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Level 4 Human Blood Hunter, Order of the Lycan 3250

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


drego Sarhain
Haunted One Chaotic Good The Silver Flame Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Gunner. You ignore the loading property of firearms. Being


STRENGTH Studded Leather 16 within 5 feet of a hostile creature doesn’t impose disadvantage
on your ranged attack rolls.
PROFICIENCY BONUS +2
10
SHIELD
AC Hunter’s Bane. You have advantage on Survival checks to track
fey, fiends, or undead, as well as on Intelligence ability checks
N
to recall information about them. Your Hemocraft DC is 12.
CIE C

+0 Strength
Y
PROFI

+0 Blood Maledict (1/Short Rest). While invoking a blood curse,


but before it affects the target, you can choose to amplify the
✘ +6 Dexterity
curse by losing a number of hp equal to one roll of your
+1 Constitution ARMOR CLASS hemocraft die (d4). Creatures that do not have blood in their
DEXTERITY bodies are immune to blood curses, unless you have amplified
✘ +4 Intelligence the curse.
MAXIMUM HIT DICE TEMPORARY

19
Blood Curse of Binding (Bonus Action). You target a creature
✘ +3 Wisdom
32 4d10 you can see within 30 feet of you that is no more than one size
+0 Charisma larger than you. The target must succeed on a Strength save or
have their speed be reduced to 0 and they can’t use reactions
CONDITIONAL
until the end of your next turn.Amplify: This curse lasts for 1
+4 minute and can affect a creature regardless of their size
category. At the end of each of its turns, the cursed creature
CURRENT HIT POINTS can make another Strength save. On a success, this curse ends.
CONSTITUTION DEATH SAVING THROWS
Archery. You gain a +2 bonus to attack rolls you make with
SAVING THROWS ranged weapons.

12 N
CIE C

+4 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Crimson Rite (Bonus Action). You activate a crimson rite on a
Y
PROFI

single weapon of your choice that lasts until you finish a rest,
RT

EXPE

VISION INSPIRATION EXHAUSTION or if you aren’t holding the weapon at the end of your turn.
+1 Animal Handling (Wis) When you activate a rite, you lose 1d4 hp.While active, attacks
+1 ✘ +4 Arcana (Int)
from this weapon deal an additional 1d4 magical damage of
the chosen rite’s type. A weapon can only hold a single active
✘ +2 Athletics (Str) rite at a time.
Rite of the Storm. Your rite damage is lightning damage.
INTELLIGENCE +0 Deception (Cha)
Heightened Senses. You gain advantage on Perception checks

14 ✘ +4 History (Int)

+1 Insight (Wis)
that rely on hearing or smell.
Hybrid Transformation (Bonus Action—1/Short Rest). You can
transform into your hybrid form for up to 1 hour. You can
+0 Intimidation (Cha) SPEED, SENSES, & CONDITIONS speak, use equipment, and wear armor in this form. You can
+2 ✘ +4 Investigation (Int) revert to your normal form earlier as a bonus action. You
automatically revert to your normal form if you fall
+1 Medicine (Wis) unconscious, drop to 0 hp, or die.
WISDOM +2 Nature (Int) Feral Might (Hybrid Transformation). You gain a +1 to melee
damage rolls. You also have advantage on Strength checks and

12 ✘ +3 Perception (Wis)

+0 Performance (Cha)
Strength saving throws.
Resilient Hide (Hybrid Transformation). You have resistance to
+0 Persuasion (Cha) bludgeoning, piercing, and slashing damage from nonmagical
+1 ✘ +4 Religion (Int)
attacks not made with silver weapons. While you are not
wearing heavy armor, you gain a +1 bonus to your AC.

+4 Sleight of Hand (Dex) Predatory Strikes (Hybrid Transformation). Your can apply
CHARISMA your Crimson Rite feature to your unarmed strikes as single
+4 Stealth (Dex) weapon (STR/DEX). When you use the Attack action with an
unarmed strike, you can make one unarmed strike as a bonus
10 +1 Survival (Wis)
SKILLS
action.Your unarmed strikes deal 1d6 slashing damage.
Bloodlust (Hybrid Transformation). If you begin your turn with
no more than half of your maximum hp, you must succeed on
+0 13 PASSIVE PERCEPTION a DC 8 Wisdom save or move directly towards the nearest
creature to you and use the Attack action against that
creature. You can choose whether or not to use your Extra
Attack feature for this frenzied attack. If there is more than
ADVANTAGE one possible target, roll to randomly determine the target. You
then regain control for the remainder of your turn.If you are
INITIATIVE +4 1 Attack / Attack Action RACIAL TRAITS
under an effect that prevents you from concentrating, you
automatically fail this saving throw.

