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Lox Landau

3 Level (0/2700 XP for level-up) Criminal Background Sharkin Race / Species / Heritage Neutral Evil Alignment
Blood Hunter
Level 3
Hit Dice: 3/3
1d10+3 Class 1

STR
24
+7
DEX
12
+1
CON
16
+3
INT
14
+2
WIS
8
-1
CHA
10
+0
33
Hit Points
+1
Initiative (DEX)
15
Armor Class (AC)
+2
Prof. Bonus
30 Walking 60 Swimming
Speed (walk/run/fly)
Spellcasting ...
+4 Attack mod
INT Ability
+2 Abi Mod
12 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+7 Strength
+3 Dexterity
+3 Constitution
+4 Intelligence
-1 Wisdom
+0 Charisma
saving throws
+3 Acrobatics DEX
-1 Animal Handling WIS
+2 Arcana INT
+9 Athletics STR
+2 Deception CHA
+4 History INT
-1 Insight WIS
+0 Intimidation CHA
+4 Investigation INT
skills
-1 Medicine WIS
+2 Nature INT
-1 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+2 Religion INT
+1 Sleight of Hand DEX
+3 Stealth DEX
-1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Greatsword +9 STR 2d6+7 Slashing
 Heavy, Two-Handed
Attacks

Spell Book

Crowbar, Dark Clothes, Greataxe, Studded Leather Armor, Explorers Pack, Alchemists Pack

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Languages: Common, Aquan
Tools: Thieves Tools, Dice, Alchemists
Armor: Light, Medium, Shields
Weapons: Simple, Martial

Languages & Proficiencies
Blood Curse of the Eyeless
When a creature you can see within 30 feet of you makes an attack, you can use your reaction to roll one hemocraft die and subtract the number rolled from the creature’s attack roll. You can choose to use this feature after the creature’s roll, but before the DM determines whether the attack hits or misses. The creature is immune to this curse if it is immune to the blinded condition.

Amplify. You apply this curse to all the creature’s attack rolls until the end of the creature’s turn. You roll separately for each affected attack.

Great Weapon Fighting. When you roll a 1 or 2 on a non-rite 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.

Rite of the Storm. Your rite damage is lightning damage.

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.

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.

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.

Vermillion
You gain an additional use of your Blood Maledict feature. However, you have disadvantage on death saving throws.

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

DnD 5e SRD SRD

Greatsword

Melee Weapon Heavy, Two-Handed Common

Type Damage Damage Range Properties
Martial 2d6 Slashing Heavy, Two-Handed

Cost: 50 gp Weight: 6 lb


 

DnD 5e SRD SRD

Studded Leather Armor

Light Armor Common

Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.

Type AC STR Req. Stealth Dis. Properties
Light 12 + Dex Modifier

Cost: 45 gp Weight: 13 lb


 

The statblocks of your class features

Blood Hunter

The Blood Hunter

Level Proficiency Bonus Crimson Rite Damage Die Features Blood Curses Known
1st +2 1d4 Hunter's Bane, Crimson Rite -
2nd +2 1d4 Fighting Style, Blood Maledict 1
3rd +2 1d4 Blood Hunter Order 1
4th +2 1d4 Ability Score Improvement 1
5th +3 1d6 Extra Attack 2
6th +3 1d6 Blood Maledict (2/rest) 2
7th +3 1d6 Order Feature 2
8th +3 1d6 Ability Score Increase 2
9th +4 1d6 Grim Psychometry 3
10th +4 1d6 Dark Velocity 3
11th +4 1d8 Order feature, Blood Maledict (3/rest) 3
12th +4 1d8 Ability Score Improvement 3
13th +5 1d8 - 4
14th +5 1d8 Hardened Soul 4
15th +5 1d8 Order Feature 4
16th +5 1d8 Ability Score Improvement 4
17th +6 1d10 Blood Maledict (4/rest) 5
18th +6 1d10 Order Feature 5
19th +6 1d10 Ability Score Improvement 5
20th +6 1d10 Sanguine Mastery 6
hit dice: 1d10 per Blood Hunter level
hit points at 1st level: 10 + your Constitution modifier
hit points at higher levels: 1d10 (or 6) + your Constitution modifier per Blood Hunter level
armor proficiencies: Light Armor, Medium Armor, Shields
weapon proficiencies: Simple Weapons, Martial Weapons
tools: Alchemist's Supplies
saving throws: Strength, Wisdom
skills: Choose two from Athletics, Acrobatics, Arcana, Insight, Investigation, and Survival
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a martial weapon or (b) two simple weapons

