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• +9 Strength
ARMOR Max HP Current HP Temp HP
STRENGTH +1 Dexterity
+2 Constitution +1 13 164 --
+3 +2 Intelligence
CLASS
• +8 Wisdom INITIATIVE HIT POINTS
16
-1 Charisma
Total 20d10 SUCCESSES
Saving Throw Modifiers
Immunities - Frightened
DEXTERITY FAILURES
Advantage against being
+1 charmed, and magic can’t
put you to sleep
DEFENSES HIT DICE DEATH SAVES
Advantage against
12 SAVING THROWS INSPIRATION
=== ARMOR ===
Light Armor, Medium Armor, Shields
CONSTITUTION P +7 Acrobatics DEX
PROFICIENCY BONUS
=== WEAPONS ===
+6
+2 +2
+2
Animal Handling WIS
Arcana INT
Martial Weapons, Simple Weapons
Darkvision 90 ft.
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Blood Hunter 20 zedthetech
CLASS & LEVEL PLAYER NAME
Cedak
Wood Elf Outlander (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS
=== BLOOD HUNTER FEATURES === short rest based on your level: [2nd] 1, [6th] 2, [11th] 3,
[17th] 4. | Blood Curse of the Eyeless • CR
* Hit Points • CR Use your reaction to impose disadvantage on an
| 4 / Short Rest • No Action attack roll when an enemy within 60 ft. makes a
* Proficiencies • CR weapon attack. Amplify to impose disadvantage on the
* Fighting Style • CR target's following attack as well.
* Hunter's Bane • CR You adopt a fighting style specialty.
You have imbibed Hunter's Bane. You have advantage | 1 Reaction
on Survival checks to track and INT check to recall | Two-Weapon Fighting • CR
information about Fey, Fiends, and Undead. If you are You add your ability modifier to damage for off-hand | Blood Curse of the Fallen Puppet • CR
tracking one of these types (only one at a time), you attacks. When a creature falls unconscious or dies within 30 ft.,
can't be surprised by them. you can use your reaction to have the creature make a
* Blood Curses • CR single weapon attack. The creature then falls or dies
By 11th level, you can choose to suffer damage equal as appropriate. Amplify to give the creature's attack roll
to your crimson rite damage die to gain advantage on | Blood Curse of Binding • CR a +2 bonus.
a single Insight or Intimidation check. As a bonus action, reduce the speed of a creature (up
to one size category larger than you) to 0 within 30 ft. if | 1 Reaction
* Crimson Rite • CR it fails a STR saving throw (DC 16). This lasts until the
As a bonus action, imbue a weapon with extra damage end of your next turn. Amplify the curse to make the | Blood Curse of the Marked • CR
of your chosen type based on your level. You take speed reduction ongoing. The creature can repeat the As a bonus action, mark an enemy within 60 ft. and
damage equal to and your max HP are reduced by -20 STR saving throws at the end of each of its turns. deal double crimson rite damage to it until the end of
until the rite fades. Rite damage is magical and lasts your turn. Amplify to remove the marked target's
until you drop (or throw) the weapon or complete a | 1 Bonus Action resistance to your rite damage type until the beginning
rest. of your next turn.
| Blood Curse of Mutual Suffering • CR
| Rite of the Dead • CR As a bonus action, link with a creature within 30 ft. for | 1 Bonus Action
Your rite damage is necrotic. up to 1 minute. The next time the linked creature deals
damage to you with a weapon attack, it takes necrotic * Blood Hunter Order • CR
| Rite of the Flame • CR damage equal to half the damage dealt, ending the
Your rite damage is fire. curse. Amplified, the creature takes full damage and | Order of the Lycan
loses any necrotic resistance.
| Rite of the Frozen • CR * Heightened Senses • CR
Your rite damage is cold. | 1 Bonus Action You gain advantage on any Wisdom (Perception)
checks that rely on hearing or smell.
