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Oswald Greenwich

7 Level (0/34000 XP for level-up) Sage (PHB, Alchemist) Background Half Orc (PHB) Race / Species / Heritage Chaotic Good (CG) Alignment
Artificer (Alchemist)
Level 3
Hit Dice: 3/3
1d8+4 Class 1
Blood Hunter (Mutant)
Level 4
Hit Dice: 4/4
1d10+4 Class 2

STR
14
+2
DEX
16
+3
CON
18
+4
INT
16
+3
WIS
10
+0
CHA
10
+0
70
Hit Points
+3
Initiative (DEX)
15
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
1 / 1
Relentless Endurance
3 / 3
Magical Tinkering
2 / 4
Infusions (Active vs Known)
1 / 1
Blood Maledict (Blood Curses)
1 / 4
Mutagens (Active vs Known)
Spellcasting ...
+6 Attack mod
INT Ability
+3 Abi Mod
14 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+2 Strength
+3 Dexterity
+7 Constitution
+6 Intelligence
+0 Wisdom
+0 Charisma
saving throws
+3 Acrobatics DEX
+0 Animal Handling WIS
+6 Arcana INT
+2 Athletics STR
+0 Deception CHA
+6 History INT
+0 Insight WIS
+3 Intimidation CHA
+6 Investigation INT
skills
+0 Medicine WIS
+3 Nature INT
+3 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+3 Religion INT
+3 Sleight of Hand DEX
+3 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Dueling Pistol +9 DEX 2d8+1+3 Piercing
 Light, Capacity 1, Misfire 1, Range (35/140), Repeating Shot Infusion* (+1)
Boarding Axe +6 STR 1d8+1+2 Slashing
 Heavy, Versatile (1d10), Thrown (15/45), Returning Weapon Infusion* (+1)
Boarding Axe +6 STR 1d10+1+2 Slashing
 Heavy, Versatile (1d8), Thrown (15/45), Returning Weapon Infusion* (+1)
Rite of Flame +6 INT 1d4 Fire
 Bonus Action, Hemocraft Die, Lasts until next Rest
Attacks

Spell Book

0.) Appearance: Pallid green skin, charcoal black hair, well maintained tusks in lower jaw. Eyes are black where the whites should be with glowing red-violet irises with draconic slits for pupils. Wears a black cloak on an olive toned tunic, with black leather belts and straps. Breeches are sand colored with rich brown leather boots. Likes to wear his monocle when reading and equipped with an axe and pistol.

1.) Size: Medium.
2.) Speed: 30 feet.
3.) Darkvision: 60 feet
4.) Menacing: You gain proficiency in the Intimidation skill.
5.) Relentless Endurance: When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.
6.) Savage Attacks: When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
7.) Background Feat: Speciality- "Alchemist"
8.) Background Feat: Researcher- When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature.
9.) Free Feat (Lvl 1 of 1): Skilled- Carpenters Tools, Woodcarvers Tools, and Survival Proficiency

10.) Artificer (Lvl 1 of 1): Magical Tinkering
11.) Artificer (Lvl 1 of 1): Spellcasting- Tools Required & INT
12.) Artificer (Lvl 2 of 2): Infusions- Alchemy Jug, Repeating Shot, Returning Weapon, Wand of Secrets
13.) Artificer (Lvl 3 of 3): Specialization- Alchemist (Subclass, Alchemists Tools Proficiency and Free Spells)
14.) Artificer (Lvl 3 of 3): Experimental Elixir (See Chart. Prepare one per long rest and Action to use for random effect. Or use Spell Slot and Action to create/use, then choose effect.)
15.) Artificer (Lvl 3 of 3): Right Tool for the Job

16.) Blood Hunter (Lvl 1 of 4): Hunter's Bane- You have advantage on Wisdom (Survival) checks to track fey, fiends, or undead, as well as on Intelligence checks to recall information about such creatures.
17.) Blood Hunter (Lvl 1 of 4): Hemocraft Die Size- 1d4, Hemocraft save DC = 8 + your proficiency bonus + INT
18.) Blood Hunter (Lvl 1 of 4): Blood Maledict- Learned 1 Blood Curse, to amplify roll hemocraft die and take necrotic damage- "Blood Curse of Bloated Agony"
19.) Blood Hunter (Lvl 2 of 5): Fighting Style- Archery
20.) Blood Hunter (Lvl 2 of 5): Crimson Rite- Rite of the Flame, to activate use bonus action and roll hemocraft die for necrotic damage to self. Then deal hemocraft die's worth of rite damage until next rest with weapon damage.
21.) Blood Hunter (Lvl 3 of 6): Order of the Mutant (Subclass, create 1 Mutagen per rest but know 4 Formulas)
22.) Blood Hunter (Lvl 3 of 6): Mutagen Formulas- Celerity, Potency, Sagacity, and Vermillion
23.) Blood Hunter (Lvl 4 of 7): Feat- Linguist (+1 INT, Elvish, Dwarvish, and Gnomish; and can write Ciphers with a DC equal to your INT + your proficiency bonus)

Features & Traits
1.) Studded Leather Armor (12+DEX)
2.) Dueling Pistol (N&C pg. 54)
3.) Boarding Axe (N&C. pg 54)
4.) Explorer's Pack
5.) Tinkers Tools
6.) Alchemists Supplies
7.) Bottle of Ink
8.) Quill
9.) Small Knife
10.) Letter from a dead colleague posing a question you have not yet been able to answer (Regarding Blood Magic vs. Alchemy)
11.) Common Clothes
12.)

