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Blood Hunter 4 MajeSoran

CLASS & LEVEL PLAYER NAME


Tinkerstein Mumperburgh
Rock Gnome Failed Merchant (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

+3 Strength
ARMOR Max HP Current HP Temp HP
STRENGTH • +3 Dexterity
+1 Constitution +1 18 32 --
+3 • +4 Intelligence
CLASS
+1 Wisdom INITIATIVE HIT POINTS
16
+0 Charisma
Total 4d10
Resistances - Bludgeoning, SUCCESSES
Saving Throw Modifiers
DEXTERITY Piercing, Slashing FAILURES
Advantage on STR
Advantage on INT Against Magic
+1 Advantage on WIS Against Magic
Advantage on CHA Against
DEFENSES HIT DICE DEATH SAVES

Magic
12 SAVING THROWS INSPIRATION
=== ARMOR ===
Light Armor, Medium Armor, Shields
CONSTITUTION P +3 Acrobatics DEX
PROFICIENCY BONUS
=== WEAPONS ===
+2
+1 +1

+2
Animal Handling WIS
Arcana INT
Martial Weapons, Simple Weapons

=== TOOLS ===


13 +3 Athletics STR Alchemist's Supplies, Tinker's Tools,
ABILITY SAVE DC Woodcarver's Tools
+0 Deception CHA
+2 History INT === LANGUAGES ===
INTELLIGENCE
P +3 Insight WIS Common, Elvish, Gnomish
25 ft. (Walking)
+2 +0 Intimidation CHA
P +4 Investigation INT
15 +1 Medicine WIS SPEED

+2 Nature INT PROFICIENCIES & LANGUAGES

WISDOM +1 Perception WIS


P +2 Performance CHA === ACTIONS === You can transform into your hybrid form for up to 1
+1 P +2 Persuasion CHA
Standard Actions
Attack, Cast a Spell, Dash, Disengage, Dodge,
hour. You can speak, use equipment, and wear armor
in this form. You can revert to your normal form earlier
Help, Hide, Ready, Search, Use an Object, as a bonus action. You automatically revert to your
+2 Religion INT
13 Opportunity Attack, Grapple, Shove, Improvise, normal form if you fall unconscious, drop to 0 hit
+1 Sleight of Hand DEX Two-Weapon Fighting, Interact with an Object points, or die.

+1 Stealth DEX === BONUS ACTIONS === Predatory Strikes


CHARISMA Crimson Rite When you use the Attack action with an unarmed
+1 Survival WIS
As a bonus action, imbue a weapon to strike for strike, you can make one unarmed strike as a bonus
action.
+0 1d4 extra damage of your chosen type. On activating
the rite, you take 1d4 damage. Rite damage is magical
and lasts while you hold the weapon or until you === REACTIONS ===
complete a short/long rest. Blood Curse of the Fallen Puppet
10 When a creature you can see within 30 feet of you
Hybrid Transformation • 1 / Short Rest drops to 0 hit points, you can use your reaction to give
SKILLS ACTIONS

NAME HIT DAMAGE/TYPE NOTES

11 PASSIVE WISDOM (PERCEPTION)


Handaxe +5 1d6+4 Slashing Simple, Light, Thrown, Range (20/60)

Unarmed Strike +5 5 Bludgeoning


13 PASSIVE WISDOM (INSIGHT)

Unarmed Strike - Claws (DEX) +3 1d6+2 Slashing

14 PASSIVE INTELLIGENCE (INVESTIGATION)


Unarmed Strike - Claws (STR) +5 1d6+4 Slashing

Darkvision 60 ft.

SENSES WEAPON ATTACKS & CANTRIPS

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Blood Hunter 4 MajeSoran
CLASS & LEVEL PLAYER NAME
Tinkerstein Mumperburgh
Rock Gnome Failed Merchant (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

=== BLOOD HUNTER FEATURES === When you engage in two-weapon fighting, you can add target.
your ability modifier to the damage of the second If you are unable to concentrate, you automatically fail
* Hit Points • CR attack. this saving throw.

