Location & Atmosphere
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    • Blood-hunter 5
    • Background Haunted One
    • Player Name Austin Spires
    • Race Dhampir
    • Alignment Neutral Good
    • Experience Points
    • Dhampir Traits

      Darkvision (60 ft.), Vampiric Resistance (resistance to necrotic damage).

    • Blood Maledict

      Also at 1st level, you gain the ability to channel—or sometimes sacrifice—a part of your vital essence to curse and manipulate creatures through hemocraft magic. You know one Blood Curse of your choice. You learn one additional blood curse of your choice at 6th, 10th, 14th, and 18th level. Each time you learn a new blood curse, you can also choose one of the blood curses you know and replace it with another blood curse.

      Each time you use your Blood Maledict feature, you choose which curse to invoke from the curses you know. While invoking a blood curse, but before it affects the target, you can choose to amplify the curse by taking necrotic damage equal to one roll of your hemocraft die. This damage can’t be reduced in any way. An amplified curse gains an additional effect, noted in the curse’s description. Creatures that do not have blood are immune to blood curses unless you have amplified the curse.

      Once you use this feature, you must finish a short or long rest before you can use it again. You can use Blood Maledict twice between rests starting at 6th level, three times starting at 13th level, and four times starting at 17th level.

    • Crimson Rite

      +2 damage to weapon attacks (1d4 necrotic damage).

      Also at 2nd level, you learn to invoke a rite of hemocraft that infuses your weapon strikes with elemental energy. As a bonus action, you can activate any rite you know on one weapon you’re holding. The effect of the rite lasts until you finish a short or long rest. When you activate a rite, you take necrotic damage equal to one roll of your hemocraft die. This damage can’t be reduced in any way.

      While the rite is in effect, attacks you make with this weapon are magical, and deal extra damage equal to your hemocraft die of the type determined by the chosen rite. A weapon can hold only one active rite at a time. Other creatures can’t gain the benefit of your rite.

      You choose one rite from the crimson rites below when you first gain this feature. You learn an additional crimson rite at 7th level, and again at 14th level.

      Crimson Rites

      Rite of the Flame. Your rite damage is fire damage.
      Rite of the Frozen. Your rite damage is cold damage.
      Rite of the Storm. Your rite damage is lightning damage.
      Rite of the Dead. Your rite damage is necrotic damage. (Prerequisite: 14th level)
      Rite of the Oracle. Your rite damage is psychic damage. (Prerequisite: 14th level)
      Rite of the Roar. Your rite damage is thunder damage. (Prerequisite: 14th level)

    • Lycanthropic Transformation

      Gain temporary hit points equal to level, advantage on Strength-based checks and saving throws, natural weapons (1d6 slashing damage).

      Level 3: Hybrid Transformation

      • You gain the ability to transform into a hybrid form.
      • You gain the "Spider Climb" and "Bite"
        • Spider Climb
          • Valen can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. This ability is similar to a spider's climbing ability.
        • Bite
          • Valen gains a natural bite attack as part of his hybrid form. This bite attack deals 1d6 piercing damage. Additionally, when Valen successfully hits a creature with his bite attack, he can use his Crimson Rite feature to add additional necrotic damage to the attack.

      Level 6: Predatory Strikes

      • Your natural attacks (such as the "Bite" from your hybrid form) are considered magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.

      Level 11: Bestial Soul

      • You can now use your "Lycanthropic Transformation" feature twice between short or long rests.

      Level 18: Blood Curse of the Howl

      • You gain the "Blood Curse of the Howl" ability, which allows you to use a bonus action to unleash a fearsome howl. This howl forces creatures of your choice within 30 feet of you to make a Wisdom saving throw or become frightened for 1 minute. They can repeat the saving throw at the end of each of their turns, ending the effect on a success.
    • Bloated Agony

      • Usage: As an action, Valen can expend hit points (up to half his hit points maximum) to curse a creature within 30 feet of him. The target must make a Constitution saving throw against Valen's Blood Curse DC (DC 12)
      • Effect: On a failed save, the target suffers a number of penalties:
        • The target's movement speed is reduced by half.
        • The target has disadvantage on Dexterity saving throws.
        • The target cannot take reactions.
      • Duration: The curse lasts for 1 minute, and the target can repeat the saving throw at the end of each of its turns to end the effect early on a successful save.
    • Hunter's Bane

      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 checks to recall information about such creatures.

      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. The saving throw DC is calculated as follows:

      Hemocraft save DC = 8 + your proficiency bonus + your Hemocraft modifier (your choice between Intelligence and Wisdom)

    • Extra Attack

      Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn

    • Blood Hunter

      Blood Hunter Details 1d6 at lvl5 , 1d8 at lvl 11, and 1d10 at lvl 17

      The Blood Hunter
      Level Proficiency Bonus Hemocraft Die Blood Curses Known Features
      1st +2 1d4 1 Hunter's Bane, Blood Maledict
      2nd +2 1d4 1 Fighting Style, Crimson Rite
      3rd +2 1d4 1 Blood Hunter Order
      4th +2 1d4 1 Ability Score Improvement
      5th +3 1d6 1 Extra Attack
      6th +3 1d6 2 Brand of Castigation, Blood Maledict (2/rest)
      7th +3 1d6 2 Order Feature, Crimson Rite Improvement
      8th +3 1d6 2 Ability Score Improvement
      9th +4 1d6 2 Grim Psychometry
      10th +4 1d6 3 Dark Augmentation
      11th +4 1d8 3 Order Feature
      12th +4 1d8 3 Ability Score Improvement
      13th +5 1d8 3 Brand of Tethering, Blood Maledict (3/rest)
      14th +5 1d8 4 Hardened Soul, Crimson Rite Improvement
      15th +5 1d8 4 Order Feature
      16th +5 1d8 4 Ability Score Improvemnt
      17th +6 1d10 4 Blood Maledict (4/rest)
      18th +6 1d10 5 Order Feature
      19th +6 1d10 5 Ability Score Improvement
      20th +6 1d10 5 Sanguine Mastery
    • Tsvalia Road

    • Go to Abbey in Cresch

    • Barovia

    • Distances

    • Strength
    • Dexterity
    • Constitution
    • Wisdom
    • Intelligence
    • Charisma
    • Strength
    • Dexterity
    • Constitution
    • Wisdom
    • Intelligence
    • Charisma
    • Acrobatics (Dex)
    • Animal Handling (Wis)
    • Arcana (Int)
    • Athletics (Str)
    • Deception (Cha)
    • History (Int)
    • Insight (Wis)
    • Intimidation (Cha)
    • Investigation (Int)
    • Medicine (Wis)
    • Nature (Int)
    • Perception (Wis)
    • Performance (Cha)
    • Persuasion (Cha)
    • Religion (Int)
    • Sleight of Hand (Dex)
    • Stealth (Dex)
    • Survival (Wis)
    Armor Class
    • Silver Long Sword

      Capable of physical and necrotic damage

    • Silver Dagger
    • Blank Black Book
    • Scroll of Protection

      Protects from Poison

    • Tent
    • Alchemy Vial

      From shop

    • Berries

      Restores 1 HP

    • Gold Necklace

      Can be sold for 25 Gold Pieces

    Proficiency Bonus
    Valen exudes an air of enigmatic charisma, cloaking his haunted past behind an unwavering resolve. He stands as a beacon of justice and compassion, his actions echoing his deep-seated moral compass. While he remains guarded, those who pierce his outer shell find a loyal and steadfast companion. His past pain has granted him a reflective and somber demeanor, yet it is through his actions that his true intentions come to light.
    Order of the Lycan
    • Common
    • Abyssal