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john Raven

Blood Hunter 1 Class & Level
Hero Background
human Race
neutral Alignment

Strength 11
+0
Dexterity 17
+3
constitution 13
+1
intelligence 14
+2
wisdom 14
+2
charisma 9
-1
Total Hit Dice 1
Hit Die
1d10+1
+2 proficiency bonus
+3 Strength
+3 Dexterity
+2 Constitution
+2 Intelligence
+5 Wisdom
+0 Charisma
saving throws
+5 Acrobatics
+2 Animal Handling
+4 Arcana
+1 Athletics
+0 Deception
+2 History
+2 Insight
+0 Intimidation
+2 Investigation
+2 Medicine
+2 Nature
+2 Perception
+0 Performance
+0 Persuasion
+2 Religion
+3 Sleight of Hands
+3 Stealth
+2 Survival
skills Armor: Light armor, medium armor, shields Weapons: Simple weapons, martial weapons Tools: Alchemist’s supplies Saving Throws: Strength, Wisdom proficiencies

 
15
Armor Class
12
Hit Points
+3
Initiative
30
Speed
Attacks
none
Spellcasting
an explorer’s pack
hand crossbow and 20 bolts
studded leather armor
shortsword
Equipment
I hunt i will kill If only to slay the darkness inside of me
Ideals
with the blood under order and only how he sees fit
Bonds
Will do anything to stop a monster from hurting people
short fuze
Flaws
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 your crimson rite damage die to gain advantage on a Wisdom (Insight) check or Charisma (Intimidation) check.


At 1st level, you learn to invoke a rite of blood magic within your weapon at the cost of your own vitality.

As a bonus action, you imbue a single weapon with the elemental energy of a known rite until your 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 A rite can be allowed to fade at any time (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.

Rite of the Frozen

Features & Traits

Heroes Enabled

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Created by

Dark Tidings.

Statblock Type

Character Sheet (Legacy)

Link/Embed