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Blood Hunter 4 elocska

CLASS & LEVEL PLAYER NAME


Kirda
Half-Orc Urban Bounty Hunter (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

+2 Strength
ARMOR Max HP Current HP Temp HP
STRENGTH • +5 Dexterity
+3 Constitution +3 15 40 --
+2 • +4 Intelligence
CLASS
+3 Wisdom INITIATIVE HIT POINTS
15
+0 Charisma
Total 4d10 SUCCESSES
Saving Throw Modifiers
DEXTERITY FAILURES

+3 DEFENSES HIT DICE DEATH SAVES

16 SAVING THROWS INSPIRATION


=== ARMOR ===
Light Armor, Medium Armor, Shields
CONSTITUTION +3 Acrobatics DEX
PROFICIENCY BONUS
=== WEAPONS ===
+2
+3 +3

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

=== TOOLS ===


17 P +4 Athletics STR Alchemist's Supplies, Dice Set, Thieves'
ABILITY SAVE DC Tools
+0 Deception CHA
+2 History INT === LANGUAGES ===
INTELLIGENCE
+3 Insight WIS Common, Orc
20 ft. (Walking)
+2 P +2 Intimidation CHA
P +4 Investigation INT
14 +3 Medicine WIS SPEED

+2 Nature INT PROFICIENCIES & LANGUAGES

WISDOM +3 Perception WIS


+0 Performance CHA === ACTIONS === As a bonus action, you expend a use of your Blood
+3 P +2 Persuasion CHA
Standard Actions
Attack, Cast a Spell, Dash, Disengage, Dodge,
Maledict to give yourself a flying speed of 30 ft. for 3
round(s).
Help, Hide, Ready, Search, Use an Object,
+2 Religion INT
16 Opportunity Attack, Grapple, Shove, Improvise, === REACTIONS ===
+3 Sleight of Hand DEX Two-Weapon Fighting, Interact with an Object Blood Curse of the Eyeless
When a creature you see within 30 ft. of you makes
P +5 Stealth DEX === BONUS ACTIONS === an attack, you can use your reaction to roll
CHARISMA Crimson Rite <strong>1d4</strong> and subtract the result from the
P +5 Survival WIS
As a bonus action, imbue a weapon to strike for creature's attack roll. You can choose to use this
feature after the creature's roll but before the DM
+0 1d4 extra damage of your chosen type. On activating
the rite, you take 1d4 damage. Rite damage is magical
and lasts while you hold the weapon or until you
determines whether the attack hits or misses.
Creatures immune to the Blinded condition are
complete a short/long rest. immune to this curse.
11
Rite Focus - The Genie <strong><em>Amplify.</em></strong> You apply this
SKILLS ACTIONS

NAME HIT DAMAGE/TYPE NOTES

13 PASSIVE WISDOM (PERCEPTION)


Battleaxe +4 1d8+2 Slashing Martial, Versatile

Crossbow, light +5 1d8+3 Piercing Simple, Ammunition, Loading, Range, Two-Handed, Range (80/320)

13 PASSIVE WISDOM (INSIGHT)

Chill Touch +5 1d8 Necrotic D: 1Rnd, V/S


14 PASSIVE INTELLIGENCE (INVESTIGATION)
Unarmed Strike +4 3 Bludgeoning

Darkvision 60 ft.

SENSES WEAPON ATTACKS & CANTRIPS

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Blood Hunter 4 elocska
CLASS & LEVEL PLAYER NAME
Kirda
Half-Orc Urban Bounty Hunter (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

