+6 | Expertise Bonus | |
+3 | Proficiency Bonus |
+4 | Strength | |
+5 | Dexterity | |
+3 | Constitution | |
+6 | Intelligence | |
+2 | Wisdom | |
+0 | Charisma |
+2 | Acrobatics | DEX | |
+2 | Animal Handling | WIS | |
+3 | Arcana | INT | |
+7 | Athletics | STR | |
+0 | Deception | CHA | |
+3 | History | INT | |
+2 | Insight | WIS | |
+3 | Intimidation | CHA | |
+6 | Investigation | INT |
+5 | Medicine | WIS | |
+3 | Nature | INT | |
+2 | Perception | WIS | |
+0 | Performance | CHA | |
+0 | Persuasion | CHA | |
+3 | Religion | INT | |
+2 | Sleight of Hand | DEX | |
+5 | Stealth | DEX | |
+5 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Longsword | +7 | STR | 1d8+4 | Slashing | |
Versatile | |||||
Longsword - Two Handed | +7 | STR | 1d10+4 | Slashing | |
Crossbow, light | +7 | STR | 1d8+4 | Piercing | |
range (80/320) | |||||
Unarmed Strike | +7 | STR | 5+4 | Bludgeoning | |
Hybrid Form - Predatory Strike (STR) | +7 | STR | 1d6+4 | ||
Hybrid Form - Predatory Strike (DEX) | +5 | DEX | 1d6+2 |
The statblocks of your Weapons, armor and other important/magical equipment
Weapon
Common
Properties: Finesse ( at least 14 Strength and 14 Dexterity if used as Dexterity weapon )Type | Damage | Damage | Range |
---|---|---|---|
Martial Melee | 1d8 / 1d10 | Slashing | 5 ft |
Cost: 15 gp
Weight: 3 lb
Weapon
Common
Properties: Ammunition, Loading, Two-handedType | Damage | Damage | Range |
---|---|---|---|
Simple Ranged | 1d8 | Piercing | 80/320 |
Cost: 25 gp
Weight: 5 lb
Weapon
Common
Non-lethal. This weapon always knocks unconscious, can be used as lethal weapon once the target is unconscious.Type | Damage | Damage | Range |
---|---|---|---|
Simple Melee | 1d4 | Bludgeoning | 5 ft |
Cost: 1 sp
Weight: 2 lb
Wondrous Item
Rare
This necklace has 1d6 + 3 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15). You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first.
D&D 5e PHB Equipment
Adventuring Gear DAMAGE, MOVEMENT, COMBAT Varies
As an action, you can spread a bag of caltrops to cover a square area that is 5 feet on a side. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving this turn and take 1 piercing damage. Taking this damage reduces the creature's walking speed by 10 feet until the creature regains at least 1 hit point. A creature moving through the area at half speed doesn't need to make the save.
Cost: 1gp Weight: 2lb
Potion
Uncommon
A character who drinks the magical red fluid in this vial regains 4d4+4 hit points.
Weight: 1/2 lb
SRD
Potion
Uncommon
The next time you see a creature within 10 minutes after drinking this philter, you become charmed by that creature for 1 hour. If the creature is of a species and gender you are normally attracted to, you regard it as your true love while you are charmed. This potion's rose-hued, effervescent liquid contains one easy-to-miss bubble shaped like a heart.
The statblocks of your class features
Level | Proficiency Bonus | Crimson Rite Damage Die | Features | Blood Curses Known |
---|---|---|---|---|
1st | +2 | 1d4 | Hunter's Bane, Crimson Rite | - |
2nd | +2 | 1d4 | Fighting Style, Blood Maledict | 1 |
3rd | +2 | 1d4 | Blood Hunter Order | 1 |
4th | +2 | 1d4 | Ability Score Improvement | 1 |
5th | +3 | 1d6 | Extra Attack | 2 |
6th | +3 | 1d6 | Blood Maledict (2/rest) | 2 |
7th | +3 | 1d6 | Order Feature | 2 |
8th | +3 | 1d6 | Ability Score Increase | 2 |
9th | +4 | 1d6 | Grim Psychometry | 3 |
10th | +4 | 1d6 | Dark Velocity | 3 |
11th | +4 | 1d8 | Order feature, Blood Maledict (3/rest) | 3 |
12th | +4 | 1d8 | Ability Score Improvement | 3 |
13th | +5 | 1d8 | - | 4 |
14th | +5 | 1d8 | Hardened Soul | 4 |
15th | +5 | 1d8 | Order Feature | 4 |
16th | +5 | 1d8 | Ability Score Improvement | 4 |
17th | +6 | 1d10 | Blood Maledict (4/rest) | 5 |
18th | +6 | 1d10 | Order Feature | 5 |
19th | +6 | 1d10 | Ability Score Improvement | 5 |
20th | +6 | 1d10 | Sanguine Mastery | 6 |
Blood Hunter Level | Cantrips Known | Spells Known | Spell Slots | Slot Level |
---|---|---|---|---|
3rd | 2 | 2 | 1 | 1st |
4th | 2 | 2 | 1 | 1st |
5th | 2 | 3 | 1 | 1st |
6th | 2 | 3 | 2 | 1st |
7th | 2 | 4 | 2 | 2nd |
8th | 2 | 4 | 2 | 2nd |
9th | 2 | 5 | 2 | 2nd |
10th | 3 | 5 | 2 | 2nd |
11th/td] | 3 | 6 | 2 | 2nd |
12th | 3 | 6 | 2 | 2nd |
13th | 3 | 7 | 2 | 3rd |
14th | 3 | 7 | 2 | 3rd |
15th | 3 | 8 | 2 | 3rd |
16th | 3 | 8 | 2 | 3rd |
17th | 3 | 9 | 2 | 3rd |
18th | 3 | 9 | 2 | 3rd |
19th | 3 | 10 | 2 | 4th |
20th | 3 | 11 | 2 | 4th |
Choose a class: Artificer, Bard, Cleric, Ranger, Warlock, or Wizard. You learn two cantrips of your choice from that class’s spell list. Additionally, choose one 1st-level spell from that same list. You also gain 6 spell points which can be used to cast, scale or augment these spells as you see fit. You regain your spell points when you complete a long rest. Your spellcasting ability for these spells depends on the class you chose: Charisma for Bard, or Warlock; Wisdom for Cleric or Ranger, Intelligence for an Artificer or Wizard. Your spellcasting modifier is whatever ability score modifier is appropriate to the class of the spells you selected as described above. You do not get to add your Proficiency Modifier to your spell casting or your spell attack roll (if applicable). Your Spell Save DC = 8 + your ability modifier as described above. At Higher Levels As you gain additional levels and have AP to spend, you may spend 1 Additional AP on this Feat. Doing so represents the time you’ve spent practicing casting your spells, allowing you to add your Proficiency Modifier to your spell casting and attack rolls. You also gain 4 additional spell points.
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Player's Handbook p40
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Player's Handbook p242
0-level (Cantrip) Evocation
Player's Handbook p255
0-level (Cantrip) Evocation
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
PHB p231
1-level Divination
Ritual - does not require spell slot, takes 10 minutes longerStatblocks for your Trinkets, businesses, building, castles, empires.