NAME RANGE ATTACK DAMAGE / TYPE


Shortsword 5 ft +6 vs AC 1d6+4 piercing
Finesse, Light
FEATURES & TRAITS
Crossbow, Hand 30/120 +8 vs AC 1d6+4 piercing
Ammunition, Light, Loading

Flintlock Pistol 30/90 +6 vs AC 1d10+4 piercing Armor Proficiencies. Light Armor, Medium Armor,
Ammunition, Loading
Shields

Weapon Proficiencies. Simple Weapons, Martial


Weapons

Tool Proficiencies. Alchemist’s supplies

Languages. Common, Dwarvish, Infernal, Elvish

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 24 6'1" 140 lb.
GENDER AGE HEIGHT WEIGHT
drego Sarhain None White Black
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You are haunted by something so terrible that you dare not speak of it. You’ve tried to bury it and run away from it, to
no avail. Whatever this thing is that haunts you can’t be slain with a sword or banished with a spell. It might come to you
as a shadow on the wall, a bloodcurdling nightmare, a memory that refuses to die, or a demonic whisper in the dark. The
burden has taken its toll, isolating you from most people and making you question your sanity. You must find a way to
overcome it before it destroys you.

PERSONALITY TRAITS

IDEAL

BOND

FLAW BACKGROUND STORY

Heart of Darkness
Those who look into your eyes can see that you have
faced unimaginable horror and that you are no
stranger to darkness. Though they might fear you,
commoners will extend you every courtesy and do
their utmost to help you. Unless you have shown
yourself to be a danger to them, they will even take
up arms to fight alongside you, should you find
yourself facing an enemy alone.

BACKGROUND FEATURE

A glass eye

TRINKET
ADDITIONAL FEATURES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb
Explorer’s Pack 1 10
[Studded Leather] 1 13
Shortsword 2 4
Monster Hunter’s Pack 1 10
Alchemist’s Supplies 1 8
Crossbow, Hand 1 3
Arrow 20 1
[Flintlock Pistol] 1 3

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 430 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

60.6 lb / 150 lb 300 lb

INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT

ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES

#1 #2
STORED ITEM # lb. STORED ITEM # lb.

STORED ITEMS QUEST ITEMS & TRINKETS

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
80 dtp 20nam

NOTES NOTES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Explorer’s Pack Studded Leather Shortsword
Equipment Packs Armor Weapons

Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 Made from tough but flexible leather, studded leather is
torches, 10 days of rations, and a waterskin. The pack also reinforced with close-set rivets or spikes.
has 50 feet of hempen rope strapped to the side of it.

10 lbs. Player’s Handbook 13 lb. Player’s Handbook 2 lb. Player’s Handbook

Shortsword Monster Hunter’s Pack Alchemist’s Supplies


Weapons Equipment Packs Tools

Includes a chest, a crowbar, a hammer, three wooden Alchemist’s supplies enable a character to produce useful concoctions,
stakes, a holy symbol, a flask of holy water, a set of such as acid or alchemist’s fire.
Components. Alchemist’s supplies include two glass beakers, a
manacles, a steel mirror, a flask of oil, a tinderbox, and metal frame to hold a beaker in place over an open flame, a glass
three torches. stirring rod, a small mortar and pestle, and a pouch of common
alchemical ingredients, including salt, powdered iron, and purified
water.
Arcana. Proficiency with alchemist’s supplies allows you to unlock
more information on Arcana checks involving potions and similar
materials.
Investigation.When you inspect an area for clues, proficiency with
alchemist’s supplies grants additional insight into any chemicals or
other substances that might have been used in the area.
Alchemical Crafting.You can use this tool proficiency to create
alchemical items. A character can spend money to collect raw
materials, which weigh 1 pound for every 50 gp spent. The DM can
allow a character to make a check using the indicated skill with
advantage. As part of a long rest, you can use alchemist’s supplies to
make one dose of acid, alchemist’s fire, antitoxin, oil, perfume, or
soap. Subtract half the value of the created item from the total gp
worth of raw materials you are carrying.
ALCHEMIST’S SUPPLIES
Activity DC
Create a puff of thick smoke 10
Identify a poison 10
Identify a substance 15
Start a fire 15
Neutralize acid 20

2 lb. Player’s Handbook 10 lbs. Curse of Strahd 8 lbs. Player’s Handbook

Crossbow, Hand Arrow Flintlock Pistol


Weapons Ammunition Weapons

Arrows are used with a bow to make a ranged attack.

3 lb. Player’s Handbook 1/20 lb. Player’s Handbook 3 lb. Dungeon Master’s Guide

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