Lang Ren | All Grand Spanking New Character Sheet | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Lang Ren

3 Level (0 of 2700 XP for level-up) Blood Hunter Class Order of The Lycan Subclass Shifter Race Alignment
Strength 13
+1
Dexterity 18
+4
Constitution 14
+2
Intelligence 10
+0
Wisdom 11
+0
Charisma 9
-1

+4
Initiative
16
Armor Class
+0
Spell Attack Modifier

Spell Save DC: NONE
Hit Dice: 3 of 3
Hit Die: 1d10 +2
30
Speed (walk/run/fly)
1d4
Crimson Rite
+4 Expertise Bonus
+2 Proficiency Bonus
+3 Strength
+4 Dexterity
+2 Constitution
+0 Intelligence
+2 Wisdom
-1 Charisma
saving throws
+4 Acrobatics DEX
+0 Animal Handling WIS
+0 Arcana INT
+1 Athletics STR
+1 Deception CHA
+0 History INT
+0 Insight WIS
-1 Intimidation CHA
+2 Investigation INT
skills
+0 Medicine WIS
+0 Nature INT
+2 Perception WIS
-1 Performance CHA
-1 Persuasion CHA
+0 Religion INT
+4 Sleight of Hand DEX
+4 Stealth DEX
+2 Survival WIS
skills
  Name Roll Attr Dmg Dmg Type
Quaterstaff +1 STR 1d6/1d8 Bludgeoning
 Versatile
Claws +5 DEX 1d6 Slashing
Crossbow +4 DEX 1d6 Piercing
 Loading, Ammunition
Common
Languages & Proficiences
™ & © Wizards of the Coast
D & D 5e Character Sheet v1.6, made by Tillerz#3807 - Updated: 2021-04-06

The statblocks of your Weapons, armor and other important/magical equipment

Quarterstaff

Weapon

Common

Versatile

Type Damage Damage Range
Simple Melee 1d6 / 1d8 Bludgeoning

Cost: 2 sp
Weight: 4 lb

DnD 5e SRD

Crossbow, hand

Weapon

Common

Ammunition, Light, Loading

Type Damage Damage Range
Martial Ranged 1d6 Piercing 30/120 ft

Cost: 75 gp
Weight: 3 lb

Scale Mail Armor

Armor (Medium)

Common

This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.

Type AC STR Req. Stealth Dis.
Medium 14 + Dex Modifier (max 2) Yes

Cost: 50 gp
Weight: 45 lb

Explorer's Pack

Adventuring Gear

Common

Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it

Cost: 10 gp

Alchemist's Supplies

Artisan Tool

Common

Alchemist's supplies enable a character to produce useful concoctions, such as acid or alchemist's fire.

Components: Alchemist's supplies include two glass beakers, a metal frame to hold a beaker in place over an open flame, a glass stirring rod, a small mortar and pestle, and a pouch of common alchemical ingredients, including salt, powdered iron, and purified water.

Arcana: Proficiency with alchemist's supplies allows you to unlock more information on Arcana checks involving potions and similar materials.
Investigation. When you inspect an area for clues, proficiency with alchemist's supplies grants additional insight into any chemicals or other substances that might have been used in the area.

Alchemical Crafting: You can use this tool proficiency to create alchemical items. A character can spend money to collect raw materials, which weigh 1 pound for every 50 gp spent. The DM can allow a character to make a check using the indicated skill with advantage. As part of a long rest, you can use alchemist's supplies to make one dose of acid, alchemist's fire, antitoxin, oil, perfume, or soap. Subtract half the value of the created item from the total gp worth of raw materials you are carrying.

Cost: 50 gp
Weight: 8 lb

Carpenter's Tools

Artisan Tool

Common

Skill at carpentry enables a character to construct wooden structures. A carpenter can build a house, a shack, a wooden cabinet, or similar items.

Components: Carpenter's tools include a saw, a hammer, nails, a hatchet, a square, a ruler, an adze, a plane, and a chisel.

History: This tool proficiency aids you in identifying the use and the origin of wooden buildings and other large wooden objects.

Investigation: You gain additional insight when inspecting areas within wooden structures, because you know tricks of construction that can conceal areas from discovery.

Perception: You can spot irregularities in wooden walls or floors, making it easier to find trap doors and secret passages.

Stealth: You can quickly assess the weak spots in a wooden floor, making it easier to avoid the places that creak and groan when they're stepped on.

Fortify: With 1 minute of work and raw materials, you can make a door or window harder to force open. Increase the DC needed to open it by 5.

Temporary Shelter: As part of a long rest, you can construct a lean-to or a similar shelter to keep your group dry and in the shade for the duration of the rest. Because it was fashioned quickly from whatever wood was available , the shelter collapses 1d3 days after being assembled.

Cost: 8 gp
Weight: 6 lb

The statblocks of your class features

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.
Hunter's Bane
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
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 Froze: 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 - 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 - 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 - 3rd 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 - 4th Level
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 - 5th Level
You can attack twice, instead of once, whenever you take the attack action on your turn.
Grim Psychometry - 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 - 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 - 14th Level
You can no longer become Frightened, and you have advantage on saving throws against magical Charm effects.
Sangune Mastery - 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.

 

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.
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.
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.
Order of the Profane Soul

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.

 

Order of the Lycan

Heightened Senses - 3rd Level
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 - 3rd Level
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 - 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 - 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 - 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 - 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.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Shifter

Ability Score Increase +1 Dex
Size Medium
Speed 30ft

Ability Score Increase. Your Dexterity score increases by 1.   Age. Shifters are quick to mature both physically and emotionally, reaching young adulthood at age 10. They rarely live to be more than 70 years old.   Size. Your size is Medium.   Speed. Your base walking speed is 30 feet.   Darkvision. You have superior vision in dark and dim conditions. 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 color in darkness, only shades of gray.   Shifting. As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). You also gain additional benefits that depend on your shifter subrace, described below.   Once you shift, you can’t do so again until you finish a short or long rest.   Languages. You can speak, read, and write Common.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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


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