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Jeanne-Renée

23 Level (0/445000 XP for level-up) Background Human Race / Species / Heritage Alignment
Hemomancer
Level 12
Hit Dice: 12/12
1d8+8 Class 1
Druid
Level 11
Hit Dice: 11/11
1d8+8 Class 2

STR 17

+3

DEX 10

+0

CON 26

+8

INT 14

+2

WIS 20

+5

CHA 16

+3

308
Hit Points
+6
Initiative (DEX)
27
Armor Class (AC)
+7
Prof. Bonus
30
Speed (walk/run/fly)
22
Passive Perception
3 / 3
Wild Shapes
0 / 9
Bone Shards
27 / 27
Hit Dice
6 / 6
Arcanist Gloves (Charges)
Spellcasting ...
+15 Attack mod
WIS Ability
+5 Abi Mod
23 Save DC
+14 Expertise Bonus
+7 Proficiency Bonus
+3 Strength
+0 Dexterity
+15 Constitution
+9 Intelligence
+5 Wisdom
+3 Charisma
saving throws
+0 Acrobatics DEX
+5 Animal Handling WIS
+14 Arcana INT
+10 Athletics STR
+3 Deception CHA
+2 History INT
+5 Insight WIS
+3 Intimidation CHA
+2 Investigation INT
+2 Geography INT
+5 Linguistics WIS
+2 Planeology INT
+7 Carpenter’s Tools DEX
+12 Herbalism WIS
skills
+5 Medicine WIS
+9 Nature INT
+12 Perception WIS
+10 Performance CHA
+10 Persuasion CHA
+9 Religion INT
+0 Sleight of Hand DEX
+0 Stealth DEX
+12 Survival WIS
+7 Land Vehicles DEX
+10 Vielle CHA
+7 Profession (Wainwright) DEX
+12 Mount (Horse) WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Staff of the Festering Heart +15 WIS 1d6+8 bludgeoning
 Magical, Versatile
Attacks

Spell Book


Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Common, Druidic, Eudoran, Sahlinian, Zarovyan, Revenik

Languages & Proficiencies
Necrotic resistance
Chilled immunity
Disease immunity

Resistances


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.10, made by Tillerz - Updated: 2026-05-13
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

The statblocks of your Weapons, armor and other important/magical equipment

World of Aloth

The Bone Bulwark

Armor (Heavy)

Legendary Requires attunement by a level 10 Hemomancer

The Bone Bulwark is a set of intimidating steel plate armor which is interwoven with protruding bones, forming almost a second ribcage for the wearer. The armor is built for sturdiness and defense with the outer plating of bones shifting by themself to constantly move with the wearer and move in the way of incoming damage. The armor also connects to the wearers ability to control bones to a greater extent.

Additional Bone Shards. The maximum amount of Bone Shards which you can create and have active at once is increased by 2.

Extended Constitution. Your Constitution score increases by 2, as does your maximum.

Greater Bone Shield. When you use your Bone Shield feature on yourself, you can add half your hemomancy level (rounded up) to the damage reduced.

Osseous Sacrifice. When you are reduced to 0 hit points, but not instantly killed, you can choose to instead drop to an amount of hit points equal ⅓ of your hit point maximum (rounded up) but suffer the Broken Rib lingering injury. If the effect causes you to be instantly killed, you can choose to instead drop to 1 hit point and suffer the Crushed Chest lingering injury. Once you have used this feature in either way, you must no longer suffer from the lingering injury gained and 2d4 days must have passed since you were no longer suffering from the injury before you can use it again.

The Best Defense… When you finish a short or long rest, you can choose to have the armor change its state to a more offensive state. While in an offensive state, you can not gain damage reduction to bludgeoning, piercing or slashing from the armor, be it from Bone Shards, the Heavy Armor Master feat or other effects which originate from the armor, and you don’t gain any benefits from Bone Defense, when used on yourself. Instead, any creature which hits you with a melee attack while within 5 feet of you takes an amount of piercing damage equal to half your damage reduction (rounded up), any creature you are grappling or which is grappling you also takes this damage at the start of its turn. Additionally, once per turn when you hit a creature with a melee attack, you can deal an additional amount of damage equal to your damage reduction.

Type AC STR Req. Stealth Dis.
Heavy 18 15+ Yes

Cost: 50 000 gp
Weight: 70lb

World of Aloth

Mantle of Drevnyar

Wondrous Item

Very Rare Requires attunement by a Druid

This thick crimson fur mantle carries with it the blessing and powers of the entity known as Drevnyar. While worn by a druid it enhances some of their abilities while also carrying some of his weaknesses.