* Proficiencies • CR * Crimson Rite • CR | Special


As a bonus action, imbue a weapon to strike for 1d4
* Hunter's Bane • CR extra damage of your chosen type. On activating the | Feral Might • CR
You have advantage on Wisdom (Survival) checks to rite, you take 1d4 damage. Rite damage is magical You gain a +1 to melee damage rolls. This bonus
track fey, fiends, or undead, as well as on Intelligence and lasts while you hold the weapon or until you increases by 1 at 11th and 18th level. You also have
ability checks to recall information about them. complete a short/long rest. advantage on Strength checks and Strength saving
throws.
* Blood Maledict • CR | Rite of the Flame • CR
You can invoke a blood curse a number of times per Your rite damage is fire damage. | Predatory Strikes • CR
short rest based on your level. You can choose to You can apply your Crimson Rite feature to your
amplify the curse, losing 1d4 hit points yourself. | 1 Bonus Action unarmed strikes as a single weapon.
Creatures that do not have blood in their bodies are You can use Dexterity instead of Strength for the
immune to blood curses, unless you have amplified the * Blood Hunter Order • CR attack and damage rolIs of your unarmed strikes.
curse. When you use the Attack action with an unarmed
| Order of the Lycan strike, you can make one unarmed strike as a bonus
| 1 / Short Rest • No Action action.
* Heightened Senses • CR Your unarmed strikes deal 1d6 slashing damage. The
* Blood Curses • CR You gain advantage on Wisdom (Perception) checks damage increases to 1d8 at 11th level.
Your chosen Blood Curses for use with the <em>Blood that rely on hearing or smell.
Maledict</em> feature. | Unarmed Strike - Claws (DEX): 1 Action
* Hybrid Transformation • CR
| Blood Curse of the Fallen Puppet • CR | Unarmed Strike - Claws (STR): 1 Action
When a creature you can see within 30 feet of you | Hybrid Form • CR
drops to 0 hit points, you can use your reaction to give | 1 Bonus Action
that creature a final act of aggression. That creature | Hybrid Transformation : 1 / Short Rest • 1 Bonus
immediately makes a single weapon attack against a Action | Resilient Hide • CR
target of your choice within its attack range. You have resistance to bludgeoning, piercing, and
<em>Amplify.</em> You can first move the cursed * Hybrid Transformation Features • CR slashing damage from nonmagical attacks not made
creature up to half their speed, and you grant a +2 While you are transformed, you gain the following with silver weapons.
bonus to the cursed creature’s attack roll. features: While you are not wearing heavy armor, you gain a +1
bonus to your AC.
| 1 Reaction | Bloodlust • CR
If you begin your turn with 16 or fewer hit points, you * Ability Score Improvement • CR
* Fighting Style • CR must make a DC 8 WIS saving throw or else move
You adopt a fighting style specialty. directly towards the nearest creature to you and use
the Attack action against that creature, determining === ROCK GNOME RACIAL TRAITS ===
| Two-Weapon Fighting • CR targets randomly if there is more than one possible

FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

CP 0 Boots of Elvenkind 1 --

Shield 1 6 lb.

SP 0 Breastplate 1 20 lb.

Dagger 1 1 lb.
EP 0 Handaxe 1 2 lb.

Backpack 1 5 lb.
GP 40 Woodcarver's Tools 1 5 lb.

Bedroll 1 7 lb.
PP 0 Mess Kit 1 1 lb.

Rations (1 day) 10 20 lb.


WEIGHT CARRIED

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

ENCUMBERED Tinderbox 1 1 lb. ATTUNED MAGIC ITEMS QTY WEIGHT

240 lb. Torch 10 10 lb.

PUSH/DRAG/LIFT Waterskin 1 5 lb.

480 lb.

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 4 MajeSoran
CLASS & LEVEL PLAYER NAME
Tinkerstein Mumperburgh
Rock Gnome Failed Merchant (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

* Darkvision • BR 37
You can see in darkness (shades of gray) up to 60 ft.

* Gnome Cunning • BR 37
You have advantage on all Intelligence, Wisdom, and
Charisma saving throws against magic.

* Artificer’s Lore • BR 37
Add twice your proficiency bonus to History checks
related to magic items, alchemical objects, or
technological devices.

* Tinker • BR 37
You are proficient with tinker's tools and can use them
to construct tiny clockwork devices.

ADDITIONAL FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

ADDITIONAL EQUIPMENT

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Small
GENDER AGE SIZE HEIGHT WEIGHT
Tinkerstein Mumperburgh
CHARACTER NAME ALIGNMENT FAITH SKIN EYES HAIR

PERSONALITY TRAITS

IDEALS

BONDS

FLAWS
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

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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