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Blood Hunter 5 Maxmaximoff882

CLASS & LEVEL PLAYER NAME


Junior o pirocudo
Half-Elf Soldier (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

+2 Strength
ARMOR Max HP Current HP Temp HP
STRENGTH • +4 Dexterity
+0 Constitution +1 11 34 --
+2 • +6 Intelligence
CLASS
-1 Wisdom INITIATIVE HIT POINTS
15
+2 Charisma
Total 5d10 SUCCESSES
Saving Throw Modifiers
Immunities - Magical Sleep
DEXTERITY FAILURES
Advantage against being charmed,
and magic can’t put you to sleep
+1 DEFENSES HIT DICE DEATH SAVES

13 SAVING THROWS INSPIRATION


=== ARMOR ===
Light Armor, Medium Armor, Shields
CONSTITUTION +1 Acrobatics DEX
PROFICIENCY BONUS
=== WEAPONS ===
+3
+0 P
-1

+6
Animal Handling WIS
Arcana INT
Martial Weapons, Simple Weapons

=== TOOLS ===


10 P +5 Athletics STR Alchemist's Supplies, Dragonchess Set,
ABILITY SAVE DC Vehicles (Land)
+2 Deception CHA
P +6 History INT === LANGUAGES ===
INTELLIGENCE
-1 Insight WIS Common, Elvish, Vedalken
30 ft. (Walking)
+3 P +5 Intimidation CHA
P +6 Investigation INT
16 -1 Medicine WIS SPEED

+3 Nature INT PROFICIENCIES & LANGUAGES

WISDOM P +2 Perception WIS


+2 Performance CHA === ACTIONS === weapon are magical, dealing an additional 1d6
-1 +2 Persuasion CHA
Standard Actions
Attack, Cast a Spell, Dash, Disengage, Dodge,
damage of the type determined by the chosen rite.
The rite’s effect lasts until you finish a short/long rest
Help, Hide, Ready, Search, Use an Object, and other creatures cannot gain the benefit of your
P +6 Religion INT
8 Opportunity Attack, Grapple, Shove, Improvise, rite.
+1 Sleight of Hand DEX Two-Weapon Fighting, Interact with an Object
=== SPECIAL ===
+1 Stealth DEX === BONUS ACTIONS === Extra Attack
CHARISMA Crimson Rite Starting at 5th level, you can attack twice, instead
-1 Survival WIS
As a bonus action, you can activate any rite you of once, whenever you take the Attack action on your
turn.
+2 know on a weapon you’re holding. A weapon can only
hold one active rite at a time. When activated, you
take 1d6 necrotic damage which can't be reduced in
any way.
14
While your rite is active, attacks made with this
SKILLS ACTIONS

NAME HIT DAMAGE/TYPE NOTES

12 PASSIVE WISDOM (PERCEPTION)


Unarmed Strike +5 3 Bludgeoning

9 PASSIVE WISDOM (INSIGHT)

16 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 5 Maxmaximoff882
CLASS & LEVEL PLAYER NAME
Junior o pirocudo
Half-Elf Soldier (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

=== BLOOD HUNTER FEATURES === weapon are magical and you deal an additional 1d6
damage of the type determined by the chosen rite. The
* Hit Points • CR rite’s effect lasts until you finish a short/long rest and
other creatures cannot gain the benefit of your rite.
* Proficiencies • CR
| 1 Bonus Action
* Hunter’s Bane • CR
You have advantage on Wisdom (Survival) checks to * Blood Hunter Order • CR
track fey, fiends, or undead, and you have advantage
on Intelligence ability checks to recall information * Ability Score Improvement • CR
about them.
* Extra Attack • CR
* Blood Maledict • CR Starting at 5th level, you can attack twice, instead of
You can invoke a blood curse a number of times per once, whenever you take the Attack action on your
short rest based on your level. Before it affects the turn.
target, you can choose to amplify the curse. An
amplified curse gains an additional effect noted in the | Special
curse's description. Amplifying a curse causes you to
take 1d6 points of necrotic damage that cannot be
reduced in any way. === HALF-ELF RACIAL TRAITS ===

Creatures that don't have blood in their bodies are * Ability Score Increase • BR 39
immune to blood curses, unless the curse has been
amplified. * Darkvision • BR 39
You can see in darkness (shades of gray) up to 60 ft.
| 1 / Short Rest • No Action
* Fey Ancestry • BR 39
* Blood Curses • CR You have advantage on saving throws against being
Your chosen Blood Curses for use with the <em>Blood charmed, and magic can’t put you to sleep.
Maledict</em> feature.
* Skill Versatility • BR 39
* Fighting Style • CR You gain proficiency in two skills of your choice.
You adopt a fighting style specialty.
* Languages • BR 39
* Crimson Rite • CR
As a bonus action, you can activate any rite you know
on a weapon you're holding. A weapon can only hold
one active rite at a time. When activated, you take 1d6
necrotic damage which can't be reduced in any way.

While your rite is in effect, attacks made with this

FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

CP 0 Scale Mail 1 45 lb.

Crossbow, light 1 5 lb.

SP 0 Crossbow Bolts 20 1.5 lb.

Backpack 1 5 lb.
EP 0 Bedroll 1 7 lb.

Mess Kit 1 1 lb.


GP 0 Rations (1 day) 1 2 lb.

Rope, Hempen (50 feet) 1 10 lb.


PP 0 Tinderbox 1 1 lb.

Torch 1 1 lb.
WEIGHT CARRIED

83.5 lb. Waterskin 1 5 lb.

ENCUMBERED ATTUNED MAGIC ITEMS QTY WEIGHT

225 lb.
PUSH/DRAG/LIFT

450 lb.

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.
Medium
GENDER AGE SIZE HEIGHT WEIGHT
Junior o pirocudo
CHARACTER NAME ALIGNMENT FAITH SKIN EYES HAIR

PERSONALITY TRAITS

IDEALS

BONDS

FLAWS
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

CHARACTER BACKSTORY ADDITIONAL NOTES

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.
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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