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Print Dante Brim
Print Dante Brim
Print Dante Brim
Male tiefling
Level 20 (Blood Hunter 8, Fighter [Multiclass] 3, Paladin
Brim [Multiclass] 9)
https://dicecloud.com/character/tfSdY9JWAAn2pfuTG
14
60 Darkvision
Hit Dice
30 Flying Speed
+5 Constitution
Blood Maledict Uses
20 10 Blindsight
D6 Superiority Die
18
+2 Initiative
Unleash Incarnation Uses
10
Spell Level
Hit Points
+1 Charisma
3rd Level
Temp HP
Inspiration
Action
+9 Strength Save Light Armor
Lay on Hands: Heal
+12 Dexterity Save Medium Armor
+2 Acrobatics Common
Dash
Attack Attack Bonus Action
Shove Roll
Bonus Action Bonus Action Bonus Action
On condition
Rite of the Flame Rite of the Storm
Amplified Blood Curse …
Bonus Action Bonus Action Bonus Action
+ 1 slotLevel2 to self
+ 1 slotLevel3 to self
Bonus Action Free Action Reaction
At the start of your turn, you can Roll the superiority die. Until the
magically step into the veil Mercenary Life
start of your next turn, you or the
between the planes as long as you You know the mercenary life as
other creature (your choice) gains
aren’t incapacitated. You can only someone who has
a bonus to AC equal to the number
move through other creatures and experienced it can. You are able to
rolled.
objects as if they were difficult identify mercenary companies by
terrain, as well as see and affect their emblems, and you know a
Bait and Switch Roll little about any such company,
creatures and objects on the
Ethereal Plane. You take 1d10 including who has hired them
force damage if you end your turn recently. You can find the taverns
Free Action and festhalls where mercenaries
inside an object.
abide in any area, as long as you
Action Surge
This feature lasts for 4 round(s). If speak the language. You can find
you are inside an object when it You can push yourself beyond your mercenary work between
ends, you are immediately shunted normal limits for a moment. On adventures sufficient to maintain a
to the nearest unoccupied space your turn, you can take one comfortable lifestyle (see
and you take force damage equal additional action. “Practicing a Profession” under
to twice the number of feet you “Downtime Activities” in chapter 8
moved. of the Player’s Handbook).
Free Action
Extra Attack
This only serves as a reminder.
Hunter's Bane Blood Maledict Blood Maledict
You have survived the Hunter’s You gain the ability to channel — or Each time you use your Blood
Bane — a dangerous, long-guarded sometimes sacrifice — a part of Maledict feature, you choose
ritual that alters your life’s blood, your vital essence to curse and which curse to invoke from the
forever binding you to the manipulate creatures through curses you know. While invoking a
darkness and honing your senses hemocraft magic. You know 2 blood curse, but before it affects
against it. You have advantage on blood curse(s) of your choice, the target, you can choose to
Wisdom (Survival) checks to track detailed in the “Blood Curses” amplify the curse by taking 1d6
fey, fiends, or undead, as well as section at the end of the class necrotic damage. This damage
on Intelligence checks to recall description. can’t be reduced in any way. An
information about such creatures. amplified curse gains an
Each time you learn a new blood additional effect, noted in the
The Hunter’s Bane also empowers curse, you can also choose one of curse’s description. Creatures that
your body to control and shape the blood curses you know and do not have blood are immune to
hemocraft magic, using your own replace it with another blood blood curses unless you have
blood and life essence to fuel your curse. amplified the curse.
abilities. Some of your features
require your target to make a Each time you use your Blood
saving throw to resist the feature’s Maledict feature, you choose
Fighting Style: Great Weapon Fighting
effects. The saving throw DC is 18. which curse to invoke from the
When you roll a 1 or 2 on a
curses you know. While invoking a
damage die for an Attack you
blood curse, but before it affects
make with a melee weapon that
the target, you can choose to
you are wielding with two hands,
amplify the curse by taking 1d6
you can reroll the die and must use
necrotic damage. This damage
the new roll, even if the new roll is
can’t be reduced in any way. An
a 1 or a 2. The weapon must have
amplified curse gains an
the Two-Handed or Versatile
additional effect, noted in the
property for you to gain this
curse’s description. Creatures that
benefit.
do not have blood are immune to
blood curses unless you have
amplified the curse.
Inventory
Weight Carried: 125.82 lb
Net worth: 134 gp 3 sp
Items attuned: 2
Equipped
+1 Glaive Amulet of The Raven Queen (Attuned)
A black opal pendant hangs at the base of this
6 lb
pearlescent chain. A sacred rune is inscribed on the
You have a +1 bonus to attack and damage rolls made back of this pendant.
with this magic weapon.
While wearing this item, you have resistance to
A 6lb, martial melee weapon, that deals 1d10 slashing necrotic damage. Additionally you can cast the Spare
damage and has the following properties: the Dying cantrip as an action or bonus action.
