Dante Brim
Dante Brim
Dante Brim
Male tiefling
Level 14 (Blood Hunter 8, Fighter [Multiclass] 3, Paladin
Brim [Multiclass] 3)
https://dicecloud.com/character/tfSdY9JWAAn2pfuTG
14
60 Darkvision
Hit Dice
30 Flying Speed
+4 Constitution
Blood Maledict Uses
18 10 Blindsight
D6 Superiority Die
18
+2 Initiative
Unleash Incarnation Uses
10
Spell Level
Hit Points
+1 Charisma
Variant Encumbrance
Temp HP
Inspiration
Action
+4 Strength Save Light Armor
Divine Sense
+7 Dexterity Save Medium Armor
The presence of strong evil
+4 Constitution Save Shields
Armor registers on your senses like a
+9 Intelligence Save
noxious odor, and powerful good
+0 Wisdom Save rings like heavenly music in your
+0 Medicine
+4 Nature *
Action
+0 Perception (10)
Lay on Hands: Heal
+1 Performance
Cost: 5 Lay on Hands When you take the Dash action, You can lend your aid to another
you gain extra movement for the creature in the completion of a
As an action, you can expend 5 hit
current turn. The increase equals task. When you take the Help
points from your pool of healing to
your speed, after applying any action, the creature you aid gains
cure the target of one disease or
modifiers. advantage on the next ability
neutralize one poison affecting it.
check it makes to perform the task
You can cure multiple diseases
Dash you are helping with, provided that
and neutralize multiple poisons
it makes the check before the start
with a single use of Lay on Hands,
of your next turn.
expending hit points separately for
each one. Action
Alternatively, you can aid a friendly
Disengage creature in attacking a creature
within 5 feet of you. You feint,
If you take the Disengage action,
distract the target, or in some
Action your movement doesn’t provoke
other way team up to make your
Channel Divinity: Abjure opportunity attacks for the rest of
ally’s attack more effective. If your
Enemy the turn.
ally attacks the target before your
Cost: 1 Channel Divinity Uses next turn, the first attack roll is
made with advantage.
Choose one creature within 60 feet
Action
of you that you can see. That
creature must make a DC 14 Dodge
Wisdom saving throw, unless it is Action
When you take the Dodge action,
immune to being frightened. you focus entirely on avoiding Hide
Fiends and undead have attacks. Until the start of your next
disadvantage on this saving throw. When you take the Hide action,
turn, any attack roll made against
On a failed save, the creature is you make a Dexterity (Stealth)
you has disadvantage if you can
frightened for 1 minute or until it check in an attempt to hide.
see the attacker, and you make
takes any damage. While Dexterity saving throws with
frightened, the creature’s speed is advantage. You lose this benefit if Hide Roll
0, and it can’t benefit from any you are incapacitated or if your
bonus to its speed. On a speed drops to 0.
successful save, the creature’s
speed is halved for 1 minute or
until the creature takes any
damage.
On failed save
Attack Attack Bonus Action
Shove Roll
Bonus Action Bonus Action Bonus Action
On condition
Rite of the Flame Rite of the Storm
Amplified Blood Curse …
Bonus Action Bonus Action Bonus Action
+ 1 slotLevel2 to self
+ 1 slotLevel3 to self
Bonus Action Free Action Reaction
At the start of your turn, you can Roll the superiority die. Until the
magically step into the veil Mercenary Life
start of your next turn, you or the
between the planes as long as you You know the mercenary life as
other creature (your choice) gains
aren’t incapacitated. You can only someone who has
a bonus to AC equal to the number
move through other creatures and experienced it can. You are able to
rolled.
objects as if they were difficult identify mercenary companies by
terrain, as well as see and affect their emblems, and you know a
Bait and Switch Roll little about any such company,
creatures and objects on the
Ethereal Plane. You take 1d10 including who has hired them
force damage if you end your turn recently. You can find the taverns
Free Action and festhalls where mercenaries
inside an object.
abide in any area, as long as you
Action Surge
This feature lasts for 4 round(s). If speak the language. You can find
you are inside an object when it You can push yourself beyond your mercenary work between
ends, you are immediately shunted normal limits for a moment. On adventures sufficient to maintain a
to the nearest unoccupied space your turn, you can take one comfortable lifestyle (see
and you take force damage equal additional action. “Practicing a Profession” under
to twice the number of feet you “Downtime Activities” in chapter 8
moved. of the Player’s Handbook).
