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Emily Victoria, EV

12 Level (100000/120000 XP for level-up) Haunted One Background Humanity Race / Species / Heritage Unruly Selfless(CG) Alignment
Monster Hunter
Level 12
Hit Dice: 12/12
1d10+5 Class 1

STR
18
+4
DEX
9
-1
CON
20
+5
INT
11
+0
WIS
16
+3
CHA
6
-2
180
Hit Points
-1
Initiative (DEX)
16
Armor Class (AC)
+4
Prof. Bonus
30
Speed (walk/run/fly)
13 SP / 13 SP
Soul Points
17, ♀, Horny, Gay / 17, ♀, Horny, Gay
Seduction DC
+8 Expertise Bonus
+4 Proficiency Bonus
+4 Strength
-1 Dexterity
+9 Constitution
+0 Intelligence
+7 Wisdom
-2 Charisma
saving throws
+3 Acrobatics DEX
+3 Animal Handling WIS
+4 Arcana INT
+4 Athletics STR
-2 Deception CHA
+0 History INT
+3 Insight WIS
-2 Intimidation CHA
+4 Investigation INT
+2 Dance DEX
skills
+3 Medicine WIS
+0 Nature INT
+7 Perception WIS
-2 Performance CHA
-2 Persuasion CHA
+0 Religion INT
-1 Sleight of Hand DEX
-1 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Burial Blade(Scythe) +8 STR 1d10+4+4 Piercing
 When dealing 10 or more dmg, Target makes con save. DC 10 + 1/2 dmg dealt. +1 exhaustion on fail.
Neck Swipe(Weapon Art) +8 STR 2d10+4+4 Piercing
 When dealing 10 or more dmg, Target makes con save. DC 10 + 1/2 dmg dealt. +3 exhaustion on fail.
Magnum +3 DEX 1d12+8-1 Radiant
 Range(20/60), Loading
Attacks
Action: Soul Heal
Soul Heal, Cost: 3 SP, use 2 hit dice, Requiers HP to be below 50%.
, Titan’s Wrath
Titan's Wrath. Cost: 3 Soul Points, Ignore all damage for 1d6+1 rounds. At the end, take 125% of all damage dealt to you.
. Bonus Action: Soul Sight
Soul Sight, cost:2 SP, Truesight(60ft), Blindsight(30ft) 2 turns.
, Soul Shell
Soul Shell, Cost: 1 SP, resist all damage, 1 min, -1 SP/hit taken. B.Act to end.
, Soul Strike
Soul Strike. Cost 2 Soul Points, double melee damage, and +5ft reach until the end of your turn.

Reaction: Parry
1d20 , dc=enemy attack roll. Take 3/4 damage on a success and stun the attacker until the start of their next turn.
,Teamwork
Teamwork, use help Action as a Bonus Action
. Free Action: Tank
Tank. Cost: 1 Soul Point, gain advantage against being knocked prone and/or being stunned until the start of your next turn.
, Land Strat
Land Strat, Cost: 1 SP, fall 60ft/round, no fall dmg, land on feet
, Climb Strat
Climb Strat, Cost: 2 SP, +15ft to jump, +30ft to climb.

Features & Traits
Wep: 20 Silver Bullets, 9 Wooden Stakes
Tool: Alchemist kit, Tinderbox
Use:2 Oil flasks, 50ft of Hemp Rope, 10 Torches
Other: Bedroll, Backpack, Common Clothes, A tiny clockwork figurine of a dancer that’s missing a gear and doesn’t work

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
ARMOR: Light, Medium, and Shields
WEAPONS: Transforming Weapons and Firearms
TOOLS: Smith's tools, Tinker tools, Alchemist's Supplies
LANGUAGES: Abyssal, Common, Deep Speech, Sign Language

Languages & Proficiencies
I don’t run from evil. Evil runs from me.
I live for the thrill of the hunt.

Personality Traits
I kill monsters to make the world a safer place and to exorcise my own demons. (Good)

Ideals
I would sacrifice my life and my soul to protect the innocent.

Bonds
Mute, Blood Lust

Flaws

Notes


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

Bag of Holding

Wondrous Item Uncommon

This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.

If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.

Placing a bag of holding inside an extradimensional space created by a Handy Haversack, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.

