Guinevere | Character Sheet (latest) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Guinevere

3 Level (1490/2700 XP for level-up) Far Traveler Background Human, Variant Race / Species / Heritage Human, Variant Alignment
Blood Hunter
Level 3
Hit Dice: 3/3
1d10+1 Class 1

STR
12
+1
DEX
14
+2
CON
13
+1
INT
14
+2
WIS
12
+1
CHA
8
-1
28
Hit Points
+4
Initiative (DEX)
14
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
Spellcasting ...
+4 Attack mod
INT Ability
+2 Abi Mod
12 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+1 Strength
+4 Dexterity
+1 Constitution
+4 Intelligence
+1 Wisdom
-1 Charisma
saving throws
+8 Acrobatics DEX
+2 Animal Handling WIS
+4 Arcana INT
+2 Athletics STR
-2 Deception CHA
+4 History INT
+6 Insight WIS
-2 Intimidation CHA
+8 Investigation INT
skills
+2 Medicine WIS
+4 Nature INT
+6 Perception WIS
-2 Performance CHA
-2 Persuasion CHA
+4 Religion INT
+4 Sleight of Hand DEX
+4 Stealth DEX
+6 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Silver Meteorite Rapier +1 +5 DEX 1d8+3+2 piercing
 finesse, Silvered
Hand Crossbow +4 DEX 1d6+2+2 piercing
 finesse
Shortsword +4 DEX 1d6+2+2 piercing
 finesse
Attacks

Spell Book

Sentinel. You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits.
• When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
• Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
• When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.

Source: Player's Handbook, p. 169
Starting Blood Hunter. As a 1st-level Blood Hunter, you begin play with 10+ your Constitution modifier hit points.

Skils: Choose three from Athletics, Acrobatics, Arcana, History, Insight, Investigation, Religion, and Survival.

You begin play with the following equipment, in addition to any equipment provided by your background.
• (a) a martial weapon or (b) two simple weapons
• (a) a light crossbow and 20 bolts or (b) hand crossbow
• (a) studded leather armorer or (b) scale mail armor
• an explorers pack

Resource: Blood Hunter Class for D&D 5e (2020)
Hunter’s Bane. Beginning at first level, you have survived the Hunter’s Bane, a dangerous long-guarded ritual that alters you life’s blood, forever binding you to the darkness and honing your senses against it. You have advantage on Wisdom (Survival) checks to track Fey, fields or undead, as well as Intelligence ability checks to information about them.
The Hunter’s Bane also empowers your body body to control and shape hemocraft magic, using your own blood and life essence to fuel your abilities. Some of your features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:

Hemocraft save DC= 8+ your proficiency bonus+ your intelligence modifier.

Source: Blood Hunter Class v2.1
Blood Maledict. At 1st level, you gain the ability to channel, and sometimes sacrifice, a part of your vital essence to curse and manipulate creatures through hemocraft magic. You gain one blood curse of your choice, detailed in the “Blood Curses” section at the end of the class description. You learn one additional blood curse of your choice, and you can choose one of the blood curses you know and replace it with another blood curse, at 6th, 10th, 14th, and 18th level.
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 losing a number of hit points equal to one roll of your hemocraft die, as shown in the Hemocraft Die Column of the Blood Hunter table. Amplified curses gain an additional effect, noted in the curse’s description. Creatures that do not have blood in their bodies are immune to blood curses, unless you amplify the curse.
You can use this feature once. Beginning at 6th level, you can use your Blood Maledict feature twice, at 13th level you can use it three time between rests, and at 17th level, you can use it four times between rests. You regain all expended uses when you finish a short or long rest.