  • (a) a light crossbow and 20 bolts or (b) hand crossbow and 20 bolts

  • (a) studded leather armor or (b) scale mail armor

  • an explorer's pack


Alternatively, you could begin with starting wealth of 4d4 x 10 gp and purchase starting items of your choice.
spellcasting:
class features:

Hunter's Bane

Beginning at 1st level, you have survived the imbibing of the Hunter's Bane, a poisonous alchemical concoction that alters your life's blood, forever binding you to the darkness and honing your senses against it.   You have advantage on Wisdom (Survival) checks to track Fey, Fiends, and Undead, as well as on Intelligence checks to recall information about them. If you are actively tracking one of these creature types, you cannot be surprised by any creatures of that type. You can only be tracking one type of creature at a time.   Upon reaching 11th level, you can flare the internal toxic scars from the ritual, using the pain to give clarity or promote anger. You can choose to suffer damage equal to a roll of your crimson rite damage die to gain advantage on a Wisdom (Insight) check or Charisma (Intimidation) check.  

Crimson Rite

At 1st level, you learn to invoke a rite of blood magic within your weapon at the cost of your own vitality. Choose to learn one rite from the Primal Rites list below. You cannot change this choice.   As a bonus action, you imbue a single weapon with the elemental energy of a known rite until you next short or long rest. While active, attacks from this weapon deal an additional 1d4 rite damage of the chosen elemental type. Rite damage is considered magical. The rite damage die changes as you gain blood hunter levels, as shown in the crimson rite damage die column of the blood hunter table. Should your weapon leave your grip, the rite fades immediately. An active rite on a weapon thrown fades directly after the attack is complete.   When a crimson rite is activated, you suffer damage equal to your character level, and you reduce your maximum hit points by an amount equal to your character level. These lost maximum hit points return once the rite fades and cannot be restored otherwise. When a rite fades, no hit points are regained as part of the restoring of maximum hit points.   Crimson rite can be used on multiple weapons, costing additional hit point loss. Most weapons can only be subject to a single rite at any given time. Each end of a polearm or quarterstaff is treated as a separate weapon for the purposes of this feature. A rite can be allowed to fade at any time on your turn (no action required).   You gain access to an additional Primal Rite at 6th level and 11th level. You may learn an Esoteric Rite at 14th level.  

Primal Rites

Rite of the Flame. Your rite damage is fire type.
Rite of the Frozen. Your rite damage is cold type.
Rite of the Storm. Your rite damage is lightning type.  

Esoteric Rites

Rite of the Roar. Your rite damage is thunder type.
Rite of the Oracle. Your rite damage is psychic type.
Rite of the Dead. Your rite damage is necrotic type.  

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 Stle Option more than once, even if you later get to choose again.  

Archery

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 a 2 on a non-rite damage die for an attack you make with a melee weapon that you are weidling 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.  

Blood Maledict

At 2nd level, you gain the knowledge to further channel, and sacrifice, a part of your vital essence to curse and manipulate your enemies. You gain on blood curse of your choice, detailed in the "blood curses" section below. You learn an additional blood curse of your choice, and you can choose one of the blood curses you know and replace it with another blood curse, at 5th, 9th, 13th, 16th, and 20th level.   When you use your Blood Maledict, you choose which curse to invoke. While invoking a blood curse, but before it affects the target, you may choose to amplify the curse by suffering damage equal to a roll of your crimson rite damage die. An amplified curse gains an additional effect, noted in the curse's description. Creatures that do not have blood in their bodies are immune to blood curses (DM's discretion).   You can use this feature once. You regain expended uses when you finish a short or long rest. Beginning at 6th level, you can use your Blood Maledict feature twice between rests, at 11th level, you can use it three times between rests, and at 17th level, you can use it four times between rests.  

