[go: up one dir, main page]

0% found this document useful (0 votes)
31 views4 pages

D&D Blood Hunter Character Sheet

Uploaded by

xxzoomxx491
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
31 views4 pages

D&D Blood Hunter Character Sheet

Uploaded by

xxzoomxx491
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 4

Blood Hunter lvl 2 Toby

CLASS & LEVEL PLAYER NAME


Zephyr
Earth Genasi Soldier (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

+4 Strength
ARMOR Max HP Current HP Temp HP
STRENGTH • +3 Dexterity
+3 Constitution +1 15 22 --
+4 • +1 Intelligence
CLASS
+3 Wisdom INITIATIVE HIT POINTS
19
-1 Charisma
Total 2d10 SUCCESSES
Saving Throw Modifiers
DEXTERITY FAILURES

+1 DEFENSES HIT DICE DEATH SAVES

12 SAVING THROWS INSPIRATION


=== ARMOR ===
Light Armor, Medium Armor, Shields
CONSTITUTION +1 Acrobatics DEX
PROFICIENCY BONUS
=== WEAPONS ===
+2
+3 +3

-1
Animal Handling WIS
Arcana INT
Martial Weapons, Simple Weapons

=== TOOLS ===


17 P +6 Athletics STR Alchemist's Supplies, Dice Set, Vehicles
ABILITY SAVE DC (Land)
-1 Deception CHA
P +1 History INT === LANGUAGES ===
INTELLIGENCE
+3 Insight WIS Common, Primordial
30 ft. (Walking)
-1 P +1 Intimidation CHA
P +1 Investigation INT
9 +3 Medicine WIS SPEED

-1 Nature INT PROFICIENCIES & LANGUAGES

WISDOM +3 Perception WIS


-1 Performance CHA === ACTIONS === <strong><em>Amplify.</em></strong> The curse lasts
+3 -1 Persuasion CHA
Standard Actions
Attack, Cast a Spell, Dash, Disengage, Dodge,
for 1 minute and the cursed creature can make a CON
saving throw (DC 13) at the end of each of its turns to
Help, Hide, Ready, Search, Use an Object, end the curse.
-1 Religion INT
17 Opportunity Attack, Grapple, Shove, Improvise,
+1 Sleight of Hand DEX Two-Weapon Fighting, Interact with an Object Crimson Rite
As a bonus action, imbue a weapon to strike for
+1 Stealth DEX === BONUS ACTIONS === 1d4 extra damage of your chosen type. On activating
CHARISMA Blood Curse of Bloated Agony the rite, you take 1d4 damage. Rite damage is magical
P +5 Survival WIS
As a bonus action, you curse a creature that you and lasts while you hold the weapon or until you
complete a short/long rest.
-1 can see within 30 ft. of you until the end of your next
turn. For the duration, the creature has disadvantage
on STR and DEX checks, and takes
<strong>1d8</strong> necrotic damage if it makes
8 more than one attack on its turn.

SKILLS ACTIONS

NAME HIT DAMAGE/TYPE NOTES

13 PASSIVE WISDOM (PERCEPTION)


Greataxe +6 1d12+4 Slashing Martial, Heavy, Two-Handed

Unarmed Strike +6 5 Bludgeoning


13 PASSIVE WISDOM (INSIGHT)

11 PASSIVE INTELLIGENCE (INVESTIGATION)

SENSES WEAPON ATTACKS & CANTRIPS

TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.
Blood Hunter lvl 2 Toby
CLASS & LEVEL PLAYER NAME
Zephyr
Earth Genasi Soldier (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

=== BLOOD HUNTER FEATURES ===


<strong><em>Amplify.</em></strong> The curse lasts * Merge with Stone • EE
* Hit Points • CR for 1 minute and the cursed creature can make a CON You can cast pass without trace (w/o material
saving throw (DC 13) at the end of each of its turns to components) once per long rest. CON is your
* Proficiencies • CR end the curse. spellcasting ability.

* Hunter’s Bane • CR | 1 Bonus Action


You have advantage on Wisdom (Survival) checks to
track fey, fiends, or undead, and you have advantage * Fighting Style • CR
on Intelligence ability checks to recall information You adopt a fighting style specialty.
about them.
| Great Weapon Fighting • CR
| Hemocraft Modifier: Wisdom • CR You can reroll a <strong>1</strong> or
Your Hemocraft DC is 13. <strong>2</strong> on damage dice with melee
weapons wielded with two hands.
* Blood Maledict • CR
You can invoke a blood curse a number of times per * Crimson Rite • CR
short rest based on your level. Before it affects the As a bonus action, you can activate any rite you know
target, you can choose to amplify the curse. An on a weapon you're holding. A weapon can only hold
amplified curse gains an additional effect noted in the one active rite at a time. When activated, you take 1d4
curse's description. Amplifying a curse causes you to necrotic damage which can't be reduced in any way.
take 1d4 points of necrotic damage that cannot be
reduced in any way. While your rite is in effect, attacks made with this
weapon are magical and you deal an additional 1d4
Creatures that don't have blood in their bodies are damage of the type determined by the chosen rite. The
immune to blood curses, unless the curse has been rite’s effect lasts until you finish a short/long rest and
amplified. other creatures cannot gain the benefit of your rite.