Exposed to Fire. Whenever you take fire damage, you take an additional dice worth of damage.

Powerful Transformations. The CR of creatures you can transform into using your Wild Shape ability is increased by 1, and when you expend a use of your Wild Shape, you gain an amount of temporary hit points equal to your Druid level.

Quicked Circle Spells. When you cast a spell given to you by your Druid Circle which normally has a casting time of an action, you can choose to cast it as a bonus action instead. Once you have cast a spell in this way, you must finish a short or long rest before you can do so again.

Cost: 15 000gp
Weight: 6lb

World of Aloth

Bloodcaster’s Bracelet

Wondrous Item

Rare Requires attunement by a Hemomancer

This beautiful bracelet consists of countless small garnets bound together by thin golden chains.

A hemomancer who is attuned to this bracelet knows an additional amount of hemomancer spells equal to their Constitution modifier. These additional spells must be of levels equal to or lower than the highest spell slot you have. Whenever you gain a level in hemomancer, you can choose to replace one of the spells granted to you by this bracelet. If your attunement to the bracelet ends, you lose the known spells granted to you by it.

Cost: 2000 gp

World of Aloth

Bloodstone Necklance

Wondrous Item

Uncommon Requires attunement by a Hemomancer

This silver necklace is adorned with seven beautiful bloodstones which become larger towards the middle one.

Crimson Harmony. When you use your Blood Harmony to give a creature temporary hit points, it gains an additional amount of temporary hit points equal to your Hemomancer level. Additionally, whenever you use any other Harmony, the target gains an amount of temporary hit points equal to a roll of their Hit Die.

Cost: 500gp

World of Aloth

Ring of Bloodied Protection

Ring

Rare Requires Attunement

This thin electrum ring has a small and dull ruby embedded into its wire-like design. The ring seems to glow with a small red light once its wielder is in mortal peril.

You gain a +1 bonus to AC and saving throws while you are bloodied, this bonus increases to +2 when you are very bloodied.

Cost: 3000gp

The Griffon’s Saddlebag

Quick Change Ring

Wondrous Item

Rare

The ring grows and shrinks to fit its wearer perfectly once equipped. The ring has an extradimensional space inside it dedicated to carrying armor and easily equipping that armor. You can magically bind one set of unworn light, medium or heavy armor to this extradimensional space over the course of 1 hour by resting the ring on top of the armor. Only one suit of armor can be bound to the ring’s extradimensional space. Binding a second suit breaks the bond with the first one, causint to to be forced from the extradimensional space and appear in an unoccupied space within 5 feet of the ring. While wearing the ring, you can use a bonus action to speak its command word and touch a suit of bound armor, even if you’re wearing it, to shunt it into the ring’s extradimensional space. Speaking the command word again while the armor is in the ring causes you to magically don the armor, adjusting to fit you as needed, or causes it to appear at your feet (your choice). If you're already wearing a suit of armor when you don one in this way, the bound armor appears at your feet instead.

Cost: 2500gp

World of Aloth

Helm of the All-Defender

Wondrous Item

Legendary The Helm of the All-Defender requires attunement by a creature who is either lawful good, neutral good or lawful neutral. The creature must also be proficient with either medium or heavy armor.

The Helm of the All-Defender is a powerful vestige in service of the god Garran. It was made during the Avatar Battles and given to his champion of the time who would serve as his presence on the prime plane as he himself acted as guardian of the astral gate to keep all gods out of the outer planes during the war. The helmet has since then found itself in the hands of those who share Garran’s values and those who directly serve him. It is often viewed as a burden to bear as its wearer must act accordingly and unwavering to the laws of the All-Defender.

The helmet is ancient and seen many battles, the many bruises and marks shows its wear, yet the helmet is in perfect condition. It has a silver coloration to it while being as solid as adamantine. The helmet has an open face and a nasal guard. It is also decorated with two big gold ram horns. There is also a golden band on the forehead going around the helmet decorated with ancient runes.

Magical Armor: You gain a +1 bonus to AC and saving throws while wearing the Helm of the All-Defender.

Destroyer of Evil and Chaos: Once per turn when you deal damage with an attack to a creature who’s alignment is either evil or chaotic you deal an additional 1d6 force damage. If the creature is chaotic evil you deal 2d6 force damage instead.

Guardian: When a friendly creature you can see within 60 feet of you takes damage, you can spend your reaction to take that damage instead. You cannot reduce this damage in any way. After you have taken damage in this way, you gain advantage on all attack rolls until the end of your next turn.

