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Blood Hunter 9 / Druid 1 / Monk 1 KunDrun

CLASS & LEVEL PLAYER NAME


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Dragonborn Folk Hero (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

+0 Strength
ARMOR Max HP Current HP Temp HP
STRENGTH • +4 Dexterity
+1 Constitution +0 14 79 --
+0 • +5 Intelligence
CLASS
+3 Wisdom INITIATIVE HIT POINTS
11
+2 Charisma
9d10 + 1d8 + 1d8
Resistances - Cold, Total SUCCESSES
Saving Throw Modifiers
DEXTERITY Bludgeoning, Piercing, Slashing FAILURES
Advantage on
+0 STR DEFENSES HIT DICE DEATH SAVES

10 SAVING THROWS INSPIRATION


=== ARMOR ===
Light Armor, Medium Armor, Shields
CONSTITUTION +0 Acrobatics DEX
PROFICIENCY BONUS
=== WEAPONS ===
+4
+1 P

P
+7

+5
Animal Handling WIS
Arcana INT
Martial Weapons, Simple Weapons

=== TOOLS ===


13 +0 Athletics STR Alchemist's Supplies, Calligrapher's Supplies,
ABILITY SAVE DC Vehicles (Land)
+2 Deception CHA
P +5 History INT === LANGUAGES ===
INTELLIGENCE
+3 Insight WIS Common, Draconic, Druidic
40 ft. (Walking)
+1 +2 Intimidation CHA
+1 Investigation INT
13 +3 Medicine WIS SPEED

+1 Nature INT PROFICIENCIES & LANGUAGES

WISDOM +3 Perception WIS


+2 Performance CHA === ACTIONS === the rite, you take 1d6 damage. Rite damage is magical
+3 +2 Persuasion CHA
Standard Actions
Attack, Cast a Spell, Dash, Disengage, Dodge,
and lasts while you hold the weapon or until you
complete a short/long rest.
Help, Hide, Ready, Search, Use an Object,
P +5 Religion INT
17 Opportunity Attack, Grapple, Shove, Improvise, Hybrid Transformation • 1 / Short Rest
+0 Sleight of Hand DEX Two-Weapon Fighting, Interact with an Object You can transform into your hybrid form for up to 1
hour. You can speak, use equipment, and wear armor
+0 Stealth DEX Breath Weapon (Silver) • 1 / Short Rest in this form. You can revert to your normal form earlier
CHARISMA As an action once per short rest, exhale in a 15 ft. as a bonus action. You automatically revert to your
P +7 Survival WIS
cone (CON DC 13, half damage on success) for 2d6 normal form if you fall unconscious, drop to 0 hit
points, or die.
+2 Cold Damage [6th] 3d6, [11th] 4d6, [16th] 5d6

=== BONUS ACTIONS === Predatory Strikes


Crimson Rite When you use the Attack action with an unarmed
15 As a bonus action, imbue a weapon to strike for strike, you can make one unarmed strike as a bonus
1d6 extra damage of your chosen type. On activating action.
SKILLS ACTIONS

NAME HIT DAMAGE/TYPE NOTES

13 PASSIVE WISDOM (PERCEPTION)


Magic Stone +7 1d6+3 Bludgeoning D: 1m, V/S

Unarmed Strike +5 1d4+1 Bludgeoning


13 PASSIVE WISDOM (INSIGHT)

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

11 PASSIVE INTELLIGENCE (INVESTIGATION)


Unarmed Strike - Claws (STR) +5 1d6+1 Slashing

Unarmed Strike +5 1d4+1 Bludgeoning

SENSES WEAPON ATTACKS & CANTRIPS

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Blood Hunter 9 / Druid 1 / Monk 1 KunDrun
CLASS & LEVEL PLAYER NAME
eeeeeeeeee
Dragonborn Folk Hero (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