Blood Curses

The blood curses are presented in alphabetical order.   Blood Curse of Binding. As a bonus action, you can attempt to bind an enemy no more than one size larger than you within 30 feet. The target must succeed on a Strength saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier) or have their speed be reduced to 0 until the end of your next turn.   Amplify. This curse becomes ongoing and can affect a creature regardless of their size category. At the end of each of its turns, the cursed can make another Strength saving throw. On a success, this curse ends. You can end the curse whenever you like (no action required).   Blood Curse of the Eyeless. When an enemy who is not immune to blindness within 60 feet makes a weapon attack, you can use your reaction to impose disadvantage on the attack roll.   Amplify. Following the triggering attack, the affected enemy has disadvantage n the next attack roll they make.   Blood Curse of the Fallen Puppet. The moment a creature falls unconscious or dies within 30 feet of you, you can use your reaction to give that creature a final act of aggression. That creature immediately makes a single weapon attack against a target of your choice within its attack range. After the attack, the creature returns to being unconscious or dead.   Amplify. You grant a bonus to the attack roll and damage roll of the cursed creature's attack equal to your Wisdom modifier (minimum of 1).   Blood Curse of the Fending Rite. When an enemy casts a spell that requires a Dexterity saving throw, you can use your reaction to deflect the spell with your crimson rite. You gain a bonus to the initial saving throw against that spell equal to your Wisdom modifier (minimum of 1). This curse is invoked before the saving throw is rolled.   Amplify. You grant all allies within 5 feet of you this bonus to their saving throw against the triggering spell as well.   Blood Curse of the Marked. As a bonus action, you can mark an enemy within 60 feet. Until the end of your turn, all crimson rite damage you deal to the target is doubled.   Amplify. You cause the marked target to also lose resistance to your rite damage type until the beginning of your next turn.   Blood Curse of Mutual Suffering. As a bonus action, you can link to a creature within 30 feet for up to a minute, forcing them to share in the pain they inflict upon you. The next time the cursed creature damages you with a weapon attack, this curse deals necrotic damage to the cursed creature equal to half of the damage you suffered. This curse then ends.   Amplify. This curse instead deals damage equal the damage you suffered, and it ignores Necrotic resistance.   Blood Curse of Purgation. As a bonus action, you can manipulate the vitality of a creature within 60 feet to expunge a corruption in their blood. The target creature can immediately make a saving throw against a poisoned condition afflicting it.   Amplify. Your target can instead immediately make a saving throw against one other condition afflicting it. This condition can be blinded, deafened, or paralyzed.   Blood Curse of Spell SUnder. When an enemy casts a spell within 60 feet that requires a spell attack roll and targets you, you can use your reaction to rend the spell from the air, imposing disadvantage on the spell attack roll.   Amplify. You can make a Wisdom ability check. The DC equals 10 + the spell's level. On a success, the creature's spell misses you automatically.  

Blood Hunter Order

At 3d level, you commit to an order of blood hunter martial focus. Choose Order of the Mutant, Order of the Ghostsllayer, Order of the Profane Soul, or Order of the Lycan, all detailed at the end of the class description. The order 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.  

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.  

Grim Psychometry

When you reach 9th level, you can take 10 minutes to meditate on an object to discern vague details regarding any lingering evil or wicked past surrounding it. Make a Wisdom ability check. Based on the result, the DM may reveal obscure information about dark events that may have previously surrounded the object, or hints toward a sinister purpose. This feature has no effect on objects untouched by evil. An object can only be targeted by this feature once, and future attempts to reveal no further details. You cannot use this feature again until you finish a short or long rest.  

Dark Velocity

Upon reaching 10th level, you beckon the surrounding shadows to grant you unnatural swiftness on the battlefield. You gain darkvision out to 30 feet, or if you have darkvision, extend it out an additional 30 feet. While in dim light or darkness, your speed increases by 10 feet, and attacks of opportunity made against you have disadvantage.  

Hardened Soul

When you reach 14th level, you can no longer become Frightened, and you have advantage on saving throws against magical Charm effects.  

Sangune Mastery

Upon becoming 20th level, your ability to harness your pain, and the pain of your foes, is perfected. When you are below one-fourth of your current maximum hit points, all of your crimson rite damage dice are maximized.   In addition, when you critically hit with a weapon attack that bears your crimson rite, you regain a use of your blood maledict feature.
subclass options:

Blood Hunter Orders

There are a handful of secretive orders of blood hunters that guard their cryptic techniques and rituals. One must adhere to one of these orders to even be granted access to the Hunter’s Bane rite that starts their journey, and only once they’ve proven their dedication and ability will the secrets of the order begin to be revealed. It’s within these small, enigmatic sects that the real power of a blood hunter is learned.   Order of the Ghostslayer

Order of the Ghostslayer

The Order of the Ghostslayer is the oldest of the orders, having originally rediscovered the secrets of blood magic and refined them for combat against the scourge of undeath. Ghostslayers seek out and study the moment of death, obsessing over the mysteries of the transition and how it can become corrupted by unholy powers to rise once more. Tuning their abilities to annihilate such abominations, these zealous blood hunters seek out the sources of such necromantic energies, intent to destroy them wherever they arise.  

