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Zakai

3 Level (0/2700 XP for level-up) Haunted One Background High Elf Race / Species / Heritage Neutral Alignment
Blood Hunter
Level 3
Hit Dice: 3/3
1d10+2 Class 1

STR
11
+0
DEX
17
+3
CON
15
+2
INT
19
+4
WIS
13
+1
CHA
10
+0
22
Hit Points
+3
Initiative (DEX)
15
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
13
Passive Perception
Spellcasting ...
+6 Attack mod
INT Ability
+4 Abi Mod
14 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+0 Strength
+5 Dexterity
+2 Constitution
+6 Intelligence
+1 Wisdom
+0 Charisma
saving throws
+5 Acrobatics DEX
+1 Animal Handling WIS
+6 Arcana INT
+0 Athletics STR
+0 Deception CHA
+4 History INT
+3 Insight WIS
+0 Intimidation CHA
+6 Investigation INT
skills
+1 Medicine WIS
+4 Nature INT
+3 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+4 Religion INT
+3 Sleight of Hand DEX
+3 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Light Crossbow +5 DEX 1d8 +3 piercing
 Ammunition (range 80/320), loading, two-handed
Scimitar +2 STR 1d6 slashing
 Finesse, light
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Toll the Dead +6 1 Action 60ft Instantaneous 1d8/1d12 VS
 Notes: Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.
Eldrich Blast +6 1 action 120ft Instantaneous 1d10 VS
 Notes:A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage. At Higher Levels. The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
Frostbite +6 1 action 60ft Instantaneous VS
 Notes:You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn. At Higher Levels. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6)

Level 1 Spells 1 slots

NAME AB CAST RNG DUR DMG CMP #
Toll the Dead +6 1 Action 60ft Instantaneous 1d8/1d12 + VS
 Notes: Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.
Armor of Agaythys +6 1 action Self 1 hour V, S, M (a cup of water)
 Notes:A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot.
--Racial Traits--
-Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. 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.
-Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
-Trance.Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance." While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep.
--Class Traits--
-Hunters Bane.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.
Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.
--Feat--
-Rune Shaper-
-Comprehend Languages. You learn the comprehend languages spell. You can cast this spell without expending a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast this spell using any spell slots you have.

-Rune Magic. You know a number of runes equal to half your proficiency bonus (rounded down), chosen from the Rune Spells table. Whenever you finish a long rest, you can inscribe each rune you know onto one nonmagical weapon, armor, piece of clothing, or other object you touch. You temporarily learn the 1st-level spells that correspond to the runes you inscribed, as specified on the Rune Spells table, and you know those spells until you finish a long rest, when the runes fade. While you are wearing or carrying any rune-marked object, you can cast the spells associated with those runes using any spell slots you have.
You can also invoke a rune inscribed on an object you are wearing or carrying and cast its associated spell without expending a spell slot or using material components. Once you cast the spell in this way, you can’t do so again until you finish a long rest. Your spellcasting ability for this feat is Intelligence, Wisdom, or Charisma (choose when you select this feat).
Each time you gain a level, you can replace one of the runes you know with another one from the Rune Spells table.

Features & Traits
Max Carring Capacity(Strengh x 15)=165lbs
Current Weight Total=143.5lbs
--Other Items--
3 Potion Of Healing - Value:50 Weight:0.5lbs (individually)
Winged boots
Soul lantern- weight 5lbs
--Background Equipment--
Common Clothes - Value:5sp Weight:3lbs
-Monster Hunter Pack-
1 Chest - Value:5gp Weight:25lbs
1 Crowbar - Value:2gp Weight:5lbs
1 Hammer - Value:1gp Weight:3lbs
3 Wooden Stakes - Value:0 Weight:0
1 Holy Symbol - Value:0 Weight:0
1 Flask of Holy Water - Value:25gp Weight:1lb
1 Set of Manacles - Value:2gp Weight:6lbs
1 Steel Mirror - Value:5gp Weight:0.5lb
1 Flask of Oil - Value:1sp Weight:1lb
1 Tinderbox - Value:5sp Weight:1lb
3 Torches - Value:1cp per torch Weight:1lb (individually)
--Class Equipment--
Scimitar - Value:25gp Weight:3lbs
Light Crossbow - Value:25gp Weight:5lbs
20 Bolts - Value:1gp Weight:1.5lbs(0.075 Individually)
Studded Leather Armor - Value:45gp Weight:13lbs
Alchmist Supplies - Value:50gp Weight:8lbs
-Explorers Pack-
a backpack - Value:2gp Weight:5lbs
a bedroll - Value:1gp Weight:7lbs
a mess kit - Value:2sp Weight:1lbs
a tinderbox - Value:5sp Weight:1lbs
10 torches - Value:1cp per torch Weight:1lb (individually)
10 days of rations - Value:5sp per day Weight:2lbs (Individually)
a waterskin - Value:2sp Weight:5lbs(when full)
50 feet of hempen rope - Value:1gp Weight:10lbs

Equipment Copper: 0, Silver: 1, Electrum: 0, Gold: 50, Platinum: 0 Money
PLEASE IGNORE THE TOLL OF DEAD THATS A 1ST LEVEL SPELL, ITS A GLITCH
Spellcasting
-Languages-
Common
Elvish
Dwarvish
Celestial
Primordial
-Proficiencies-
Longsword
Shortsword
Longbow
Shortbow
Light Armor
Medium Armor
Shields
Simple Weapons
Martial Weapions
Alchmists Supplies

Languages & Proficiencies
-Harrowing Event-
-You opened an eldritch tome and saw things unfit for a sane mind. You burned the book, but its words and images are burned into your psyche.

Personality Traits
-Hemocraft Stuff-
-Hemocraft save DC = 8 + your proficiency bonus(+2) + your Hemocraft modifier (your choice between Intelligence and Wisdom(Choosing Interlligence(+4)))
-Hemocraft dice = 1d4

-Blood Curse Information-
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.
-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.
-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-
-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 Frozen. Your rite damage is cold damage.
--Subclass|Order Of The Profane Soul--
-Starting at 3rd level, your weapon becomes a conduit for the power of your pact with your chosen patron. While you have an active crimson rite, you can use your weapon as a spellcasting focus for your warlock spells, and you gain a specific benefit based on your chosen pact.
-the Undead. When you take necrotic damage, you can use your reaction to halve that damage. In addition, your appearance changes to reflect some aspect of your patron while you have any crimson rite active.

-Rune Shaper Spells-
Rune | Spell
Cloud |Fog Cloud
Death |Inflict Wounds
Dragon |Chromatic Orb
Enemy |Disguise self
Fire |Burning hands
Friend |Speak with animals
Frost |Armor of Agathys
Hill |Goodberry
Journey |Longstrider
King |Command
Mountain| Entangle
Stone |Sanctuary
Storm |Thunderwave

Notes


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