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Bronx

3 Level (0/2700 XP for level-up) Urchin Background Half-Orc Race / Species / Heritage True Neutral Alignment
Blood Hunter - Order of the Lycan
Level 3
Hit Dice: 3/3
1d10+3 Class 1

STR
19
+4
DEX
15
+2
CON
17
+3
INT
16
+3
WIS
15
+2
CHA
10
+0
31
Hit Points
+2
Initiative (DEX)
12
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
12
Passive Perception
+4 Expertise Bonus
+2 Proficiency Bonus
+4 Strength
+4 Dexterity
+3 Constitution
+5 Intelligence
+2 Wisdom
+0 Charisma
saving throws
+2 Acrobatics DEX
+2 Animal Handling WIS
+3 Arcana INT
+6 Athletics STR
+0 Deception CHA
+3 History INT
+2 Insight WIS
+2 Intimidation CHA
+5 Investigation INT
skills
+4 Medicine WIS
+3 Nature INT
+2 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+3 Religion INT
+2 Sleight of Hand DEX
+4 Stealth DEX
+4 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Unarmed Strike +6 STR 1+4 bludgeoning
Hybrid Form - Predatory Strike +6 STR 1d6+4
 (also as bonus action)
Hybrid Form - Predatory Strike +4 DEX 1d6+2
 (also as bonus action)
Attacks
BLOOD HUNTER FEATURES:
Hunter's Bane - You have advantage on Wisdom (Survival) checks to track fey, fiends, or undead, and you have advantage on Intelligence ability checks to recall information about them.
Hemocraft Modifier: Wisdom (Your Hemocraft DC is 12)

Blood Maledict - 1d4 Hemocraft die
You can invoke a blood curse a number of times per short rest based on your level. Before it affects the target, you can choose to amplify the curse. An amplified curse gains an additional effect noted in the curse's description. Amplifying a curse causes you to take 1d4 necrotic damage that cannot be reduced in any way. Creatures that don't have blood in their bodies are immune to blood curses, unless the curse has been amplified.

Blood curses:
-Blood Curse of the Marked (1 Bonus Action)

Fighting Style:
-Great Weapon Fighting: You can reroll a 1 or 2 on damage dice with melee weapons wielded with two hands.

Crimson Rite: 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 1d4 necrotic damage which can't be reduced in any way. While your rite is in effect, attacks made with this weapon are magical and you deal an additional 1d4 damage of the type determined by the chosen rite. The rite's effect lasts until you finish a short/long rest and other creatures cannot gain the benefit of your rite.
-Crimson Rite: Rite of the Storm (1 bonus action, lightning damage)

BLOOD HUNTER: ORDER OF THE LYCAN

Heightened Senses: You gain advantage on Wisdom (Perception) checks that rely on hearing or smell. (Hemocraft modifier: Wisdom)

Hybrid Transformation: While you are transformed, you gain the following features
-Hybrid Form - Predatory Strike (STR) (1 action)
-Hybrid Form - Predatory Strike (DEX) (1 action)
-Hybrid Form - Predatory Strike (STR) (1 bonus action)
-Hybrid Form - Predatory Strike (DEX) (1 bonus action)

RACIAL TRAITS:

Darkvision: You can see in darkness (shades of grey) up to 60 feet

Menacing: You gain proficiency in the Intimidation skill.

Relentless Endurance: When you are reduced to 0 HP but not killed, you can drop to 1 HP instead once per long rest.

Savage Attacks: When you score a critical hit, roll one of the weapon's dice one additional time and add it to the extra damage.

BACKGROUND TRAITS:

Underdark Experience: You are no casual visitor to the Underdark, but instead have spent considerable time there learning its ways. You are familiar with the various races, civilizations, and settlements of the Underdark, as well as its major routes for travel. If you fail an Intelligence check to recall some piece of Underdark lore, you know a source you can consult for the answer unless the DM rules that the lore is unknown.

Features & Traits
Alchemist's Supplies
20 Crossbow bolts
Light Crossbow
Longsword
Studded Leather Armor
Bedroll
Mess Kit
Rations (1 day)
Hempen Rope (50 feet)
Tinderbox
Torch
Waterskin

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Armor: Light Armor, Medium Armor, Shields
Weapons: Martial Weapons, Simple Weapons
Tools: Alchemist's Supplies, Cook's Utensils, Thieves' Tools, Disguise Kit
Languages: Common, Undercommon, Orc

Languages & Proficiencies


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