Heavy: Creatures that are Small or Tiny have Invoking the Rune. When a creature you can see
disadvantage on attack rolls with heavy weapons. within 60ft if you drops to 0 hit points as a result of
A heavy weapon’s size and bulk make it too large taking damage, you can use your reaction to invoke
for a Small or Tiny creature to use effectively. the item’s runes, causing the pendant to flash with
Reach: This weapon adds 5 feet to your reach pale light. That creature then instead goes to 1 hit
when you attack with it. point.
Two-Handed: This weapon requires two hands to
use. This property is relevant only when you attack Once this feature is used, it cannot be used again till a
with the weapon, not when you simply hold it. long rest is taken.
40 lb
An insignia of your rank
You have a +1 bonus to AC while wearing this armor.
Half plate consists of shaped metal plates that cover A uniform of your company
most of the wearer’s body. It does not include leg
2 gp 4 lb
protection beyond simple greaves that are attached
with leather straps.
While you wear these boots, you can click your heels
together to cast the haste spell on yourself as a bonus
action. You don’t suffer from lethargy when the spell
ends when cast using these boots. Once this property
is used, it can’t be used again until next dawn.
Light Crossbow Crossbow Bolt Case
25 gp 5 lb 1 gp 1 lb
A 25gp, 5 lb, simple ranged weapon, that deals 1d8 This wooden case can hold up to twenty crossbow
piercing damage and has the following properties: bolts.
1 sp 10 lb 50 gp 8 lb
5 gp 20 lb
Arcana. Proficiency with alchemist’s supplies allows
5 sp each 2 lb each you to unlock more information on Arcana checks
involving potions and similar materials.
Rations consist of dry foods suitable for extended
travel, including jerky, dried fruit, hardtack, and nuts.
Investigation. When you inspect an area for clues,
proficiency with alchemist’s supplies grants additional
insight into any chemicals or other substances that
Waterskin might have been used in the area.
2 sp 5 lb
Alchemical Crafting. You can use this tool proficiency
A waterskin can hold up to 4 pints of liquid. to create alchemical items. A character can spend
money to collect raw materials, which weigh 1 pound
for every 50 gp spent. The DM can allow a character to
Hempen Rope (50 Feet) make a check using the indicated skill with advantage.
As part of a long rest, you can use alchemist’s
1 gp 10 lb supplies to make one dose of acid, alchemist’s fire,
Rope, whether made of hemp or silk, has 2 hit points antitoxin, oil, perfume, or soap. Subtract half the value
and can be burst with a DC 17 Strength check. of the created item from the total gp worth of raw
materials you are carrying.
Alchemist’s Supplies
Activity DC
Create a puff of thick smoke 10
Identify a poison 10
Identify a substance 15
Start a fire 15
Neutralize acid 20
Pouch 4 Gold pieces
5 sp 1 lb 4 gp 0.08 lb
44 gp 8 sp contents 0.32 lb contents
1 gp each 0.02 lb each
4 Platinum pieces
8 Silver pieces
40 gp 0.08 lb
8 sp 0.16 lb
10 gp each 0.02 lb each
1 sp each 0.02 lb each
0 Copper pieces
1 cp 0.02 lb
Spells
Haste
3rd-level transmutation
Spare the Dying Casting Time: bonus action
necromancy cantrip Range: 60 ft
Casting Time: action Components: Concentration, Verbal, Somatic
Range: Touch Duration: up to 1 minute
Components: Verbal, Somatic Choose a willing creature that you can see within
Duration: Instantaneous range. Until the spell ends, the target’s speed is
You touch a living creature that has 0 hit points. The doubled, it gains a +2 bonus to AC, it has advantage
creature becomes stable. This spell has no effect on on Dexterity saving throws, and it gains an additional
undead or constructs. action on each of its turns. That action can be used
only to take the Attack (one weapon attack only),
Dash, Disengage, Hide, or Use an Object action.
Divine Smite
Spell Save DC:
Spell Attack Bonus:
Maximum prepared spells:
Divine Smite Divine Smite (Critical)
1st-level evocation 1st-level evocation
Casting Time: free action that you take after landing a Casting Time: free action that you take after landing a
melee weapon attack melee weapon attack
Range: melee Range: melee
Components: Components:
Duration: Instantaneous Duration: Instantaneous
When you hit a creature with a melee weapon attack, When you hit a creature with a melee weapon attack,
you can expend one spell slot to deal radiant damage you can expend one spell slot to deal radiant damage
to the target, in addition to the weapon’s damage. The to the target, in addition to the weapon’s damage. The
extra damage is 2d8. The damage increases by 1d8 if extra damage is 2d8. The damage increases by 1d8 if
the target is an undead or a fiend, to a maximum of the target is an undead or a fiend, to a maximum of
6d8. 6d8.