Unyielding: You have advantage on saving throws against being moved against your will, knocked prone, Restrained and Stunned. You are immune to being Dazed.

Cost: Priceless
Weight: 4lb

World of Aloth

Miracle Crafted Bracelet of Lightning

Wondrous Item

Uncommon

This bracelet is made from the bone of the demigod Tontritus. The bones of the demigod are carved to form runes and held together by a copper wire.

Once per long rest, you can cast Lightning Lash at 3rd level as a bonus action. When you do so, you can use your own spellcasting ability modifier (if you are a spellcaster), if not you have a +5 bonus to hit.

Cost: 500gp

Dungeon Master's Guide 5th Edition

Lantern of Revealing

Wondrous Item

While lit, this Hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and Objects are visible as long as they are in the lantern's bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.

Uncommon

Weight: 2 lb


 

World of Aloth

Combustion Boots

Wondrous Item

Uncommon

Lift-off. Whenyou are standing on solid ground, you can use a bonus action to actiavte these boots. When you do, you launch up to 45ft in a vertical line upward. After using this feature, you can not use it again for 1 minute.

Absorbing Soles. While wearing these boots you do not suffer any falling damage and land on your feet when falling 60ft or less.

Cost: 500gp
Weight: 5lb

World of Aloth

Spell Slinger's Ring

Ring

Very Rare Requires attunement by a 5th level arcane spellcaster

This thick platinum ring has carved marks of arcane runes filled with runic salt in them.

The level of spells you can cast on your turn while using an action and a bonus action increases to 3rd level, and you gain an additional 3rd level spell slot.

Additionally, when you cast a spell that has a casting time of 1 action, you can change the casting time to 1 bonus action for the casting, provided that the spell is of 3rd level or lower. Once you have cast a spell in this way, you must finish a long rest before you can do so again, unless you have the Arcane Recovery feature, in which case you regain a use of this item once you use that feature.

Cost: 8 000gp

World of Aloth

Second Heart Amulet

Ring

Very Rare Requires Attunement

This amulet is made from silver links which connect to a central roughly cut large red gem which is encased in a silver frame. The gem is a dull white until it is attuned to by a creature, as part of the ritual requires you to cover it in your own blood, at which point its coloration matches the color of your blood perfectly. When you squeeze the amulet once it is attuned, you can feel a faint heartbeat matching your own.

When you attune to the amulet for the first time, you must roll two d8s and add twice your Constitution modifier to the roll. Your hit point maximum increases by an amount equal to the number rolled while attuned to the amulet, if you ever end your attunement and attune to it again, your hit point maximum is increased by the original amount gained. Additionally, this amount changes based on your Constitution modifier, increasing or decreasing according to your current Constitution modifier (Treating these additional hit points like Hit Dice gained from leveling up). You also gain two additional Hit Dice, which are d8s, these Hit Dice are always regained when you finish a long rest.

The amount of failed Death Saving throws you must have to die is increased by 2 while wearing the amulet.

Cost: 20 000gp

World of Aloth

Blacklance’s Bastion Shield

Armor (Shield)

Varies Requires Attunement

This well made heather shield is made from dark steel and has an adamantine frame. It is busted and worn, but standing as strong as the day it was created. Even with its large frame, the bastion shield is light to carry and almost indestructible. The shield is also covered in steel points on the front for bashing enemies.

While holding this shield, you have a +2 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.

Shield Slam. When you have made an attack roll on your turn, you can as a bonus action make a melee weapon attack with the shield. You have a +2 bonus to attack and damage rolls when attacking with the shield. On a hit, you deal 1d6 bludgeoning damage plus your Strength modifier. Instead of dealing the normal shield slam damage when you hit a creature, you can instead choose to deal an amount of damage equal to your AC. You can change the damage in this way twice per long rest.

Towering Shield. If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effects as long as you can see the source of the saving throw.

Type AC STR Req. Stealth Dis.
Shield +4 No

Cost: 20 000gp
Weight: 12lbs

World of Aloth

Staff of the Festering Heart

Weapon

Legendary Requires attunement by a Druid

Magical, Versatile

This quarterstaff is made from the wood of a blood willow. Its wood is a pale gray which has veins of red running throughout its body. The head of the quarterstaff is a bulging and swollen red amorphous bulb, like that of an unblooming flower. Its petals are shut and a dim red glow can be seen within and a slight heartbeat can be felt running through the staff, as if it was alive.