Rite of the Dawn

When you join this order at 3rd level, you learn the Rite of the Dawn esoteric rite (detailed below).   Rite of the Dawn. Your rite damage is radiant damage. While the rite is active, you gain the following benefits:
  • Your weapon sheds bright light out to a radius of 20 feet.
  • You have resistance to necrotic damage.
  • Your weapon deals one additional hemocraft die of rite damage when you hit an undead
 

Curse Specialist

Beginning at 3rd level, your ancient order teaches advanced mastery over blood curses. You gain an additional use of your Blood Maledict feature. In addition, your blood curses can target any creature, whether it has blood or not.  

Ethereal Step

Upon reaching 7th level, at the start of your turn, if you aren’t incapacitated, you can choose to magically step into the veil between the planes.   You can move through other creatures and objects as if they were difficult terrain, as well as see and affect creatures and objects on the Ethereal Plane. You take 1d10 force damage if you end your turn inside an object. If you are inside an object when this feature ends, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you moved. This feature lasts for a number of rounds equal to your Intelligence modifier (minimum of 1 round).   You can use this feature once. Beginning at 15th level, you can use your Ethereal Step feature twice between rests. You regain all expended uses when you finish a short or long rest.  

Brand of Sundering

Beginning at 11th level, your Brand of Castigation now exposes a fragment of your foe’s essence, leaving them vulnerable to your Crimson Rite. Whenever you damage a branded creature with your Crimson Rite, your weapon deals one additional hemocraft die of rite damage. In addition, the branded creature can’t move through creatures or objects.  

Blood Curse of the Exorcist

At 15th level, you’ve honed your hemocraft to tear wicked influence from your allies, punishing those who would infiltrate their body and mind. You gain the Blood Curse of the Exorcist for your Blood Maledict feature. This doesn’t count against your number of blood curses known.  

Rite Revival

Upon reaching 18th level, you learn to protect your fading life by absorbing your blood rite. When you are reduced to 0 hit points while you have an active Crimson Rite, but don’t die outright, the rite ends and you drop to 1 hit point instead. If you have rites active on multiple weapons, you choose which one ends.
  Order of the Lycan

Order of the Lycan

Of the many terrible curses that plague the realm, few are as ancient or as feared as Lycanthropy. Passed through blood, this affliction seeds a host with the savage strength and hunger for violence of a wicked beast. The Order of the Lycan is a proud order of blood hunters who undergo “The Taming,” a ceremonial inflicting of lycanthropy from a senior member. These hunters then use their abilities to harness the power of the monster they harbor without losing themselves to it. Through intense honing of one’s own willpower, combined with the secrets of the order’s blood magic rituals, members learn to control and unleash their hybrid form for short periods of time. Enhanced physical prowess, unnatural resilience, and razor sharp claws make these warriors a terrible foe to any evil that crosses their path. Yet, no training is perfect, and without care and complete focus, even the greatest of blood hunters can temporarily lose themselves to the bloodlust.  

Heightened Senses

Starting when you choose this archetype at 3rd level, you begin to adopt the improved abilities of a natural predator. You gain advantage on Wisdom (Perception) checks that rely on hearing or smell.  

Hybrid Transformation

Upon choosing this archetype at 3rd level, you begin to learn to control the lycanthropic curse that now lives in your blood. As a bonus action, you can transform into your hybrid form for up to 1 hour. You can speak, use equipment, and wear armor in this form. You can revert to your normal form earlier as a bonus action. You automatically revert to your normal form if you fall unconscious, drop to 0 hit points, or die. This feature replaces the rules for Lycanthropy within the Monster’s Manual.   Once you use this feature, you must finish a short or long rest before you can use it again.   In the Character Builder, set the option for Hybrid Transformation to Hybrid Form to activate the bonuses for that form on the character sheet.  

Hybrid Transformation Features

While you are transformed, you gain the following features:   Feral Might. You gain a +1 to melee damage rolls. This bonus increases by 1 at 11th and 18th level. You also have advantage on Strength checks and Strength saving throws.   Resilient Hide. You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks not made with silver weapons. While you are not wearing heavy armor, you gain a +1 bonus to your AC.   Predatory Strikes. You can apply your Crimson Rite feature to your unarmed strikes as a single weapon. You can use Dexterity instead of Strength for the attack and damage rolIs of your unarmed strikes. When you use the Attack action with an unarmed strike, you can make one unarmed strike as a bonus action.   Your unarmed strikes deal 1d6 slashing damage. The damage increases to 1d8 at 11th level.   Bloodlust. If you begin your turn with no more than half of your maximum hit points, you must succeed on a DC 8 Wisdom saving throw or move directly towards the nearest creature to you and use the Attack action against that creature. You can choose whether or not to use your Extra Attack feature for this frenzied attack. If there is more than one possible target, roll to randomly determine the target. You then regain control for the remainder of your turn.   If you are under an effect that prevents you from concentrating (like the barbarian’s Rage feature), you automatically fail this saving throw.  

