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Blood Hunter 6 / Fighter 3 Mj_Temple

CLASS & LEVEL PLAYER NAME


Atréem
Tiefling Haunted One (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

+1 Strength
ARMOR Max HP Current HP Temp HP
STRENGTH • +6 Dexterity
+0 Constitution +2 14 58 58 --
+1 • +6 Intelligence
CLASS
+2 Wisdom INITIATIVE HIT POINTS
13
+0 Charisma
Total
6d10 + 3d10 SUCCESSES
Saving Throw Modifiers
Resistances - Fire
DEXTERITY FAILURES

+2 DEFENSES HIT DICE DEATH SAVES

14 SAVING THROWS INSPIRATION


=== ARMOR ===
Light Armor, Medium Armor, Shields
CONSTITUTION +2 Acrobatics DEX
PROFICIENCY BONUS
=== WEAPONS ===
+4
+0 +2

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

=== TOOLS ===


10 +1 Athletics STR Alchemist's Supplies, Tinker's Tools
ABILITY SAVE DC
+0 Deception CHA
=== LANGUAGES ===
+2 History INT Common, Draconic, Infernal, Undercommon
INTELLIGENCE
+2 Insight WIS
30 ft. (Walking)
+2 +0 Intimidation CHA
P +6 Investigation INT
14 +2 Medicine WIS SPEED

+2 Nature INT PROFICIENCIES & LANGUAGES

WISDOM +2 Perception WIS


+0 Performance CHA === ACTIONS === <strong><em>Amplify.</em></strong> The curse lasts
+2 +0 Persuasion CHA
Standard Actions
Attack, Cast a Spell, Dash, Disengage, Dodge,
for 1 minute and the cursed creature can make a CON
saving throw (DC 14) at the end of each of its turns to
Help, Hide, Ready, Search, Use an Object, end the curse.
+2 Religion INT
14 Opportunity Attack, Grapple, Shove, Improvise,
+2 Sleight of Hand DEX Two-Weapon Fighting, Interact with an Object Crimson Rite
As a bonus action, imbue a weapon to strike for
+2 Stealth DEX === BONUS ACTIONS === 1d6 extra damage of your chosen type. On activating
CHARISMA Blood Curse of Bloated Agony the rite, you take 1d6 damage. Rite damage is magical
P +6 Survival WIS
As a bonus action, you curse a creature that you and lasts while you hold the weapon or until you
complete a short/long rest.
+0 can see within 30 ft. of you until the end of your next
turn. For the duration, the creature has disadvantage
on STR and DEX checks, and takes Mutagencraft - Consume Mutagen • 1 / Short Rest
<strong>1d8</strong> necrotic damage if it makes You can consume a single mutagen, and the
11 more than one attack on its turn. effects and side effects last until you finish a short or
long rest, unless otherwise specified.
SKILLS ACTIONS

NAME HIT DAMAGE/TYPE NOTES

12 PASSIVE WISDOM (PERCEPTION)


Crossbow, light +8 1d8+2 Piercing Simple, Ammunition, Loading, Range, Two-Handed, Range (80/320)

Longsword +5 1d8+1 Slashing Martial, Versatile


12 PASSIVE WISDOM (INSIGHT)

Pepperbox (Exandria) +8 1d10+2 Piercing Firearms, Reload 6, Misfire, Range (80/320)

16 PASSIVE INTELLIGENCE (INVESTIGATION)


Unarmed Strike +5 2 Bludgeoning

Darkvision 60 ft.

SENSES WEAPON ATTACKS & CANTRIPS

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Blood Hunter 6 / Fighter 3 Mj_Temple
CLASS & LEVEL PLAYER NAME
Atréem
Tiefling Haunted One (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

