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6 Blood Hunter (Order of the Profane Soul) will i am


Muriel of Kord
LEVEL & CLASS PLAYER NAME

Haunted One Aasimar, Fallen 14,000 Add: 23,000


BACKGROUND Formerly possessed by a fiend RACE EXPERIENCE Next Level
CHARACTER NAME

F AC DESCRIPTION
+3 STR ● +4 INT
PRO

14 Armor Scale Mail

50 +3 14
Set Max HP
STRENGTH ● +3 DEX +1 WIS
Shield

+3 +2 CON 0 CHA
MAXIMUM PROFICIENCY ARMOR 0 Dex ● Medium Armor Heavy Armor
RESISTANCES HIT POINTS BONUS CLASS
Magic
Necrotic
17 Misc
Radiant
Temporary Hit Points: 21 Misc
DEXTERITY
0 ARMOR

0 CURRENT HIT POINTS Heal INITIATIVE


INSPIRATION

11 SUCCESSES LEVEL DIE USED ENCUMBERED


Show 2nd DC
6 d10+2 20 ft

CONSTITUTION FAILURES
30 ft, 12 ABILITY
SAVE DC
INTELLIGENCE
SAVING THROWS fly 30 ft
+2
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
0 ● Light ● Medium ● Shields

PRO
Heavy
PRO

Acrobatics (Dex)
15 +1 Animal Handling (Wis) WEAPONS
FEATURE MAX RECOVER USED ● Simple ● Martial Other Weapons:
● +4 Arcana (Int) > Blood Maledict (2 curses known) 2 SR
INTELLIGENCE ● +6 Athletics (Str) > Brand of Castigation (3rd-level to dispel) 1 SR LANGUAGES TOOLS & OTHERS

+1
0 Deception (Cha) > Healing Hands (6 HP) 1 LR from Haunted One (background) (1/2) Alchemist's supplies
+1 History (Int) > Infernal
+1 Insight (Wis) Common
13
>

0 Intimidation (Cha) > Celestial


● +4 Investigation (Int) >
WISDOM
+1 Medicine (Wis) >

+1 +1 Nature (Int) LIMITED FEATURES SR LR Dawn PROFICIENCIES


+1 Perception (Wis)
12 0 Performance (Cha) ACTIONS BONUS ACTIONS REACTIONS

0 Persuasion (Cha) > Attack (2 attacks per action) Crimson Rite < <

CHARISMA ● +4 Religion (Int) > booming blade Blood Curse of Binding < <

0 0 Sleight of Hand (Dex) > Healing Hands Blood Curse of the Marked < <

0 Stealth (Dex) [disadv.] > < <

● +4 Survival (Wis) > < <


10 > < <
Tool
SKILLS ACTIONS

ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

11 PASSIVE WISDOM (PERCEPTION) Glaive ✔ Str Melee +6 1d10+3 Slashing


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Heavy, reach, two-handed; Re-roll 1 or 2 on damage die
DESCRIPTION
Darkvision 60 ft
Lightning Lure ✔ Int 15 ft DC 12 2d8 Lightning
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Str save; success - nothing; fail - pulled 10 ft closer to me, only take damage if end within 5 ft of me

SENSES Dagger ✔ Str Melee, 20/60 ft +6 1d4+3 Piercing


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Finesse, light, thrown
NAME TOTAL NAME TOTAL
Unarmed Strike ✔ Str Melee +6 4 Bludgeoning
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Reload Reload

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AMMUNITION AMMUNITION ATTACKS: WEAPONS & CANTRIPS


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.0 (Printer Friendly - Redesign) Made by Joost Wijnen (mpmb@flapkan.com); Dragon Head by spikeilustra; Design inspired by Wizards of the Coast character sheet
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Blood Hunter (Order of the Profane Soul), level 6:

◆ Rite of the Storm (Crimson Rite, MM:BH 4) [lightning damage]


◆ Rite of the Frozen (Crimson Rite, MM:BH 4) [cold damage]
◆ Hemocraft Die (Blood Hunter 1, MM:BH 3) [1d6]
PERSONALITY TRAITS
◆ Hunter's Bane (Blood Hunter 1, MM:BH 3)
I get adv. on Int checks to recall info about, and Survival to track, fey, fiends, or undead

◆ Great Weapon Fighting Style (Blood Hunter 2, MM:BH 3)


Reroll 1 or 2 on damage if wielding two-handed/versatile melee weapon in both hands IDEALS

◆ Rite Focus: the Archfey (Order of the Profane Soul 3, MM:BH 7)


When I deal rite damage to a creature, it glows with faint light until my next turn ends
During this time, it can't benefit from half cover, three-quarters cover, or being invisible