Weight: 15lb


 

Excal-heim

Amelia's Duster

Armor (Light)

Rare

a sturdy long dark coat, made from canvas and quilted Padding, reinforced with aero-brass. It's built with the express purpose of easing heavy impacts.

Gives resistance to bludgeoning, force, and fire damage.

Energy pack. A power cell linked to Amelia's cybernetics that restores 2d6 energy as a bonus action. It refills whenever she takes a long rest.

Type AC STR Req. Stealth Dis.
Light 13+ dex No


Excal-heim

Estus Flask

Potion

Rare

One of Erishkigals failed attempts to ease the passing of mortals, these flasks are based on phylacteries and contain pure life essence.








LevelEach flask containsEach sip heals
1-33 sips3+con
4-63 sips6+con
7-94 sips6+con
10-124 sips9+con
13-165 sips9+con
17-205 sips12+con

  • The flask completely refills on a long rest.
  • All creatures can benefit from the healing effect, no matter their typing.
  • Whenever you Fail a death saving throw, the flask refills 1 sip.

  • Excal-heim

    Potion of Chaos

    Potion

    Very Rare

    User turns into a Flumph for 2 hours. After the 2 hours are up, they roll 6 times on the Improved Wild Magic and ignore 2 of the results. 1 they think is positive and 1 they think is negative.


    Excal-heim

    Burial Blade

    Weapon

    Uncommon Must be Level 5 or higher. Requires Attunement

    For when you want to cosplay death
    Lacerating, Str 14, Sweeping, Two-handed

    Base weapon: Scythe

    You have a +1 bonus to attack and damage rolls made with this magic weapon.

    Weapon art:


    Neck Swipe. Melee Weapon Art: +1 to hit, reach 10ft, one target. hit: 1d10+1 slashing damage.

    The target must succeed on a dex save against the attack role, or be beheaded.

    Additional rules for Weapon Arts can be found here: Soulcraft Weapons

    Complicated Properties


    Lacerating. When you deal max damage on an attack, the target gains 1 level of exhaustion.

    Str 14. You have disadvantage to hit unless you have 14 or more Str.

    Sweeping. When you make a melee attack, you can target 1 additional creature within range.

    Type Damage Damage Range
    Martial Melee 1d10 slashing None


    The statblocks of your class features

    Monster Hunter


    Hit Points

    Hit Dice: d10 per Monster Hunter level
    Hit Points at first Level: 10 + your Constitution modifier
    Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per level after 1st

    Proficiences

    Armor: Shields, choose: light or medium armor
    Weapons: one weapon from this list: , firearms.
    Tools: Smith's tools, tinker tools
    Saving Throws: Constitution and Wisdom
    Skills: Pick two from Acrobatics, Athletics, Intimidation, Nature, Perception, and Survival.

    Overview & Creation

    Monster Hunters are skilled fighters trained to use their mind and soul as much as their bodies in combat. They protect themselves with their own life force, extending from them as an aura of power and protection. Their minds are learned in engineering and tactics, and each wields a unique multi-form weapon of hunter design and make.   Monster Hunter typically learn their craft from an academy or from another monster hunter. After they have completed their training, they are often sent out into the wilderness to hunt monsters. The hunting of monsters and the protection they provide to cities has led to countless stories of how monster hunters have bravely protected civilization. These stories and many other things inspire people to become Monster Hunters from all walks of life. These Monster Hunters have also been known to wield transforming weapons that have increasingly become more and more advanced throughout the ages.  

    Creating a Monster Hunter

    How did you become a Monster Hunter? Were you taught the ways or the Monster Hunter, did you inherit a specialized weapon from someone close to you, or did you create your own weapon? Why did you choose to become a Monster Hunter? Do you want revenge, did you follow in someone's footsteps, do you want power, do you want to protect something, or is it something else?  

    Quick Build

    You can make a Monster Hunter quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Wisdom. Second, choose either the outlander or soldier background.  
    Monster Hunter V.1.6.


    Class Features

    <link

    When you become a Monster Hunter at 1st level, you learn how to craft a Transforming Weapon(TW). You may craft a new TW for half its normal price if your old one is lost or destroyed(see page for details). at 17th level, you may learn how to craft a second Transforming Weapon(TW).  

