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Blood Hunter 14 The_Wizard_Ell

CLASS & LEVEL PLAYER NAME


Uldtash
Kalashtar Haunted One (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

+6 Strength
ARMOR Max HP Current HP Temp HP
STRENGTH • +12 Dexterity
+5 Constitution +3 15 113 --
+2 • +9 Intelligence
CLASS
+0 Wisdom INITIATIVE HIT POINTS
15
-2 Charisma
Total 14d10 SUCCESSES
Saving Throw Modifiers
Resistances - Psychic
DEXTERITY FAILURES
+4 Bonus on CON
+4 Bonus on DEX

+3 +4 Bonus on STR
Advantage against being charmed and
frightened.
Advantage on WIS
DEFENSES HIT DICE DEATH SAVES

17 SAVING THROWS INSPIRATION


=== ARMOR ===
Light Armor, Medium Armor, Shields
CONSTITUTION +3 Acrobatics DEX
PROFICIENCY BONUS
=== WEAPONS ===
+5
+1 P
+0

+9
Animal Handling WIS
Arcana INT
Martial Weapons, Simple Weapons

=== TOOLS ===


13 +2 Athletics STR Alchemist's Supplies, Cartographer's Tools
ABILITY SAVE DC
-2 Deception CHA
=== LANGUAGES ===
P +9 History INT Abyssal, Common, Elvish, Quori,
INTELLIGENCE
+0 Insight WIS Undercommon
55 ft. (Walking), 60 ft. (Flying)
+4 -2 Intimidation CHA
P +9 Investigation INT
19 +0 Medicine WIS SPEED

+4 Nature INT PROFICIENCIES & LANGUAGES

WISDOM +0 Perception WIS


-2 Performance CHA === ACTIONS === can affect a creature regardless of their size. At the
+0 -2 Persuasion CHA
Standard Actions
Attack, Cast a Spell, Dash, Disengage, Dodge,
end of each of its turns, the cursed creature can make
another Strength saving throw. On a success, this
Help, Hide, Ready, Search, Use an Object, curse ends.
P +9 Religion INT
10 Opportunity Attack, Grapple, Shove, Improvise,
+3 Sleight of Hand DEX Two-Weapon Fighting, Interact with an Object Blood Curse of the Anxious • 1 / Long Rest
Until the end of your next turn, all creatures have
+3 Stealth DEX === BONUS ACTIONS === advantage on Charisma (Intimidation) checks directed
CHARISMA Blood Curse of Binding at the target creature within 30 feet of you.
P +5 Survival WIS
You attempt to bind a creature you can see within <em>Amplify.</em> The next Wisdom saving throw
the target has to make before it ends has
-2 30 feet of you, that is no more than one size larger
than you. The target must succeed on a Strength
saving throw (DC 17) or have their speed be reduced
disadvantage.

to 0 and they can’t use reactions until the end of your Blood Curse of the Marked
7 next turn. You can mark a creature that you can see within 30
<em>Amplify.</em> This curse lasts for 1 minute and feet of you. Until the end of your turn, whenever you
SKILLS ACTIONS

NAME HIT DAMAGE/TYPE NOTES

10 PASSIVE WISDOM (PERCEPTION)


Moon-Touched, Rapier +10 1d8+10 Piercing Martial, Finesse

Unarmed Strike +7 3 Bludgeoning


10 PASSIVE WISDOM (INSIGHT)

19 PASSIVE INTELLIGENCE (INVESTIGATION)

SENSES WEAPON ATTACKS & CANTRIPS

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Blood Hunter 14 The_Wizard_Ell
CLASS & LEVEL PLAYER NAME
Uldtash
Kalashtar Haunted One (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