Source: Blood Hunter Class v2.1
Fighting Style. At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take the same Fighting Style option more than once, even if you later get to choose again.
Fighting Style: Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Crimson Rite. At 2nd level, you learn to invoke a rite of hemocraft within your weapon at the cost ofyour own vitality. Choose one rite from the Primal Rites list below to learn.
As a bonus action, you activate a crimson rite on a single weapon with the elemental energy of a known rite of 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. When you activate a rite, you lose a number of hit points equal to one roll of your hemocraft die, as shown in the Hemocraft Die column of the Blood Hunter table.
While active, attacks from this weapon deal an additional 1d4 damage ofthe chosen rite's type. This damage is magical, and increases as you gain levels as a blood hunter, as shown in the Hemocraft Die column of the Blood Hunter table. A weapon can only hold a single active rite at a time.
You learn an additional Primal Rite of your choice at 7th level, and choose an Esoteric Rite to learn at 14th level.

PRIMAL RITES
Choose from the following:
Rite of the Flame. Your rite damage is fire damage.
Rite of the Frozen. Your rite damage is cold damage.
Rite of the Storm. Your rite damage is lightning damage.

ESOTERIC RITES
Choose from the following:
Rite of the Dead. Your rite damage is necrotic damage.
Rite of the Oracle. Your rite damage is psychic damage.
Rite of the Roar. Your rite damage is thunder damage.

Source: Blood Hunter Class v2.1
Blood Hunter Order. At 3rd level, you commit to an order of blood hunter martial focus. Choose Order of the Ghostslayer, Order of the Profane Soul, Order of the Mutant, or Order of the Lycan, all detailed at the end of the class description. The order you choose grants you features at 3rd level, and again at 7th, 11th, 15th, and 18th level.

Source: Blood Hunter Class v2.1
Order: Order of the Ghostslayer. The Order of the Ghostslayer is the oldest of the orders, having originally rediscovered the secrets of blood magic and refined them for combat against the scourge of undeath. Ghostslayers seek out and study the moment of death, obsessing over the mysteries of the transition and how it can become corrupted by unholy powers to rise once more. Tuning their abilities to annihilate such abominations, these zealous blood hunters seek out the sources of such necromantic energies, intent to destroy them wherever they arise.

Source: Blood Hunter Class v2.1
Rite of the Dawn (Ghostslayer). When you join this order at 3rd level, you learn the Rite of the Dawn esoteric rite (detailed below).
Your rite damage is radiant damage. While the rite is active, you gain the following benefits:
• Your weapon sheds bright light out to a radius of 20 feet.
• You have resistance to necrotic damage.
• Your weapon deals one additional hemocraft die of rite
damage when you hit an undead.

Source: Blood Hunter Class v2.1
Curse Specialist (Ghostslayer). Beginning at 3rd level, your ancient order teaches advanced mastery over blood curses. You gain an additional use of your Blood Maledict feature. In addition, your blood curses can target any creature, whether it has blood or not.

Source: Blood Hunter Class v2.1

Features & Traits
Hand Crossbow, 16 Crossbow Bolts, Studded Leather Armor, Alchemist's Supplies, Traveler's Clothes, 77 Gold (gp), Poorly Wrought Maps, Necklace of Homeland's, Shortsword, Book Of 101 Love Poem, Coin Pouch, Crossbow Bolt Case, 25 Silver (sp), Silver Meteorite Rapier +1
Explorer’s Pack. Backpack, Bedroll, Mess kit, Tinderbox, 6 Torch, 7 Rations (1 day), Waterskin, Hempen rope (50 feet)

Equipment Copper: 0, Silver: 25, Electrum: 0, Gold: 77, Platinum: 0 Money
Blood Curse: Bloated Agony
Spellcasting
Armor. Light armor, medium armor, shields
Weapons. Simple weapons, martial weapons
Tools. Alchemist’s supplies
Languages. You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.

Source: Player's Handbook, p. 31

Languages & Proficiencies
I express affection or contempt in ways that are unfamiliar to others.

Personality Traits
Inquisitive. Everything is new, but i have a thirst to learn.(Neutral)

Ideals
Though i had no choice, I lament having to leave my loved ones behind. I hope to see them again one day.

Bonds
I pretend not to understand the local language in order to avoid interaction i would rather not have

Flaws


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
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