Stalker's Prowess

At 7th level, your speed increases by 10 feet. You also can add 10 feet to your long jump distance and 3 feet to your high jump distance. In addition, your hybrid form gains the Improved Predatory Strikes feature.   Improved Predatory Strikes. You gain a +1 bonus to attack rolls made with your unarmed strikes. This bonus increases by 1 at 11th level (+2) and 18th level (+3). In addition, when you have an active Crimson Rite while in your hybrid form, your unarmed strikes are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.  

Advanced Transformation

Starting at 11th level, you learn to unleash and control more of the beast within. You can use your Hybrid Transformation feature twice, regaining all expended uses when you finish a short or long rest. In addition, your hybrid form gains the Lycan Regeneration feature.   Lycan Regeneration. At the start of each of your turns, before you roll for bloodlust, you regain hit points equal to 1 + your Constitution modifier (minimum of one) if you have at least 1 hit point and no more than half of your hit points left.  

Brand of the Voracious

At 15th level, you have advantage on your Wisdom saving throws to maintain control of your bloodlust in hybrid form. In addition, your Brand of Castigation now binds your foe to your hunter’s thirst for savagery. While in your hybrid form, your attacks have advantage against a creature branded by you.  

Hybrid Transformation Mastery

At 18th level, you have wrestled your inner predator and mastered it. You can use your Hybrid Transformation feature an unlimited number of times, and your hybrid form can now last indefinitely.   You also gain the Blood Curse of the Howl for your Blood Maledict feature. This does not count against your number of blood curses known.
  Order of the Mutant

Order of the Mutant

The process of the Hunter’s Bane is a painful, scarring, and sometimes fatal experience. Those that survive find themselves irrevocably changed, enhanced. Some found this experience exalting, embracing the ability to alter one’s own physiology through a combination of hemocraft and corrupted alchemy. Over generations of experimentation, a splinter order of blood hunters began to emerge, one that focused on brewing toxic elixirs to modify their capabilities in battle, altering their blood and, over time, become something beyond what they once were. They called themselves the Order of the Mutant. Researching their targets to know their strengths and weaknesses, these blood hunters can alter their biology to be best prepared for the coming conflict.  

Formulas

You begin to uncover forbidden alchemical formulas that temporarily alter your mental and physical abilities.   Beginning at 3rd level, you choose to learn four mutagen formulas. Your formula options are detailed at the end of this order description. You gain an additional formula at 7th level, 11th level, 15th level, and 18th level.   Additionally, when you gain a new mutagen formula, you can choose one of the formulas you already know and replace it with a new mutagen formula.  

Mutagencraft

At 3rd level, you can concoct a single mutagen when you finish a short or long rest. Starting at 7th level, the number of mutagens you can create when you finish a rest increases to two, and at 15th level, you can now create three mutagens.   As a bonus action you can consume a single mutagen, and the effects and side effects last until you finish a short or long rest, unless otherwise specified. While one or more mutagens are affecting you, you can use an action to focus and flush the toxins from your system, ending the effects and side effects of all mutagens.   Mutagens are designed for your biology and have no effect on other creatures. They are also unstable by nature, losing their potency over time and becoming inert if not used before you finish your next short or long rest.  

Strange Metabolism

Beginning at 7th level, your body has begun to adapt to toxins and venoms, ignoring their corroding effects. You gain immunity to poison damage and the poisoned condition.   In addition, you can instill a burst of adrenaline to temporarily resist the negative effects of a mutagen. As a bonus action, you can choose to ignore the side effect of a mutagen affecting you for 1 minute.   Once you use this feature to resist side effects, you can’t do so again until you finish a long rest.  

Brand of Axiom

At 11th level, your hemocraft has altered your Brand of Castigation to enforce a foe’s true nature. Any illusions disguising or making a creature invisible when you brand them end, and they can’t benefit from such illusions while branded. If a creature branded by you is polymorphed or has changed shape, they must succeed on a Wisdom saving throw or revert to their true form and be stunned until the end of your next turn. Whenever a branded creature attempts to polymorph or change shape, they must succeed on a Wisdom saving throw or the attempt fails, and they are stunned until the end of your next turn.  

Blood Curse of Corrosion

Starting at 15th level, your blood curse can wrack a creature’s body with terrible toxins. You gain the Blood Curse of Corrosion for your Blood Maledict feature. This does not count against your number of blood curses known.  

