Blood Hunter 3 cleitinborrachero66471
CLASS & LEVEL PLAYER NAME
Percival John Deere Green van Stone the 5th
High Elf Noble (Milestone)
CHARACTER NAME SPECIES BACKGROUND EXPERIENCE POINTS
+1 Strength
ARMOR Max HP Current HP Temp HP
STRENGTH • +5 Dexterity
+1 Constitution +3 17 25 --
12 • +2 Intelligence
CLASS
+2 Wisdom INITIATIVE HIT POINTS
+1
-1 Charisma
Total 3d10 SUCCESSES
Saving Throw Modifiers
Immunities - Magical Sleep
DEXTERITY FAILURES
Advantage against
17 being charmed DEFENSES HIT DICE DEATH SAVES
+3 SAVING THROWS HEROIC INSPIRATION
=== ARMOR ===
Light Armor, Medium Armor, Shields
CONSTITUTION P +5 Acrobatics DEX
PROFICIENCY BONUS
=== WEAPONS ===
+2
13 +2
+0
Animal Handling WIS
Arcana INT
Martial Weapons, Simple Weapons
=== TOOLS ===
+1 P +3 Athletics STR Alchemist's Supplies, Dice Set
ABILITY SAVE DC
-1 Deception CHA
=== LANGUAGES ===
P +2 History INT Common, Draconic, Elvish
INTELLIGENCE
+2 Insight WIS
30 ft. (Walking)
11 -1 Intimidation CHA
P +2 Investigation INT
+0 +2 Medicine WIS SPEED
+0 Nature INT PROFICIENCIES & TRAINING
WISDOM P +4 Perception WIS
-1 Performance CHA === ACTIONS ===
14 P +1 Persuasion CHA
Standard Actions
Attack, Magic, Dash, Disengage, Dodge, Help,
Crimson Rite
As a bonus action, you can activate any rite you
Hide, Ready, Search, Utilize, Opportunity Attack, know on a weapon you’re holding. A weapon can only
+0 Religion INT
+2 Grapple, Shove, Improvise, Two-Weapon Fighting, hold one active rite at a time. When activated, you
+3 Sleight of Hand DEX Interact with an Object, Study, Influence take 1d4 necrotic damage which can't be reduced in
any way.
+3 Stealth DEX === BONUS ACTIONS ===
CHARISMA Blood Curse of the Marked While your rite is active, attacks made with this
+2 Survival WIS
As a bonus action, you mark a creature that you weapon are magical, dealing an additional 1d4
damage of the type determined by the chosen rite.
8 see within 30 ft. of you. Until the end of your turn,
whenever you hit the target with a weapon that has an
active crimson rite, you roll an additional 1d4 damage.
The rite’s effect lasts until you finish a short/long rest
and other creatures cannot gain the benefit of your
rite.
-1 Amplify. The next attack roll you make against the
target before the end of your turn has advantage. Crimson Rite - Rite of the Dawn
SKILLS ACTIONS
NAME HIT DAMAGE/TYPE NOTES
14 PASSIVE PERCEPTION
Crossbow, Light +5 1d8+3 Piercing Simple, Ammunition, Loading, Range, Two-Handed, Slow, Range (80/320)
Rapier +5 1d8+5 Piercing Martial, Finesse, Vex
12 PASSIVE INSIGHT
Unarmed Strike +3 2 Bludgeoning
12 PASSIVE INVESTIGATION
Darkvision 60 ft.
SENSES WEAPON ATTACKS & CANTRIPS
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Blood Hunter 3 cleitinborrachero66471
CLASS & LEVEL PLAYER NAME
Percival John Deere Green van Stone the 5th
High Elf Noble (Milestone)
CHARACTER NAME SPECIES BACKGROUND EXPERIENCE POINTS
=== BLOOD HUNTER FEATURES === Amplify. The next attack roll you make against the - When you hit an undead creature with a weapon that
target before the end of your turn has advantage. has this rite active, you deal an additional 1d4 points of
* Hit Points • CR damage.
| 1 Bonus Action
* Proficiencies • CR | Crimson Rite - Rite of the Dawn: 1 Bonus Action
* Fighting Style • CR
* Hunter’s Bane • CR You adopt a fighting style specialty. * Curse Specialist • CR
You have advantage on Wisdom (Survival) checks to You gain an additional use of your Blood Maledict
track fey, fiends, or undead, and you have advantage | Dueling • CR feature. In addition, your blood curses can target any
on Intelligence ability checks to recall information When you are wielding a melee weapon in one hand creature, whether it has blood or not.
about them. and no other weapons, you gain a +2 bonus to
damage rolls with that weapon. | Hemocraft Modifier: Wisdom • CR
| Hemocraft Modifier: Wisdom • CR Your chosen Hemocraft modifier is Wisdom.