BONDS
◆ Brand of Castigation (Blood Hunter 6, MM:BH 4) [3rd-level to dispel, 1× per short rest]
I can brand a creature I damage with my crimson rite; I then know the direction to it
This lasts until I dismiss it or brand another; It can be dispelled as a spell of half my level
If it damages me or a creature in 5 ft, it takes my Int mod in psychic damage (min 1)

FLAWS
◆ Blood Curse of Binding (Blood Curse, MM:BH 11)
As a bonus action, I can bind a target I can see within 30 ft up to one size larger than me
It must make a Str save or have 0 speed and can't use reactions until my next turn ends
• Amplify: The curse lasts for 1 minute and can affect creatures of any size Feature Name: Heart of Darkness
At the end of each of the target's turns, it can make another Str save to end the curse
Those who look into my eyes can see that I have faced unimaginable
horror and that I am no stranger to darkness. Though they might
◆ Blood Curse of the Marked (Blood Curse, MM:BH 12)
fear me, commoners will extend me every courtesy and do their
As a bonus action, I can mark an enemy within 30 ft of me until the end of my turn
utmost to help. Unless I have shown myself to be a danger to them,
When I deal rite damage to the marked target, I deal an additional hemocraft die
they will even take up arms to fight with me, should I find myself
• Amplify: My next attack against the target before the end of my turn has advantage
facing an enemy alone.
BACKGROUND FEATURE

Winged Fallen Aasimar (+1 Strength, +2 Charisma)

Healing Hands:
As an action, once per long rest, I can touch to heal for my level in
HP.
Wings:
Once I'm 5th level, I sprout feathered wings from my shoulder
blades that give me a flying speed of 30 feet when I'm not wearing
heavy armor.

CLASS FEATURES RACIAL TRAITS Racial Options

ADVENTURING GEAR # LB ADVENTURING GEAR # LB ADVENTURING GEAR # LB


CP
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EP
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> > > GP
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PP
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WEIGHT CARRIED
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ENCUMBERED
> > ATTUNED MAGICAL ITEMS
86 - 170 lb
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CARRYING
HEAVILY CAPACITY
ENCUMBERED
> > >
255 lb
> > > PUSH/DRAG/LIFT
SUBTOTAL SUBTOTAL SUBTOTAL 256 - 510 lb
Add Equipment EQUIPMENT
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.0 (Printer Friendly - Redesign) Made by Joost Wijnen (mpmb@flapkan.com); Design inspired by Wizards of the Coast character sheet
Spell Sheet Options

1ST LEVEL 2ND LEVEL 3RD LEVEL 4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL 8TH LEVEL 9TH LEVEL

Muriel of Kord
SPELL SLOTS
CHARACTER NAME

BLOOD HUNTER SPELLS Intelligence +4 DC 12


SPELLCASTING ABILITY ATTACK MODIFIER SAVING THROW DC

CANTRIPS (0 LEVEL)

> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Booming Blade Melee wea atk with cast; if hit: 1d8 Thunder dmg and if moves next round +2d8 Thunder dmg — Evoc 1a S:5-ft rad S,Mƒ 1 round T 106
> Lightning Lure 1 crea I see save or pulled 10 ft to me; if it ends in 5 ft, 2d8 Lightning dmg Str Evoc 1a S:15-ft rad V Instantaneous T 107

1ST LEVEL

> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Armor of Agathys 5+5/SL temp HP; as long as temp HP last any crea that hits in melee takes 5+5/SL Cold dmg — Abjur 1a Self V,S,M 1 h P 215
> Healing Elixir Make vial with alchemist's supplies; heals 2d4+2 HP as an action; if not used, disappears after 24 h — Conj 1 min Self V,S,Mƒ 24 h U SS
> Prot. from Evil/Good 1 crea immune fear/charm/possess by abber./celest./elem./fey/fiends/undead, they also dis. on atks — Abjur 1a Touch V,S,M† Conc, 10 min P 270

FALLEN AASIMAR SPELLS Charisma +3 DC 11


SPELLCASTING ABILITY ATTACK MODIFIER SAVING THROW DC

CANTRIPS (0 LEVEL)

KN SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.


