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Name: Him Player: Edvir Show extra features

2 Class: Blood Hunter


Experience: 300 Add: Next level: 900
Background: Faceless
LEVEL Race: Kenku, Multiverse Size: Medium Height: Weight:
Gender: Male Hair: N/A Eyes: Red Skin: Black
Age: 22 Alignment: Lawful Neutral Faith: N/A

Skills
Abilities
ADV
DIS BONUS NAME (ABILITY) PROF. EXP.
Hide 2nd DC +4 Acrobatics (DEX)
Ability Save DC 0 Animal Handling (WIS)
+2
ABILITY MODIFIER SAVING THROW PROF.
BONUS
PROFICIENCY PROFICIENCY +6 Arcana (INT)
7 STR -2 -2
BONUS +
8+
14
BONUS +
8+
10
Int Cha -2 Athletics (STR)
STRENGTH

Senses +2 Deception (CHA)


15 DEX +2 +4 +4 History (INT)
Proficiency
DEXTERITY
10 Passive Perception
Bonus 0 Insight (WIS)
11 CON 0 0 +2 Intimidation (CHA)
CONSTITUTION INSPIRATION
+6 Investigation (INT)

18 INT +4 +6 Limited Features SR LR Dawn 0 Medicine (WIS)


INTELLIGENCE
FEATURE MAX. USAGES RECOVERY USED +4 Nature (INT)

10 WIS 0 0 Blood Maledict (1 curse known) 1 SR 0 Perception (WIS)

Made by Joost Wijnen (mpmb@flapkan.com); Graphics by Javier Aumente (jaauvel@gmail.com); D&D logos, Dragon Heads ©Wizards of the Coast
WISDOM
Kenku Recall 2 LR 0 Performance (CHA)

10 CHA 0 0 0 Persuasion (CHA)


CHARISMA
+4 Religion (INT)
+2 Sleight of Hand (DEX)
Saving Throw Advantages / Disadvantages ■ +2 Stealth (DEX)
+2 Survival (WIS)
Tool
SPEED
DEX MISC. SPEED ENCUMBERED
Combat Initiative
+2 2 + 30 ft 20 ft
Defense Health
AC DURING REST Set Max HP WOUNDS
14 ARMOR
BONUS Scale Mail
+

16
SHIELD TEMPORARY HP
BONUS CURRENT
+ RESISTANCE
AC 2
+
DEXTERITY
MOD
MEDIUM ARMOR (MAX = 2)
HEAVY ARMOR (MOD = 0)
STEALTH
DISADV.
HP 18 18 Heal
DIE LIVE
2 × d10 + 0
MAGIC
+
MAX HIT POINTS I DC10 I
MISC
MOD 1 × + II II
+ RECOVER HALF OF YOUR MAXIMUM HIT III III
MISC HALF DAMAGE × +
MOD 2 HIT DICE AFTER A LONG REST. DICE
LEVEL DIE CON USED DEATH SAVING THROWS

Attacks ATTACKS
PER ACTION 1 Actions
D PROF ABILITY D D AND

Whip ✔ Dex Melee +4 1d4+2 Slashing Attack / Cast a Spell


Finesse, reach Dash / Disengage / Dodge

Hand Crossbow ✔ Dex 30/120 ft +4 1d6+2 Piercing Escape Grapple / Help / Hide
Ammunition, light, loading Ready / Search / Use Object
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.11 (Colorful - A4)

Overrun / Tumble (or as bonus action)


Yklwa ✔ Str Melee, 10/30 ft +0 1d8-2 Piercing
As 1 attack: Disarm / Grapple / Shove
Thrown

Unarmed Strike ✔ Str Melee +0 -1 Bludgeoning

BONUS ACTIONS REACTIONS USED THIS ROUND

Crimson Rite Opportunity Attack


Blood Curse of the Eyeless

TYPE TOTAL TYPE TOTAL


Bolts
Reload AMMUNITION Reload AMMUNITION
Add Features

Features Background
PERSONALITY TRAITS
Racial Traits
Kenku
• Expert Duplication: I have adv. on checks to produce exact copies of writing or craftwork. IDEAL
• Kenku Recall: Proficiency Bonus per long rest, I can give myself advantage on an ability
check using any skill in which I have proficiency.
• Mimicry: I can mimic sounds and voices I have heard. Creatures hearing me can
determine the imitation with a successful Wisdom (Insight) check against a DC of 8 + my
BOND
Proficiency Bonus + my Charisma modifier.

