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+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
+9
Animal Handling WIS
Arcana INT
Martial Weapons, Simple Weapons
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
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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.
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 EQUIPMENT
TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.
Blood Hunter 14 The_Wizard_Ell
CLASS & LEVEL PLAYER NAME
Uldtash
Kalashtar Haunted One (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS
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
TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
PREP SPELL NAME SOURCE SAVE/ATK TIME RANGE COMP DURATION PAGE REF NOTES
SPELLS
TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.