AT
WILL Light 1 obj up to 10-ft cube sheds bright light 20-ft rad and dim light 20-ft; cannot have multiple instances — Evoc 1a Touch V,M 1 h (D) P 255
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MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.0 (Printer Friendly - Redesign); Spell Sheet 1/1 Made by Joost Wijnen (mpmb@flapkan.com); Design inspired by Wizards of the Coast character sheet
PLAYER REFERENCE
LINE

Point of Origin CONE CUBE SPHERE CYLINDER


AREA OF EFFECT

ATTACK (action) HIDE (action) BLINDED


Make one melee or ranged attack with a weapon, or Hide from those that can’t perceive you. Your Dex Fail checks involving sight. LEVEL EFFECT (cumulative)
multiple attacks with the ‘Extra Attack’ class feature. (Stealth) check is the DC for anybody’s Wis (Perception) Attacks have disadvantage. 1 Disadvantage on ability checks
(See the ‘Attack Action’ section below.) check to discover you. Enemy attacks have advantage. 2 Speed halved
CAST A SPELL (casting time of the spell) OVERRUN (action or bonus action) (DMG 272) CHARMED 3 Disadvantage on attacks / saves
Effect depends on the spell being cast. Move through hostile’s space once by winning opposing Can’t harm/attack charmer. 4 Hit Point maximum halved
DASH (action) Str (Athletics) check. Advantage if you are larger or Charmer has advantage on 5 Speed reduced to 0
Gain your speed as extra movement for this turn. disadvantage if you are smaller than the opponent. ability checks to interact socially. 6 Death
READY (action) DEAFENED EXHAUSTION (PHB 291)
DISENGAGE (action)
Your movement doesn’t provoke opportunity attacks for Choose an action that you will take in response to a set Fail checks involving hearing.
the rest of the turn. trigger. Taking the action uses your reaction. Readying a FRIGHTENED
DODGE (action)
spell requires concentration and expends the spell slot. Disadvantage to checks/attacks while the source of fear is in sight.
Attack rolls from attackers you can see have disadvantage SEARCH (action) Can’t willingly move closer to the source of fear.
and you have advantage on Dex saving throws until the Search for something, possibly with a Wis (Perception) GRAPPLED
start of your next turn, until you become incapacitated or or Int (Investigation) check. Speed 0, regardless of bonus. Ends when grappler is incapacitated or when
your speed drops to 0. TUMBLE (action or bonus action) (DMG 272) moved out of grappler’s reach by an effect.
ESCAPE (action) Move through hostile’s space once by winning opposing INCAPACITATED
Escape a grapple by winning a Str (Athletics) or Dex Dex (Acrobatics) check. Can’t take actions or reactions.
(Acrobatics) check vs. grappler’s Str (Athletics) check. USE OBJECT (action) INVISIBLE
HELP (action) You can interact with an object once per turn for free. A Can’t be seen (normally), but still make noise and tracks.
Give an ally advantage on next ability check or attack roll second interaction and special cases take an action to Attacks have advantage. Enemy attacks have disadvantage.
vs. an opponent within 5 ft of you, if done before the complete (e.g. draw a second weapon, equip a shield, PARALYZED
start of your next turn. drink a potion, retrieve an item from a backpack). Incapacitated. Can’t move or speak. Fail Str and Dex saving throws.
COMBAT ACTIONS (PHB 192) Enemy attacks have advantage. Enemy attacks within 5 ft are critical hits.
PETRIFIED
Incapacitated. Can’t move or speak. Unaware of surroundings. Resistance
MELEE ATTACK (one attack) to all damage. Immune to poison / disease. Fail Str and Dex saving throws.
Normal attack on target within 5 ft. If attacking with a light HALF +2 AC and Dex saving throws Enemy attacks have advantage. Stop aging. Weight increases by factor 10.
melee weapon in one hand, allowed to make an attack with a 3/4 +5 AC and Dex saving throws POISONED
light melee weapon in other hand as a bonus action, see ‘Two- TOTAL Can’t be targeted directly by attack or spell Disadvantage on attack rolls and ability checks.
Weapon Fighting’. If either weapon has the thrown property, it COVER (PHB 196) PRONE
may be thrown as part of this action. Crawl (at ½ speed) or stand up (costs ½ speed). Attacks have disadvantage.
RANGED ATTACK (one attack) Enemy attacks have advantage within 5 ft and disadvantage if further away.
Normal attack if up to normal range (first number). Disadvantage on the attack if up to long range (second number).
RESTRAINED
Disadvantage on the attack if a hostile that is not incapacitated is within 5 ft and can see the attacker. Speed 0, regardless of bonus. Disadvantage on Dex saving throws.
TWO-WEAPON FIGHTING (bonus action with attack action) Attacks have disadvantage. Enemy attacks have advantage.
If making an attack with a light melee weapon in one hand, allowed to make an attack with a light melee weapon in
STUNNED
other hand as a bonus action. This off-hand attack can’t add a positive ability score modifier to the damage roll. If the Incapacitated. Can’t move. Can speak only falteringly.
weapon has the thrown property, it may be thrown as part of this action. Fail Str and Dex saving throws. Enemy attacks have advantage.
DISARM (instead of one attack) (DMG 271)
UNCONSCIOUS
Knock an item from grasp by winning weapon attack roll vs. opponent’s Str (Athletics) or Dex (Acrobatics) check. Incapacitated. Can’t move or speak. Unaware of surroundings.
Disadvantage on the weapon attack roll if the item is being held with two or more hands. Larger opponents have Drop everything. Fail Str and Dex saving throws.
advantage and smaller have disadvantage. Enemy attacks have advantage. Enemy attacks within 5 ft are critical hits.
GRAPPLE (instead of one attack)
With a free hand, give the grappled condition to an opponent that is within reach and up to one size larger than you CONDITIONS (PHB 290)

