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Camilla Lockwood

1 Level (0/300 XP for level-up) Eiloheim (Spring) Background Wolf Zoanthrope Race / Species / Heritage CN Alignment
Blood Hunter
Level 1
Hit Dice: 1/1
1d10+3 Class 1

STR
16
+3
DEX
12
+1
CON
16
+3
INT
9
-1
WIS
12
+1
CHA
10
+0
12
Hit Points
+1
Initiative (DEX)
14
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
11
Passive Perception
+4 Expertise Bonus
+2 Proficiency Bonus
+3 Strength
+3 Dexterity
+3 Constitution
+1 Intelligence
+1 Wisdom
+0 Charisma
saving throws
+1 Acrobatics DEX
+1 Animal Handling WIS
-1 Arcana INT
+5 Athletics STR
+0 Deception CHA
-1 History INT
+3 Insight WIS
+0 Intimidation CHA
+1 Investigation INT
skills
+1 Medicine WIS
-1 Nature INT
+1 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
-1 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Fist +5 STR 1d8+3
Attacks
Wolf Zoan
Artemis's Blessing
Your wolf familiar can be used in combat and can equip one Short Sword or Dagger you have. You may have them use magic short sword or dagger you're attuned to. The Familiar is counted as a normal wolf and have bonus max hp based on your prophecy mod and, double your current level.


Acidic Blood
Your unarmed, familiar, or weapon attacks adds 1d4 Acid damage. Whenever you critically hit with a weapon attack the creature must make a constitution save dc (8+Dex Mod+Prof) if the creature fails they lose AC based on your d4 roll till the end of your next turn.

Sharper Sight
You have Blind sense up to 60 ft and your perception checks are done at advantage when hunting a creature or, in the woodland areas.

Voracity Half Moon (Level 3 Only)
As an action your wolf familiar or, you if transformed by the full moon, move up to your movement in a straight line while spinning, without provoking opportunity attacks, while striking each hostile creature in a 15-foot radius of its path. Each creature in that area must then make a DC (8+Dex Mod+Prof) constitution saving throw, taking Xd6 slashing and Xd4 acid damage on a failed save, and half as much damage on a successful one. X is your prof mod. You gain double movement for 3 rounds after doing this. You may do this once per long rest.
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Faction Bonus
Asuran Howl
You scream/howl to the moon as your scars or runes begin to glow making it that your critical modifiers is reduced by 1 for one Minute. You may do this twice per long rest.


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)


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.

Known Blood Curses:
Blood Curse of Binding
As a bonus action, you attempt to bind a Large or smaller creature you can see within 30 feet of you, which must make a Strength saving throw. On a failure, the cursed creature’s speed is reduced to 0 and it can’t use reactions until the end of your next turn.

Amplify. This curse lasts for 1 minute and can affect any creature regardless of size. The cursed creature can repeat the saving throw at the end of each of its turns, ending the curse on itself on a success.

Features & Traits
Shortsword
Hand Crossbow
Scale Mail Armor
Explorer's pack
Alchemist's supplies

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: Alchemist's supplies
Saving Throws: Dexterity, Intelligence
Skills: Athletics(c), Insight(c), Investigation(c), Survival (o).

Languages & Proficiencies


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