Hybrid Transformation Features • CR slashing damage from nonmagical attacks not made
<em>Amplify.</em> The next attack roll you make While you are transformed, you gain the following with silver weapons.
against the target before the end of your turn has features: While you are not wearing heavy armor, you gain a +1
advantage. bonus to your AC.
| Bloodlust • CR
| 1 Bonus Action If you begin your turn with 17 or fewer hit points, you * Ability Score Improvement • CR
must make a DC 8 WIS saving throw or else move
* Fighting Style • CR directly towards the nearest creature to you and use
You adopt a fighting style specialty. the Attack action against that creature, determining === HALF-ORC RACIAL TRAITS ===
targets randomly if there is more than one possible
| Great Weapon Fighting target. * Darkvision • BR 41
When you roll a 1 or 2 on a non-rite damage die for If you are unable to concentrate, you automatically fail You can see in darkness (shades of gray) up to 60 ft.

FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

CP 0 Scale Mail 1 45 lb. Rations (1 day) 10 20 lb.

Crossbow, Hand 1 3 lb. Rope, Hempen (50 feet) 1 10 lb.

SP 0 Warhammer 1 2 lb. Tinderbox 2 2 lb.

Crossbow Bolts 20 1.5 lb. Torch 13 13 lb.


EP 0 Backpack 1 5 lb. Waterskin 1 5 lb.

Bedroll 1 7 lb. Stake (Wooden) 9 --


GP 0 Chest 1 25 lb. Holy Symbol 1 --

Clothes, Common 1 3 lb. Jóia cara(n sei, veio do baú do véio)


PP 0 Crowbar 1 5 lb. Segunda gema especial (verde)

Hammer 1 3 lb.
WEIGHT CARRIED

159 lb. Holy Water (flask) 1 1 lb.

ENCUMBERED Manacles 1 6 lb. ATTUNED MAGIC ITEMS QTY WEIGHT

270 lb. Mess Kit 1 1 lb.

PUSH/DRAG/LIFT Mirror, Steel 1 0.5 lb.

540 lb. Oil (flask) 1 1 lb.

EQUIPMENT

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Blood Hunter 6 theinfernalmage
CLASS & LEVEL PLAYER NAME
Gruk
Half-Orc Haunted One (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

Extra Attack Brand of Castigation Blood Curse of Binding


Beginning at 5th level, you can attack twice, instead of At 6th level, whenever you damage a creature with As a bonus action, you can attempt to bind a creature
once, whenever you take the Attack action. your you can see within 30 feet of you that is no more than
Crimson Rite feature, you can choose to sear an one size larger than you. The target must succeed on
* Menacing • BR 41 arcane a Strength saving throw or have their speed be
You gain proficiency in the Intimidation skill. brand of hemocraft magic into it (requires no action). reduced to 0 and they
You can’t use reactions until the end of your next turn.
* Relentless Endurance • BR 41 always know the direction to the branded creature, and Amplify. This curse lasts for 1 minute and can affect a
When you are reduced to 0 HP but not killed, you can each time the branded creature deals damage to you creature regardless of their size category. At the end of
drop to 1 HP instead once per long rest. or a creature you can see within 5 feet of you, the each
branded creature suffffers psychic damage equal to of its turns, the cursed creature can make another
| 1 / Long Rest • Special your Intelligence modifier (minimum of 1 damage). Strength
Your brand lasts until you dismiss it, or you apply a saving throw. On a success, this curse ends.
* Savage Attacks • BR 41 brand to another creature. Your brand counts as a
When you score a critical hit, roll one of the dice an spell for the purposes of dispel magic, and the spell
additional time and add it to the extra damage. level is equal to half of your blood hunter level
(maximum of 9th level spell).
Once you use this feature, you can’t use it again until
1 vez por descanso longo eu posso morder alguem e you finish a short or long rest.
dar 1d6 de dano e curar 1d6 de vida

ADDITIONAL FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

ADDITIONAL EQUIPMENT

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Medium
GENDER AGE SIZE HEIGHT WEIGHT
Gruk Chaotic Neutral
CHARACTER NAME ALIGNMENT FAITH SKIN EYES HAIR

PERSONALITY TRAITS

IDEALS

BONDS

FLAWS
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

CHARACTER BACKSTORY ADDITIONAL NOTES

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INT 12 +4

SPELLCASTING SPELL SAVE DC SPELL ATTACK


SPELLCASTING ABILITY BONUS
CLASS

PREP SPELL NAME SOURCE SAVE/ATK TIME RANGE COMP DURATION PAGE REF NOTES

SPELLS

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