Profile
"It was a mistake, all of it was a mistake."
CLASS & LEVEL
Blood Hunter lvl 14RACE
Protector Aasimar (Formerly Fallen)BACKGROUND
AthleteALIGNMENT
Chaotic GoodPLAYER NAME
SadieEXPERIENCE POINTS
140,000"Redemption is something I'll never deserve."
Too sarcastic for her own good. Thinks herself a terrible person beyond saving. She can't bring herself to let people suffer even if she doesn't want to open herself up to hurt herself emotionally all over again.
Throws herself wholeheartedly into battle, a force to be reckoned with if you draw her ire.
AGE
35HEIGHT
5'10"WEIGHT
158 lbsEYES
GoldSKIN
Pale whiteHAIR
Jet black, long & messySKILL PROFICIENCIES
ARMOR PROFICIENCIES
WEAPON PROFICIENCIES
SAVING THROWS
LANGUAGES
TOOL PROFICIENCIES
TEMP. HP
+0HIT DICE
1d10FEATURES & TRAITS
Darkvision
Aasimar Racial TraitBlessed 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 color in darkness, only shades of gray.
Celestial Resistance
Aasimar Racial TraitYou have resistance to necrotic damage and radiant damage.
Healing Hands
Aasimar Racial TraitAs 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
Aasimar Racial TraitYou know the light cantrip. Charisma is your spellcasting ability for it.
Necrotic Shroud
Fallen Aasimar Racial TraitStarting 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 each 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
Earned at Blood Hunter Level 1Beginning 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.
Blood Maledict
Earned at Blood Hunter Level 1At 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.
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.
Blood Curse of the Marked
Earned through Blood MaledictAs a bonus action, you can mark a creature that you can see within 30 feet of you. Until the end of your turn, whenever you deal rite damage to the target, you roll an additional hemocraft die of rite damage.
Amplify. The next attack roll you make against the target before the end of your turn has advantage.
Blood Curse of Binding
Earned through Blood MaledictAs 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.
Blood Curse of the Fallen Puppet
Earned through Blood MaledictWhen a creature you can see within 30 feet of you drops to 0 hit points, 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.
Amplify. You can first move the cursed creature up to half their speed, and you grant a bonus to the cursed creature’s attack roll equal to your Intelligence modifier (minimum of +1).
Fighting Style: Great Weapon Fighting
Earned at Blood Hunter Level 2When you roll a 1 or 2 on a non-rite damage die for an attack you make with a melee weapon that you are wielding 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.
Crimson Rite
Earned at Blood Hunter Level 2At 2nd level, you learn to invoke a rite of hemocraft within your weapon at the cost of your own vitality. 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.
Rite of the Frozen
Earned through Crimson RiteYour rite damage is cold damage.
Rite of the Storm
Earned through Crimson RiteYour rite damage is lightning damage.
Blood Hunter Order: Order of the Ghostslayer
Earned at Blood Hunter Level 3At 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.
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
Earned through Order of the GhostslayerWhen you join this order at 3rd level, you learn the Rite of the Dawn esoteric rite, 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
Earned through Order of the GhostslayerBeginning 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.
Extra Attack
Earned at Blood Hunter Level 5Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Brand of Castigation
Earned at Blood Hunter Level 6At 6th level, whenever you damage a creature with your Crimson Rite feature, you can choose to sear an arcane brand of hemocraft magic into it (requires no action). You always know the direction to the branded creature, and each time the branded creature deals damage to you or a creature you can see within 5 feet of you, the creature takes psychic damage equal to your Intelligence modifier (minimum of 1 damage).
Your brand lasts until you dismiss it, or you apply a brand to another creature. Your brand counts as a spell for the purposes of dispel magic, and the spell level is equal to half of your blood hunter level (maximum of 9th level spell). Once you use this feature, you can’t use it again until you finish a short or long rest.
Ethereal Step
Earned through Order of the GhostslayerUpon reaching 7th level, at the start of your turn, if you aren’t incapacitated, you can choose to magically step into the veil between the planes.
You can move through other creatures and objects as if they were difficult terrain, as well as see and affect creatures and objects on the Ethereal Plane. You take 1d10 force damage if you end your turn inside an object. If you are inside an object when this feature ends, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you moved. This feature lasts for a number of rounds equal to your Intelligence modifier (minimum of 1 round).
You can use this feature once. Beginning at 15th level, you can use your Ethereal Step feature twice between rests. You regain all expended uses when you finish a short or long rest.
Grim Psychometry
Earned at Blood Hunter Level 9When you reach 9th level, you have a supernatural talent for discerning the history surrounding mysterious objects or places touched by evil. When making an Intelligence (History) check to recall information about a darker past surrounding an object you are touching, or a location you are present in, you have advantage on the roll. The information gleaned often leans towards the more sinister influences of the past, and sometimes conveys visions of things previously unknown to the character on higher rolls.
Dark Augmentation
Earned at Blood Hunter Level 10Upon reaching 10th level, arcane blood magic suffuses your body, permanently reinforcing your resilience. Your speed increases by 5 feet, and whenever you make a Strength, Dexterity, or Constitution saving throw, you gain a bonus to the saving throw equal to your Intelligence modifier (minimum of +1).
Brand of Sundering
Earned at Blood Hunter Level 11Beginning at 11th level, your Brand of Castigation now exposes a fragment of your foe’s essence, leaving them vulnerable to your Crimson Rite. Whenever you damage a branded creature with your Crimson Rite, your weapon deals one additional hemocraft die of rite damage. In addition, the branded creature can’t move through creatures or objects.
Brand of Tethering
Earned at Blood Hunter Level 13Starting at 13th level, the psychic damage from your Brand of Castigation increases to twice your Intelligence modifier (minimum of 2 damage).
In addition, a branded creature can’t take the Dash action, and if a creature branded by you attempts to teleport or leave their current plane via ability, spell, or portal, they take 4d6 psychic damage and must make a Wisdom saving throw. On a failure, the teleport or plane shift fails.
Hardened Soul
Earned at Blood Hunter Level 14When you reach 14th level, you have advantage on saving throws against being charmed and frightened.
Observant
Free FeatQuick to notice details of your environment, you gain the following benefits:
- Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
- If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
- You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.
Slasher
Level 12 FeatYou’ve learned where to cut to have the greatest results, granting you the following benefits:
- Increase your Strength or Dexterity by 1, to a maximum of 20.
- Once per turn when you hit a creature with an attack that deals slashing damage, you can reduce the speed of the target by 10 feet until the start of your next turn.
- When you score a critical hit that deals slashing damage to a creature, you grievously wound it. Until the start of your next turn, the target has disadvantage on all attack rolls.
ATTACKS
SPELLCASTING
LEVEL 0
WEAPONS
A large sword that has a blue color. In very good condition.
A crossbow that has seen a lot of wear.
TREASURES
This black leather garment is perpetually covered by blood, even after being washed off. It is being worn as a cape.
Armor that is obviously worn, but in good condition.
A bag filled with the few possessions she cares about.
This wand has 3 charges. While holding it, you can expend 1 charge as an action to cast the detect magic spell from it.
She refuses to hold them any longer than necessary.