Hunter's Bane Blood Maledict Blood Maledict
You have survived the Hunter’s You gain the ability to channel — or Each time you use your Blood
Bane — a dangerous, long-guarded sometimes sacrifice — a part of Maledict feature, you choose
ritual that alters your life’s blood, your vital essence to curse and which curse to invoke from the
forever binding you to the manipulate creatures through curses you know. While invoking a
darkness and honing your senses hemocraft magic. You know 2 blood curse, but before it affects
against it. You have advantage on blood curse(s) of your choice, the target, you can choose to
Wisdom (Survival) checks to track detailed in the “Blood Curses” amplify the curse by taking 1d6
fey, fiends, or undead, as well as section at the end of the class necrotic damage. This damage
on Intelligence checks to recall description. can’t be reduced in any way. An
information about such creatures. amplified curse gains an
Each time you learn a new blood additional effect, noted in the
The Hunter’s Bane also empowers curse, you can also choose one of curse’s description. Creatures that
your body to control and shape the blood curses you know and do not have blood are immune to
hemocraft magic, using your own replace it with another blood blood curses unless you have
blood and life essence to fuel your curse. amplified the curse.
abilities. Some of your features
require your target to make a Each time you use your Blood
saving throw to resist the feature’s Maledict feature, you choose
Fighting Style: Great Weapon Fighting
effects. The saving throw DC is 17. which curse to invoke from the
When you roll a 1 or 2 on a
curses you know. While invoking a
damage die for an Attack you
blood curse, but before it affects
make with a melee weapon that
the target, you can choose to
you are wielding with two hands,
amplify the curse by taking 1d6
you can reroll the die and must use
necrotic damage. This damage
the new roll, even if the new roll is
can’t be reduced in any way. An
a 1 or a 2. The weapon must have
amplified curse gains an
the Two-Handed or Versatile
additional effect, noted in the
property for you to gain this
curse’s description. Creatures that
benefit.
do not have blood are immune to
blood curses unless you have
amplified the curse.
Glaive
Heavy, Reach, Two-Handed, +1
Items attuned: 2 Half plate consists of shaped metal plates that cover
most of the wearer’s body. It does not include leg
Equipped protection beyond simple greaves that are attached
with leather straps.
1 gp 1 lb 1 sp 10 lb
1 gp 1.5 lb
5 gp 20 lb
Backpack
5 sp each 2 lb each
2 gp 5 lb
Rations consist of dry foods suitable for extended
A backpack can hold one cubic foot or 30 pounds of travel, including jerky, dried fruit, hardtack, and nuts.
gear. You can also strap items, such as a bedroll or a
coil of rope, to the outside of a backpack.
Waterskin
2 sp 5 lb
Bedroll
A waterskin can hold up to 4 pints of liquid.
1 gp 7 lb
2 sp 1 lb 1 gp 10 lb
This tin box contains a cup and simple cutlery. The Rope, whether made of hemp or silk, has 2 hit points
box clamps together, and one side can be used as a and can be burst with a DC 17 Strength check.
cooking pan and the other as a plate or shallow bowl.
Tinderbox
5 sp 1 lb
Alchemist’s Supplies
Activity DC
Create a puff of thick smoke 10
Identify a poison 10
Identify a substance 15
Start a fire 15
Neutralize acid 20
Spells
Divine Smite
1st-level evocation
Spare the Dying Casting Time: free action that you take after landing a
necromancy cantrip melee weapon attack
Casting Time: action Range: melee
Range: Touch Components:
Components: Verbal, Somatic Duration: Instantaneous
Duration: Instantaneous When you hit a creature with a melee weapon attack,
You touch a living creature that has 0 hit points. The you can expend one spell slot to deal radiant damage
creature becomes stable. This spell has no effect on to the target, in addition to the weapon’s damage. The
undead or constructs. extra damage is 2d8. The damage increases by 1d8 if
the target is an undead or a fiend, to a maximum of
6d8.
Haste
3rd-level transmutation
Casting Time: bonus action Divine Smite (Against Fiends)
Range: 60 ft 1st-level abjuration
Components: Concentration, Verbal, Somatic Casting Time: free action that you take after landing a
Duration: up to 1 minute melee weapon attack
Choose a willing creature that you can see within Range: melee
range. Until the spell ends, the target’s speed is Components:
doubled, it gains a +2 bonus to AC, it has advantage Duration: Instantaneous
on Dexterity saving throws, and it gains an additional When you hit a creature with a melee weapon attack,
action on each of its turns. That action can be used you can expend one spell slot to deal radiant damage
only to take the Attack (one weapon attack only), to the target, in addition to the weapon’s damage. The
Dash, Disengage, Hide, or Use an Object action. extra damage is 3d8. The damage increases by 1d8 if
the target is an undead or a fiend, to a maximum of
When the spell ends, the target can’t move or take 6d8.
actions until after its next turn, as a wave of lethargy
sweeps over it.
