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Blood Hunter 12 itzpaper

CLASS & LEVEL PLAYER NAME


nononoaas
Wood Elf Sage (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

+6 Strength
ARMOR Max HP Current HP Temp HP
STRENGTH • +9 Dexterity
+5 Constitution +1 11 88 --
+2 • +8 Intelligence
CLASS
+0 Wisdom INITIATIVE HIT POINTS
15
+2 Charisma
Total 12d10 SUCCESSES
Saving Throw Modifiers
Immunities - Magical Sleep
DEXTERITY FAILURES
+4 Bonus on CON
+4 Bonus on DEX
+1 +4 Bonus on STR
Advantage against being
DEFENSES HIT DICE DEATH SAVES

charmed
13 SAVING THROWS INSPIRATION
=== ARMOR ===
Light Armor, Medium Armor, Shields
CONSTITUTION +1 Acrobatics DEX
PROFICIENCY BONUS
=== WEAPONS ===
+4
+1 P
+0

+8
Animal Handling WIS
Arcana INT
Martial Weapons, Simple Weapons

=== TOOLS ===


12 P +6 Athletics STR Alchemist's Supplies
ABILITY SAVE DC
+2 Deception CHA
=== LANGUAGES ===
P +8 History INT Common, Elvish, Khur, Orc
INTELLIGENCE
P +4 Insight WIS
40 ft. (Walking)
+4 +2 Intimidation CHA
+4 Investigation INT
18 +0 Medicine WIS SPEED

+4 Nature INT PROFICIENCIES & LANGUAGES

WISDOM P +4 Perception WIS


+2 Performance CHA === ACTIONS === ends has disadvantage.
+0 +2 Persuasion CHA
Standard Actions
Attack, Cast a Spell, Dash, Disengage, Dodge, Blood Curse of the Muddled Mind
Help, Hide, Ready, Search, Use an Object, As a bonus action, you curse a creature you can
+4 Religion INT
11 Opportunity Attack, Grapple, Shove, Improvise, see within 30 ft. of you that is concentrating on a spell
+1 Sleight of Hand DEX Two-Weapon Fighting, Interact with an Object or a feature that requires concentration. The cursed
target has disadvantage on the next CON saving
+1 Stealth DEX === BONUS ACTIONS === throw it makes to maintain concentration before the
CHARISMA Blood Curse of the Anxious end of your next turn.
+0 Survival WIS
As a bonus action you can inflict this curse on a
<strong><em>Amplify.</em></strong> The cursed
+2 creature within 30 ft. of you. Until the end of your next
turn, Charisma (Intimidation) checks against the
cursed creature have advantage.
creature has disadvantage on all CON saving throws
made to maintain concentration until the end of your
next turn.
15 <strong><em>Amplify.</em></strong> The next
Wisdom saving throw the target has to make before it Crimson Rite
SKILLS ACTIONS

NAME HIT DAMAGE/TYPE NOTES

14 PASSIVE WISDOM (PERCEPTION)


Chill Touch +8 3d8 Necrotic D: 1Rnd, V/S

Magic Stone +8 1d6+4 Bludgeoning D: 1m, V/S


14 PASSIVE WISDOM (INSIGHT)

Unarmed Strike +6 3 Bludgeoning


14 PASSIVE INTELLIGENCE (INVESTIGATION)

Darkvision 60 ft.

SENSES WEAPON ATTACKS & CANTRIPS

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Blood Hunter 12 itzpaper
CLASS & LEVEL PLAYER NAME
nononoaas
Wood Elf Sage (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