    Soul Points

    At 1st level, you are able to strengthen and amplify your soul, powering your abilities.
    You gain 2 Soul Points at 1st level and gain more each level according to the Soul Points column in the class table below.
    On a short rest, you recover spent Soul Points equal to 1D4 + your Wis mod. You recover all spent soul points upon completing a long rest. You start knowing two such features: Protective Soul and Force Field. You gain more features as you gain more levels of Monster Hunter.  

    Soul Shield.

    When entering combat, after the surprise round, you gain temporary hit points equal to your Soul Point total, this ability activates again if the battle lasts more than 6 rounds.  

    Soul Strike.

    At 2nd level, as a bonus action, you may spend 2 Soul Points to infuse your weapon with your soul, doubling its melee damage and extending its reach by 5ft until the end of your turn.  

    Fighting Style

    At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
    • Marksman. You gain a +2 bonus to attack rolls you make with ranged weapons.
    • Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
    • Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
    • Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
    • Brawler. You gain advantage on grappling and cannot have disadvantage in Strength checks or saves against creatures smaller than the giant class size.
     

    Combat Stance(Subclass)

    At 3rd level, you choose a Combat Stance that represents your mentality in battle. The archetype you choose grants you features at 3rd level and again at 7th, 11th, 15th, and 18th level.  

    Ability Score Improvement

    When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.   Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.  

    Extra Attack

    At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. At 14 level, you can attack 3 times whenever you take the Attack action on your turn.  

    Landing and Climbing Stratagies

    Landing. At 5th level, while in mid-air, you may spend 1 Soul Point to gain the effects of the feather falling spell until you touch the ground.
    ie. Your falling rate of descent slows to 60 feet per round, you take no falling damage, and can land on your feet.
    Climb. At 5th level, you may spend 2 Soul Points to add half your movement speed to your jump height and your full movement speed to your climbing speed.  

    Soul Sight.

    At 6th level, as a bonus action, You may spend 2 Soul Point to gain Truesight 30ft for 2 turns. At 12th level, this increases to 60ft and gives Blindsight 30ft.  

    Soul Shell

    At 9th level, by flaring your soul, you can further protect your body from harm. As a bonus action, you may spend 3 Soul Points to give yourself resistance to all damage for 1 minute. You must spend an additional Soul Point every time you are hit or end your turn. You may use an action or a bonus action to end this effect, additionally, this effect ends if you have no Soul Points remaining.  

    Soul Wave

    At 9th level, you may spend 3 Soul Points to increase the range of your melee attacks by 45 feet for 1 turn.  

    Transforming Weapon Improvement

    At 10th level, you may use Smith or tinker tools to spend a week and some gold to modify your TW. Once you make a modification, you cannot make another for 3 in-game months. You may choose one of the following effects as your modification:
    • Add or remove a weapon property.
    • change the damage type to your choice of piercing, bludgeoning, slashing, fire, cold, poison, or lightning damage
    • Increase the damage die rank of your TW.
    • If you have magical talent, you may enchant your specialized weapon, making it magical and giving a +1 bonus to attack and damage rolls (max 3)

    If desired a DM may have the character make an Intelligence check to design the modification and/or a Dexterity check to craft it, with a DC-based on the unorthodoxy and complexity of the modification, or may require specific materials not available for normal purchase.  

    Power Surge

    At 13th level, you can use your Soul to supercharge yourself.
    • For 3 Soul Points: as an action, recover from any condition imposed on you, besides unconsciousness.
    • For 2 Soul Points: as a bonus action, Add your Wisdom modifier (minimum 1) to your damage rolls until the end of your turn
    • For 3 Soul points: as a bonus action, add an extra 1d12 force damage to your weapon until you deal damage or the end of your turn.
     

    Soul Mastery

    At 20th level, you gain 20 Soul points instead of 1.


    Starting Equipment

    You start with the following equipment, in addition to the equipment granted by your background:

    • 1 of your choice
    • 20 Basic amunition for your choosen weapon.
    • 1 set of light or medium armor
    • 1 explorer’s pack


    Subclass Options

    Combat Mentality(Sub Class)

    The Vampire

    Scout.

    At 3rd level, for 1 Soul Point, as a bonus action, you can gain +10 movement speed when wearing light armor until the start of your next turn.

