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Rowe

Shifter Blood Hunter D&D Character Sheet

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0% found this document useful (0 votes)
30 views6 pages

Rowe

Shifter Blood Hunter D&D Character Sheet

Uploaded by

krdtd847fx
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
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Blood Hunter 11 TerrBearr

CLASS & LEVEL PLAYER NAME


Rowe
Shifter Custom Background (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

+7 Strength
ARMOR Max HP Current HP Temp HP
STRENGTH • +14 Dexterity
+7 Constitution +6 23 112 --
+2 • +9 Intelligence
CLASS
• +8 Wisdom INITIATIVE HIT POINTS
15
+1 Charisma
Total 11d10
Resistances - Bludgeoning, SUCCESSES
Saving Throw Modifiers
DEXTERITY Piercing, Slashing FAILURES
+1 Bonus on saves
+4 Bonus on CON
+5 +4 Bonus on DEX
+4 Bonus on STR
DEFENSES HIT DICE DEATH SAVES

Advantage on STR
20 SAVING THROWS INSPIRATION
=== ARMOR ===
Light Armor, Medium Armor, Shields
CONSTITUTION +6 Acrobatics DEX
PROFICIENCY BONUS
=== WEAPONS ===
+4
+2 +4

+5
Animal Handling WIS
Arcana INT
Martial Weapons, Simple Weapons

=== TOOLS ===


14 P +7 Athletics STR Alchemist's Supplies, Thieves' Tools
ABILITY SAVE DC
+1 Deception CHA
=== LANGUAGES ===
+5 History INT Celestial, Common, Undercommon
INTELLIGENCE
P +8 Insight WIS
50 ft. (Walking), 25 ft. (Climbing), 25 ft.
+4 P +7 Intimidation STR
(Swimming)
+5 Investigation INT
19 +4 Medicine WIS SPEED

+5 Nature INT PROFICIENCIES & LANGUAGES

WISDOM P +8 Perception WIS


+1 Performance CHA === ACTIONS === It must succeed on a STR Saving Throw (DC 16) or
+3 +1 Persuasion CHA
Standard Actions
Attack, Cast a Spell, Dash, Disengage, Dodge,
the cursed creature’s speed reduced to 0 and it cannot
take reactions until the end of your next turn.
Help, Hide, Ready, Search, Use an Object,
+5 Religion INT
16 Opportunity Attack, Grapple, Shove, Improvise, <strong><em>Amplify.</em></strong> The curse lasts
+11 Sleight of Hand DEX Two-Weapon Fighting, Interact with an Object for 1 minute and affects creatures of any size. The
cursed creature can repeat the saving throw at the
P +10 Stealth DEX === BONUS ACTIONS === end of each of its turns to end the curse.
CHARISMA Bite/Claw/Unarmed
P +8 Survival WIS
When you use the Attack action to make an Crimson Rite
As a bonus action, imbue a weapon to strike for
+0 unarmed strike, you can make one additional unarmed
Alchemist's Supplies (INT)
P +9
strike as a bonus action. 1d8 extra damage of your chosen type. On activating
P +15 Thieves' Tools (DEX) the rite, you take 1d8 damage. Rite damage is magical
Blood Curse of Binding and lasts while you hold the weapon or until you
10 As a bonus action, you attempt to bind a Large or complete a short/long rest.
smaller creature that you can see within 30 ft. of you.
SKILLS ACTIONS

NAME HIT DAMAGE/TYPE NOTES

23 PASSIVE WISDOM (PERCEPTION)


Crossbow, light +9 1d8+7 Piercing Simple, Ammunition, Loading, Range, Two-Handed, Range (80/320)

Bite/Claw/Unarmed +13 1d8+11 If you bite and the target is a humanoid, it must succeed on a DC 16 Constitution saving throw or be cursed with werewolf lycanthropy

23 PASSIVE WISDOM (INSIGHT)

Bite/Claw/Unarmed +13 1d8+11 If you bite and the target is a humanoid, it must succeed on a DC 16 Constitution saving throw or be cursed with werewolf lycanthropy

20 PASSIVE INTELLIGENCE (INVESTIGATION)

Darkvision 60 ft.

