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+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
Animal Handling WIS
Arcana INT
Firearms, Martial Weapons, Simple Weapons
Darkvision 60 ft.
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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
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.
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.
* 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 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
PERSONALITY TRAITS
FLAWS
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS
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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 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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