=== BLOOD HUNTER FEATURES === Wisdom saving throw the target has to make before it You gain a +2 bonus to attack rolls you make with
ends has disadvantage. ranged weapons.
* Hit Points • CR
| 1 Bonus Action * Crimson Rite • CR
* Proficiencies • CR As a bonus action, you can activate any rite you know
| Blood Curse of the Eyeless • CR on a weapon you're holding. A weapon can only hold
* Hunter’s Bane • CR When a creature you see within 30 ft. of you makes an one active rite at a time. When activated, you take 1d8
You have advantage on Wisdom (Survival) checks to attack, you can use your reaction to roll necrotic damage which can't be reduced in any way.
track fey, fiends, or undead, and you have advantage <strong>1d8</strong> and subtract the result from the
on Intelligence ability checks to recall information creature's attack roll. You can choose to use this While your rite is in effect, attacks made with this
about them. feature after the creature's roll but before the DM weapon are magical and you deal an additional 1d8
determines whether the attack hits or misses. damage of the type determined by the chosen rite. The
| Hemocraft Modifier: Intelligence • CR Creatures immune to the Blinded condition are rite’s effect lasts until you finish a short/long rest and
Your Hemocraft DC is 16. immune to this curse. other creatures cannot gain the benefit of your rite.

* Blood Maledict • CR <strong><em>Amplify.</em></strong> You apply this | Rite of the Flame • CR


You can invoke a blood curse a number of times per curse to all of the creature's attacks until the end of its The extra damage dealt by your rite is fire damage.
short rest based on your level. Before it affects the turn, rolling separately for each attack.
target, you can choose to amplify the curse. An | Rite of the Frozen • CR
amplified curse gains an additional effect noted in the | Blood Curse of the Eyeless : 1 Reaction The extra damage dealt by your rite is cold damage.
curse's description. Amplifying a curse causes you to
take 1d8 points of necrotic damage that cannot be | Blood Curse of the Muddled Mind • CR | 1 Bonus Action
reduced in any way. As a bonus action, you curse a creature you can see
within 30 ft. of you that is concentrating on a spell or a * Blood Hunter Order • CR
Creatures that don't have blood in their bodies are feature that requires concentration. The cursed target
immune to blood curses, unless the curse has been has disadvantage on the next CON saving throw it | Order of the Profane Soul (INT)
amplified. makes to maintain concentration before the end of
your next turn. * Otherworldly Patron • CR
| 2 / Short Rest • No Action You strike a bargain with an otherworldly being of your
<strong><em>Amplify.</em></strong> The cursed choice.
* Blood Curses • CR creature has disadvantage on all CON saving throws
Your chosen Blood Curses for use with the <em>Blood made to maintain concentration until the end of your | The Undead • CR
Maledict</em> feature. next turn. You have chosen the Undead as your otherworldly
patron.
| Blood Curse of the Anxious • CR | Blood Curse of the Muddled Mind : 1 Bonus
As a bonus action you can inflict this curse on a Action * Pact Magic • CR
creature within 30 ft. of you. Until the end of your next You can cast known warlock spells using INT as your
turn, Charisma (Intimidation) checks against the * Fighting Style • CR spellcasting modifier (Spell DC 16, Spell Attack +8). All
cursed creature have advantage. You adopt a fighting style specialty. of your spell slots are of the same level.

<strong><em>Amplify.</em></strong> The next | Archery • CR * Rite Focus • CR

FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

CP 0

SP 0

EP 0

GP 0

PP 0
WEIGHT CARRIED

0 lb.
ENCUMBERED ATTUNED MAGIC ITEMS QTY WEIGHT

225 lb.
PUSH/DRAG/LIFT

450 lb.

EQUIPMENT

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Blood Hunter 12 itzpaper
CLASS & LEVEL PLAYER NAME
nononoaas
Wood Elf Sage (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