SENSES WEAPON ATTACKS & CANTRIPS

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Blood Hunter 11 TerrBearr
CLASS & LEVEL PLAYER NAME
Rowe
Shifter Custom Background (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

=== BLOOD HUNTER FEATURES === <strong><em>Amplify.</em></strong> The curse lasts damage rolls with that weapon.
for 1 minute and affects creatures of any size. The
* Hit Points • CR cursed creature can repeat the saving throw at the end * Crimson Rite • CR
of each of its turns to end the curse. As a bonus action, you can activate any rite you know
* Proficiencies • CR on a weapon you're holding. A weapon can only hold
| Blood Curse of Binding : 1 Bonus Action one active rite at a time. When activated, you take 1d8
* Hunter’s Bane • CR necrotic damage which can't be reduced in any way.
You have advantage on Wisdom (Survival) checks to | Blood Curse of the Eyeless • CR
track fey, fiends, or undead, and you have advantage When a creature you see within 30 ft. of you makes an While your rite is in effect, attacks made with this
on Intelligence ability checks to recall information attack, you can use your reaction to roll weapon are magical and you deal an additional 1d8
about them. <strong>1d8</strong> and subtract the result from the damage of the type determined by the chosen rite. The
creature's attack roll. You can choose to use this rite’s effect lasts until you finish a short/long rest and
| Hemocraft Modifier: Intelligence • CR feature after the creature's roll but before the DM other creatures cannot gain the benefit of your rite.
Your Hemocraft DC is 16. determines whether the attack hits or misses.
Creatures immune to the Blinded condition are | Rite of the Frozen • CR
* Blood Maledict • CR immune to this curse. The extra damage dealt by your rite is cold damage.
You can invoke a blood curse a number of times per
short rest based on your level. Before it affects the <strong><em>Amplify.</em></strong> You apply this | Rite of the Storm • CR
target, you can choose to amplify the curse. An curse to all of the creature's attacks until the end of its The extra damage dealt by your rite is lightning
amplified curse gains an additional effect noted in the turn, rolling separately for each attack. damage.
curse's description. Amplifying a curse causes you to
take 1d8 points of necrotic damage that cannot be | Blood Curse of the Eyeless : 1 Reaction | 1 Bonus Action
reduced in any way.
| Blood Curse of the Fallen Puppet • CR * Blood Hunter Order • CR
Creatures that don't have blood in their bodies are When a creature you can see within 30 ft. drops to 0
immune to blood curses, unless the curse has been HP, you can use your reaction to have that creature | Order of the Lycan
amplified. make one weapon attack against a target of your
choice within its range. * Heightened Senses • CR
| 2 / Short Rest • No Action You gain advantage on Wisdom (Perception) checks
<strong><em>Amplify.</em></strong> You can first that rely on hearing or smell.
* Blood Curses • CR cause the cursed creature to move up to half its speed,
Your chosen Blood Curses for use with the <em>Blood and grant a +4 bonus to its attack roll. | Hemocraft Modifier: Intelligence • CR
Maledict</em> feature.
| 1 Reaction * Hybrid Transformation • CR
| Blood Curse of Binding • CR
As a bonus action, you attempt to bind a Large or * Fighting Style • CR | Hybrid Form • CR
smaller creature that you can see within 30 ft. of you. It You adopt a fighting style specialty.
must succeed on a STR Saving Throw (DC 16) or the | Hybrid Transformation : 2 / Short Rest • 1 Bonus
cursed creature’s speed reduced to 0 and it cannot | Dueling • CR Action
take reactions until the end of your next turn. When you are wielding a melee weapon in one hand
and no other weapons, you gain a +2 bonus to * Hybrid Transformation Features • CR

FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

CP 0 Headband of Intellect 1 -- Waterskin 1 5 lb.

Gloves of Thievery 1 -- Shattered Wedding Band - Father's 1 --

SP 0 Insignia of Claws 1 --

Clothes of Mending 1 4 lb.


EP 0 Eldritch Claw Tattoo 1 --

Serpent Scale Armor 1 45 lb.


GP 110 Harkon’s Bite 1 --

Shield 1 6 lb.
PP 0 Crossbow, light 1 5 lb.

Crossbow Bolts 20 1 lb.


WEIGHT CARRIED

92 lb. Backpack 1 5 lb.

