Nananox 64633829

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Blood Hunter 6 nananox

CLASS & LEVEL PLAYER NAME


Ekaitza Everhgrym
Dark Elf Custom Background (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

-3 Strength
ARMOR Max HP Current HP Temp HP
STRENGTH • +8 Dexterity
+3 Constitution +5 17 58 --
-3 • +6 Intelligence
CLASS
+1 Wisdom INITIATIVE HIT POINTS
5
+3 Charisma
Total 6d10 SUCCESSES
Saving Throw Modifiers
DEXTERITY FAILURES
Advantage against being charmed,
and magic can’t put you to sleep
+5 DEFENSES HIT DICE DEATH SAVES

20 SAVING THROWS INSPIRATION


=== ARMOR ===
Light Armor, Medium Armor, Shields
CONSTITUTION +5 Acrobatics DEX
PROFICIENCY BONUS
=== WEAPONS ===
+3
+3 +1

+3
Animal Handling WIS
Arcana INT
Martial Weapons, Simple Weapons

=== TOOLS ===


17 -3 Athletics STR Alchemist's Supplies
ABILITY SAVE DC
+3 Deception CHA
=== LANGUAGES ===
+3 History INT Common, Elvish
INTELLIGENCE
P +4 Insight WIS
30 ft. (Walking)
+3 +3 Intimidation CHA
P +6 Investigation INT
16 +1 Medicine WIS SPEED

+3 Nature INT PROFICIENCIES & LANGUAGES

WISDOM P +4 Perception WIS


+3 Performance CHA === ACTIONS === You can consume a single mutagen, and the
+1 +3 Persuasion CHA
Standard Actions
Attack, Cast a Spell, Dash, Disengage, Dodge,
effects and side effects last until you finish a short or
long rest, unless otherwise specified.
Help, Hide, Ready, Search, Use an Object,
+3 Religion INT
12 Opportunity Attack, Grapple, Shove, Improvise, === REACTIONS ===
+5 Sleight of Hand DEX Two-Weapon Fighting, Interact with an Object Blood Curse of Exposure
When a creature you see within 30 ft. of you takes
+5 Stealth DEX === BONUS ACTIONS === damage from an attack or spell, you can use a
CHARISMA Crimson Rite reaction to remove any damage resistances dealt by
P +4 Survival WIS
As a bonus action, imbue a weapon to strike for the triggering attack/spell (including the triggering
effect). This lasts until the end of the target's next turn.
+3 1d6 extra damage of your chosen type. On activating
the rite, you take 1d6 damage. Rite damage is magical
and lasts while you hold the weapon or until you <strong><em>Amplify.</em></strong> The target
complete a short/long rest. loses any damage immunities dealt by the triggering
16 attack or spell instead but has resistances to those
Mutagencraft - Consume Mutagen • 1 / Short Rest damage types until the end of its next turn.
SKILLS ACTIONS

NAME HIT DAMAGE/TYPE NOTES

14 PASSIVE WISDOM (PERCEPTION)


Crossbow, Light +8 1d8+5 Piercing Simple, Ammunition, Loading, Range, Two-Handed, Range (80/320)

Rapier +8 1d8+7 Piercing Martial, Finesse


14 PASSIVE WISDOM (INSIGHT)

Unarmed Strike +0 0 Bludgeoning


16 PASSIVE INTELLIGENCE (INVESTIGATION)

Darkvision 120 ft.

SENSES WEAPON ATTACKS & CANTRIPS

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Blood Hunter 6 nananox
CLASS & LEVEL PLAYER NAME
Ekaitza Everhgrym
Dark Elf Custom Background (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

=== BLOOD HUNTER FEATURES === <strong><em>Amplify.</em></strong> The target damage.


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

FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

CP 0 Studded Leather 1 13 lb.

Crossbow, Light 1 5 lb.

SP 0 Rapier 1 2 lb.

Crossbow Bolts 20 1.5 lb.


EP 0 Backpack 1 5 lb.

Alchemist's Supplies 1 8 lb.


GP 25 Bedroll 1 7 lb.

Mess Kit 1 1 lb.


PP 0 Rations (1 day) 10 20 lb.

Rope, Hempen (50 feet) 1 10 lb.


WEIGHT CARRIED

89 lb. Tinderbox 1 1 lb.

ENCUMBERED Torch 10 10 lb. ATTUNED MAGIC ITEMS QTY WEIGHT

75 lb. Waterskin 1 5 lb.

PUSH/DRAG/LIFT

150 lb.

EQUIPMENT

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Blood Hunter 6 nananox
CLASS & LEVEL PLAYER NAME
Ekaitza Everhgrym
Dark Elf Custom Background (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

throws.

| Conversant • CR === DARK ELF RACIAL TRAITS === === FEATS ===
You have advantage on INT checks. However, you
have disadvantage on WIS checks. * Darkvision • BR 23 * Alert •
You can see in darkness (shades of gray) up to 60 ft.
| Impermeable • CR
You have resistance to piercing damage and * Keen Senses • BR 23
vulnerability to slashing damage. You have proficiency in the Perception skill.

* Mutagens • CR * Fey Ancestry • BR 23


You can learn a mutagen at the same time you meet You have advantage on saves against being charmed,
its prerequisites via the Formulas feature. and magic can’t put you to sleep.

* Ability Score Improvement • CR * Trance • BR 23


You don't need to sleep, but meditate semiconsciously
* Extra Attack • CR for 4 hours a day. While meditating, you can dream
Starting at 5th level, you can attack twice, instead of after a fashion; such dreams are actually mental
once, whenever you take the Attack action on your exercises that have become reflexive through years of
turn. practice. After resting in this way, you gain the same
benefit that a human does from 8 hours of sleep.
| Special
* Drow Weapon Training •
* Brand of Castigation • CR You have proficiency with rapiers, shortswords, and
hand crossbows.
| Brand of Castigation • CR
Once per short/long rest, whenever you damage a * Drow Magic •
creature with a weapon that has an active rite, you can You know the dancing lights cantrip. When you reach
sear an arcane brand into that creature. Your brand 3rd level, you can cast the faerie fire spell once per
has the following effects: day. When you reach 5th level, you can also cast the
- You always know the direction to the branded darkness spell once per day. Charisma is your
creature as long as it’s on the same plane as you. spellcasting ability for these spells.
- Each time the branded creature deals damage to
you or another creature you can see within 5 ft. of you, * Sunlight Sensitivity •
the branded creature takes 3 psychic damage. You have disadvantage on attack rolls and on Wisdom
Your brand lasts until you dismiss it or until you apply a (Perception) checks that rely on sight when you, the
brand to another creature. Your brand can be dispelled target of your attack, or whatever you are trying to
with <em>dispel magic</em> and is treated as a perceive is in direct sunlight.
<strong>level</strong> 3 spell.
* Superior Darkvision •
| 1 / Short Rest • Special Your darkvision has a radius of 120 feet.

ADDITIONAL FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

ADDITIONAL EQUIPMENT

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Medium
GENDER AGE SIZE HEIGHT WEIGHT
Ekaitza Everhgrym
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
=== CANTRIPS === (At Will)

O Dancing Lights <C> Drow Magic -- 1A 120 ft. V,S,M Concentration, up to 1 minute PHB 230 D: 1m, V/S/M

=== 1st LEVEL ===

P Faerie Fire <C> Drow Magic (Always Prepared) DEX 14 1A 60 ft./20 ft. Cube V Concentration, up to 1 minute PHB 239 1/LR, D: 1m, 20 ft. Cube, V

=== 2nd LEVEL ===

P Darkness <C> Drow Magic (Always Prepared) -- 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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