ANJAO
ANJAO
ANJAO
F AC DESCRIPTION
+3 STR ● +4 INT
PRO
50 +3 14
Set Max HP
STRENGTH ● +3 DEX +1 WIS
Shield
+3 +2 CON 0 CHA
MAXIMUM PROFICIENCY ARMOR 0 Dex ● Medium Armor Heavy Armor
RESISTANCES HIT POINTS BONUS CLASS
Magic
Necrotic
17 Misc
Radiant
Temporary Hit Points: 21 Misc
DEXTERITY
0 ARMOR
CONSTITUTION FAILURES
30 ft, 12 ABILITY
SAVE DC
INTELLIGENCE
SAVING THROWS fly 30 ft
+2
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
0 ● Light ● Medium ● Shields
PRO
Heavy
PRO
Acrobatics (Dex)
15 +1 Animal Handling (Wis) WEAPONS
FEATURE MAX RECOVER USED ● Simple ● Martial Other Weapons:
● +4 Arcana (Int) > Blood Maledict (2 curses known) 2 SR
INTELLIGENCE ● +6 Athletics (Str) > Brand of Castigation (3rd-level to dispel) 1 SR LANGUAGES TOOLS & OTHERS
+1
0 Deception (Cha) > Healing Hands (6 HP) 1 LR from Haunted One (background) (1/2) Alchemist's supplies
+1 History (Int) > Infernal
+1 Insight (Wis) Common
13
>
0 Persuasion (Cha) > Attack (2 attacks per action) Crimson Rite < <
CHARISMA ● +4 Religion (Int) > booming blade Blood Curse of Binding < <
0 0 Sleight of Hand (Dex) > Healing Hands Blood Curse of the Marked < <
>
BONDS
◆ Brand of Castigation (Blood Hunter 6, MM:BH 4) [3rd-level to dispel, 1× per short rest]
I can brand a creature I damage with my crimson rite; I then know the direction to it
This lasts until I dismiss it or brand another; It can be dispelled as a spell of half my level
If it damages me or a creature in 5 ft, it takes my Int mod in psychic damage (min 1)
FLAWS
◆ Blood Curse of Binding (Blood Curse, MM:BH 11)
As a bonus action, I can bind a target I can see within 30 ft up to one size larger than me
It must make a Str save or have 0 speed and can't use reactions until my next turn ends
• Amplify: The curse lasts for 1 minute and can affect creatures of any size Feature Name: Heart of Darkness
At the end of each of the target's turns, it can make another Str save to end the curse
Those who look into my eyes can see that I have faced unimaginable
horror and that I am no stranger to darkness. Though they might
◆ Blood Curse of the Marked (Blood Curse, MM:BH 12)
fear me, commoners will extend me every courtesy and do their
As a bonus action, I can mark an enemy within 30 ft of me until the end of my turn
utmost to help. Unless I have shown myself to be a danger to them,
When I deal rite damage to the marked target, I deal an additional hemocraft die
they will even take up arms to fight with me, should I find myself
• Amplify: My next attack against the target before the end of my turn has advantage
facing an enemy alone.
BACKGROUND FEATURE
Healing Hands:
As an action, once per long rest, I can touch to heal for my level in
HP.
Wings:
Once I'm 5th level, I sprout feathered wings from my shoulder
blades that give me a flying speed of 30 feet when I'm not wearing
heavy armor.
1ST LEVEL 2ND LEVEL 3RD LEVEL 4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL 8TH LEVEL 9TH LEVEL
Muriel of Kord
SPELL SLOTS
CHARACTER NAME
CANTRIPS (0 LEVEL)
> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Booming Blade Melee wea atk with cast; if hit: 1d8 Thunder dmg and if moves next round +2d8 Thunder dmg — Evoc 1a S:5-ft rad S,Mƒ 1 round T 106
> Lightning Lure 1 crea I see save or pulled 10 ft to me; if it ends in 5 ft, 2d8 Lightning dmg Str Evoc 1a S:15-ft rad V Instantaneous T 107
1ST LEVEL
> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Armor of Agathys 5+5/SL temp HP; as long as temp HP last any crea that hits in melee takes 5+5/SL Cold dmg — Abjur 1a Self V,S,M 1 h P 215
> Healing Elixir Make vial with alchemist's supplies; heals 2d4+2 HP as an action; if not used, disappears after 24 h — Conj 1 min Self V,S,Mƒ 24 h U SS
> Prot. from Evil/Good 1 crea immune fear/charm/possess by abber./celest./elem./fey/fiends/undead, they also dis. on atks — Abjur 1a Touch V,S,M† Conc, 10 min P 270
CANTRIPS (0 LEVEL)
by winning Str (Athletics) check vs. opponent’s Str (Athletics) or Dex (Acrobatics) check.
MARK (with melee attack) (DMG 271)
LIGHTLY OBSCURED (dim light) Disadvantage on sight Perception checks
With a melee attack you can mark the target of that attack. The next opportunity attack against the marked target
HEAVILY OBSCURED (darkness) Effectively blinded (see conditions)
before the end of your next turn has advantage and doesn’t cost you your reaction.
BLINDSIGHT Out to range, perceive without sight.
SHOVE (instead of one attack)
DARKVISION Out to range, treat dim light as bright light. Can’t see colors.
Move opponent 5 ft or make prone by winning opposing Str (Athletics) check. Disadvantage if trying to move the
opponent to a side rather than to directly away from you. TRUESIGHT Out to range, perceive everything regardless of (magical) darkness,
invisibility, illusions, shapechanging, or etherealness.
ATTACK ACTION (PHB 195) LIGHT & VISION (PHB 183)