=== BLOOD HUNTER FEATURES === advantage on Charisma (Intimidation) checks directed extra damage of your chosen type. On activating the
at the target creature within 30 feet of you. rite, you take 1d8 damage. Rite damage is magical
* Hit Points • CR <em>Amplify.</em> The next Wisdom saving throw and lasts while you hold the weapon or until you
the target has to make before it ends has complete a short/long rest.
* Proficiencies • CR disadvantage.
| Rite of the Frozen • CR
* Hunter's Bane • CR | 1 / Long Rest • 1 Bonus Action Your rite damage is cold damage.
You have advantage on Wisdom (Survival) checks to
track fey, fiends, or undead, as well as on Intelligence | Blood Curse of the Fallen Puppet • CR | Rite of the Oracle • CR
ability checks to recall information about them. When a creature you can see within 30 feet of you Your rite damage is psychic damage.
drops to 0 hit points, you can use your reaction to give
* Blood Maledict • CR that creature a final act of aggression. That creature | Rite of the Storm • CR
You can invoke a blood curse a number of times per immediately makes a single weapon attack against a Your rite damage is lightning damage.
short rest based on your level. You can choose to target of your choice within its attack range.
amplify the curse, losing 1d8 hit points yourself. <em>Amplify.</em> You can first move the cursed | 1 Bonus Action
Creatures that do not have blood in their bodies are creature up to half their speed, and you grant a +4
immune to blood curses, unless you have amplified the bonus to the cursed creature’s attack roll. * Blood Hunter Order • CR
curse.
| 1 Reaction | Order of the Lycan
| 3 / Short Rest • No Action
| Blood Curse of the Marked • CR * Heightened Senses • CR
* Blood Curses • CR You can mark a creature that you can see within 30 You gain advantage on Wisdom (Perception) checks
Your chosen Blood Curses for use with the <em>Blood feet of you. Until the end of your turn, whenever you that rely on hearing or smell.
Maledict</em> feature. deal rite damage to the target, you roll an additional
hemocraft die of rite damage. * Hybrid Transformation • CR
| Blood Curse of Binding • CR <em>Amplify.</em> The next attack roll you make
You attempt to bind a creature you can see within 30 against the target before the end of your turn has | Normal Form • CR
feet of you, that is no more than one size larger than advantage.
you. The target must succeed on a Strength saving | Hybrid Transformation : 2 / Short Rest • 1 Bonus
throw (DC 17) or have their speed be reduced to 0 and | 1 Bonus Action Action
they can’t use reactions until the end of your next turn.
<em>Amplify.</em> This curse lasts for 1 minute and * Fighting Style • CR * Hybrid Transformation Features • CR
can affect a creature regardless of their size. At the You adopt a fighting style specialty. While you are transformed, you gain the following
end of each of its turns, the cursed creature can make features:
another Strength saving throw. On a success, this | Dueling • CR
curse ends. When you are wielding a melee weapon in one hand | Normal Form • CR
and no other weapons, you gain a +2 bonus to You are in your normal form with no additional
| Blood Curse of Binding : 1 Bonus Action damage rolls with that weapon. features.

| Blood Curse of the Anxious • CR * Crimson Rite • CR * Ability Score Improvement • CR


Until the end of your next turn, all creatures have As a bonus action, imbue a weapon to strike for 1d8

FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

CP 0 Lantern of Revealing 1 -- Tinderbox 1 1 lb.

Vicious Dagger 1 1 lb. Torch 10 10 lb.

SP 0 Candle of the Deep 1 -- Waterskin 1 5 lb.

Moon-Touched, Rapier 1 2 lb. Crowbar 1 5 lb.


EP 0 Studded Leather 1 13 lb. Hammer 1 3 lb.

Crossbow, Hand 1 3 lb. Holy Water (flask) 1 1 lb.


GP 0 Crossbow Bolts 20 1.5 lb. Manacles 1 6 lb.

Backpack 1 5 lb. Mirror, Steel 1 0.5 lb.


PP 0 Chest 1 25 lb. Oil (flask) 1 1 lb.

Clothes, Common 1 3 lb. Tinderbox 1 1 lb.


WEIGHT CARRIED

134 lb. Cartographer's Tools 1 6 lb. Torch 3 3 lb.

ENCUMBERED Bedroll 1 7 lb. ATTUNED MAGIC ITEMS QTY WEIGHT

0 lb. Mess Kit 1 1 lb.

