Arlinn Kord DND Sheet

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Blood Hunter 5/ Ranger 5 Order of the Lycan/ Beast Master

CLASS & LEVEL BACKGROUND PLAYER NAME


Arlinn Kord
Human(Werewolf) Neutral Good
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
18 +5 9m
-1 +4 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

9 PERSONALITY TRAITS

Hit Point Maximum 94


-1
Strength
DEXTERITY

+5



+9

+1
Dexterity
Constitution
94
CURRENT HIT POINTS IDEALS
● +5
Intelligence
20 +2
Wisdom
+0
Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
+1 10d10

+9
Acrobatics (Dex) Total SUCCESSES
12 ●
+6
Animal Handling (Wis) 10d10 FAILURES

+1
Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE
-1
Athletics (Str)

+1 +0
Deception (Cha)
NAME ATK BONUS DAMAGE/TYPE
+1
History (Int) BLOOD HUNTER FEATURES:
Predatory +9 1d6+5 Sla
13 +2
Insight (Wis) Hunter's Bane
You have advantage on Wisdom (Survival) checks to track
+0
Intimidation (Cha) Crossbow +9 1d6+5 Pie fey, fiends, or undead, as well as on Intelligence ability
checks to recall information about them. Hemocraft save
WISDOM ●
+5
Investigation (Int) DC=8+PROF+INT.

+2
Medicine (Wis)
+2 ●
+5
Nature (Int)
Blood Maledict
When you use your Blood Maledict, you choose which
curse to invoke. While invoking a blood curse, but before it
affects the target, you can choose to amplify the curse by
14

+6
Perception (Wis) losing a number of hit points equal to one roll of your
hemocraft die, as shown in the Hemocraft Die (1d6). An
+0
Performance (Cha) amplified curse gains an additional effect, noted in the
curse’s description. Creatures that do not have blood in
CHARISMA +0
Persuasion (Cha) their bodies are immune to blood curses, unless you have
amplified the curse. You can use this feature once. You
+1
Religion (Int) regain all expended uses when you finish a short or long
+0 +5
Sleight of Hand (Dex) rest

+5
Stealth (Dex) Blood Curse of the Fallen Puppet
11 When a creature you can see within 30 feet drops to 0 hit

+6
Survival (Wis) points, you can use your reaction to make that creature
immediately makes a single weapon attack against a target
of your choice within its attack range.
SKILLS ATTACKS & SPELLCASTING
Amplify. You can first move the cursed creature up to half
their speed, and you grant a bonus to the cursed creature’s
attack roll equal to your Intelligence modifier
PASSIVE WISDOM (PERCEPTION)
CP Studded Leather Fighting Style: Defense
While you are wearing armor you get a +1 bonus to your
Armor AC

SP Hand Crossbow Crimson Rite: Rite of the Frozen (cold)


Light Armor As a bonus action, you activate a crimson rite on a
20 Bolts single weapon with the elemental energy of a known rite of
Medium Armor EP
your choice that lasts until you finish a short or long rest, or
if you aren’t holding the weapon at the end of your turn.
Shield When you activate a rite, you lose a number of hit points
equal to one roll of your hemocraft die (1d6)
Simple Weapons GP While active, attacks from this weapon deal an additional
1d6 damage of the chosen rite’s type. This damage is
Martial Weapons magical, and increases as you gain levels as a blood
hunter,
Alchemist's Supplies PP as the Hemocraft Die. A weapon can only hold a single
active rite at a time.
Languages: Common, Sylvan,
Extra Attack
Undercommon, Elf Beginning at 5th level, you can attack twice, instead of
once, whenever you take the Attack action

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

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AGE HEIGHT WEIGHT
Arlinn Kord
CHARACTER NAME EYES SKIN HAIR

RANGER FEATURES:

Deft Explorer: NAME


-Canny: Double your Proficiency bonus for Animal Handling. You know 2
bonus languages

Favored Foe:
When you hit a creature with an attack roll, you can call on your mystical
bond with nature to mark the target as your favored enemy for 1 minute or
until you lose your concentration (as if you were concentrating on a spell).
The first time on each of your turns that you hit the favored enemy and deal
damage to it, including when you mark it, you can increase that damage by
1d4. You can use this feature to mark a favored enemy a number of times
equal to your proficiency bonus, and you regain all expended uses when you
finish a long rest.

Fighting Style: Druidic Warrior


You learn two cantrips of your choice from the Druid spell list. They count as
ranger spells for you, and Wisdom is your spellcasting ability for them.
Whenever you gain a level in this class, you can replace one of these
cantrips with another cantrip from the Druid spell list.

Spellcasting
You can cast known Ranger spells using Wisdom as your spellcasting
ability. You can use a druidic focus as a spellcasting focus.