Paladin Spells
Spell Save DC: 18
Spell casting ability: intelligence
Spell casting ability modifier: 4
Spell Attack Bonus: 10
Maximum prepared spells: 8
Bless Ceremony
1st-level enchantment 1st-level abjuration (ritual)
Casting Time: action Casting Time: 1 hour
Range: 30 feet Range: Touch
Components: Concentration, Verbal, Somatic, Material Components: Ritual, Verbal, Somatic, Material (25 gp
(a sprinkling of holy water) worth of powdered silver, which the spell consumes)
Duration: Up to 1 minute Duration: Instantaneous
You bless up to 3 creatures of your choice within You perform a special religious ceremony that is
range. Whenever a target makes an attack roll or a infused with magic. When you cast the spell, choose
saving throw before the spell ends, the target can roll one of the following rites, the target of which must be
a d4 and add the number rolled to the attack roll or within 10 feet of you throughout the casting.
saving throw.
Atonement. You touch one willing creature whose
alignment has changed, and you make a DC 20
At Higher Levels. When you cast this spell using a
Wisdom (Insight) check. On a successful check, you
spell slot of 2nd level or higher, you can target one
restore the target to its original alignment.
additional creature for each slot level above 1st.
Bless Water. You touch one vial of water and cause it
to become holy water.
Coming of Age. You touch one humanoid who is a
Detect Magic
young adult. For the next 24 hours, whenever the
1st-level divination (ritual) target makes an ability check, it can roll a d4 and add
Casting Time: action the number rolled to the ability check. A creature can
Range: Self benefit from this rite only once.
Components: Ritual, Concentration, Verbal, Somatic Dedication. You touch one humanoid who wishes to
Duration: Up to 10 minutes be dedicated to your god’s service. For the next 24
For the duration, you sense the presence of magic hours, whenever the target makes a saving throw, it
within 30 feet of you. If you sense magic in this way, can roll a d4 and add the number rolled to the save. A
you can use your action to see a faint aura around any creature can benefit from this rite only once.
visible creature or object in the area that bears magic, Funeral Rite. You touch one corpse, and for the next 7
and you learn its school of magic, if any. days, the target can’t become undead by any means
short of a wish spell.
The spell can penetrate most barriers, but it is blocked
Wedding. You touch adult humanoids willing to be
by 1 foot of stone, 1 inch of common metal, a thin
bonded together in marriage. For the next 7 days, each
sheet of lead, or 3 feet of wood or dirt.
target gains a +2 bonus to AC while they are within 30
feet of each other. A creature can benefit from this rite
again only if widowed.
Prayer of Healing Aid
2nd-level evocation 2nd-level abjuration
Casting Time: 10 minutes Casting Time: action
Range: 30 feet Range: 30 feet
Components: Verbal Components: Verbal, Somatic, Material (a tiny strip of
Duration: Instantaneous white cloth)
Up to six creatures of your choice that you can see Duration: 8 hours
within range each regain hit points equal to 2d8 + 4. Your spell bolsters your allies with toughness and
This spell has no effect on undead or constructs. resolve. Choose up to three creatures within range.
Each target’s hit point maximum and current hit points
At Higher Levels. When you cast this spell using a increase by 5 for the duration.
spell slot of 3rd level or higher, the healing increases
by 1d8 for each slot level above 2nd. At Higher Levels. When you cast this spell using a
spell slot of 3rd level or higher, a target’s hit points
increase by an additional 5 for each slot level above
Lesser Restoration 2nd.
2nd-level abjuration
Casting Time: action
Range: Touch Revivify
Components: Verbal, Somatic 3rd-level necromancy
Duration: Instantaneous Casting Time: action
You touch a creature and can end either one disease Range: Touch
or one condition afflicting it. The condition can be Components: Verbal, Somatic, Material (diamonds
blinded, deafened, paralyzed, or poisoned. worth 300 gp, which the spell consumes)
Duration: Instantaneous
You touch a creature that has died within the last
minute. That creature returns to life with 1 hit point.
This spell can’t return to life a creature that has died of
old age, nor can it restore any missing body parts.
Remove Curse Bane
3rd-level abjuration 1st-level enchantment
Casting Time: action Casting Time: action
Range: Touch Range: 30 feet
Components: Verbal, Somatic Components: Concentration, Verbal, Somatic, Material
Duration: Instantaneous (a drop of blood)
At your touch, all curses affecting one creature or Duration: Up to 1 minute
object end. If the object is a cursed magic item, its Up to 3 creatures of your choice that you can see
curse remains, but the spell breaks its owner’s within range must make DC 15 Charisma saving
attunement to the object so it can be removed or throws. Whenever a target that fails this saving throw
discarded. makes an attack roll or a saving throw before the spell
ends, the target must roll a d4 and subtract the
number rolled from the attack roll or saving throw.