Exalted Mutation

At 18th level, your body has adapted to produce your toxins naturally in a moment of need. As a bonus action, you can choose one mutagen currently affecting you to flush from your system and end, then immediately have a mutagen you know the formula for take effect in its place.   You can use this feature a number of times equal to your Intelligence modifier (minimum of 1). You regain all uses of this feature after you finish a long rest.  

Mutagens

These mutagens are presented in alphabetical order. You can learn a mutagen at the same time you meet its prerequisites.   Aether
Prerequisite: 11th level.
You gain a flying speed of 20 feet for 1 hour.
Side effect. You have disadvantage on Strength and Dexterity ability checks for 1 hour.   Alluring
Your skin and voice become malleable, allowing you to slightly enhance your appearance and presence. You have advantage on Charisma ability checks.
Side effect. You have disadvantage on initiative rolls.   Celerity
Your Dexterity score increases by 3, as does your Dexterity maximum. This bonus increases by 1 at 11th and 18th level.
Side effect. You have disadvantage on Wisdom saving throws.   Conversant
You gain advantage on Intelligence ability checks.
Side effect. You have disadvantage on Wisdom ability checks.   Cruelty
Prerequisite: 11th level.
When you use the Attack action, you can make an additional weapon attack as a bonus action.
Side effect. You have disadvantage on Intelligence, Wisdom, and Charisma saving throws.   Deftness
You gain advantage on Dexterity ability checks.
Side effect. You have disadvantage on Wisdom ability checks.   Embers
You gain resistance to fire damage.
Side effect. You gain vulnerability to cold damage.   Gelid
You gain resistance to cold damage.
Side effect. You gain vulnerability to fire damage.   Impermeable
You gain resistance to piercing damage.
Side effect. You gain vulnerability to slashing damage.   Mobility
You gain immunity to the grappled and restrained conditions. At 11th level, you also are immune to the paralyzed condition.
Side effect. You have disadvantage on Strength ability checks.   Nighteye
You gain darkvision for up to 60 feet. If you already have darkvision, this increases its range by 60 additional feet.
Side effect. You gain sunlight sensitivity (detailed in the Dark Elf section of the Player’s Handbook).   Percipient
You gain advantage on Wisdom ability checks.
Side effect. You have disadvantage on Charisma ability checks.   Potency
Your Strength score increases by 3, as does your Strength maximum. This bonus increases by 1 at 11th and 18th level.
Side effect. You have disadvantage on Dexterity saving throws.   Precision
Prerequisite: 11th level
Your weapon attacks score a critical hit on a roll of 19-20.
Side effect. You have disadvantage on Strength saving throws.   Rapidity
Your speed increases by 10 feet. At 15th level, your speed increases by 15 feet instead.
Side effect. You have disadvantage on Intelligence ability checks.   Reconstruction
Prerequisite: 7th level
For 1 hour, at the start of each of your turns, you regain hit points equal to your proficiency bonus if you have at least 1 hit point, but no more than half of your hit points.
Side effect. Your speed decreases by 10 ft for 1 hour.   Sagacity
Your Intelligence score increases by 3, as does your Intelligence maximum. This bonus increases by 1 at 11th and 18th level.
Side effect. You have disadvantage on Charisma saving throws.   Shielded
You gain resistance to slashing damage.
Side effect. You gain vulnerability to bludgeoning damage.   Unbreakable
You gain resistance to bludgeoning damage.
Side effect. You gain vulnerability to piercing damage.   Vermillion
You gain an additional use of your Blood Maledict feature.
Side effect. You have disadvantage on death saving throws.
  Order of the Profane Soul</td>

Order of the Profane Soul

Those who have taken to the Order of the Profane Soul have seen the limits of hemocraft against some of the most ancient and cruel fiends and terrors of the world. Unable to pursue beings of such power, creatures able to vanish amongst the nobles without a trace, or bend the mind of the most stalwart warrior with but a glance, this order trusted in their resilience and delved into this same well of corrupting arcane knowledge, making pacts with lesser evils to better combat the greater. While they may have traded a part of themselves, members of this order believe the power gained far outweighs the price, for even devils now quake when they know they’ve drawn the attention of the Order of the Profane Soul.  

