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Barbaro blood hunter 1 Guild Artesain Fiore

Gilberto da Raviera Dhampir Neutral good

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2 Ancestral Legacy. If you replace a race with this lineage, you
can keep the following elements of that race: any skill
19 6 proficiencies you gained from it and any climbing, flying, or
swimming speed you gained from it.
1 If you don't keep any of those elements or you choose this
lineage at character creation, you gain proficiency in two skills
3 of your choice.

6
1 1
Darkvision. You can see in dim light within 60 feet of you as if it
were bright light and in darkness as if it were dim light. You
discern colors in that darkness as shades of gray.
Deathless Nature. You don't need to breathe.
1
12 Spider Climb. You have a climbing speed equal to your
4 walking speed. In addition, at 3rd level, you can move up,
down, and across vertical surfaces and upside down along
3 ceilings, while leaving your hands free.
1 Vampiric Bite. Your fanged bite is a natural weapon, which

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6
counts as a simple melee weapon with which you are
proficient. You add your Constitution modifier, instead of your
Strength modifier, to the attack and damage rolls when you
attack with this bite. It deals 1d4 piercing damage on a hit.
8 1 While you are missing half or more of your hit points, you have
advantage on attack rolls you make with this bite.
When you attack with this bite and hit a creature that isn't a
Construct or an Undead, you can empower yourself in one of
the following ways of your choice:
You regain hit points equal to the piercing damage dealt by the
bite.
Greataxe You gain a bonus to the next ability check or attack roll you
make; the bonus equals the piercing damage dealt by the bite
two handaxes You can empower yourself with this bite a number of times
four javelins equal to your proficiency bonus, and you regain all expended
uses when you finish a long rest.
Comum Greatsword
Elfico hand crossbow and 20 Languages. You can speak, read, and write Common and one
other language that you and your DM agree is appropriate for
Anão bolts your character.

studded leather armor


Armor: Light armor, medium armor,
shields An explorer's
Weapons: Simple weapons, martial
15 packAlchemist's Supplies,
weapons a letter of introduction
Tools: Alchemist's supplies from your guild, a set of
traveler's clothes
Skill Proficiencies Insight, Persuasion
Hunter's Bane
Beginning at 1st level, you have survived the Hunter’s Bane, a dangerous, long-guarded ritual that alters your life’s blood,
forever binding you to the darkness and honing your senses against it. You have advantage on Wisdom (Survival) checks to track
fey, fiends, or undead, as well as on Intelligence ability checks to recall information about them.

The Hunter’s Bane also empowers your body to control and shape hemocraft magic, using your own blood and life essence to
fuel your abilities. Some of your features require your target to make a saving throw to resist the feature’s effects. The saving
throw DC is calculated as follows:

Hemocraft save DC = 8 + your proficiency bonus + your Intelligence modifier

Blood Curse of Binding


As a bonus action, you can attempt to bind a creature you can see within 30 feet of you that is no more than one size larger than
you. The target must succeed on a Strength saving throw or have their speed be reduced to 0 and they can’t use reactions until
the end of your next turn.

Amplify. This curse lasts for 1 minute and can affect a creature regardless of their size category. At the end of each of its turns,
the cursed creature can make another Strength saving throw. On a success, this curse ends.

Rage
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.

While raging, you gain the following benefits if you aren't wearing heavy armor:

You have advantage on Strength checks and Strength saving throws.


When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as
a barbarian, as shown in the Rage Damage column of the Barbarian table.
You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can't cast them or concentrate on them while raging.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile
creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must
finish a long rest before you can rage again.

Unarmored Defense
While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can
use a shield and still gain this benefit.
int 14 6

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