Divine Smite
Spell Save DC:
Spell Attack Bonus:
Maximum prepared spells:
Divine Smite (Critical) Bless
1st-level evocation 1st-level enchantment
Casting Time: free action that you take after landing a Casting Time: action
melee weapon attack Range: 30 feet
Range: melee Components: Concentration, Verbal, Somatic, Material
Components: (a sprinkling of holy water)
Duration: Instantaneous Duration: Up to 1 minute
When you hit a creature with a melee weapon attack, You bless up to 3 creatures of your choice within
you can expend one spell slot to deal radiant damage range. Whenever a target makes an attack roll or a
to the target, in addition to the weapon’s damage. The saving throw before the spell ends, the target can roll
extra damage is 2d8. The damage increases by 1d8 if a d4 and add the number rolled to the attack roll or
the target is an undead or a fiend, to a maximum of saving throw.
6d8.
At Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, you can target one
additional creature for each slot level above 1st.
Divine Smite (Against Fiends, Critical)
1st-level abjuration
Casting Time: free action that you take after landing a
melee weapon attack
Range: melee
Components:
Duration: Instantaneous
When you hit a creature with a melee weapon attack,
you can expend one spell slot to deal radiant damage
to the target, in addition to the weapon’s damage. The
extra damage is 3d8. The damage increases by 1d8 if
the target is an undead or a fiend, to a maximum of
6d8.
Paladin Spells
Spell Save DC: 17
Spell casting ability: charisma
Spell casting ability modifier: 1
Spell Attack Bonus: 9
Maximum prepared spells: 5
Ceremony Command
1st-level abjuration (ritual) 1st-level enchantment
Casting Time: 1 hour Casting Time: action
Range: Touch Range: 60 feet
Components: Ritual, Verbal, Somatic, Material (25 gp Components: Verbal
worth of powdered silver, which the spell consumes) Duration: 1 round
Duration: Instantaneous You speak a one-word command to 1 creature(s) you
You perform a special religious ceremony that is can see within range. The target must succeed on a
infused with magic. When you cast the spell, choose DC 17 Wisdom saving throw or follow the command
one of the following rites, the target of which must be on its next turn. The spell has no effect if the target is
within 10 feet of you throughout the casting. undead, if it doesn’t understand your language, or if
your command is directly harmful to it.
Atonement. You touch one willing creature whose
alignment has changed, and you make a DC 20 Some typical commands and their effects follow. You
Wisdom (Insight) check. On a successful check, you might issue a command other than one described
restore the target to its original alignment. here. If you do so, the DM determines how the target
Bless Water. You touch one vial of water and cause it behaves. If the target can’t follow your command, the
to become holy water. spell ends.
Coming of Age. You touch one humanoid who is a
young adult. For the next 24 hours, whenever the Approach. The target moves toward you by the
target makes an ability check, it can roll a d4 and add shortest and most direct route, ending its turn if it
the number rolled to the ability check. A creature can moves within 5 feet of you.
benefit from this rite only once. Drop. The target drops whatever it is holding and then
Dedication. You touch one humanoid who wishes to ends its turn.
be dedicated to your god’s service. For the next 24 Flee. The target spends its turn moving away from you
hours, whenever the target makes a saving throw, it by the fastest available means.
can roll a d4 and add the number rolled to the save. A Grovel. The target falls prone and then ends its turn.
creature can benefit from this rite only once. Halt. The target doesn’t move and takes no actions. A
Funeral Rite. You touch one corpse, and for the next 7 flying creature stays aloft, provided that it is able to do
days, the target can’t become undead by any means so. If it must move to stay aloft, it flies the minimum
short of a wish spell. distance needed to remain in the air.
Wedding. You touch adult humanoids willing to be
bonded together in marriage. For the next 7 days, each At Higher Levels. When you cast this spell using a
target gains a +2 bonus to AC while they are within 30 spell slot of 2nd level or higher, you can affect one
feet of each other. A creature can benefit from this rite additional creature for each slot level above 1st. The
again only if widowed. creatures must be within 30 feet of each other when
you target them.
Oath of Vengeance Spells
Detect Magic
1st-level divination (ritual) Spell Save DC: 14
Casting Time: action Spell casting ability: charisma
Range: Self Spell casting ability modifier: 1
Components: Ritual, Concentration, Verbal, Somatic Spell Attack Bonus: 6
Duration: Up to 10 minutes Maximum prepared spells:
For the duration, you sense the presence of magic You gain oath spells at the paladin levels listed.
within 30 feet of you. If you sense magic in this way,
you can use your action to see a faint aura around any Oath of Vengeance
visible creature or object in the area that bears magic,
and you learn its school of magic, if any. Paladin Level Spell
3rd Bane, Hunter’s Mark
The spell can penetrate most barriers, but it is blocked
5th Misty Step, Hold Person
by 1 foot of stone, 1 inch of common metal, a thin
sheet of lead, or 3 feet of wood or dirt. 9th Haste, Protection from Energy
13th Banishment, Dimension Door
17th Hold Monster, Scrying