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D.O.L.L.S.: Blood Hunter lv.5 Huanted One

The document details a character sheet for a level 5 Blood Hunter named D.O.L.L.S., who is a Reborn Warforged with a Chaotic Good alignment. The character possesses various abilities, skills, and traits that enhance their combat effectiveness and magical capabilities, including Hunter's Bane and Blood Maledict features. Additionally, it outlines the character's personality traits, ideals, bonds, and flaws, as well as their equipment and background information.

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0% found this document useful (0 votes)
11 views3 pages

D.O.L.L.S.: Blood Hunter lv.5 Huanted One

The document details a character sheet for a level 5 Blood Hunter named D.O.L.L.S., who is a Reborn Warforged with a Chaotic Good alignment. The character possesses various abilities, skills, and traits that enhance their combat effectiveness and magical capabilities, including Hunter's Bane and Blood Maledict features. Additionally, it outlines the character's personality traits, ideals, bonds, and flaws, as well as their equipment and background information.

Uploaded by

jmlowe2009
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 lv.

5 Huanted One
CLASS & LEVEL BACKGROUND PLAYER NAME
D.O.L.L.S.
Reborn Warforged CG
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH I like to read and memorize poetry
16 +4 30ft (especially Volo for its exaggeration).
16 +3 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
It keeps me calm and brings me
fleeting moments of sanity.
+3 PERSONALITY TRAITS

Hit Point Maximum 55


Strength
DEXTERITY
I kill monsters to make the world a

18
● +7 Dexterity
Constitution
55 safer place, and to exorcise my
own "demons".
CURRENT HIT POINTS IDEALS
● +6 Intelligence

+4 Wisdom
I keep my thoughts and discoveries
Charisma in a journal. My journal is my life and
CONSTITUTION SAVING THROWS soul.
TEMPORARY HIT POINTS BONDS

12
● +7 Acrobatics (Dex) Total 5d10 SUCCESSES I have an addiction(to my own Mutagens).
+1 Animal Handling (Wis)
5d10 FAILURES
● +6 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE ● +6 Athletics (Str)

17 ● +6
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE Hunter's Bane. At 1st level, you have survived the Hunters Banea dangerous,
long-guarded ritual that alters your life's blood, forever binding you to the darkness and
Halberd +6 1d10/Slashing honing your senses against it. You have advantage on Wisdom (Survival) checks to track
fey, fiends, or undead, as well as on Intelligence checks to recall information about such
+3 Insight (Wis) creatures. The Hunter's Bane also empowers your body to control and shape hemocraft
magic, using your own blood and life essence to fuel your abilities. Some of your features
require your target to make a saving throw to resist the feature's effects. The saving throw
Intimidation (Cha) Long Sword +7 1d10/Slashing DC is calculated as follows: Hemocraft save DC = 8 + your proficiency bonus + your
Hemocraft modifier (your choice between Intelligence and Wisdom)

WISDOM ● +6 Investigation (Int) Blood Maledict. Also at 1st level, you gain the ability to channelor sometimes sacrificea
Hand Crossbow +7 1d6 /Piercing part of your vital essence to curse and manipulate creatures through hemocraft magic. You
know one Blood Curse of your choice. You learn one additional blood curse of your choice
Medicine (Wis)
12 Nature (Int)
at 6th, 10th, 14th, and 18th level. Each time you learn a new blood curse, you can also
choose one of the blood curses you know and replace it with another blood curse. Each
time you use your Blood Maledict feature, you choose which curse to invoke from the
curses you know. While invoking a blood curse, but before it affects the target, you can
choose to amplify the curse by taking necrotic damage equal to one roll of your hemocraft
die. This damage can't be reduced in any way. An amplified curse gains an additional
Perception (Wis) effect, noted in the curse's description. Creatures that do not have blood are immune to
+1 blood curses unless you have amplified the curse. Once you use this feature, you must
finish a short or long rest before you can use it again.
Performance (Cha)
Great Weapon Fighting. When you roll a 1 or 2 on a non-rite damage die for an attack you
make with a melee weapon that you are wielding with two hands, you can reroll the die and
Persuasion (Cha) must use the new roll. The weapon must have the two-handed or versatile property for you
CHARISMA to gain this benefit.