=== BLOOD HUNTER FEATURES === The extra damage dealt by your rite is lightning
<strong><em>Amplify.</em></strong> The curse lasts damage.
* Hit Points • CR for 1 minute and the cursed creature can make a CON
saving throw (DC 14) at the end of each of its turns to | 1 Bonus Action
* Proficiencies • CR end the curse.
* Blood Hunter Order • CR
* Hunter’s Bane • CR | 1 Bonus Action
You have advantage on Wisdom (Survival) checks to | Order of the Mutant
track fey, fiends, or undead, and you have advantage | Blood Curse of the Fallen Puppet • CR
on Intelligence ability checks to recall information When a creature you can see within 30 ft. drops to 0 * Mutagencraft • CR
about them. HP, you can use your reaction to have that creature You can create 1 mutagen(s) from the formulas you
make one weapon attack against a target of your know during a short/long rest. Mutagens are designed
| Hemocraft Modifier: Wisdom • CR choice within its range. for the specific biology of the character that concocted
Your Hemocraft DC is 14. them, so your mutagens have no effect on other
<strong><em>Amplify.</em></strong> You can first creatures. They're unstable and become inert if not
* Blood Maledict • CR cause the cursed creature to move up to half its speed, used before your next short/long rest.
You can invoke a blood curse a number of times per and grant a +2 bonus to its attack roll.
short rest based on your level. Before it affects the You can consume a mutagen with a bonus action,
target, you can choose to amplify the curse. An | 1 Reaction whose effects and side effects last until the end of your
amplified curse gains an additional effect noted in the next rest. If you have at least one mutagen affecting
curse's description. Amplifying a curse causes you to * Fighting Style • CR you, you can use an action to flush all mutagens from
take 1d6 points of necrotic damage that cannot be You adopt a fighting style specialty. your system, ending their effects and side effects.
reduced in any way.
| Two-Weapon Fighting • CR | Hemocraft Modifier: Wisdom • CR
Creatures that don't have blood in their bodies are When you engage in two-weapon fighting, you can add Your Hemocraft modifier is Wisdom.
immune to blood curses, unless the curse has been your ability modifier to the damage of the second
amplified. attack. | Mutagencraft - Consume Mutagen: 1 / Short Rest •
1 Bonus Action
| 2 / Short Rest • No Action * Crimson Rite • CR
As a bonus action, you can activate any rite you know | Mutagencraft - Flush Toxins: 1 Action
* Blood Curses • CR on a weapon you're holding. A weapon can only hold
Your chosen Blood Curses for use with the <em>Blood one active rite at a time. When activated, you take 1d6 * Formulas • CR
Maledict</em> feature. necrotic damage which can't be reduced in any way. You begin to uncover forbidden alchemical formulas
that temporarily alter your mental and physical abilities.
| Blood Curse of Bloated Agony • CR While your rite is in effect, attacks made with this
As a bonus action, you curse a creature that you can weapon are magical and you deal an additional 1d6 | Celerity • CR
see within 30 ft. of you until the end of your next turn. damage of the type determined by the chosen rite. The Your DEX score and maximum increases by +3,
For the duration, the creature has disadvantage on rite’s effect lasts until you finish a short/long rest and however you have disadvantage on WIS saving
STR and DEX checks, and takes other creatures cannot gain the benefit of your rite. throws.
<strong>1d8</strong> necrotic damage if it makes
more than one attack on its turn. | Rite of the Storm • CR | Impermeable • CR

FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

CP 0 Studded Leather 1 13 lb. Waterskin 1 5 lb.

Longsword 1 3 lb. Crowbar 1 5 lb.

SP 0 Crossbow, light 1 5 lb. Hammer 1 3 lb.

Pepperbox (Exandria) 1 5 lb. Holy Water (flask) 1 1 lb.


EP 0 Crossbow Bolts 20 1.5 lb. Manacles 1 6 lb.

Backpack 1 5 lb. Mirror, Steel 1 0.5 lb.


GP 140 Chest 1 25 lb. Oil (flask) 1 1 lb.

Clothes, Common 1 3 lb. Tinderbox 1 1 lb.


PP 0 Alchemist's Supplies 2 16 lb. Torch 3 3 lb.

Bedroll 1 7 lb. Stake (Wooden) 9 --


WEIGHT CARRIED

153.8 lb. Mess Kit 1 1 lb. Holy Symbol 1 --

ENCUMBERED Rations (1 day) 10 20 lb. ATTUNED MAGIC ITEMS QTY WEIGHT

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

PUSH/DRAG/LIFT Tinderbox 1 1 lb.

0 lb. Torch 10 10 lb.

EQUIPMENT

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Blood Hunter 6 / Fighter 3 Mj_Temple
CLASS & LEVEL PLAYER NAME
Atréem
Tiefling Haunted One (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

You have resistance to piercing damage and significant threat (DM's discretion). Your saving throws
vulnerability to slashing damage. * Hit Points • PHB 71 for trick shots have a DC of 14.