by winning Str (Athletics) check vs. opponent’s Str (Athletics) or Dex (Acrobatics) check.
MARK (with melee attack) (DMG 271)
LIGHTLY OBSCURED (dim light) Disadvantage on sight Perception checks
With a melee attack you can mark the target of that attack. The next opportunity attack against the marked target
HEAVILY OBSCURED (darkness) Effectively blinded (see conditions)
before the end of your next turn has advantage and doesn’t cost you your reaction.
BLINDSIGHT Out to range, perceive without sight.
SHOVE (instead of one attack)
DARKVISION Out to range, treat dim light as bright light. Can’t see colors.
Move opponent 5 ft or make prone by winning opposing Str (Athletics) check. Disadvantage if trying to move the
opponent to a side rather than to directly away from you. TRUESIGHT Out to range, perceive everything regardless of (magical) darkness,
invisibility, illusions, shapechanging, or etherealness.
ATTACK ACTION (PHB 195) LIGHT & VISION (PHB 183)

MOVE (limited by movement speed) FORCED MARCH


You can move your movement speed every turn. You can break up your Marching more than 8 hours per day requires a Con PACE MINUTE HOUR DAY EFFECT
movement between actions. You can switch back and forth between different saving throw at DC 10 + 1 per additional hour, at the Fast 400 feet 4 miles 30 miles -5 passive Perception
types (e.g. from flying to walking), by subtracting the distance already moved end of each additional hour. If failed, suffer one level Normal 300 feet 3 miles 24 miles ––
from the new speed. of exhaustion (see conditions). Slow 200 feet 2 miles 18 miles Able to use stealth
You can freely move through a nonhostile’s space, and through a hostile’s FOOD (one pound per day) TRAVEL PACE (PHB 182)
space if it is two sizes larger or smaller than you. Another creature’s space Go without food for 3 + Con modifier of consecutive
counts as difficult terrain. days (1 day minimum). At the end of each day beyond that, suffer one level of exhaustion (see conditions).
CLIMB / SWIM (at ½ speed) WATER (one gallon per day)
May involve a Str (Athletics) check if the climb / swim is difficult. If only half a gallon is consumed, DC 15 Con saving throw at end of day. If failed or consumed less than half, suffer
CRAWL (at ½ speed) one level of exhaustion, or two levels of exhaustion if currently already exhausted (see conditions).
Crawl while prone (see conditions). Dropping prone costs no movement speed. FALLING
DIFFICULT TERRAIN (at ½ speed) 1d6 bludgeoning damage per 10 feet fallen, to a maximum of 20d6. End prone if taken any damage from the fall.
Moving through difficult terrain costs twice as much speed. Another creature’s SUFFOCATING
space counts as difficult terrain. Hold breath for 1 + Con modifier in minutes (30 seconds minimum). After that, survive for Con modifier in
JUMP rounds, after which drop to 0 hit points and dying.
After moving at least 10 feet on foot, you can jump your Str score in feet straight SHORT REST
forward, or 3 + your Str modifier in feet up. The jump distance is halved when A short rest takes 1 hour of doing nothing too strenuous. At the end of the rest, spend hit dice to regain hit points.
performing a standing jump. LONG REST
STAND UP (costs ½ speed) A long rest takes 8 hours with nothing too strenuous for more than 1 hour of that. Regain all hit points and half hit
Standing up from being prone costs half your movement speed for this turn. dice at end. If food and water are consumed, reduce exhaustion level by 1. Maximum of 1 long rest per 24 hours.
MOVEMENT (PHB 182) ENVIRONMENT (PHB 183)
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.0 (Printer Friendly - Redesign) Made by Joost Wijnen (mpmb@flapkan.com); Design inspired by Wizards of the Coast character sheet

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