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Valas

8 Level (0/48000 XP for level-up) Urchin Background Drow Race / Species / Heritage Neutral Good Alignment
Blood Hunter
Level 8
Hit Dice: 8/8
1d10+3 Class 1

STR 11

+0

DEX 18

+4

CON 16

+3

INT 16

+3

WIS 12

+1

CHA 14

+2

79
Hit Points
+4
Initiative (DEX)
16
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
14
Passive Perception
2 / 2
Blood Maledict
Spellcasting ...
+6 Attack mod
INT Ability
+3 Abi Mod
14 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+0 Strength
+7 Dexterity
+3 Constitution
+6 Intelligence
+1 Wisdom
+2 Charisma
saving throws
+4 Acrobatics DEX
+1 Animal Handling WIS
+6 Arcana INT
+0 Athletics STR
+2 Deception CHA
+3 History INT
+4 Insight WIS
+2 Intimidation CHA
+3 Investigation INT
skills
+4 Medicine WIS
+3 Nature INT
+4 Perception WIS
+2 Performance CHA
+2 Persuasion CHA
+6 Religion INT
+7 Sleight of Hand DEX
+7 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Greatsword +3 STR 2d6 slashing
 Heavy, two-handed
Crossbow +7 DEX 1d8+4+4 piercing
 Ammunition (range80/320), loading, two-handed
Two-Birds Sling +7 DEX 1d4+5+4 bludgeoning, magic
 Ammunition (range 30/120), magic
Dagger of the Barbed Devil +5 DEX 1d4+5+4 piercing,magic
 Finesse, light, thrown (range 20/60), magic
Duergar Dagger +4 DEX 1d4+4+4 piercing
 Finesse, light, thrown (range 20/60)
Gaeda's Longbow +4 DEX 1d8+4+4 piercing
 Ammunition (range 150/600), heavy, two-handed
Mordant Blade +4 DEX 2d6+4+4 slashing,magic
 Heavy, two-handed
Attacks

Spell Book

Rite of the Dawn
Blood Curse of the Eyeless
Drow Magic
Sunlight Sensitivity

Features & Traits

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Common
Elvish

Languages & Proficiencies
A rebel among zealots

Personality Traits
We're all monsters

Ideals
The Order, The Blacksins

Bonds
Naive, weak

Flaws


™ & © 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

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Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Basic Rules , pg. 230

Dancing Lights

0-level (Cantrip) Evocation

Casting Time 1 Action
Range 120 ft
Duration 1 Minute
Components V, S, M
Materials A bit of phosphorus or wychwood, or a glowworm.

Damage Type: Utility   Saving Throws: None   Description: You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.

Class(es): Bard, Sorcerer, Wizard, Artificer

Level 1 Spells

Basic Rules, pg. 239

Faerie Fire

1-level Evocation

Casting Time 1 Action
Range 60 ft (20 ft. of cube)
Duration 1 Minute
Components V

Damage Type: Debuff   Attack/Save Throw: DEX Save   Description: Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.

Class(es): Bard, Druid, Artificer

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