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.