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Arne Birger

4 Level (5970/6500 XP for level-up) Variant Criminal (Spy) Background Aasimar (Fallen) Race / Species / Heritage Individualistic Alignment
Blood Hunter
Level 4
Hit Dice: 4/4
1d10+0 Class 1

STR
16
+3
DEX
16
+3
CON
10
+0
INT
15
+2
WIS
11
+0
CHA
15
+2
34
Hit Points
+3
Initiative (DEX)
15
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
+4 Expertise Bonus
+2 Proficiency Bonus
+3 Strength
+5 Dexterity
+0 Constitution
+4 Intelligence
+0 Wisdom
+2 Charisma
saving throws
+3 Acrobatics DEX
+0 Animal Handling WIS
+2 Arcana INT
+3 Athletics STR
+4 Deception CHA
+2 History INT
+0 Insight WIS
+2 Intimidation CHA
+4 Investigation INT
skills
+0 Medicine WIS
+2 Nature INT
+0 Perception WIS
+2 Performance CHA
+2 Persuasion CHA
+4 Religion INT
+3 Sleight of Hand DEX
+5 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Rapier +5 DEX 1d8+3 Piercing
 Finesse
Light Crossbow +5 DEX 1d8+3 Piercing
 Ammunition (Range 80/320), Loading, Two-handed
Attacks
Darkvision:
Blessed with a radiant soul, your vision can easily cut through darkness. 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 can't discern colour in darkness, only shades of grey.

Celestial Resistance:
You have resistance to necrotic damage and radiant damage.

Healing Hands:
As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.

Light Bearer:
You know the light cantrip. Charisma is your spellcasting ability for it.

Necrotic Shroud:
Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from your back. The instant you transform, other creatures within 10 feet of you that can see you must succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn.
Your transformation lasts for 1 minute or until you end it as a bonus action. During it, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra necrotic damage equals your level.
Once you use this trait, you can't use it again until you finish a long rest.

Hunter's Bane:
Beginning at 1st level, you have survived the Hunter’s Bane, a dangerous, long-guarded ritual 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, or undead, as well as on Intelligence ability checks to recall information about them.
The Hunter’s Bane also empowers your body to control and shape hemocraft magic, using your own blood and life essence to fuel your abilities. Some of your features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:
Hemocraft save DC = 8 + your proficiency bonus + your Intelligence modifier.

Blood Maledict:
At 1st level, you gain the ability to channel, and sometimes sacrifice, a part of your vital essence to curse and manipulate creatures through hemocraft magic. You gain one blood curse of your choice, detailed in the “Blood Curses” section at the end of the class description. You learn one 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 6th, 10th, 14th, and 18th 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 can choose to amplify the curse by losing a number of hit points equal to one roll of your hemocraft die, as shown in the Hemocraft Die column of the Blood Hunter table. 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, unless you have amplified the curse.
You can use this feature once. Beginning at 6th level, you can use your Blood Maledict feature twice, at 13th level you can use it three times between rests, and at 17th level, you can use it four times between rests. You regain all expended uses when you finish a short or long rest.

Spy Contact:
You have a reliable and trustworthy contact who acts as your liaison to a network of other spies. 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.

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.
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.

Crimson Rite
At 2nd level, you learn to invoke a rite of hemocraft within your weapon at the cost of your own vitality. Choose one rite from the Primal Rites list below to learn.

As a bonus action, you can activate a crimson rite on a single weapon with the elemental energy of a known rite of your choice that lasts until you finish a short or long rest, or if you aren’t holding the weapon at the end of your turn. When you activate a rite, you lose a number of hit points equal to one roll of your hemocraft die, as shown in the Hemocraft Die column of the Blood Hunter table.

For the duration, attacks from this weapon deal an additional 1d4 damage of the chosen rite’s type. This damage is magical, and increases as you gain levels as a blood hunter, as shown in the Hemocraft Die column of the Blood Hunter table. A weapon can only hold a single active rite at a time.

You learn an additional Primal Rite at 7th level, and access to an Esoteric Rite at 14th level.

Blood Hunter Order
At 3rd level, you commit to an order of blood hunter martial focus. Choose Order of the Ghostslayer, Order of the Profane Soul, Order of the Mutant, 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.
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.

Features & Traits
Studded Leather Armour, Explorers Pack (Backpack, Bedroll, Mess kit, Tinderbox, 10 torches, 12 Days of rations, Waterskin, 50ft of hempen rope), A set of dark common clothes including a hood, and a belt pouch containing 33gp 6sp 8cp

mount - mule

Equipment Copper: 08, Silver: 06, Electrum: 0, Gold: 33, Platinum: 0 Money
Common, Celestial

Armour - Light Armour, Medium Armour, Shields
Weapons - Simple Weapons, Martial Weapons
Tools - Alchemist's Supplies, Thieves' Tools, Playing card set

Languages & Proficiencies
Born in Inkerduria (Tolkine - culture)
Backsotry:
Touched by Celestial when younger - When Arne was young, a band of bandits attacked the group of people they were travelling with after a trip to the city. Arne was very noble and protected the other children from being injured whilst the adults were attempting to flee or attack the other bandits. After a few injuries, a celestial descended and saved [placeholder] and the other children. Because of the close proximity [placeholder] became an aasimar with all their wounds healed.
How Arne became a Fallen Aasimar - due to their nature they naturally started to deviate from the lawful and righteous route planned for them. They started to gravitate towards the criminal underworld once they got a bit older. Once they got involved with the Hunter's Bane ritual, they fell to become a Fallen Aasimar.
Hemocraft Die:
1d4 lvls 1-4, 1d6 lvls 5-10, 1d8 11-16, 1d10 17-20
Hemocraft save DC = 8 + your proficiency bonus + your Intelligence modifier.
Blood Curses:
Blood Curse of Binding
As a bonus action, you can attempt to bind a creature you can see within 30 feet of you that is no more than one size larger than you. The target must succeed on a Strength saving throw or have their speed be reduced to 0 and they can’t use reactions until the end of your next turn.
Amplify. This curse lasts for 1 minute and can affect a creature regardless of their size. At the end of each of its turns, the cursed creature can make another Strength saving throw. On a success, this curse ends.
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Rite of the Flame. Your rite damage is fire damage.
^ Primal Rite
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Spy contact=Cyrus

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
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Level 0 Spells

D&D 5e PHB Page 255

Light

0-level (Cantrip) Evocation

Casting Time 1 action
Range Touch
Duration 1 hour
Components V, M
Materials a firefly or phophorescent moss

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be coloured as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

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

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