ENCUMBERED Thieves' Tools 1 1 lb. ATTUNED MAGIC ITEMS QTY WEIGHT

225 lb. Maps of Faerûn & Waterdeep 1 -- Headband of Intellect 1 --

PUSH/DRAG/LIFT Rations (1 day) 5 10 lb. Eldritch Claw Tattoo 1 --

450 lb. Rope, Hempen (50 feet) 1 10 lb. Harkon’s Bite 1 --

EQUIPMENT

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Blood Hunter 11 TerrBearr
CLASS & LEVEL PLAYER NAME
Rowe
Shifter Custom Background (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

While you are transformed, you gain the following slashing damage from nonmagical attacks not made Your speed increases by 10 ft., you add 10 ft. to your
features: with silvered weapons. While you're not wearing heavy long jump distance, and add 3 ft. to your high jump
armor, you gain a +1 bonus to your AC. distance.
| Bloodlust • CR
If you start your turn with 56 HP or less, you must | Hybrid Form - Predatory Strike (STR): 1 Action | Improved Predatory Strikes • CR
succeed on a WIS saving throw (DC You gain a +2 bonus to attack rolls made with your
<strong>8</strong>) or move toward the nearest | Bite/Claw/Unarmed: 1 Action unarmed strikes.
creature and use the Attack action against it. If you're
concentrating on a spell or an effect prevents you from | Bite/Claw/Unarmed: 1 Bonus Action In addition, when you have an active Crimson Rite
concentrating (such as a barbarian's Rage), you while in your hybrid form, your unarmed strikes are
automatically fail this saving throw. | Predatory Strike : 1 Bonus Action considered magical for overcoming resistance and
immunity to nonmagical attacks and damage.
If you have Extra Attack, you choose whether to use it. * Ability Score Improvement • CR
If more than one creature is equally near you, roll | Improved Predatory Strikes (level 11) • CR
randomly to choose your target. Once the attack is * Extra Attack • CR
resolved, you regain control. Starting at 5th level, you can attack twice, instead of * Grim Psychometry • CR
once, whenever you take the Attack action on your When making an Intelligence (History) check to recall
| Bloodlust (can no longer fail): Special turn. information about the sinister or tragic history of an
object you’re touching or your current location, you
| Feral Might • CR | Special have advantage on the roll.
You have advantage on Strength checks, Strength
saving throws, and gain a +2 bonus to melee damage * Brand of Castigation • CR * Dark Augmentation • CR
rolls.
| Brand of Castigation • CR | Dark Augmentation • CR
| Feral Might (level 11) • CR Once per short/long rest, whenever you damage a Your speed increases by 5 ft. and you have a +4
creature with a weapon that has an active rite, you can bonus to your Strength, Dexterity, and Constitution
| Predatory Strikes • CR sear an arcane brand into that creature. Your brand saving throws.
You can apply your Crimson Rites to your unarmed has the following effects:
strikes, which is treated as one weapon. You can - You always know the direction to the branded * Advanced Transformation • CR
choose to use either DEX or STR for the creature as long as it’s on the same plane as you. If you start your turn with 56 HP or less (but have at
attack/damage rolls, which deals - Each time the branded creature deals damage to least 1 HP), you regain +3 HP.
<strong>1d6</strong> bludgeoning or slashing you or another creature you can see within 5 ft. of you,
damage (your choice). This increases to the branded creature takes 4 psychic damage. If you are in Hybrid Form, you gain this HP before
<strong>1d8</strong> damage at 11th level. Your brand lasts until you dismiss it or until you apply a making the Bloodlust saving throw.
brand to another creature. Your brand can be dispelled
When you use the Attack action to make an unarmed with <em>dispel magic</em> and is treated as a | Lycan Regeneration • CR
strike, you can make one additional unarmed strike as <strong>level</strong> 5 spell.
a bonus action. | Special
| 1 / Short Rest • Special
| Resilient Hide • CR
You have resistance to bludgeoning, piercing, and * Stalker's Prowess • CR === SHIFTER RACIAL TRAITS ===

ADDITIONAL FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

ADDITIONAL EQUIPMENT

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Blood Hunter 11 TerrBearr
CLASS & LEVEL PLAYER NAME
Rowe
Shifter Custom Background (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

* Ability Score Increases • MotM 5 | Wildhunt •


When determining your character’s ability scores, While shifted, you have advantage on Wisdom checks,
increase one score by 2 and increase a different score and no creature within 30 ft. of you can make an attack
by 1, or increase three different scores by 1. against you with advantage unless you’re
incapacitated.
| Increase two scores (+2 / +1) •
Increase one of these scores by 2 and a different | Wildhunt Transformation : 4 / Long Rest • 1 Bonus
score by 1. Action

