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Mutant Blood Hunter (3) haunted one

CLASS & LEVEL BACKGROUND PLAYER NAME

human
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
15 +1 30
16 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

+3 PERSONALITY TRAITS

Hit Point Maximum 28


+3 Strength
DEXTERITY ● +3 Dexterity

12 ●
+2

+1
Constitution
Intelligence
CURRENT HIT POINTS IDEALS

+1 +3 Wisdom
0 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

14
● +3 Acrobatics (Dex) Total 3d10 SUCCESSES
+2 +3 Animal Handling (Wis) FAILURES
-1 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE ● +5 Athletics (Str)

9 0

-1
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
hunter's bane: You have advantage on
longsword +7 1d8(1d10) Wisdom (Survival) checks to track fey,
-1 +5 Insight (Wis)
fiends, or undead, as well as on
0 Intimidation (Cha) hand crossbow +3 1d6 Intelligence checks to recall information
WISDOM -1 Investigation (Int) about such creatures.
+3 Medicine (Wis)
16 -1 Nature (Int) hemocraft die: 1d4
Blood Curse of the Marked(1/short rest):
As a bonus action, you mark a creature
+3 Perception (Wis) that you can see within 30 feet of you.
+3 Until the end of your turn, whenever you
0 Performance (Cha) mutagens: hit the cursed creature with a weapon
CHARISMA
0 Persuasion (Cha) Impermeable - You have for which you have an active crimson
1 Religion (Int) resistance to piercing damage rite, you roll an additional hemocraft die
10 +1 Sleight of Hand (Dex) and vulnerability to slashing
when determining the extra damage
from the rite.
+1 Stealth (Dex) damage. Amplify. The next attack roll you make
0 ● +5 Survival (Wis) against the target before the end of your
turn has advantage.
SKILLS ATTACKS & SPELLCASTING
crimson rite(flame): As a bonus action,
you can activate any rite you know on
PASSIVE WISDOM (PERCEPTION)
CP
scale mail 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
language: common, elvish, SP 1 take necrotic damage equal to one roll
of your hemocraft die. This damage
draconic, celestial can't be reduced in any way. While the
EP
rite is in effect, attacks you make with
this weapon are magical, and deal extra
GP damage equal to your hemocraft die

PP

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

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

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