The Staff of the Festering Heart can be wielded as a magical quarterstaff that grants a +3 bonus to Attack and Damage rolls made with it, and you can use your Wisdom modifier instead of Strength when attacking with it. You can also use the staff as a druidic focus for spellcasting, and when you do so, you gain a +3 bonus to your spellcasting modifier.

Blighted Master. You always have the Blight spell prepared and you can cast it as a Bonus Action instead of an Action, and when you do so, it does not count against the amount of leveled spells you can cast on your turn.

Decaying Poison. Your attacks with the Staff of the Festering Heart deals an additional 2d6 poison damage, and poison damage dealt from melee weapon attacks with the Staff of the Festering Heart ignores resistance and immunity to poison damage against flesh-and-bone creatures.

Festering Undeath. As an action you can touch the corpse of a medium humanoid or undead and expend a 3rd level spell slot to raise it as a Festering Husk. You can have an amount of Festering Husks under your control equal to your proficiency bonus (twice your proficiency if you are undead), you have perfect control over them and can give commands to one or all of your Festering Husks (no action required). If you create a Festering Husk while having the maximum amount of Husks, the first one you made dies. Any Festering Husks made by the Festering Husks you’ve made are not under your control, but you have advantage on any Charisma checks made against them.

Power of the Festered Heart. Once per long rest when you roll damage for a Druid spell you can instead use the highest number possible for each dice.

Type Damage Damage Range
Simple Melee 1d6+3 / 1d8+3 Bludgeoning

Cost: Priceless
Weight: 4lbs

World of Aloth

Arcanist Gloves

Wondrous Item

Very Rare Requires attunement by an arcane spellcaster

The arcanist gloves are a set of gauntlets made with the intent of storing magical charges to enhance one’s own spells and siphon arcane powers from offensive spells cast against the wielder.

The gloves can be wielded as a +1 arcane focus. When you roll damage for a spell, you can treat any 1 on a damage die as a 2.

The gloves can hold up to 6 charges and regain 1d3 charges each dawn. When you cast a spell that deals damage, you can use any number of charges up to your proficiency bonus, and add an equivalent number of damage die to the roll.

When you successfully save against or are missed by a damage dealing spell of 1st level or higher, you can choose to absorb part of the spell as a reaction. You then gain a number of charges equal to the spell level absorbed. If you are attuned to more than one item which has charges, you can assign these charges to any items that you are wielding. Once you have absorbed a spell, you can not do so again until you have finished a long rest.

Cost: 25 000gp

World of Aloth

Ring of Unparalleled Vitality

Ring

Very Rare Requires attunement by a Blood Hunter, Hemomancer, or Wizard (Necromancer)

This ring is made from dark steel with few decorations except a singular small ruby which seems to be giving off a faint light that synchronizes to its wearer's heartbeat in a fight.   Bloody Desperation. As a bonus action you can choose to halve your hit point maximum, and regain an amount of hit points equal to half your original hit point maximum. While your hit point maximum is reduced in this way, you are treated as bloody, and when you would become bloody with the hit point reduction, you instead become very bloody.   If your hit point maximum can not be reduced, you instead heal up to half your hit point maximum and gain 2 exhaustion points.   Once you have used this ability, you can’t do so again until you have finished a long rest, at which point the reduction to your hit point maximum from this ability is restored.   Greater Constitution. Your Constitution score is increased by 2, to a maximum of 30, and you become immune to the Chilled condition while wearing the ring.

Cost: 20 000gp

The statblocks of your class features

Dissolver

Spellcasting or Pact Magic Feature and the ability to cast at least one spell that deals acid damage

The potency of your acid spells have increased, gaining you the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • Spells you cast that deal acid damage ignores resistance to acid.
  • Once per turn when you roll damage for a spell that deals acid damage, you deal additional damage equal to your proficiency modifier.
  • When you damage a creature with a spell that deals acid damage, its AC is reduced by 1 until the end of your next turn. A creature can only have its AC reduced by 1 in this way.

 

Durable

Hardy and resilient, you gain the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.
  • You have advantage on death saving throws.
  • When you roll a Hit Die to restore hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2).
  • As a bonus action, you can expend one of your Hit Dice to regain an amount of hit points equal to the roll.

 

Extended Transmutation

You are 10th level or higher and have either the Spellcasting or Pact Magic Feature

The potency of your spells and the control you have over transmutation has become so that you can extend your spells. You gain the following benefits:

  • Increase your Intelligence, Wisdom or Charisma score by 1, to a maximum of 20.
  • When you are concentrating on a transmutation spell which is of equal level to your proficiency bonus or lower, you can spend an action to have the spell instead last for its duration without concentration. Once you have used this feature, you must finish a long rest before you can do so again.

