+4 | Expertise Bonus | |
+2 | Proficiency Bonus |
-1 | Strength | |
+5 | Dexterity | |
+1 | Constitution | |
+4 | Intelligence | |
+0 | Wisdom | |
+1 | Charisma |
+3 | Acrobatics | DEX | |
+0 | Animal Handling | WIS | |
+2 | Arcana | INT | |
+1 | Athletics | STR | |
+1 | Deception | CHA | |
+4 | History | INT | |
+0 | Insight | WIS | |
+1 | Intimidation | CHA | |
+4 | Investigation | INT |
+0 | Medicine | WIS | |
+2 | Nature | INT | |
+0 | Perception | WIS | |
+1 | Performance | CHA | |
+1 | Persuasion | CHA | |
+2 | Religion | INT | |
+3 | Sleight of Hand | DEX | |
+3 | Stealth | DEX | |
+0 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Longsword - One Hand | +1 | STR | 1d8-1 | Slashing | |
Martial, Versatile | |||||
Longsword - Two Hands | +1 | STR | 1d10-1 | Slashing | |
Martial, Versatile | |||||
Light Crossbow | +7 | DEX | 1d8+3 | Piercing | |
Simple Range, Two-Handed, Ammunition, Range (80/320 ft) |
The statblocks of your Weapons, armor and other important/magical equipment
Player's Handbook
Armor (Light)
Common
Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.
Type | AC | STR Req. | Stealth Dis. |
---|---|---|---|
Light | 12 + Dex modifier | No |
Cost: 45 gp
Weight: 13 lbs
PHB
Weapon
Common
Versatile (1d10)Type | Damage | Damage | Range |
---|---|---|---|
Martial Melee | 1d8 | Slashing |
Cost: 15 gp
Weight: 3 lb
PHB
Weapon
Common
Ammunition, loading, two-handedType | Damage | Damage | Range |
---|---|---|---|
Simple Ranged | 1d8 | Piercing | 80/320 ft |
Cost: 25 gp
Weight: 5 lb
The statblocks of your class features
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 |
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 |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
PHB, Homebrew, MotM
Tieflings outside the Acapellago are rare. After several deals were being made in Dixieland, though, they are a more common sight in the island chain. Many tieflings end up orphans for one reason or another. Those who do grow up with at least one parent, often the human parent, may be a bit more accepted by their local town. Overall, tieflings learn a significant modicum of self-reliance early in life and are slow to trust others.
If playing with achievements and milestones, choosing this race at character creation grants the player the achivement "Devil in Me."
Darkvision. Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet 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.
Hellish Resistance. You have resistance to fire damage.
Infernal Legacy. You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the hellish rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so after you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Player's Handbook
0-level (Cantrip) Transmutation
You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:
If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.
Player's Handbook
1-level Evocation
You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.
When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Statblocks for your Trinkets, businesses, building, castles, empires.