    Rally.

    At 7th level, at the end of your turn, you can gain a number of temporary hit points equal to half the damage you dealt this turn, this can stack with temporary hit points gained from Soul Shield.

    Duck and Weave.

    At 11th level, for 3 Soul Points, as a free action, you can use the Dodge action as a free action for 6 turns.

    ReAssemble.

    At 15th level, Rally now gives temporary hit points equal to all the damage you dealt this turn.

    Focus of a Still Heart.

    At 18th level, for 5 Soul Points and your entire turn, double the number of attacks you can make per turn for 1 minute.

    The Mountain

    Knight.

    At 3rd level, for 1 Soul Point, as a bonus action, you can choose to guard at the end of your turn, gaining +3 ac to attacks from your front.

    Martial Shield.

    At 7th level, you can add your Weapon damage to your AC.(roll each time you are attacked)

    Protection.

    At 11th level, for 3 Soul Points, as a reaction, you may add your Bonus AC(your AC-10) to any creature(s) within 10 ft of you for 3 turns. You must finish a short or long rest to use this ability again.

    An Actual Shield.

    At 15th level, Whenever Soul Shield activates you don't gain any temporary hit points. instead, you add 1/4 of your total Soul Points to your AC for 3 turns.

    No.

    At 18th level, for 5 Soul Points, as a reaction, roll 1d20 , on a 16 or higher you prevent all damage that would be dealt to you and anyone you choose until the start of your next turn.

    The Juggernaut

    Tank.

    At 3rd level, for 1 Soul Point, as a free action, you can gain advantage against being knocked prone and/or being stunned until the start of your next turn.

    Death Mastery.

    At 7th level, you can add your Proficiency modifier to the damage roll of your Transforming Weapon.

    Berserk.

    At 11th level, for 3 Soul Points, as an action, you can ignore all damage for 1d6+1 rounds. Keep track of the damage but don't subtract it from your HP. When this Effect ends, you immediately take 125% of any damage dealt to you during this time. You must finish a short or long rest to use this ability again.

    Revenge.

    At 15th level, you deal twice your normal damage for the next 2 turns after Taking damage.

    Residual Cringe Damage.

    At 18th level, for 5 Soul Points, as a bonus action, snap your fingers and instantly deal an equal amount of damage to everything you damaged in the past 3 turns.


    LevelProficiency BonusFeaturesSoul Point total
    1st+2Soul Points, Soul Shield, Transforming Weapon2
    2nd+2Soul Strike, Fighting Style3
    3rd+2Combat Mentality(Subclass)4
    4th+2Ability Score Improvement5
    5th+3Extra Attack, Landing and Climbing Strategies6
    6th+3Soul Sight7
    7th+3Combat Mentality feature8
    8th+3Ability Score Improvement9
    9th+4Soul Shell, Soul Wave10
    10th+4Transforming Weapon Improvement11
    11th+4Combat Mentality feature12
    12th+4Ability Score Improvement13
    13th+5Power Surge14
    14th+5Extra Attack (2)15
    15th+5Combat Mentality feature16
    16th+5Ability Score Improvement17
    17th+6Secondary Transforming Weapon, Second fighting style18
    18th+6Combat Mentality feature19
    19th+6Ability Score Improvement20
    20th+6Soul Mastery40

    Statblocks for your familiars, mounts etc.

    Statblocks for race/species of the character.

    Human

    Ability Score Increase +1 to 4 Ability Scores of your choice *See Below*
    Size Medium
    Speed 30

    Human Varient

    Appearance and Age

    You should know this  

    Lore

    It's humans. They're ambitious, determined, and fairly average. Your instincts are not bathed in blood.  

    traits

    Team Work.

    You may use the help action as a bonus action.
    When using the help action outside of combat you may add half your respective ability modifier to the other players' roll, as well as giving them advantage.  

    Talent.*

    When you choose this race, you may forgo two(2) of the points used to increase ability scores, and take a feat of your choice instead.
    ie. +1 to two(2) Ability Scores of your choice and gain a feat  

    Relentless stamina.

    you have advantage on Constitution(Exhaustion) saving throws.
     

    Languages. you can speak, read, and write Common and one extra language of your choice.

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

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


    Created by

    stormgate_dnd.

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