Choose Feature
Class Features FLAW

Blood Hunter, level 2:


◆ Blood Maledict (Blood Hunter 1, MM:BH 3) [1 curse known, 1× per short rest]
I can use a Blood Curse on targets with blood; Use the "Choose Features" button above
I can amplify it by taking my hemocraft die in damage; Amplified it works on any target Feats
Whenever I learn a new Blood Curse, I can also replace a curse I know with another
◆ Hemocraft Die (Blood Hunter 1, MM:BH 3) [1d4]
FEAT:
◆ Hunter's Bane (Blood Hunter 1, MM:BH 3)
I get adv. on Int checks to recall info about, and Survival to track, fey, fiends, or undead
◆ Crimson Rite (Blood Hunter 2, MM:BH 4) [1 primal rite known]
As a bonus action, I can imbue a weapon with a rite; A weapon can hold only one rite
When I do so, I take my hemocraft die in damage; Use "Choose Feature" button for rites FEAT:
Imbued weapons deal extra damage equal to my hemocraft die of the rite's damage type
This lasts until I finish my next short or long rest or I'm not holding it as my turn ends
◆ Two-Weapon Fighting Style (Blood Hunter 2, MM:BH 3)
I can add my ability modifier to the damage of my off-hand attacks
FEAT:

FEAT:

FEAT:

Add Equipment

Equipment
ADVENTURING GEAR # LBS ADVENTURING GEAR # LBS
Backpack, with: 5 Costume 4

Disguise kit 3 Belt pouch (with coins) 1

Bedroll 7 Scale Mail 45

Mess kit 1 Whip 1 3

Tinderbox 1 Hand Crossbow 1 3

Torches 10 1 Yklwa 1 3

Rations, days of 10 2 Healer's kit 3

Waterskin 5 Crossbow Bolt 20 0,08

Hempen rope, feet of 50 0,2

Background Feature
Dual Personalities
The world knows me as my persona and those who seek to learn more about me find
themselves stymied by my disguise. I'm unidentifiable as my true self while disguised and
behaving as my persona, allowing me to change appearances between my two personalities
as I wish. My deception might lose its effectiveness if someone realize the connection.
ATTUNED MAGICAL ITEMS (MAX 3)

Proficiencies
SUBTOTAL 62 SUBTOTAL 63,5

ARMOR: LIGHT MEDIUM HEAVY SHIELDS OTHER: ENCUMBERED CARRYING CAPACITY


HEAVILY ENCUMBERED PUSH/DRAG/LIFT TOTAL WEIGHT
36 - STR × 5 STR × 15STR × 10 106 - STR × 15 - 30
WEAPONS: SIMPLE MARTIAL OTHER: 70 lb 105 lb
-10 FT SPEED -20 FT SPEED
210 lb SPEED = 5 FT 126 lb
DISADV. STR, DEX, CON
GEAR & COINS
Languages Tools & Others PLATINUM
= 10 GP
GOLD
=10 SP
ELECTRUM
= 5 SP
SILVER
= 10 CP
COPPER LIFESTYLE:
Comfortable
Common Alchemist's supplies 40 DAILY PRICE: 2 gp
Infernal Disguise kit
GEMS AND OTHER VALUABLES:
Celestial

MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.11 (Colorful - A4) Made by Joost Wijnen (mpmb@flapkan.com); Graphics by Javier Aumente (jaauvel@gmail.com); D&D logos, Dragon Heads ©Wizards of the Coast
CHARACTER: Him

Status Possessions

Exhaustion Magic Items


LEVEL EFFECT (CUMULATIVE) MAGIC ITEM: ATTUNED

SOME FOOD AND DRINK.


