Kassoon

5th Edition Character Sheet

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Attacks | Spells | Features & HD | |
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Campaign Manager
Amthos
Character Name
Blood Hunter 1
Class & Level
Urchin
Background
Dhampir
Race
Neutral
Alignment
Experience
Male
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
+3
16
15
+
1
(Race)
DEXTERITY
+0
10
10
+
0
(Race)
CONSTITUTION
+2
15
15
+
0
(Race)
INTELLIGENCE
+3
16
14
+
2
(Race)
WISDOM
-1
8
8
+
0
(Race)
CHARISMA
-1
8
8
+
0
(Race)
ARMOR CLASS
14
INITIATIVE
+
+0
PROFICIENCY
+
2
2
+
PERCEPTION
99
+
SPEED
30 ft
HIT POINTS
Max:
12
TEMP HP
POINT BUY
27
Picture URL:
Token URL:
3 +3
+
Strength
+
Dexterity
+
Constitution
+
Intelligence
-1 -1
+
Wisdom
-1 -1
+
Charisma
+0
+
Global Bonus
Saving Throws
+
Acrobatics (Dex)
-1 -1
+
Animal Handling (Wis)
+
Arcana (Int)
+
Athletics (Str)
-1 -1
+
Deception (Cha)
+
History (Int)
-1 -1
+
Insight (Wis)
-1 -1
+
Intimidation (Cha)
+
Investigation (Int)
-1 -1
+
Medicine (Wis)
+
Nature (Int)
-1 -1
+
Perception (Wis)
-1 -1
+
Performance (Cha)
-1 -1
+
Persuasion (Cha)
+
Religion (Int)
+
Sleight of Hand (Dex)
+
* Stealth (Dex)
-1 -1
+
Survival (Wis)
+
Thieves' Tools (Dex)
+0
+
Global Bonus
* See your equipment
Skills
+
+
0
Global Hit Bonus
+
+
0
Global Damage Bonus
ATTACKS & SPELLS
4
KNOWN
13
DC
Cast Mod
2
Cantrip:
2
/
2
1st:
/
2nd:
/
3rd:
/
4th:
/
5th:
/
6th:
/
7th:
/
8th:
/
9th:
SPELLCASTING
[+instructions]

Blood Hunter Features Hit Points CR Proficiencies CR Investigation Athletics Acrobatics Hunter's Bane CR 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.

Blood Maledict 1d4 Hemocraft die CR 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 points of 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 Hemocraft die CR Your chosen Blood Curses for use with the Blood Maledict feature. Blood Curse of the Fallen Puppet CR When a creature you can see within 30 ft. drops to 0 HP, you can use your reaction to have that creature make one weapon attack against a target of your choice within its range. Amplify. You can first cause the cursed creature to move up to half speed, and grant a +3 bonus to its attack roll. Blood Curse of the Fallen Puppet (1 Reaction) DHAMPIR TRAITS Ability Score Increases VRGtR, pg.15 When determining your ability scores, you increase one of those scores by 2 and increase a different score by 1, or you increase three different scores by 1.

Languages VRGtR, pg.15 Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. Elvish Creature Type VRGtR, pg.17 You are a Humanoid. Size VRGtR, pg.17 You are Medium or Small. You choose the size when you gain this lineage. No Choice Made Speed VRGtR, pg.17 Your walking speed is 35 feet.
Darkvision VRGtR, pg.17 You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness as shades of gray. Deathless Nature VRGtR, pg.17 You don't need to breathe. Spider Climb VRGtR, pg.17 You have a climbing speed equal to your walking speed. addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. Vampiric Bite VRGtR, pg.17 Your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient.
Blood Hunter Features Hit Points CR Proficiencies CR Investigation Athletics Acrobatics Hunter's Bane CR 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.

Blood Maledict 1d4 Hemocraft die CR 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 points of 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 Hemocraft die CR Your chosen Blood Curses for use with the Blood Maledict feature. Blood Curse of the Fallen Puppet CR When a creature you can see within 30 ft. drops to 0 HP, you can use your reaction to have that creature make one weapon attack against a target of your choice within its range. Amplify. You can first cause the cursed creature to move up to half speed, and grant a +3 bonus to its attack roll. Blood Curse of the Fallen Puppet (1 Reaction) DHAMPIR TRAITS Ability Score Increases VRGtR, pg.15 When determining your ability scores, you increase one of those scores by 2 and increase a different score by 1, or you increase three different scores by 1.

Languages VRGtR, pg.15 Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. Elvish Creature Type VRGtR, pg.17 You are a Humanoid. Size VRGtR, pg.17 You are Medium or Small. You choose the size when you gain this lineage. No Choice Made Speed VRGtR, pg.17 Your walking speed is 35 feet.
Darkvision VRGtR, pg.17 You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness as shades of gray. Deathless Nature VRGtR, pg.17 You don't need to breathe. Spider Climb VRGtR, pg.17 You have a climbing speed equal to your walking speed. addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. Vampiric Bite VRGtR, pg.17 Your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient.
FEATURES & TRAITS
D10
HIT DICE
USED
SUCCESSES
FAILURES
DEATH SAVES
 
#
Name
Wt.
1
Greatsword
6
Total: 6.2 lbs
EQUIPMENT
CP
0
SP
0
EP
0
GP
10
PP
0
WEALTH
PROFICIENCIES & LANGUAGES
Armor Light Armor (Blood Hunter) Medium Armor (Blood Hunter) Shields (Blood Hunter) Weapons Martial Weapons (Blood Hunter) Simple Weapons (Blood Hunter) Tools Alchemist's Supplies (Blood Hunter) Disguise Kit (Urchin) Thieves' Tools (Urchin) Languages Common (Dhampir) Elvish (Dhampir)
PERSONALITY TRAITS
IDEALS
BONDS
FLAWS
 
She was born to a pair of big game hunters, but was frequently ill as a child. Pogranix was a troubled youth. She spent her days as a hard laborer instead of attending school, and spent her evenings with numerous mobsters and gang members. Pogranix decided she wanted neither the life of her mother nor that of the evil petty criminals she associated with. During her early adolescence, she took a sudden opportunity while working the docks and commandeered a vessel that was left unmanned. She was always very intelligent and has formed a secret society of freemasons.
DESCRIPTION & EXTRA INFO

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