=== BLOOD HUNTER FEATURES === Creatures immune to the Blinded condition are
immune to this curse. | The Genie • CR
* Hit Points • CR You have chosen the Genie as your otherworldly
<strong><em>Amplify.</em></strong> You apply this patron.
* Proficiencies • CR curse to all of the creature's attacks until the end of its
turn, rolling separately for each attack. * Pact Magic • CR
* Hunter’s Bane • CR You can cast known warlock spells using Wisdom as
You have advantage on Wisdom (Survival) checks to | Blood Curse of the Eyeless : 1 Reaction your spellcasting modifier (Spell DC: 13, Spell Attack:
track fey, fiends, or undead, and you have advantage +5). All of your spell slots are of the same level.
on Intelligence ability checks to recall information * Fighting Style • CR
about them. You adopt a fighting style specialty. * Rite Focus • CR
While you have an active Crimson Rite, you can use
| Hemocraft Modifier: Wisdom • CR | Great Weapon Fighting • CR your weapon as a spellcasting focus.
Your Hemocraft DC is 13. You can reroll a <strong>1</strong> or
<strong>2</strong> on damage dice with melee | The Genie • CR
* Blood Maledict • CR weapons wielded with two hands. As a bonus action, you expend a use of your Blood
You can invoke a blood curse a number of times per Maledict to give yourself a flying speed of 30 ft. for 3
short rest based on your level. Before it affects the * Crimson Rite • CR round(s).
target, you can choose to amplify the curse. An As a bonus action, you can activate any rite you know
amplified curse gains an additional effect noted in the on a weapon you're holding. A weapon can only hold | Rite Focus - The Genie: 1 Bonus Action
curse's description. Amplifying a curse causes you to one active rite at a time. When activated, you take 1d4
take 1d4 points of necrotic damage that cannot be necrotic damage which can't be reduced in any way. * Ability Score Improvement • CR
reduced in any way.
While your rite is in effect, attacks made with this
Creatures that don't have blood in their bodies are weapon are magical and you deal an additional 1d4 === HALF-ORC RACIAL TRAITS ===
immune to blood curses, unless the curse has been damage of the type determined by the chosen rite. The
amplified. rite’s effect lasts until you finish a short/long rest and * Darkvision • BR 41
other creatures cannot gain the benefit of your rite. You can see in darkness (shades of gray) up to 60 ft.
| 1 / Short Rest • No Action
| Rite of the Flame • CR * Menacing • BR 41
* Blood Curses • CR The extra damage dealt by your rite is fire damage. You gain proficiency in the Intimidation skill.
Your chosen Blood Curses for use with the <em>Blood
Maledict</em> feature. | 1 Bonus Action * Relentless Endurance • BR 41
When you are reduced to 0 HP but not killed, you can
| Blood Curse of the Eyeless • CR * Blood Hunter Order • CR drop to 1 HP instead once per long rest.
When a creature you see within 30 ft. of you makes an
attack, you can use your reaction to roll | Order of the Profane Soul (WIS) | 1 / Long Rest • Special
<strong>1d4</strong> and subtract the result from the
creature's attack roll. You can choose to use this * Otherworldly Patron • CR * Savage Attacks • BR 41
feature after the creature's roll but before the DM You strike a bargain with an otherworldly being of your When you score a critical hit, roll one of the weapon’s
determines whether the attack hits or misses. choice. dice one additional time and add it to the extra

FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

CP 0 Studded Leather 1 13 lb.

Crossbow, light 1 5 lb.

SP 0 Battleaxe 1 4 lb.

Crossbow Bolts 20 1.5 lb.


EP 0 Backpack 1 5 lb.

Clothes, Traveler's 1 4 lb.


GP 20 Alchemist's Supplies 1 8 lb.

Bedroll 1 7 lb.
PP 0 Mess Kit 1 1 lb.

Rations (1 day) 10 20 lb.


WEIGHT CARRIED

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

ENCUMBERED Tinderbox 1 1 lb. ATTUNED MAGIC ITEMS QTY WEIGHT

75 lb. Torch 10 10 lb.

PUSH/DRAG/LIFT Waterskin 1 5 lb.

450 lb.

EQUIPMENT

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Blood Hunter 4 elocska
CLASS & LEVEL PLAYER NAME
Kirda
Half-Orc Urban Bounty Hunter (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

damage.

ADDITIONAL FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

ADDITIONAL EQUIPMENT

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

PERSONALITY TRAITS

IDEALS

BONDS

FLAWS
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

CHARACTER BACKSTORY ADDITIONAL NOTES

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WIS 13 +5
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 Chill Touch Blood Hunter +5 1A 120 ft. V,S 1 round PHB 221 D: 1Rnd, V/S

O Poison Spray Blood Hunter CON 13 1A 10 ft. V,S Instantaneous PHB 266 V/S

=== 1st LEVEL === 1 Pact O

O Hex <C> Blood Hunter -- 1BA 90 ft. V,S,M Concentration, up to 1 hour PHB 251 D: 1h, V/S/M

O Armor of Agathys Blood Hunter -- 1A Self V,S,M 1 hour PHB 215 D: 1h, V/S/M

SPELLS

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