| Rapidity • CR * Proficiencies • PHB 71 | 2 / Short Rest • Special


Your speed increases by 10 ft. However, you have
disadvantage on Intelligence checks. At 15th level, * Fighting Style • PHB 72 * Trick Shots • CR
your speed increases by an additional 5 ft. You adopt a fighting style specialty.
| Disarming Shot • CR
| Shielded • CR | Archery • PHB When you make a firearm attack against a creature,
You have resistance to slashing damage, and you You gain a +2 bonus to attack rolls you make with you can expend 1 grit point. On a hit, the creature
have vulnerability to bludgeoning damage. ranged weapons. takes damage and must succeed on a STR saving
throw (DC 14) or drop 1 held object of your choice and
* Ability Score Improvement • CR * Second Wind • PHB 72 have that object be pushed 10 ft. away from you.
Once per short rest, you can use a bonus action to
* Extra Attack • CR regain 1d10 + 3 HP. | Special
Starting at 5th level, you can attack twice, instead of
once, whenever you take the Attack action on your | 1 / Short Rest • 1 Bonus Action | Piercing Shot • CR
turn. When you make a firearm attack against a creature,
* Action Surge • PHB 72 you can expend 1 grit point to attempt to fire through
| Special You can take one additional action on your turn. This multiple opponents. The initial attack gains a +1 to the
can be used 1 times per short rest. firearm’s misfire score. On a hit, the creature takes
* Brand of Castigation • CR damage and you make an attack roll with
| 1 / Short Rest • Special disadvantage against every creature in a line directly
| Brand of Castigation • CR behind the target within your first range increment.
Once per short/long rest, whenever you damage a * Martial Archetype • PHB 72 Only the initial attack can misfire.
creature with a weapon that has an active rite, you can
sear an arcane brand into that creature. Your brand | Gunslinger | Special
has the following effects:
- You always know the direction to the branded * Firearm Proficiency • CR
creature as long as it's on the same plane as you. You gain proficiency with firearms. === TIEFLING RACIAL TRAITS ===
- Each time the branded creature deals damage to
you or another creature you can see within 5 ft. of you, * Gunsmith • CR * Darkvision • BR 43
the branded creature takes 2 psychic damage. You gain proficiency with Tinker’s Tools and can use You can see in darkness (shades of gray) up to 60 ft.
Your brand lasts until you dismiss it or until you apply a them to craft ammunition at half cost, repair firearms,
brand to another creature. Your brand can be dispelled and create new ones. * Hellish Resistance • BR 43
with <em>dispel magic</em> and is treated as a You have resistance to fire damage.
<strong>level</strong> 3 spell. * Adept Marksman • CR
You learn trick shots that enhance a firearm attack in * Infernal Legacy • BR 43
| 1 / Short Rest • Special some way. You gain 2 grit points that you regain after You know the thaumaturgy cantrip. [3rd] You can cast
a short rest. You also regain 1 when you roll a 20 on hellish rebuke (2nd) once per long rest. [5th] You can
=== FIGHTER FEATURES === firearm attacks or you deal a killing blow to a cast darkness once per long rest. CHA is your

ADDITIONAL FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

ADDITIONAL EQUIPMENT

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Blood Hunter 6 / Fighter 3 Mj_Temple
CLASS & LEVEL PLAYER NAME
Atréem
Tiefling Haunted One (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

spellcasting ability.

=== FEATS ===

* Firearm Specialist • CR
You gain proficiency with Firearms. If you roll a misfire
on an attack with a firearm, you can use your reaction
to roll a d20. If the number rolled is higher than the
weapon’s misfire score, the firearm does not misfire.
You cannot use this feature of this feat again until you
complete a short or long rest. When you use the Attack
action and attack with a one-handed weapon, you can
use a bonus action to attack with a loaded firearm with
the light property you are holding.

| 1 / Short Rest

ADDITIONAL FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

ADDITIONAL EQUIPMENT

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Male 24 Medium 1m80 70
GENDER AGE SIZE HEIGHT WEIGHT
Atréem Neutral Good Red Yellow Black
CHARACTER NAME ALIGNMENT FAITH SKIN EYES HAIR

I like to read and memorize poetry.


It keeps me calm and brings me
fleeting moments of happiness.

PERSONALITY TRAITS

I kill monsters to make the world a


safer place, and to exorcise my own
demons. (Good)
IDEALS

My torment drove away the person


I love. I strive to win back the love
I’ve lost.
BONDS

I am a purveyor of doom and gloom who lives


in a world without hope.

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
=== CANTRIPS === (At Will)

O Thaumaturgy Infernal Legacy -- 1A 30 ft. V 1 minute PHB 282 D: 1m, V

=== 2nd LEVEL ===

O Hellish Rebuke Infernal Legacy DEX 12 1R 60 ft. V,S Instantaneous PHB 250 1/LR, V/S

O Darkness <C> Infernal Legacy -- 1A 60 ft./15 ft. Sphere V,M Concentration, up to 10 minutes PHB 230 1/LR, D: 10m, 15 ft. Sphere, V/M

SPELLS

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