Otherworldly Patron

When you reach 3rd level, you strike a bargain with an otherworldly being of your choice: the Archfey, the Fiend, the Great Old One, the Undying, the Celestial or Hexblade. Your choice augments some of your order features.   The Archfey
You have chosen the Archfey as your otherworldly patron.   The Celestial
You have chosen the Celestial as your otherworldly patron.   The Fiend
You have chosen the Fiend as your otherworldly patron.   The Great Old One
You have chosen the Great Old One as your otherworldly patron.   The Hexblade
You have chosen the Hexblade as your otherworldly patron.   The Undying
You have chosen the Undying as your otherworldly patron.  

Pact Magic

When you reach 3rd level, you can augment your combat techniques with the ability to cast spells. See chapter 10 of the PHB for the general rules of spellcasting and chapter 11 of the Player’s Handbook for the Warlock spell list.   Cantrips. You learn two cantrips of your choice from the warlock spell list. You learn an additional warlock cantrip of your choice at 10th level.   Spell Slots. The Profane Soul Spellcasting table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.   For example, when you are 8th level, you have two 2nd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 2nd-level spell.   Spells Known of 1st Level and Higher. At 3rd level, you know two 1st-level spells of your choice from the warlock spell list.   The Spells Known column of the Profane Soul table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 11th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.   Additionally, when you gain a level in this class and order, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.   Spellcasting Ability. Intelligence is your spellcasting ability for your warlock spells, so you use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Intelligence modifier   Spell attack modifier = your proficiency bonus + your Intelligence modifier                        
Blood Hunter Level Cantrips Known Spells Known Spell Slots Slot Level
3rd 2 2 1 1st
4th 2 2 1 1st
5th 2 3 1 1st
6th 2 3 2 1st
7th 2 4 2 2nd
8th 2 4 2 2nd
9th 2 5 2 2nd
10th 3 5 2 2nd
11th/td] 3 6 2 2nd
12th 3 6 2 2nd
13th 3 7 2 3rd
14th 3 7 2 3rd
15th 3 8 2 3rd
16th 3 8 2 3rd
17th 3 9 2 3rd
18th 3 9 2 3rd
19th 3 10 2 4th
20th 3 11 2 4th
 

Rite Focus

Beginning at 3rd level, your weapon becomes a core to your pact with your chosen dark patron. While you have an active Crimson Rite, you can use your weapon as a spellcasting focus (found in chapter 5 of the Player’s Handbook) for your warlock spells, and you gain a specific benefit based on your chosen pact (outlined below).   The Archfey
When you deal rite damage to a creature, it glows with faint light until the end of your next turn. For the duration, the creature can’t benefit from half cover, three-quarters cover, or being invisible.   The Celestial
You can expend a use of your Blood Maledict feature as a bonus action to heal one creature that you can see within 60 feet of you. They regain a number of hit points hit points equal to one roll of your hemocraft die + your Intelligence modifier (minimum of +1).   The Fiend
While using the Rite of the Flame, if you roll a 1 or 2 on your rite damage die, you can reroll the die and choose which roll to use.   The Great Old One
When you score a critical hit against a creature while using the weapon, that creature is frightened of you until the end of your next turn.   The Hexblade
Whenever you target a creature with a blood curse, your next attack against the cursed creature deals additional damage equal to your proficiency modifier.   The Undying
Whenever you reduce a hostile creature to 0 hit points using a weapon attack, you regain a number of hit points equal to one roll of your hemocraft die.  

Mystic Frenzy

Starting at 7th level, when you use your action to cast a cantrip, you can immediately make one weapon attack as a bonus action.  

Revealed Arcana

At 7th level, your dark patron grants you the rare use of a dangerous arcane spell based on your pact.   The Archfey
You can cast blur once using a pact magic spell slot. You can’t do so again until you finish a long rest.   The Celestial
You can cast lesser restoration once using a pact magic spell slot. You can’t do so again until you finish a long rest.   The Fiend
You can cast scorching ray once using a pact magic spell slot. You can’t do so again until you finish a long rest.   The Great Old One
You can cast detect thoughts once using a pact magic spell slot. You can’t do so again until you finish a long rest.   The Hexblade
You can cast branding smite once using a pact magic spell slot. You can’t do so again until you finish a long rest.   The Undying
You can cast blindness/deafness once using a pact magic spell slot. You can’t do so again until you finish a long rest.  

Brand of the Sapping Scar

Upon reaching 11th level, your Brand of Castigation feature now digs dark, arcane scars into your target, leaving them vulnerable to your magic. A creature branded by you has disadvantage on their saving throws against your warlock spells.  