=== BLOOD HUNTER FEATURES === that creature a final act of aggression. That creature | Hybrid Form • CR
immediately makes a single weapon attack against a
* Hit Points • CR target of your choice within its attack range. | Hybrid Transformation : 1 / Short Rest • 1 Bonus
<em>Amplify.</em> You can first move the cursed Action
* Proficiencies • CR creature up to half their speed, and you grant a +1
bonus to the cursed creature’s attack roll. * Hybrid Transformation Features • CR
* Hunter's Bane • CR While you are transformed, you gain the following
You have advantage on Wisdom (Survival) checks to | 1 Reaction features:
track fey, fiends, or undead, as well as on Intelligence
ability checks to recall information about them. * Fighting Style • CR | Bloodlust • CR
You adopt a fighting style specialty. If you begin your turn with 39 or fewer hit points, you
* Blood Maledict • CR must make a DC 8 WIS saving throw or else move
You can invoke a blood curse a number of times per | Archery • CR directly towards the nearest creature to you and use
short rest based on your level. You can choose to You gain a +2 bonus to attack rolls you make with the Attack action against that creature, determining
amplify the curse, losing 1d6 hit points yourself. ranged weapons. targets randomly if there is more than one possible
Creatures that do not have blood in their bodies are target.
immune to blood curses, unless you have amplified the * Crimson Rite • CR If you are unable to concentrate, you automatically fail
curse. As a bonus action, imbue a weapon to strike for 1d6 this saving throw.
extra damage of your chosen type. On activating the
| 2 / Short Rest • No Action rite, you take 1d6 damage. Rite damage is magical | Special
and lasts while you hold the weapon or until you
* Blood Curses • CR complete a short/long rest. | Feral Might • CR
Your chosen Blood Curses for use with the <em>Blood You gain a +1 to melee damage rolls. This bonus
Maledict</em> feature. | Rite of the Frozen • CR increases by 1 at 11th and 18th level. You also have
Your rite damage is cold damage. advantage on Strength checks and Strength saving
| Blood Curse of Exposure • CR throws.
When a creature you can see within 30 feet is hit by an | Rite of the Storm • CR
attack or spell, you can use your reaction to Your rite damage is lightning damage. | Predatory Strikes • CR
temporarily weaken their resilience against it. Until the You can apply your Crimson Rite feature to your
end of the turn, the target loses resistance to the | 1 Bonus Action unarmed strikes as a single weapon.
damage types of the triggering attack or spell. You can use Dexterity instead of Strength for the
<em>Amplify.</em> The target instead loses * Blood Hunter Order • CR attack and damage rolIs of your unarmed strikes.
invulnerability to the damage types of the triggering When you use the Attack action with an unarmed
attack or spell, having resistance to them until the end | Order of the Lycan strike, you can make one unarmed strike as a bonus
of the turn. action.
* Heightened Senses • CR Your unarmed strikes deal 1d6 slashing damage. The
| 1 Reaction You gain advantage on Wisdom (Perception) checks damage increases to 1d8 at 11th level.
that rely on hearing or smell.
| Blood Curse of the Fallen Puppet • CR | Unarmed Strike - Claws (DEX): 1 Action
When a creature you can see within 30 feet of you * Hybrid Transformation • CR
drops to 0 hit points, you can use your reaction to give | Unarmed Strike - Claws (STR): 1 Action

FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

CP 0

SP 0

EP 0

GP 0

PP 0
WEIGHT CARRIED

0 lb.
ENCUMBERED ATTUNED MAGIC ITEMS QTY WEIGHT

165 lb.
PUSH/DRAG/LIFT

330 lb.

EQUIPMENT

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Blood Hunter 9 / Druid 1 / Monk 1 KunDrun
CLASS & LEVEL PLAYER NAME
eeeeeeeeee
Dragonborn Folk Hero (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

strikes are considered magical for the purpose of damage die in place of the normal damage, and when
| 1 Bonus Action overcoming resistance and immunity to nonmagical you use the Attack action on your turn, you can make
attacks and damage. one unarmed strike as a bonus action.
| Resilient Hide • CR
You have resistance to bludgeoning, piercing, and * Grim Psychometry • CR | Unarmed Strike: 1 Bonus Action
slashing damage from nonmagical attacks not made When making an Intelligence (History) check to recall
with silver weapons. information about a darker past surrounding an object
While you are not wearing heavy armor, you gain a +1 you are touching, or a location you are present in, you === DRAGONBORN RACIAL TRAITS ===
bonus to your AC. have advantage on the roll.
* Draconic Ancestry • BR 34
* Ability Score Improvement • CR === DRUID FEATURES === You gain a breath weapon and damage resistance
with your chosen dragon type.
* Extra Attack • CR * Hit Points • PHB 65
Beginning at 5th level, you can attack twice, instead of | Silver Dragon • BR 34
once, whenever you take the Attack action on your * Proficiencies • PHB 65 Cold
turn.
* Druidic • PHB 66 * Breath Weapon • BR 34
| Special You know Druidic, the secret language of druids. Once per short rest as an action, exhale destructive
energy based on your Draconic Ancestry. Each
* Brand of Castigation • CR * Spellcasting • PHB 66 creature in the area must make a DC 13 saving throw
Whenever you damage a creature with your Crimson You can cast prepared druid spells using WIS as your (type determined by your ancestry), taking 2d6 ([6th]
Rite feature, you can choose to sear an arcane brand spellcasting modifier (Spell DC 15, Spell Attack +7) 3d6, [11th] 4d6, [16th] 5d6) on a failed save, and half
of hemocraft magic into it. You always know the and prepared druid spells as rituals if they have the damage on a successful one.
direction to the branded creature, and each time the ritual tag. You can use a druidic focus as a spellcasting
branded creature deals damage to you or a creature focus. | Silver Dragon • BR 34
you can see within 5 feet of you, the creature suffers 1 As an action once per short rest, exhale in a 15 ft.
psychic damage. === MONK FEATURES === cone (CON DC 13, half damage on success) for 2d6
Your brand lasts until you dismiss it, or you apply a Cold Damage [6th] 3d6, [11th] 4d6, [16th] 5d6
brand to another creature. * Hit Points • PHB 77
| Breath Weapon (Silver): 1 / Short Rest • 1 Action
| 1 / Short Rest • Special * Proficiencies • PHB 77
* Damage Resistance • BR 34
* Stalker's Prowess • CR * Unarmored Defense • PHB 78 You have resistance to the damage type associated
Your speed increases by 10 feet. You also can add 10 While not wearing armor and not using a shield, your with your draconic ancestry.
feet to your long jump distance and 3 feet to your high AC equals 10 + DEX modifier + WIS modifier.
jump distance. | Silver Dragon • BR 34
* Martial Arts • PHB 78 Cold Damage
| Improved Predatory Strikes • CR While you are unarmed or wielding only monk
You gain a +1 bonus to attack rolls made with your weapons and you aren’t wearing armor or wielding a
unarmed strikes. In addition, when you have an active shield, you can use DEX instead of STR for the attack
Crimson Rite while in your hybrid form, your unarmed and damage rolls, you can roll your Martial Arts