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 10, Platinum: 0 Money
1.) Cantrips Known: 2
Mending, Prestidigitation
2.) Spells Known: INT+ 1/2 Art Lvl= 5
3.) 1st Level Spells:
Absorb Elements, Detect Magic, Feather Fall, Identify, Jump, Healing Word (Alchemist). Ray of Sickness (Alchemist)
4.) 2nd Level Spells:
???
Spellcasting
1.) Armor: Light, Medium, and Shields
2.) Weapons: Simple, Martial, and Firearms
3.) Tools: Tinkers Tools (Class), Thieves Tools (Class), Smiths Tools (Class), Alchemists Supplies (Subclass), Carpenters Tools (Feat), Woodcarvers Tools (Feat)
4.) Skills: Arcana (Background), History (Background), Intimidation (Race), Investigation (Class), Perception (Class), Survival (Feat)
5.) Ability Score: +2 STR (Race), +1 CON (Race), +1 INT (Feat)
6.) Languages: Common (Race), Orcish (Race), Draconic (Background), Goblinoid (Background), Elvish (Feat), Dwarven (Feat), and Gnomish (Feat)

Languages & Proficiencies
I'm willing to listen to every side of an argument before I make my own judgment, and there's nothing I like more than a good mystery. I am in no position to judge ones poor choices, but I will condemn evil decisions. I spent the better half of my life as student studying the ancient people's ways of blood magic and sacrifice to their gods, and the power that blood contains. Blood magic, maleficarum, is a cultural taboo and is often looked upon by more ethical or sanctimonious types as a worse form of Necromancy. Combining this what modern Alchemy suggests regarding the nature of spellcasting and magic, the power of blood can be "bottled" and transferred like a spellbook, scroll, or wondrous item. My practices and research have left me mutated and in an altered state, my eyes being the most evident form. No, I do not wish for a cure... I wish to continue my studies and unlock even greater power if possible, and use said power to help others if I can.

Personality Traits
The goal of a life of study is the betterment of oneself, even at the cost of ones health in some cases. If the research benefits others, then all the better.

Ideals
I've been searching my whole life for the answer to a certain question: The secrets of blood magic. I've sold my soul for knowledge in practice of combining alchemy with maleficarum, I hope to do great deeds and win it back.

Bonds
I am easily distracted by the promise of information, such as when most people scream and run when they see a demon. I stop and take notes on its anatomy and how it may benefit my research on practical use of blood magic via alchemical application.

Flaws
This character was created as a possible replacement for Kobalt the Kobold in case something were to happen to him. I will regularly update and level up this character parallel to Kobalt so that he may be quickly put into play if need be.

Notes
1.) Healing: The drinker regains a number of hit points equal to 2d4 + your Intelligence Modifier
2.) Swiftness: The drinker's walking speed increases by 10 feet for 1 hour.
3.) Resilience: The drinker gains a +1 bonus to AC for 10 minutes.
4.) Boldness: The drinker can roll a d4 and add the number rolled to every attack roll and saving throw they make for the next minute.
5.) Flight: The drinker gains a flying speed of 10 feet for 10 minutes.
6.) Transformation: The drinker's body is transformed as if by the Alter Self spell. The drinker determines the transformation caused by the spell, the effects of which last for 10 minutes.

Experimental Elixir (Roll 1d6)
1.) Celerity: Your Dexterity score increases by 3, as does your maximum for that score. However, you have disadvantage on Wisdom saving throws. Your Dexterity score and your maximum increase by 4 if you consume this mutagen at 11th level, and by 5 at 18th level.
2.) Potency: Your Strength score increases by 3, as does your maximum for that score. However, you have disadvantage on Dexterity saving throws. Your Strength score and your maximum increase by 4 if you consume this mutagen at 11th level, and by 5 at 18th level.
3.) Sagacity: Your Intelligence score increases by 3, as does your maximum for that score. However, you have disadvantage on Charisma saving throws. Your Intelligence score and your maximum increase by 4 if you consume this mutagen at 11th level, and by 5 at 18th level.
4.) Vermillion: You gain an additional use of your Blood Maledict feature. However, you have disadvantage on death saving throws.

Blood Hunter Mutagens


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