PUSH/DRAG/LIFT Rations (1 day) 10 20 lb.

0 lb. Rope, Hempen (50 feet) 1 10 lb.

EQUIPMENT

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Blood Hunter 14 The_Wizard_Ell
CLASS & LEVEL PLAYER NAME
Uldtash
Kalashtar Haunted One (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

* Extra Attack • CR * Brand of Tethering • CR * Severed from Dreams • ERftLW


Beginning at 5th level, you can attack twice, instead of Your Brand of Castigation inflicts double damage and You are immune to magical spells and effects that
once, whenever you take the Attack action on your a branded creature can’t take the Dash action, and if a require you to dream, like the dream spell, but not to
turn. creature branded by you attempts to teleport or leave spells and effects that put you to sleep, like the sleep
their current plane via ability, spell, or portal, they take spell.
| Special 4d6 psychic damage and must make a Wisdom saving
throw. On a failure, the teleport or plane shift fails. * Languages • ERftLW
* Brand of Castigation • CR
Whenever you damage a creature with your Crimson | Brand of Castigation - Brand of Tethering: Special
Rite feature, you can choose to sear an arcane brand === FEATS ===
of hemocraft magic into it. You always know the * Hardened Soul • CR
direction to the branded creature, and each time the You have advantage on saving throws against being * Mobile • PHB 168
branded creature deals damage to you or a creature charmed and frightened. Your speed increases by 10 feet. When you use the
you can see within 5 feet of you, the creature suffers 4 Dash action, difficult terrain doesn't cost you extra
psychic damage. movement on that turn. When you make a melee
Your brand lasts until you dismiss it, or you apply a === KALASHTAR RACIAL TRAITS === attack against a creature, you don't provoke
brand to another creature. opportunity attacks from that creature for the rest of
* Ability Score Increase • ERftLW the turn, whether you hit or not.
| 1 / Short Rest • Special Your Wisdom score increases by 2, and your
Charisma score increases by 1.
* Stalker's Prowess • CR
Your speed increases by 10 feet. You also can add 10 * Dual Mind • ERftLW
feet to your long jump distance and 3 feet to your high You have advantage on all Wisdom saving throws.
jump distance.
* Mental Discipline • ERftLW
* Grim Psychometry • CR You have resistance to psychic damage.
When making an Intelligence (History) check to recall
information about a darker past surrounding an object * Mind Link • ERftLW
you are touching, or a location you are present in, you You can speak telepathically to any creature you can
have advantage on the roll. see within 140 ft. of you. You don’t need to share a
language with the creature for it to understand, but the
* Dark Augmentation • CR creature must be able to understand at least one
Your speed increases by 5 feet, and whenever you language.
make a Strength, Dexterity, or Constitution saving
throw, you gain a +4 bonus. As an action, when you’re speaking telepathically to a
creature, you can give that creature the ability to speak
* Advanced Transformation • CR telepathically with you for the next hour, or until you
You can use your Hybrid Transformation feature twice, end this effect as an action.
regaining all expended uses when you finish a short or
long rest. | Mind Link Response: 1 Action

ADDITIONAL FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

ADDITIONAL EQUIPMENT

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Blood Hunter 14 The_Wizard_Ell
CLASS & LEVEL PLAYER NAME
Uldtash
Kalashtar Haunted One (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

ADDITIONAL FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

Stake (Wooden) 9 --

Holy Symbol 1 --

ADDITIONAL EQUIPMENT

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Medium
GENDER AGE SIZE HEIGHT WEIGHT
Uldtash
CHARACTER NAME ALIGNMENT FAITH SKIN EYES HAIR

PERSONALITY TRAITS

IDEALS

BONDS

FLAWS
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

While in Hybrid Owl form, Uldtash has a flying speed


of 60 feet. If wearing medium armor, this speed
slows to 35 feet, and he is unable to fly while
wearing heavy armor

CHARACTER BACKSTORY ADDITIONAL NOTES

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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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