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Ori Telltale

Blood Hunter 4 Class & Level
Runaway Background
Variant Human Race
Neutral Good Alignment

Strength 11
+0
Dexterity 20
+5
constitution 16
+3
intelligence 10
+0
wisdom 18
+4
charisma 9
-1
Total Hit Dice 4
Hit Die
1d10+3
+2 proficiency bonus
+0 Strength
+7 Dexterity
+3 Constitution
+0 Intelligence
+6 Wisdom
-1 Charisma
saving throws
+7 Acrobatics
+4 Animal Handling
+0 Arcana
+2 Athletics
-1 Deception
+0 History
+6 Insight
+0 Intimidation
+0 Investigation
+6 Medicine
+0 Nature
+6 Perception
-1 Performance
-1 Persuasion
+2 Religion
+5 Sleight of Hands
+5 Stealth
+4 Survival
skills

 
19
Armor Class
51
Hit Points
+5
Initiative
30
Speed
WeaponAttackDamage
Rapier 1d20+7 1d8+7
Rite of the Flame 1d20+7 [roll 1d8+1d4+7]
Eldritch Blast 1d20+6 1d10
Hexpiercer 1d20+7 [roll 1d8+1d6+7]
Hexflame Rite 1d20+7 [roll 1d8+1d4+1d6+7]
Attacks
Light armor, medium armor, shields, martial weapons, simple weapoms, alchemist's supplies, herbalism kit, Common, Sydh Tir, Avanti, Lijaali.
Proficiences

Heroes Enabled

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

DnD 5e SRD SRD

Rapier

Melee Weapon Finesse Common

Type Damage Damage Range Properties
Martial 1d8 Piercing Finesse

Cost: 25 gp Weight: 2 lb


 

DnD 5e SRD SRD

Dagger

Melee Weapon Finesse, Light, Thrown Common

Type Damage Damage Range Properties
Simple 1d4 Piercing 20/60 ft Finesse, Light, Thrown

Cost: 2 gp Weight: 1 lb


 

Keruznikal - Land of Dissonance

Silvered Dagger

Weapon [Finesse, Light, Thrown, Silvered] Uncommon

A standard dagger which has been given a glossy silver coating. Counts as a magic weapon for overcoming resistances. Deals 1d4 extra damage to undead.

Type Damage Damage Range Properties
Simple Melee 1d4 / 1d4 Radiant Damage Piercing 20/60 ft [Finesse, Light, Thrown, Silvered]

Cost: 102gp Weight: 1lb


 

Snakes & Saloons

Brass Knuckles

Weapon Versatile Common

Type Damage Damage Range Properties
Simple Melee 1d4 Bludgeoning Versatile

Cost: 5 sp Weight: 1lb


 
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The statblocks of your class features

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Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Sword Coast Adventuring Guide

Green-Flame Blade

0-level (Cantrip) Evocation

Casting Time 1 action
Range 5 feet
Duration Instantaneous
Components V,M (a weapon)

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and green fire leaps from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier. This spell's damage increases when you reach higher levels.
At higher levels: At 5th level, the melee attack deals an extra 1d8 fire damage to the target, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level.

Class(es): Sorcerer, Warlock, Wizard
]

Level 1 Spells

PHB pg 270

Protection from Evil and Good

1-level Abjuration

Casting Time 1 Action
Range Touch
Duration Up to 10 Minutes
Components VSM
Materials holy water or powdered silver and iron, which the spell consumes

Until the spell ends, one willing creature you touch is protected against certain types of creature: aberrations, celestials, elementals, fey, fiends, and undead The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

Class(es): Cleric, Paladin, Warlock, Wizard

Basic Rules, pg. 250

Healing Word

1-level Evocation

Casting Time 1 Bonus Action
Range 60 ft
Duration Instantaneous
Components V

Damage Type: Healing   Saving Throws: None   Description: A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At higher levels:
When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

Class(es): Bard, Cleric, Druid, Alchemist
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Level 2 Spells

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


Created by

communitygardens.

Statblock Type

Character Sheet (Legacy)

Link/Embed