While you have an active Crimson Rite, you can use immediately make one weapon attack as a bonus You have proficiency in the Perception skill.
your weapon as a spellcasting focus. action.
* Fey Ancestry • BR 23
| The Undead • CR | 1 Bonus Action You have advantage on saves against being charmed,
When you take necrotic damage, you can use a and magic can’t put you to sleep.
reaction to halve that damage and if you have a * Revealed Arcana • CR
crimson rite active, your appearance changes to reflect Your patron grants you the use of a distinctive spell * Trance • BR 23
some aspects of your patron. based on your pact. You don't need to sleep, but meditate semiconsciously
for 4 hours a day. While meditating, you can dream
| Rite Focus - The Undead: 1 Reaction | The Undead • CR after a fashion; such dreams are actually mental
You can cast <em>blindness/deafness</em> once per exercises that have become reflexive through years of
* Ability Score Improvement • CR long rest using a pact magic spell slot. practice. After resting in this way, you gain the same
benefit that a human does from 8 hours of sleep.
* Extra Attack • CR * Grim Psychometry • CR
Starting at 5th level, you can attack twice, instead of When making an Intelligence (History) check to recall * Ability Score Increase • BR 24
once, whenever you take the Attack action on your information about the sinister or tragic history of an
turn. object you’re touching or your current location, you * Elf Weapon Training • BR 24
have advantage on the roll. You have proficiency with the longsword, shortsword,
| Special shortbow, and longbow.
* Dark Augmentation • CR
* Brand of Castigation • CR * Fleet of Foot • BR 24
| Dark Augmentation • CR Your base walking speed increases to 35 feet.
| Brand of Castigation • CR Your speed increases by 5 ft. and you have a +4
Once per short/long rest, whenever you damage a bonus to your Strength, Dexterity, and Constitution * Mask of the Wild • BR 24
creature with a weapon that has an active rite, you can saving throws. You can attempt to hide even when you are only lightly
sear an arcane brand into that creature. Your brand obscured.
has the following effects: * Brand of the Sapping Scar • CR
- You always know the direction to the branded Your Brand of Castigation feature now causes a | Special
creature as long as it’s on the same plane as you. creature branded by you to have disadvantage on their
- Each time the branded creature deals damage to saving throws against your warlock spells.
you or another creature you can see within 5 ft. of you,
the branded creature takes 4 psychic damage. | Brand of Castigation - Brand of the Sapping Scar:
Your brand lasts until you dismiss it or until you apply a Special
brand to another creature. Your brand can be dispelled
with <em>dispel magic</em> and is treated as a
<strong>level</strong> 6 spell. === WOOD ELF RACIAL TRAITS ===

| 1 / Short Rest • Special * Darkvision • BR 23


You can see in darkness (shades of gray) up to 60 ft.
* Mystic Frenzy • CR
When you use your action to cast a cantrip, you can * Keen Senses • BR 23

ADDITIONAL FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

ADDITIONAL EQUIPMENT

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Medium
GENDER AGE SIZE HEIGHT WEIGHT
nononoaas
CHARACTER NAME ALIGNMENT FAITH SKIN EYES HAIR

PERSONALITY TRAITS

IDEALS

BONDS

FLAWS
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

CHARACTER BACKSTORY ADDITIONAL NOTES

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INT 16 +8
Blood Hunter
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 Magic Stone Blood Hunter +8 1BA Touch V,S 1 minute EE 160 D: 1m, V/S

O Mage Hand Blood Hunter -- 1A 30 ft. V,S 1 minute PHB 256 D: 1m, V/S

O Chill Touch Blood Hunter +8 1A 120 ft. V,S 1 round PHB 221 D: 1Rnd, V/S

=== 1st LEVEL ===

O Protection from Evil and Good <C> Blood Hunter -- 1A Touch V,S,M Concentration, up to 10 minutes PHB 270 D: 10m, V/S/M

O Comprehend Languages Blood Hunter -- 1A Self V,S,M 1 hour PHB 224 D: 1h, V/S/M

O Hellish Rebuke Blood Hunter DEX 16 1R 60 ft. V,S Instantaneous PHB 250 V/S

=== 2nd LEVEL === 2 Pact OO

O Enthrall Blood Hunter WIS 16 1A 60 ft. V,S 1 minute PHB 238 D: 1m, V/S

O Hold Person <C> Blood Hunter WIS 16 1A 60 ft. V,S,M Concentration, up to 1 minute PHB 251 D: 1m, V/S/M

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

O Blindness/Deafness Revealed Arcana CON 16 1A 30 ft. V 1 minute PHB 219 1/LR, D: 1m, V

SPELLS

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