 

Heavy Armor Master

A Strength score of 15+ and proficiency with heavy armor

You can use your armor to deflect strikes that would kill others. You gain the following benefits:

  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • You gain a +1 bonus to AC while wearing heavy armor.
  • When you are hit by an attack while you are wearing heavy armor, any Bludgeoning, Piercing, and Slashing damage you take is reduced by an amount equal to your Proficiency Bonus.

 

Impenetrable

A Strength score of 16+ and the Heavy Armor Master feat

Your ability to deflect and shield yourself from harm when wearing heavy armor has made you impenetrable. You gain the following benefits:

  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • You gain a +1 bonus to AC while wearing heavy armor.
  • As a reaction when you suffer a critical hit from a weapon attack, you can use your reaction to turn that attack into a normal hit. Any effects triggered by a critical hit are canceled.
  • A critical hit against you must still hit your AC to become a critical hit while you are wearing heavy armor.

 

Master Harvester

Harvested at least 10 unique ingredients

You excel in harvesting useful materials from both creatures and the wild, you gain the following benefits:

  • Increase your Dexterity, Intelligence or Wisdom score by 1, to a maximum of 20.
  • You gain proficiency in one skill or tool of your choice which is used for harvesting a creature.
  • Whenever you must make a Dexterity check to harvest materials, you can add either your Intelligence or Wisdom modifier to the roll (your choice).
  • When you successfully harvest ingredients from a plant, you gain an additional use of that ingredient.
  • The number you need to roll to pristine harvest without rolling double the DC is reduced by 1.

 

Readied Caster

Spellcasting or Pact Magic Feature

You are quick to engage and always prepared for combat. You gain the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • On your first turn in combat, you can cast a spell as a bonus action. The spell must have a casting time of 1 action and cannot be of a higher level than your proficiency bonus.
  • You can add your spellcasting ability modifier to any Initiative checks that you make.
  • Once per long rest when you roll for Initiative, you can change one spell that you have prepared, if your class has prepared spells.

 

Spell Brawler

Spellcasting or Pact Magic Feature

You have learned techniques to enhance your attacks with certain kinds of spell, gaining the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • You gain a +1 bonus to any melee spell attacks that you make.
  • When you cast a spell that requires a ranged spell attack, you can choose to make it as a melee spell attack with a range of touch instead.
  • Once per turn when you make a melee spell attack, you can add your proficiency bonus to the damage rolled.

 

Vital Resurgence

Your body has become a wellspring of physical resolve. You gain the following benefits:

  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • You gain one additional Hit Dice which is a d8.
  • Whenever you expend a Hit Die outside of a short rest, you regain an amount of hit points equal to your Constitution modifier.
  • Whenever you finish a short rest, you gain an amount of temporary hit points equal to twice the amount of Hit Dice spent to regain hit points.

 

World of Aloth

Curse of Degradation

Other

Legendary

The Curse of Degradation is a powerful curse whose origin comes from the Neodentreene empire who originally made the base of the magic which was supposed to permanently weaken and remove the magical talents of mages to better contain them, but was altered within the Tomb of Kings to deteriorate living beings, making them vulnerable and reducing their life expectancy drastically as it consumes them from within.

The curse grants you the following effects:

  • Your level is reduced by 1.

  • Whenever you take bludgeoning, piercing or slashing damage, you take an additional dice worth of damage.

  • Whenever you suffer a critical hit from an attack which dealt bludgeoning, piercing or slashing damage, you must succeed on a DC 15 Constitution saving throw or suffer a consequence based on the damage:

  • Bludgeoning. You take 1d4 Strength damage.

  • Piercing. You take 1d4 Constitution damage.

  • Slashing. You take 1d4 Dexterity damage.

  • The amount of damage you must take from a critical hit to make a Constitution saving throw against suffering a Lingering Injury is equal to ⅓ of your hit point maximum instead of ½ .

  • The DC for suffering a Lingering Injury for you is increased by 10.

  • You can only survive for an amount of years equal to your Constitution modifier after gaining the curse. Whenever your Constitution score is reduced to whereas your modifier is lower than your current years since obtaining the curse, you must immediately succeed on a DC 20 Constitution saving throw or be killed by the curse. You must then repeat this saving throw after each Long Rest.

  • If you are killed by the curse, you can never be resurrected as your soul is destroyed.


Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


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