| Rite of the Roar • CR | Blood Curse of Purgation • CR
Your rite damage is thunder. As a bonus action, grant a creature within 60 ft. an * Hybrid Transformation • CR
immediate saving throw to remove a poisoned As an action, you can transform in your hybrid form for
| 1 Bonus Action condition affecting it. Amplify to remove any of the 10 minutes (or until you revert as an action or if you fall
blinded, deafened, or paralyzed conditions. unconscious or die), which grants you benefits:
* Blood Maledict • CR
You can invoke a blood curse a number of times per | 1 Bonus Action - Advantage on STR check and saving throws, +3
SP 0 Handaxe 1 2 lb.
Handaxe 1 2 lb.
EP 0 Crossbow Bolts 20 1.5 lb.
Backpack 1 5 lb.
GP 10 Bedroll 1 7 lb.
ENCUMBERED Rope, Hempen (50 feet) 1 10 lb. ATTUNED MAGIC ITEMS QTY WEIGHT
EQUIPMENT
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Blood Hunter 20 zedthetech
CLASS & LEVEL PLAYER NAME
Cedak
Wood Elf Outlander (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS
bonus to melee damage darkness, you gain +10 ft. to your speed and dice are maximized. When you critically hit with a
- Resistance to bludgeoning, piercing, slashing opportunity attacks against you have disadvantage. weapon attack that bears your crimson rite, you regain
(nonmagical, non-silvered), +1 bonus to AC (while not one use of Blood Maledict.
wearing heavy armor) * Advanced Transformation • CR
- Your unarmed strikes are considered a single You can now transform into your hybrid form as a
weapon for Crimson Rite, you can use DEX instead of bonus action, and your hybrid transformation now lasts === WOOD ELF RACIAL TRAITS ===
STR with them for attack and damage, and you can for up to 30 minutes.
make an additional unarmed strike as a bonus action * Darkvision • PHB 23
when using the Attack action with them. Unarmed While in hybrid form, you regain +3 HP at the start of You can see in darkness (shades of gray) up to 60 ft.
Strike damage: [3rd] 1d6, [11th] 1d8, [18th] 1d10 your turn if you half <= half your HP max (and not 0),
- Vulnerability to silvered weapons and you gain a 3 bonus to attack rolls with unarmed * Keen Senses • PHB 23
- At the start of each of your turns, make a WIS saving strikes. You have proficiency in the Perception skill.
throw to maintain control if you've taken any damage
since your last turn (DC = higher of 10 or half the total | 1 Bonus Action * Fey Ancestry • PHB 23
damage taken). On fail, you must use the Attack action You have advantage on saves against being charmed,
on the nearest creature. * Hardened Soul • CR and magic can’t put you to sleep.
You are immune to the frightened condition and have
| 3 / Short Rest • 1 Action advantage on saving throws against being charmed. * Trance • PHB 23
You don't need to sleep, but meditate semiconsciously
* Ability Score Improvement • CR * Iron Volition • CR for 4 hours a day. While meditating, you can dream
You have advantage whenever you make a WIS after a fashion; such dreams are actually mental
* Extra Attack • CR saving throw to maintain control of your hybrid form exercises that have become reflexive through years of
You can attack twice, instead of once, whenever you and advantage on attacks against creatures where one practice. After resting in this way, you gain the same
take the Attack action on your turn. of your allies is within 5 ft. benefit that a human does from 8 hours of sleep.
ADDITIONAL EQUIPMENT
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Blood Hunter 20 zedthetech
CLASS & LEVEL PLAYER NAME
Cedak
Wood Elf Outlander (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS
ADDITIONAL 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.
Medium
GENDER AGE SIZE HEIGHT WEIGHT
Cedak
CHARACTER NAME ALIGNMENT FAITH SKIN EYES HAIR
PERSONALITY TRAITS
IDEALS
BONDS
FLAWS
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS
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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
SPELLS
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