Your Hemocraft DC is 12. * Crimson Rite • CR
As a bonus action, you can activate any rite you know | Blood Maledict - Curse Specialist: 1 / Short Rest •
* Blood Maledict • CR on a weapon you're holding. A weapon can only hold Special
You can invoke a blood curse a number of times per one active rite at a time. When activated, you take 1d4
short rest based on your level. Before it affects the necrotic damage which can't be reduced in any way.
target, you can choose to amplify the curse. An === HIGH ELF SPECIES TRAITS ===
amplified curse gains an additional effect noted in the While your rite is in effect, attacks made with this
curse's description. Amplifying a curse causes you to weapon are magical and you deal an additional 1d4 * Ability Score Increase • BR 23
take 1d4 points of necrotic damage that cannot be damage of the type determined by the chosen rite. The Your Dexterity score increases by 2.
reduced in any way. rite’s effect lasts until you finish a short/long rest and
other creatures cannot gain the benefit of your rite. * Darkvision • BR 23
Creatures that don't have blood in their bodies are You can see in darkness (shades of gray) up to 60 ft.
immune to blood curses, unless the curse has been | Rite of the Frozen • CR
amplified. The extra damage dealt by your rite is cold damage. * Keen Senses • BR 23
You have proficiency in the Perception skill.
| 1 / Short Rest • No Action | 1 Bonus Action
* Fey Ancestry • BR 23
* Blood Curses • CR * Blood Hunter Order • CR You have advantage on saves against being charmed,
Your chosen Blood Curses for use with the Blood and magic can’t put you to sleep.
Maledict feature. | Order of the Ghostslayer
* Trance • BR 23
| Blood Curse of the Marked • CR * Rite of the Dawn • CR You don't need to sleep, but meditate semiconsciously
As a bonus action, you mark a creature that you see You learn the Rite of Dawn as part of your Crimson for 4 hours a day. While meditating, you can dream
within 30 ft. of you. Until the end of your turn, Rite feature. While the Rite of the Dawn is active, the after a fashion; such dreams are actually mental
whenever you hit the target with a weapon that has an extra damage dealt by your rite is radiant. While active exercises that have become reflexive through years of
active crimson rite, you roll an additional scalevalue - you gain the following benefits: practice. After resting in this way, you gain the same
No level scale data available damage. - Your weapon sheds bright light out to 20 ft. benefit that a human does from 8 hours of sleep.
- You have resistance to necrotic damage.
FEATURES & TRAITS
NAME QTY WEIGHT NAME QTY WEIGHT
CP 0 Studded Leather 1 13 lb. Shield 1 6 lb.
Crossbow, Light 1 5 lb.
SP 0 Rapier 1 2 lb.
Crossbow Bolts 20 1.5 lb.
EP 0 Backpack 1 5 lb.
Clothes, Fine 1 6 lb.
GP 25 Signet Ring 1 --
Alchemist's Supplies 1 8 lb.
PP 0 Bedroll 1 7 lb.
Mess Kit 1 1 lb.
WEIGHT CARRIED
100.5 lb. Rations (1 day) 10 20 lb.
ENCUMBERED Rope, Hempen (50 feet) 1 10 lb. ATTUNED MAGIC ITEMS QTY WEIGHT
180 lb. Tinderbox 1 1 lb.
PUSH/DRAG/LIFT Torch 10 10 lb.
360 lb. Waterskin 1 5 lb.
EQUIPMENT
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Blood Hunter 3 cleitinborrachero66471
CLASS & LEVEL PLAYER NAME
Percival John Deere Green van Stone the 5th
High Elf Noble (Milestone)
CHARACTER NAME SPECIES BACKGROUND EXPERIENCE POINTS
* Ability Score Increase • BR 23
Your Intelligence score increases by 1.
* Elf Weapon Training • BR 23
You have proficiency with the longsword, shortsword,
shortbow, and longbow.
* Cantrip • BR 24
You know one cantrip of your choice from the wizard
spell list. INT is your spellcasting ability for it.
* Extra Language • BR 24
You can speak, read, and write one extra language of
your choice.
ADDITIONAL FEATURES & TRAITS
NAME QTY WEIGHT NAME QTY WEIGHT
ADDITIONAL EQUIPMENT
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Male 189 Medium
GENDER AGE SIZE HEIGHT WEIGHT
Percival John Deere Green van Stone the 5th
Neutral Good
CHARACTER NAME ALIGNMENT FAITH SKIN EYES HAIR
Despite my noble birth, I do not place myself
above other folk. We all have the same blood.
PERSONALITY TRAITS
Family. Blood runs thicker than
water. (Any)
IDEALS
My loyalty to my sovereign is
unwavering.
BONDS
I secretly believe that everyone
is beneath me.
FLAWS
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS
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
=== CANTRIPS === (At Will)
O Mage Hand Cantrip -- 1A 30 ft. V,S 1 minute free-rules 293 D: 1m, V/S
SPELLS
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