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Blood Hunter 3 LandarinZareli

CLASS & LEVEL PLAYER NAME


Garen Dara
Half-Elf Outlander (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

• +6 Strength
ARMOR Max HP Current HP Temp HP
STRENGTH +3 Dexterity
+4 Constitution +3 15 12 --
+4 +1 Intelligence
CLASS
• +6 Wisdom INITIATIVE HIT POINTS
19
+1 Charisma
Total 3d10 SUCCESSES
Saving Throw Modifiers
DEXTERITY FAILURES
Advantage against being charmed,
and magic can’t put you to sleep
+3 DEFENSES HIT DICE DEATH SAVES

17 SAVING THROWS INSPIRATION


=== ARMOR ===
Light Armor, Medium Armor, Shields
CONSTITUTION +3 Acrobatics DEX
PROFICIENCY BONUS
=== WEAPONS ===
+2
+4 +4

+1
Animal Handling WIS
Arcana INT
Martial Weapons, Simple Weapons

=== TOOLS ===


18 P +6 Athletics STR Alchemist's Supplies, Lute
ABILITY SAVE DC
+1 Deception CHA
=== LANGUAGES ===
+1 History INT Abyssal, Common, Elvish, Infernal
INTELLIGENCE
P +6 Insight WIS
30 ft. (Walking)
+1 +1 Intimidation CHA
P +3 Investigation INT
12 +4 Medicine WIS SPEED

+3 Nature INT PROFICIENCIES & LANGUAGES


P

WISDOM +4 Perception WIS


+1 Performance CHA === ACTIONS === wearing heavy armor)
+4 +1 Persuasion CHA
Standard Actions
Attack, Cast a Spell, Dash, Disengage, Dodge,
- Your unarmed strikes are considered a single
weapon for Crimson Rite, you can use DEX instead of
Help, Hide, Ready, Search, Use an Object, STR with them for attack and damage, and you can
+1 Religion INT
18 Opportunity Attack, Grapple, Shove, Improvise, make an additional unarmed strike as a bonus action
+3 Sleight of Hand DEX Two-Weapon Fighting, Interact with an Object when using the Attack action with them. Unarmed
Strike damage: [3rd] 1d6, [11th] 1d8, [18th] 1d10
P +5 Stealth DEX Hybrid Transformation • 2 / Short Rest - Vulnerability to silvered weapons
CHARISMA As an action, you can transform in your hybrid form - At the start of each of your turns, make a WIS saving
P +6 Survival WIS
for 10 minutes (or until you revert as an action or if you throw to maintain control if you've taken any damage
since your last turn (DC = higher of 10 or half the total
+1 fall unconscious or die), which grants you benefits:

- Advantage on STR check and saving throws, +1


damage taken). On fail, you must use the Attack
action on the nearest creature.
bonus to melee damage
13 - Resistance to bludgeoning, piercing, slashing === BONUS ACTIONS ===
(nonmagical, non-silvered), +1 bonus to AC (while not Blood Curse of the Marked
SKILLS ACTIONS

NAME HIT DAMAGE/TYPE NOTES

14 PASSIVE WISDOM (PERCEPTION)


Greatsword +6 2d6+4 Slashing Martial, Heavy, Two-Handed

Unarmed Strike +6 5 Bludgeoning


16 PASSIVE WISDOM (INSIGHT)

13 PASSIVE INTELLIGENCE (INVESTIGATION)

Darkvision 60 ft.

SENSES WEAPON ATTACKS & CANTRIPS

TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.
Blood Hunter 3 LandarinZareli
CLASS & LEVEL PLAYER NAME
Garen Dara
Half-Elf Outlander (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