PROVIDED THAT YOU ALSO INGESTED
THE EXHAUSTION LEVEL BY 1,
FINISHING A LONG REST REDUCES
1 Disadvantage on Ability Checks
2 Speed halved
3 Disadvantage on Attack Rolls and Saving Throws
4 Hit Point maximum halved MAGIC ITEM: ATTUNED
5 Speed reduced to 0
ig
g
6 Death

Conditions MAGIC ITEM: ATTUNED

Blinded Petrified
Fail checks involving sight. Attacks have Incapacitated. Can’t move or speak. Unaware
disadvantage. Enemy attacks have advantage. of surroundings. Resistance to all damage.
Immune to poison/disease. Fail Str and Dex
Charmed saving throws. Enemy attacks have advantage.
Can’t harm/attack charmer. Charmer has Stop aging. Weight increases by factor 10.
advantage on ability checks to interact socially. MAGIC ITEM: ATTUNED
Poisoned
Deafened Disadvantage on attack rolls and ability checks.
Fail checks involving hearing.
Prone
Frightened Crawl (at ½ speed) or stand up (costs ½ speed).
Disadvantage to checks/attacks while source Attacks have disadvantage. Enemy attacks
of fear is in sight. Can’t willingly move closer have advantage within 5 ft and disadvantage if
to the source of fear. further away.
MAGIC ITEM: ATTUNED
Grappled Restrained
Speed drops to 0, regardless of any bonus. Speed 0, regardless of bonus. Disadvantage on
Dex saving throws. Attacks have disadvantage.
Enemy attacks have advantage.
Incapacitated
Can’t take actions or reactions.
Stunned
Incapacitated. Can’t move. Can speak only
Invisible falteringly. Fail Str and Dex saving throws.
Can’t be seen, but noise and tracks. Attacks Enemy attacks have advantage.
have advantage, enemy attacks disadvantage. MAGIC ITEM: ATTUNED
Unconscious
Paralyzed Incapacitated. Can’t move or speak. Unaware
Incapacitated. Can’t move or speak. Fail Str of surroundings. Drop everything. Fail Str
and Dex saving throws. Enemy attacks have and Dex saving throws. Enemy attacks have
advantage. Enemy attacks within 5 ft are advantage. Enemy attacks within 5 ft are
critical hits. critical hits.

Choose Visible Sections

Notes Extra Equipment


GEAR # LBS GEAR # LBS
◆ Blood Curse of the Eyeless (Blood Curse, MM:BH 11)
As a reaction when a creature I can see in 30 ft makes an attack roll, I can intervene
Before I know if it hits or not, I roll a hemocraft die and subtract it from the attack roll
Creatures immune to blindness are not affected by this
• Amplify: apply to all of the target's attacks this turn; Separate hemocraft die roll for each
◆ Rite of the Flame (Crimson Rite, MM:BH 4) [fire damage]

TOTAL WEIGHT TOTAL WEIGHT

Other Holdings

MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.11 (Colorful - A4) Made by Joost Wijnen (mpmb@flapkan.com); Graphics by Javier Aumente (jaauvel@gmail.com); D&D logos, Dragon Heads ©Wizards of the Coast
Background

Character History

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Character Portrait

Appearance

Enemies

Allies & Organizations

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Organization Symbol
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.11 (Colorful - A4) Made by Joost Wijnen (mpmb@flapkan.com); Graphics by Javier Aumente (jaauvel@gmail.com); D&D logos, Dragon Heads ©Wizards of the Coast
Notes Page Options

Notes

MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.11 (Colorful - A4) Made by Joost Wijnen (mpmb@flapkan.com); Graphics by Javier Aumente (jaauvel@gmail.com); D&D logos, Dragon Heads ©Wizards of the Coast

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