| 1 / Short Rest • No Action | Rite of the Frozen • CR


The extra damage dealt by your rite is cold damage.
* Blood Curses • CR
Your chosen Blood Curses for use with the <em>Blood | 1 Bonus Action
Maledict</em> feature.

| Blood Curse of Bloated Agony • CR === EARTH GENASI RACIAL TRAITS ===
As a bonus action, you curse a creature that you can
see within 30 ft. of you until the end of your next turn. * Ability Score Increase • EE
For the duration, the creature has disadvantage on
STR and DEX checks, and takes * Earth Walk • EE
<strong>1d8</strong> necrotic damage if it makes You can move across difficult terrain made of earth or
more than one attack on its turn. stone without expending extra movement.

FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

CP 0 Scale Mail 1 45 lb.

Crossbow, light 1 5 lb.

SP 0 Greataxe 1 7 lb.

Crossbow Bolts 20 1.5 lb.


EP 0 Backpack 1 5 lb.

Clothes, Common 1 3 lb.


GP 10 Alchemist's Supplies 1 8 lb.

Dice Set 1 --
PP 0 Bedroll 1 7 lb.

Mess Kit 1 1 lb.


WEIGHT CARRIED

128.5 lb. Rations (1 day) 10 20 lb.

ENCUMBERED Rope, Hempen (50 feet) 1 10 lb. ATTUNED MAGIC ITEMS QTY WEIGHT

285 lb. Tinderbox 1 1 lb.

PUSH/DRAG/LIFT Torch 10 10 lb.

570 lb. Waterskin 1 5 lb.

EQUIPMENT

TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.
Male 36 Medium 6ft 1in 200
GENDER AGE SIZE HEIGHT WEIGHT
Zephyr Neutral cyan crystal purple (darker purple
silver
when transform
CHARACTER NAME ALIGNMENT FAITH SKIN EYES HAIR

=== Allies ===


I’ve lost too many friends, and I’m
Letho slow to make new ones.
Amerin
Kaedwen
I can stare down a hell hound
Asareal without flinching.
Lin Muyyn PERSONALITY TRAITS

IDEALS
=== Organizations ===

Bloodhunters of of Ivasslenor Someone saved my life on the


battlefield. To this day, I will never
leave a friend behind.
BONDS

My hatred of my enemies is blind and unreasoning.


I made a terrible mistake in battle that cost many
lives—and I would do anything to keep that mistake secret.

FLAWS
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Zephyr was an orphan at the orphanage in Bloodhunter order's mark on back


Skarfanes, he didn’t know where he was born, as
long as he can remember he was the said
orphanage. Zephyr grew up with 2 human girls
and an Orc boy as well as 2 other (now deceased
half elf boys). Growing up in the valikan Clans the
children learn to hunt and fight as soon as they
can hold their weapon this tradition does not
exclude the orphans. Zephyr was exceptional at
wielding the Greataxe from a young age but
wasn’t the best hunter so his Orc brother would
take him out hunting to get in some extra practice
But after all the extra practice he was not getting
any better. In a last ditch effort to get better at
hunting Zephyr goes to the village druids that have
an idea to infect Zephyr with the ancient curse of
lycanthropy, the druids already have had the idea
with Zephyr being a genasi for it may bear
different effects than just to increase his instincts,
agility and strength, not only making him a good
hunter but also making him a great raider.
Eventually Zephyr grew old enough to live on his
own and join a raiding party with his half Orc
brother but during one raid along the coast, the
oceans grew fierce and shipwrecked the party,
Zephyr Woke up washed ashore with his whole
party dead and his Brother’s body missing. Forced
to fend for himself in the dangerous wilds of
Etharis, after a week or so of wandering Zephyr
found a small fort populated by an order of knights
calling themselves blood-hunters who said they
can help him control his curse. After 5 years
training to control the curse, surviving the Hunters
Bane ritual and gaining the brand of the Order,
Zephyr left to continue his travels, after his travels
took him south to the city of Ember Cairn. After a
view months of living in the city Zephyr was
recruited by a local gang as an enforcer.

CHARACTER BACKSTORY ADDITIONAL NOTES

TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

PREP SPELL NAME SOURCE SAVE/ATK TIME RANGE COMP DURATION PAGE REF NOTES

=== 2nd LEVEL ===

O Pass without Trace <C> Merge with Stone -- 1A Self V,S,M Concentration, up to 1 hour PHB 264 1/LR, D: 1h, V/S/M

SPELLS

TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.

You might also like