=== BLOOD HUNTER FEATURES === You can reroll a 1 or 2 on damage dice with melee since your last turn (DC = higher of 10 or half the total
weapons wielded with two hands. damage taken). On fail, you must use the Attack action
* Hit Points • CR on the nearest creature.
* Blood Curses • CR
* Proficiencies • CR | 2 / Short Rest • 1 Action
| Blood Curse of the Marked • CR
* Hunter's Bane • CR As a bonus action, mark an enemy within 60 ft. and
You have imbibed Hunter's Bane. You have advantage deal double crimson rite damage to it until the end of === HALF-ELF RACIAL TRAITS ===
on Survival checks to track and INT check to recall your turn. Amplify to remove the marked target's
information about Fey, Fiends, and Undead. If you are resistance to your rite damage type until the beginning * Ability Score Increase • PHB 39
tracking one of these types (only one at a time), you of your next turn.
can't be surprised by them. * Darkvision • PHB 39
| 1 Bonus Action You can see in darkness (shades of gray) up to 60 ft.
By 11th level, you can choose to suffer damage equal
to your crimson rite damage die to gain advantage on * Blood Hunter Order • CR * Fey Ancestry • PHB 39
a single Insight or Intimidation check. You have advantage on saving throws against being
| Order of the Lycan charmed, and magic can’t put you to sleep.
* Crimson Rite • CR
As a bonus action, imbue a weapon with extra damage * Heightened Senses • CR * Skill Versatility • PHB 39
of your chosen type based on your level. You take You gain advantage on any Wisdom (Perception) You gain proficiency in two skills of your choice.
damage equal to and your max HP are reduced by -3 checks that rely on hearing or smell.
until the rite fades. Rite damage is magical and lasts * Languages • PHB 39
until you drop (or throw) the weapon or complete a * Hybrid Transformation • CR
rest. As an action, you can transform in your hybrid form for
10 minutes (or until you revert as an action or if you fall
| Rite of the Storm • CR unconscious or die), which grants you benefits:
Your rite damage is lightning.
- Advantage on STR check and saving throws, +1
| 1 Bonus Action bonus to melee damage
- Resistance to bludgeoning, piercing, slashing
* Blood Maledict • CR (nonmagical, non-silvered), +1 bonus to AC (while not
You can invoke a blood curse a number of times per wearing heavy armor)
short rest based on your level: [2nd] 1, [6th] 2, [11th] 3, - Your unarmed strikes are considered a single
[17th] 4. weapon for Crimson Rite, you can use DEX instead of
STR with them for attack and damage, and you can
| 1 / Short Rest • No Action make an additional unarmed strike as a bonus action
when using the Attack action with them. Unarmed
* Fighting Style • CR Strike damage: [3rd] 1d6, [11th] 1d8, [18th] 1d10
You adopt a fighting style specialty. - Vulnerability to silvered weapons
- At the start of each of your turns, make a WIS saving
| Great Weapon Fighting • CR throw to maintain control if you've taken any damage

FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

CP 0 Studded Leather 1 13 lb. Clothes, Common 1 3 lb.

Greatsword 1 6 lb.

SP 0 Crossbow, Hand 1 3 lb.

Quarterstaff 1 4 lb.
EP 0 Crossbow Bolts 20 1.5 lb.

Backpack 1 5 lb.
GP 10 Bedroll 1 7 lb.

Mess Kit 1 1 lb.


PP 0 Tinderbox 1 1 lb.

Torch 10 10 lb.
WEIGHT CARRIED

89.5 lb. Rations (1 day) 10 20 lb.

ENCUMBERED Waterskin 1 5 lb. ATTUNED MAGIC ITEMS QTY WEIGHT

0 lb. Rope, Hempen (50 feet) 1 10 lb.

PUSH/DRAG/LIFT Ink (1 ounce bottle) 1 --

0 lb. Small Knife 1 --

EQUIPMENT

TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.
Male 29 Medium 6' 6" 260
GENDER AGE SIZE HEIGHT WEIGHT
Garen Dara Chaotic Good On the pale side Emerald Green (Yellow
CopperWhen Transformed
CHARACTER NAME ALIGNMENT FAITH SKIN EYES HAIR

=== Organizations ===

The Blood Hunters

PERSONALITY TRAITS

IDEALS

BONDS

FLAWS
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

He was a Woodsman, transporting lumber to a


nearby town for money. He lived in a small cottage
in the woods with his wife and three children. One
night, a werewolf stormed into the cottage while he
was away. He returned to find his wife dead and
two of his children injured. He mourned the loss of
his wife, but was overjoyed that his children had
survived. Until the next full moon when his two
children attacked him and his third child. He was
able to survive but his child was killed by the other
two. When the morning came; the two remaining
children discovered what they had done and ran
away from home in their guilt. Leaving him alone,
but not without scars. He knew that he was
cursed. He found no other option but to use his
curse to bless the lives of others. So he sought out
the Blood hunters, who used dark and ancient
alchemy to allow him to have control of his gift.
They also taught him how to fight and hunt. He
began to travel the world in search of his children.
During that time, he met a tavern owner named
Aarean. They developed a fast friendship and he
is now the only person that he considers a friend.
(Before the party)

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

TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.

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