Unsealed Arcana

At 15th level, your patron grants you the rare use of an additional arcane spell based on your pact.   The Archfey
You can cast slow once without expending a spell slot. You can’t do so again until you finish a long rest.   The Celestial
You can cast revivify once without expending a spell slot. You can’t do so again until you finish a long rest.   The Fiend
You can cast fireball once without expending a spell slot. You can’t do so again until you finish a long rest.   The Great Old One
You can cast haste once without expending a spell slot. You can’t do so again until you finish a long rest.   The Hexblade
You can cast blink once without expending a spell slot. You can’t do so again until you finish a long rest.   The Undying
You can cast bestow curse once without expending a spell slot. You can’t do so again until you finish a long rest.  

Blood Curse of the Souleater

Starting at 18th level, you’ve learned to siphon the soul from your fallen prey. You gain the Blood Curse of the Souleater for your Blood Maledict feature. This does not count against your number of blood curses known.

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Sharkin

ability score increase: Your Constitution score increases by 1, and your Strength score increases by 2.
age: Sharkin mature at the age of 15, and live to be around 360 years old.
alignment: Usually any chaotic alignment, but there can be exceptions.
Size: Medium
speed: Your walking speed is 30 feet, and you have a swimming speed of 60 feet.
Languages: You can read, write, and speak Common and Aquan.
race features:
Amphibious. You can breath air and water.   Fearless. Everyone has a disadvantage on Intimidation checks on you.   Vicious Bite. When you take the Attack action on your turn, you can replace one of your attacks with a vicious bite attack. This is a natural weapon attack with which you are proficient with and uses your Strength modifier for its attack rolls. This bite does 1d10 piercing damage, but grows to 2d10 at 5th level, 3d10 at 10th level, and 4d10 at 20th level.   Blood Frenzy. With the ability to smell blood from a range of 3 miles, the smell of it can excite your hunger for battle. When you make an attack against a creature that doesn't have all its hit points, you can choose to make the attack with advantage. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.   Ampullae of Lorenzini. You have proficiency in the Investigation skill. In addition, you have advantage on Perception and Investigation checks.

Criminal

You are an experienced criminal with a history of breaking the law. You have spent a lot of time among other criminals and still have contacts within the criminal underworld. You're far closer than most people to the world of murder, theft, and violence that pervades the underbelly of civilization, and you have survived up to this point by flouting the rules and regulations of society.  

Variant: Spy

Although your capabilities are not much different from those of a burglar or smuggler, you learned and practiced them in a very different context: as an espionage agent. You might have been an officially sanctioned agent of the crown, or perhaps you sold the secrets you uncovered to the highest bidder.

Skill Proficiencies Deception, Stealth
Tool Proficiencies One type of gaming set, thieves' tools
Equipment A crowbar, a set of dark common clothes including a hood, and a belt pouch containing 15 gp

Features

Criminal Contact

You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.

Suggested Characteristics

Criminals might seem like villains on the surface, and many of them are villainous to the core. But some have an abundance of endearing, if not redeeming, characteristics. There might be honor among thieves, but criminals rarely show any respect for law or authority.

Traits

Dice 1d8 Personality Traits
1I always have a plan for what to do when things go wrong.
2I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.
3The first thing I do in a new place is note the locations of everything valuable — or where such things could be hidden.
4I would rather make a new friend than a new enemy.
5I am incredibly slow to trust. Those who seem the fairest often have the most to hide.
6I don't pay attention to the risks in a situation. Never tell me the odds.
7The best way to get me to do something is to tell me I can't do it.
8I blow up at the slightest insult.

Ideal

Dice 1d6 Ideals
1Honor: I don't steal from others in the trade. (Lawful)
2Freedom: Chains are meant to be broken, as are those who would forge them. (Chaotic)
3Charity: I steal from the wealthy so that I can help people in need. (Good)
4Greed: I will do whatever it takes to become wealthy. (Evil)
5People: I'm loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral)
6Redemption: There's a spark of good in everyone. (Good)

Bond

Dice 1d6 Bonds
1I'm trying to pay off an old debt I owe to a generous benefactor.
2My ill-gotten gains go to support my family.
3Something important was taken from me, and I aim to steal it back.
4I will become the greatest thief that ever lived.
5I'm guilty of a terrible crime. I hope I can redeem myself for it.
6Someone I loved died because of a mistake I made. That will never happen again.

Flaw

Dice 1d6 Flaws
1When I see something valuable, I can't think about anything but how to steal it.
2When faced with a choice between money and my friends, I usually choose the money.
3If there's a plan, I'll forget it. If I don't forget it, I'll ignore it.
4I have a "tell" that reveals when I'm lying.
5I turn tail and run when things look bad.
6An innocent person is in prison for a crime that I committed. I'm okay with that.

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Phloats.

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