Primal Awareness
You can focus your awareness through the interconnections of nature: you
learn additional spells when you reach certain levels in this class if you don't SYMBOL
already know them. These spells don't count against the number of ranger
spells you know. You can cast each of these spells once without expending
a spell slot. Once you cast a spell in this way, you can't do so again until you
finish a long rest. (Speak with Animals, Beast Sense)

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

ORDER OF THE LYCAN FEATURES:


Beast of the Land: Patience (Wolf) Heightened Senses
Armor Class: 13 + PB (natural armor) You begin to adopt the improved abilities of a natural predator.
Hit Points: 5 + five times your ranger level You gain advantage on Wisdom (Perception) checks that rely on hearing or smell.
(the beast has a number of Hit Dice [d8s] Hybrid Transformation
equal to your ranger level) You begin to learn to control the lycanthropic curse that now lives in your blood. As a bonus action, you can transform into
Speed: 12m, climb 12m. your hybrid form for up to 1 hour. You can speak, use equipment, and wear armor in this form. You can revert to your
STR:14(+2) DEX:14(+2) CON:15(+2) INT:8 normal form earlier as a bonus action. You automatically revert to your normal form if you fall unconscious, drop to 0 hit
points, or die. Once you use this feature, you must finish a short or long rest before you can use it again. While you are
(−1) WIS:14(+2) CHA:11 (+0) transformed, you gain the following features:
Senses: darkvision 60 ft., passive Feral Might. You gain a +1 to melee damage rolls. You also have advantage on Strength checks and Strength saving
Perception 12 throws.
Resilient Hide. You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks not made with
Languages: understands the languages silver weapons. While you are not wearing heavy armor, you gain a +1 bonus to your AC.
you speak Predatory Strikes. You can apply your Crimson Rite feature to your unarmed strikes as single weapon. You can use
Proficiency Bonus (PB): equals your bonus Dexterity instead of Strength for the attack and damage rolIs of your unarmed strikes. When you use the Attack action with
an unarmed strike, you can make one unarmed strike as a bonus action. Your unarmed strikes deal 1d6 slashing damage.
Charge: If the beast moves at least 20 feet
Bloodlust. If you begin your turn with no more than half of your maximum hit points, you must succeed on a DC 8 Wisdom
straight toward a target and then hits it with saving throw or move directly towards the nearest creature to you and use the Attack action against that creature. You can
a maul attack on the same turn, the target choose whether or not to use your Extra Attack feature for this frenzied attack. If there is more than one possible target, roll
takes an extra ld6 slashing damage. If the to randomly determine the target. You then regain control for the remainder of your turn. If you are under an effect that
prevents you from concentrating (like the barbarian’s Rage feature), youautomatically fail this saving throw
target is a creature, it must succeed on a
Strength saving throw against your spell
save DC or be knocked prone.
Primal Bond: You can add your proficiency ADDITIONAL FEATURES & TRAITS
bonus to any ability check or saving throw
that the beast makes.
Actions: BEAST MASTER FEATURES:
Maul. Melee Weapon Attack: your spell
You magically summon a primal beast, which draws strength from your bond with nature. The beast is friendly
attack modifier to hit, reach 5 ft., one target. to you and your companions and obeys your commands. Choose its stat block-Beast of the Land, Beast of
Hit: 1d8+2+PB slashing damage. the Sea, or Beast of the Sky-which uses your proficiency bonus (PB) in several places. You also determine
the kind of animal the beast is, choosing a kind appropriate for the stat block. Whatever kind you choose, the
FEATS: beast bears primal markings, indicating its mystical origin.
In combat, the beast acts during your turn. It can move and use its reaction on its own, but the only action it
Tough: Your hit point maximum increases takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action.
That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when
by an amount equal to twice your level you take the Attack action to command the beast to take the Attack action. If
when you gain this feat. Whenever you gain you are incapacitated, the beast can take any action of its choice, not just Dodge.
a level thereafter, your hit point maximum If the beast has died within the last hour, you can use your action to touch it and expend a spell slot of 1st
increases by an additional 2 hit points level or higher. The beast returns to life after 1 minute with all its hit points restored. When you finish a long
rest, you can summon a different primal beast. The new beast appears in an unoccupied space within 5 feet
of you, and you choose its stat block and appearance. If you already have a beast from this feature, it
vanishes when the new beast appears. The beast also vanishes if you die.

CHARACTER BACKSTORY TREASURE

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Ranger Wisdom 14 +6
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Primal Savagery
Druidcraft

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7
EPAR
SPELL NAME
ED
PR

● Speak With Animals

● Beast Bond
4
● Zephyr Strike
SPELLS KNOWN

2 2
● Beast Sense

● Summon Beast

● Dark Vision
5

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

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