ADDITIONAL FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

ADDITIONAL EQUIPMENT

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

PERSONALITY TRAITS

IDEALS

BONDS

FLAWS
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

CHARACTER BACKSTORY ADDITIONAL NOTES

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WIS 15 +7
Druid
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

PREP SPELL NAME SOURCE SAVE/ATK TIME RANGE COMP DURATION PAGE REF NOTES
=== CANTRIPS === (At Will)

O Magic Stone Druid +7 1BA Touch V,S 1 minute EE 160 D: 1m, V/S

O Gust Druid STR 15 1A 30 ft. V,S Instantaneous EE 157 V/S

=== 1st LEVEL === 2 Slots OO

O Animal Friendship Druid WIS 15 1A 30 ft. V,S,M 24 hours PHB 212 D: 24h, V/S/M

O Charm Person Druid WIS 15 1A 30 ft. V,S 1 hour PHB 221 D: 1h, V/S

O Create or Destroy Water Druid -- 1A 30 ft./30 ft. Cube V,S,M Instantaneous PHB 229 30 ft. Cube, V/S/M

O Cure Wounds Druid -- 1A Touch V,S Instantaneous PHB 230 V/S

O Detect Magic [R]<C> Druid -- 1A + 10m Self/30 ft. Sphere V,S Concentration, up to 10 minutes PHB 231 D: 10m, 30 ft. Sphere, V/S

O Detect Poison and Disease [R]<C> Druid -- 1A + 10m Self/30 ft. Sphere V,S,M Concentration, up to 10 minutes PHB 231 D: 10m, 30 ft. Sphere, V/S/M

O Entangle <C> Druid STR 15 1A 90 ft./20 ft. Square V,S Concentration, up to 1 minute PHB 238 D: 1m, 20 ft. Square, V/S

O Faerie Fire <C> Druid DEX 15 1A 60 ft./20 ft. Cube V Concentration, up to 1 minute PHB 239 D: 1m, 20 ft. Cube, V

O Fog Cloud <C> Druid -- 1A 120 ft./20 ft. Sphere V,S Concentration, up to 1 hour PHB 243 D: 1h, 20 ft. Sphere, V/S

O Goodberry Druid -- 1A Touch V,S,M Instantaneous PHB 246 V/S/M

O Healing Word Druid -- 1BA 60 ft. V Instantaneous PHB 250 V

O Jump Druid -- 1A Touch V,S,M 1 minute PHB 254 D: 1m, V/S/M

O Longstrider Druid -- 1A Touch V,S,M 1 hour PHB 256 D: 1h, V/S/M

O Purify Food and Drink [R] Druid -- 1A + 10m 10 ft./5 ft. Sphere V,S Instantaneous PHB 270 5 ft. Sphere, V/S

O Speak with Animals [R] Druid -- 1A + 10m Self V,S 10 minutes PHB 277 D: 10m, V/S

O Thunderwave Druid CON 15 1A Self/15 ft. Cube V,S Instantaneous PHB 282 15 ft. Cube, V/S

O Absorb Elements Druid -- 1R Self S 1 round EE 150 D: 1Rnd, S

O Beast Bond <C> Druid -- 1A Touch V,S,M Concentration, up to 10 minutes EE 150 D: 10m, V/S/M

O Earth Tremor Druid DEX 15 1A 10 ft. V,S Instantaneous EE 155 V/S

O Ice Knife Druid DEX 15 / +7 1A 60 ft./5 ft. Sphere S,M Instantaneous EE 157 5 ft. Sphere, S/M

SPELLS

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