* Languages • MotM 5
Your character can speak, read, and write Common === FEATS ===
and one other language that you and your DM agree is
appropriate for the character. * Resilient (Wisdom) • PHB
Increase your WIS score by 1 and you gain proficiency
* Creature Type • MotM 32 in WIS saving throws.
You are a Humanoid.
* Sentinel • PHB 169
* Size • MotM 32 When you hit a creature with an opportunity attack, the
You are Medium. creature's speed becomes 0 for the rest of the turn.
Creatures provoke opportunity attacks from you even if
* Speed • MotM 32 they take the Disengage action. When a creature
Your walking speed is 30 ft. within 5 ft. of you makes an attack against a target
other than you, you can use your reaction to make a
* Bestial Instincts • MotM 32 melee weapon attack against the attacking creature.
You have proficiency in one of the following skills of
your choice: Acrobatics, Athletics, Intimidation, or | Sentinel Attack: 1 Reaction
Survival.

* Darkvision • MotM 32
You can see in dim light within 60 ft. of you as if it were
bright light, and in darkness as if it were dim light, only
discerning colors in that darkness as shades of gray.

* Shifting • MotM 32
As a bonus action, you can shift and assume a more
bestial form and gain 8 temporary hit points. Your
transformation lasts for 1 minute, until you die, or until
you revert using a bonus action. You can shift 4 times
per long rest and also gain benefits based on your
chosen form:

ADDITIONAL FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

ADDITIONAL EQUIPMENT

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Male 29 Medium 6'6" 240
GENDER AGE SIZE HEIGHT WEIGHT
Rowe Chaotic Neutral Selûne Tan Brown Black
CHARACTER NAME ALIGNMENT FAITH SKIN EYES HAIR

=== Allies ===


I can stare down a hell
Sister - Catherine Rowe
hound without flinching.
=== Organizations ===

Mercenary group PERSONALITY TRAITS

Independence. When people follow


orders blindly, they embrace a kind
of tyranny. (Chaotic)
IDEALS

Those who fight beside me are those


Rowe is a tall, tanned man, lean and strong. He has dark hair tied back in a headband and a full beard, with slightly pointed ears, prominent canines, and slightly sharpened fingernails, though he otherwise appears human. He wears furs around his neck and leather pants, but his chest is bare except a canine tooth necklace between his pecs. Under the furs, you can see an intricate tattoo on his back of a forest scene, with the current phase of the moon on prominent display.
worth dying for.

BONDS

I have little respect for anyone who is not a


proven warrior.

FLAWS
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Maximilian Rowe grew up in Waterdeep to a loving


family, traditionally soldiers, law enforcement, and
laborers. When 17, he went on a camping trip with
his father, uncle, brother, and a cousin. During the
night they were attacked by a pack of werewolves
led by the infamous alpha Harkon€Lukas,not that
anyone knew it at the time. His family was dead
but Maximilian survived the savagery. He limped
home for help and was taken care of by his mom
and sister. Family friends were able to recover
only parts of the deceased and the broken pieces
of his father's wedding ring--once a finely crafted
band carved from a unique piece of amethyst, now
nearly worthless except for its sentimental value.

The next full moon the hidden curse took over and
Maximilian shifted into a werewolf himself, nearly
killing his sister before he was able to regain
control. He ended up passing the curse to her as
well. They eventually decided to leave town
together and travel for answers on how to rid the
curse and prevent themselves from spreading it
through Waterdeep. They joined a mercenary
group of blood hunters who had experience in
controlling curses, if not able to remove them.
During this time the group took to calling him by
his last name Rowe instead, and the nickname
stuck. They originally tried Max, but it sounded too
much like a dog's name, a bit too on-the-nose (or
snoot?)...

Hearing of a library, Rowe took leave from the


group to travel there and gain answers. Nearly
taken over by a cursed spirit, he was able to help
pacify the creature and apprehend its creator to
prevent it from happening again. His reward for
helping was access to all parts of the library and a
Headband of Intellect.

He discovered that the only way to cure his and


his sister's lycanthropy was to first defeat the
originator of their strain of the curse, Harkon
Lukas. The mercenary group was able to track him
down and they nearly killed him. However, Harkon

CHARACTER BACKSTORY ADDITIONAL NOTES

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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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