BloodHunter1 Urban Bounty Hunter Will
CLASS & LEVEL BACKGROUND PLAYER NAME
Dhampir True Neutral
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS
INSPIRATION
STRENGTH I am always calm, no matter what
16 +3 10,5m the situation. I never raise my voice
12 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
or let my emotions control me.
1 PERSONALITY TRAITS
Hit Point Maximum 14
1 Strength
DEXTERITY ● 5 Dexterity
I've lived this way for so long that
I can't imagine another way.
16 ●
4
4
Constitution
Intelligence
CURRENT HIT POINTS IDEALS
3 2 Wisdom
I owe much to my vanished mentor. I seek to
-1 Charisma continue their work even as I search to find
CONSTITUTION them.
SAVING THROWS
TEMPORARY HIT POINTS BONDS
18 1
● +5 Acrobatics (Dex) Total SUCCESSES I'm exceptionally cautious, planning
4 Animal Handling (Wis) laboriously and devising countless
+2
d10 FAILURES
contingencies.
● +5 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE ● +3 Athletics (Str)
16 -1
+3
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
Bite +6 1d6+4 -Darkvision 18m
3 ● +4 Insight (Wis)
-Deathless Nature: don't need
-1 Intimidation (Cha) Rapier +5 1d8+3 to breath
WISDOM +3 Investigation (Int)
Crossbow +5 1d8+3 -Spiderclimb: climbing speed
+2 Medicine (Wis)
14 +3 Nature (Int)
-Vampiric Bite: Add CON to
● +4 Perception (Wis)
atk and dmg, deals 1d4 dmg,
2 have adv if half or more hp is
-1 Performance (Cha)
-1 Persuasion (Cha)
missing. Can regain hp equal
CHARISMA
+3 Religion (Int)
to the bite dmg or bonus to
8 +3 Sleight of Hand (Dex)
the next check equals to the
● +5 Stealth (Dex)
dmg dealed (2 times per long
-1 ● +4 Survival (Wis) rest)
SKILLS ATTACKS & SPELLCASTING
14 PASSIVE WISDOM (PERCEPTION)
CP Scale Mail
Rapier
SP Light Crossbow x20
Languages: Common, Under
Common EP
Proficiencies: Thieves Tools, GP 20
Musical Instrument, Simples
Weapons, Martial Weapons, PP
Light Armor, Medium Armor,
Alchemist Suplies
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
AGE HEIGHT WEIGHT
CHARACTER NAME EYES SKIN HAIR
NAME
SYMBOL
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS
*Hunters Bane: Adv on Survival checks to track fey, fiends and
EAR TO THE GROUND undead and also Intelligence checks to remember information
You are in frequent contact about them
with people in the segment of -Hemocraft Die and DC: 1d4 and 13
society that your chosen *Blood Maledict (1 per rest)
quarries move through. These -Blood Curse of Binding: As a bonus action, you attempt to bind a
people might be associated Large or smaller creature you can see within 30 feet of you, which
with the criminal underworld, must make a Strength saving throw. On a failure, the cursed
the rough-and-tumble folk of creature’s speed is reduced to 0 and it can’t use reactions until
the streets, or members of the end of your next turn.
high society. This connection -Amplify: This curse lasts for 1 minute and can affect any creature
comes in the form of a regardless of size. The cursed creature can repeat the saving
contact in any city you visit, a throw at the end of each of its turns, ending the curse on itself on
person who provides a success.
information about the people
ADDITIONAL FEATURES & TRAITS
and places of the local area.
Backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days of
rations, waterskin, 15m of hempen rope, rapier, scale mail,
crossbow, 20 bolts
CHARACTER BACKSTORY TREASURE
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 6
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 7
EPAR
SPELL NAME
ED
PR
4
SPELLS KNOWN
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.