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(Jackal)

4 Level (0/6500 XP for level-up) Investigator Background Human Race / Species / Heritage Alignment
Blood Hunter
Level 4
Hit Dice: 4/4
1d10+3 Class 1

STR
14
+2
DEX
18
+4
CON
16
+3
INT
16
+3
WIS
11
+0
CHA
10
+0
48
Hit Points
+4
Initiative (DEX)
16
Armor Class (AC)
+2
Prof. Bonus
30 walk
Speed (walk/run/fly)
12
Passive Perception
1 / 1
Blood Maledict
1 / 1
Hybrid Transformation
+4 Expertise Bonus
+2 Proficiency Bonus
+2 Strength
+6 Dexterity
+3 Constitution
+5 Intelligence
+0 Wisdom
+0 Charisma
saving throws
+6 Acrobatics DEX
+0 Animal Handling WIS
+3 Arcana INT
+4 Athletics STR
+0 Deception CHA
+3 History INT
+0 Insight WIS
+0 Intimidation CHA
+5 Investigation INT
skills
+0 Medicine WIS
+3 Nature INT
+2 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+3 Religion INT
+4 Sleight of Hand DEX
+4 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Katana +6 DEX 1d10+4 Slashing
 Finesse, Versatile
Pistol +6 DEX 1d10+4 Piercing
 Ammunition (range 30/90), loading
Attacks
Class

Weapon Mastery
Your training with weapons allows you to use the mastery properties of 2 kinds of Simple or Martial weapons of your choice(Katana's Cleave, Pistol's Vex). Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
When you reach certain Blood Hunter levels, you gain the ability to use the mastery properties of more kinds of weapons at 4th(3 masteries)10th(4 masteries)

Blood Maledict
As a bonus action, you curse a creature that you can see within 30 feet of you that is concentrating on a spell or using a feature that requires concentration. That creature has disadvantage on the next Constitution saving throw it makes to maintain concentration before the end of your next turn.

Amplify. The cursed creature has disadvantage on all Constitution saving throws made to maintain concentration until the end of your next turn.

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
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.

Rite of the Storm. The extra damage dealt by your rite is lightning damage.(1d4)

Great Weapon Fighting
When you roll a 1 or 2 on a 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.

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.

Hemocraft save DC = 8 + your proficiency bonus + your Hemocraft modifier(Intelligence) = 13 DC

Order of the Lycan

Heightened Senses
When you choose this archetype at 3rd level, you gain the improved senses of a natural predator. You have advantage on Wisdom (Perception) checks that rely on hearing or smell.

Hybrid Transformation
Also at 3rd level, you learn to control the lycanthropic curse that courses through your veins. As a bonus action, you transform into a special hybrid form for up to 1 hour. You can speak, use equipment, and wear armor while in this form, and can revert to your normal form as a bonus action. You automatically revert to your normal form if you fall unconscious or die.

  • Feral Might. You have advantage on Strength checks and Strength saving throws, and you have a +1 bonus to melee damage rolls. This bonus increases to +2 at 11th level and to +3 at 18th level.

  • Resilient Hide. You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks not made with silvered weapons. Additionally, while you are not wearing heavy armor, you have a +1 bonus to AC.

  • Predatory Strikes. You can apply your Crimson Rite feature to your unarmed strikes, which you treat as one weapon. You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes, which deal 1d6 bludgeoning or slashing damage (your choice). This damage increases to 1d8 at 11th level. Additionally, when you use the Attack action to make an unarmed strike, you can make one additional unarmed strike as a bonus action.

  • Bloodlust. If you start your turn with fewer hit points than half your hit point maximum, you must succeed on a DC 8 Wisdom saving throw or move directly toward the nearest creature and use the Attack action against that creature. If you’re concentrating on a spell or are under an effect that prevents you from concentrating (such as the barbarian’s Rage feature), you automatically fail this saving throw.

  • If you have your Extra Attack feature, you can choose whether to use it for this frenzied attack. If more than one creature is equally near to you, roll randomly to determine your target. Once your attack is resolved, you regain control of yourself.

Feats

Slasher

  • Increase your Dexterity by 1

  • 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.


Tough
Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.

Features & Traits
Studded leather armor, katana, pistol, 15 pistol bullets, Explorer's Pack, a magnifying glass, evidence from a past case (choose one) a set of common clothes

Equipment Copper: , Silver: 6, Electrum: , Gold: 63, Platinum: Money
Languages: Common, Beast
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: Disguise kit, thieves' tools, Alchemist’s supplies

Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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