● +6 Religion (Int) Crimson Rite. Also at 2nd level, you learn to invoke a rite of hemocraft that infuses your

12 Sleight of Hand (Dex)


weapon strikes with elemental energy. As a bonus action, you can activate any rite you
know on one weapon you're holding. The effect of the rite lasts until you finish a short or
long rest. When you activate a rite, you take necrotic damage equal to one roll of your
hemocraft die. This damage can't be reduced in any way. While the rite is in effect, attacks
you make with this weapon are magical, and deal extra damage equal to your hemocraft
Stealth (Dex) die of the type determined by the chosen rite. A weapon can hold only one active rite at a
time. Other creatures can't gain the benefit of your rite. Rite of the Storm. Your rite damage
+1 ● +4 Survival (Wis)
is lightning damage.

Order of the Mutant:


Mutagencraft. When you choose this archetype at 3rd level, you learn to master forbidden
alchemical formulasknown as mutagensthat can temporarily alter your mental and
SKILLS ATTACKS & SPELLCASTING physical abilities. As a bonus action, you consume a mutagen, whose effects and side
effects last until you finish a short or long rest unless otherwise specified. While one or
more mutagens are affecting you, you can use an action to focus and flush all mutagens
from your system, ending their effects and side effects. Mutagens are designed for the
specific biology of the character who concocted them, and your mutagens have no effect

11 PASSIVE WISDOM (PERCEPTION)


Scale Mail +16
on other creatures. They are also unstable by nature, losing their potency over time and
becoming inert if not used before you finish your next short or long rest.
CP Formulas.
Explorer's Pack Celerity. Your Dexterity score increases by 3, as does your maximum for that score.
However, you have disadvantage on Wisdom saving throws. Your Dexterity score and your
maximum increase by 4 if you consume this mutagen at 11th level, and by 5 at 18th level.

SP 1 Alchemist's Supplies Nighteye. You have darkvision out to a range of 60 feet. If you already have darkvision, its
range increases by 60 feet. However, you have disadvantage on attack rolls and on
Wisdom (Perception) checks that rely on sight when you, the target of your attack, or
whatever you are trying to perceive is in direct sunlight.
Vermillion. You gain an additional use of your Blood Maledict feature. However, you have
disadvantage on death saving throws.
Mobility. You have immunity to the grappled and restrained conditions. However, you have
EP disadvantage on Strength checks. At 11th level, you are also immune to the paralyzed
condition.

Extra Attack
Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack
action on your turn.
GP

PP

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
??? 4'1" 153 lbs.
AGE HEIGHT WEIGHT
D.O.L.L.S.
Neon Purple Rotting Flesh & Steel Black Carbonfiber
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Ancestral Legacy. If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies
you gained from it and any climbing, flying, or swimming speed you gained from it. If you don't keep any of those elements or you
choose this lineage at character creation, you gain proficiency in two skills of your choice.

Deathless Nature. You have escaped death, a fact represented by the following benefits: You have advantage on saving throws
against disease and being poisoned, and you have resistance to poison damage. You have advantage on death saving throws. You
don't need to eat, drink, or breathe. You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours
if you spend those hours in an inactive, motionless state, during which you retain consciousness.

Knowledge from a Past Life. You temporarily remember glimpses of the past, perhaps faded memories from ages ago or a previous
life. When you make an ability check that uses a skill, youcan roll a d6 immediately after seeing the number on the d20 and add the
number on the d6 to the check. You can use this feature a number of times equal to your proficiency bonus, and you regain all
expended uses when you finish a long rest.

Heart of Darkness. Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to
darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have
shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy
alone.

Armblade. As a bonus action, you can retract the armblade(long sword) into your forearm or extend it from there. While it is
extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes.

Alert. Always on the lookout for danger, you gain the following benefits: You can't be surprised while you are conscious. You gain a
+5 bonus to initiative. Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you.

ADDITIONAL FEATURES & TRAITS

A monster hunter's pack, a lock that opens when blood is dripped


in its keyhole, a set of common clothes

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.

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