Bloodhunter v1.5 The Void
Bloodhunter v1.5 The Void
hp
FEATURE
STRESS
hope
secondary
Spend a Hope to use an experience or help an ally.
experience
active armor
FEATURE
INVENTORY
gold
class feature
CRIMSON RITE
You can enchant your strikes with bloodthirsty power at the cost
of your vitality. Mark a Hit Point to enchant one of your active
weapons. Until you finish your next rest, that weapon deals physical
inventory weapon PRIMARY SECONDARY
or magic damage (choose when you use this feature) and an extra
1d6 damage when you hit with it. This extra damage increases to
2d6 at level 5 and 3d6 at level 8. NAME TRAIT & RANGE DAMAGE DICE & TYPE
GRIM PSYCHOMETRY
While inspecting a creature, a location, or an object within Very Close FEATURE
range, make a Spellcast Roll (12). On a success, mark a Stress to
have a vision of the most recent violence involving the target, and
until you finish a rest, you have advantage on any action roll to recall
lore about things in the vision. inventory weapon PRIMARY SECONDARY
FEATURE
Which blood relative taught you an important lesson, and how What act of bloodshed brought us together?
has that lesson kept you alive?
Who or what was your first kill? How does my determination to rid the Mortal Realms of
evildoers align with your beliefs?
Then work with the GM to generate two starting Experiences for your character.
Choose two options from the list below and Choose two options from the list below or any from Choose two options from the list below or any from
mark them. the previous tier and mark them. the previous tier and mark them.
Gain a +1 bonus to two unmarked character Gain a +1 bonus to two unmarked character Gain a +1 bonus to two unmarked character
traits and mark them. traits and mark them. traits and mark them.
Permanently gain one Hit Point slot. Permanently gain one Hit Point slot. Permanently gain one Hit Point slot.
Permanently gain one Stress slot. Permanently gain one Stress slot. Permanently gain one Stress slot.
Permanently gain a +1 bonus to two Permanently gain a +1 bonus to two Permanently gain a +1 bonus to two
Experiences. Experiences. Experiences.
Choose an additional domain card of your Choose an additional domain card of your Choose an additional domain card of your
level or lower from a domain you have level or lower from a domain you have level or lower from a domain you have
access to (up to level 4). access to (up to level 7). access to.
Permanently gain a +1 bonus to your Evasion. Permanently gain a +1 bonus to your Evasion. Permanently gain a +1 bonus to your Evasion.
Update your level and adjust your damage Take an upgraded subclass card. Then cross Take an upgraded subclass card. Then
thresholds accordingly. Take an additional domain out the multiclass option for this tier. cross out the multiclass option for this tier.
card of your level or lower from a domain you Increase your Proficiency by +1. Increase your Proficiency by +1.
have access to.
Multiclass: Choose an additional class for Multiclass: Choose an additional class for
your character, then cross out an unused your character, then cross out an unused
“Take an upgraded subclass card” and the “Take an upgraded subclass card” and the
other multiclass option on this sheet. other multiclass option on this sheet.
Update your level and adjust your damage Update your level and adjust your damage
thresholds accordingly. Take an additional domain thresholds accordingly. Take an additional domain
card of your level or lower from a domain you card of your level or lower from a domain you
have access to. have access to.
The Void v1.5 | Terms at Daggerheart.com
blood hunter SUBLASS
Order of the Ghost Slayer Order of the Ghost Slayer Order of the Ghost Slayer
Foundation Specialization Mastery
SPELLCAST TRAIT: AGILITY SPELLCAST TRAIT: AGILITY SPELLCAST TRAIT: AGILITY
Chasing Death. While you have 1–3 unmarked Hit Veilwalker. You can briefly slip into the realm Spectral Form. You have another death move
Points, you can use your Crimson Rite feature between the living and the dead. Spend 2 Hope to option: Spectral Form. When you choose this
without paying the Hit Point cost. If you have only 1 disappear and then reappear next to a creature or option, you clear a Hit Point, your body becomes
unmarked Hit Point, you roll d8s instead of d6s for a corpse within Far range. You then have advantage spectral, you have resistance to physical damage,
the extra damage of your Crimson Rite. on the next attack roll you make in this scene. and you can pass through objects. This form ends
Shadowed Grit. When the GM gains a Fear from a if you clear any more Hit Points. It also ends if you
Duality Dice roll, you can mark a Stress to gain a mark your last Hit Point, which forces you to take a
Hope. different death move. You’re shunted to the nearest
open space if you’re inside an object when the form
ends.
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blood DOMAIN
Spell Spell ability
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Spell
Spell Spell
grisly harpoon
burning blood You launch a harpoon of blood at a location weave the flesh
Make a Spellcast Roll (12). On a success, mark or creature within Far range. If the target is a Once per rest, mark a Hit Point to allow each ally
a Hit Point as you conjure a bead of blood, which location, make a Spellcast Roll (13). On a success, within Close range to clear a Hit Point or a Stress.
you lob at a point within Far range. A wave of heat mark a Stress to pull yourself to a position within You can mark a Stress to allow those allies to
fills the area within Very Close range of that point, Melee range of it. clear one of each.
igniting the internal vitals of those caught within. If the target is a creature, make a Spellcast Roll
Each target within the area marks 1 Hit Point. On against it. On a success, mark a Stress to deal
a success with Hope, each target within the area 3d8 magic damage to the target. You then pull
instead marks 2 Hit Points. the target straight toward yourself or pull yourself
straight toward the target, ending within Melee
range of each other.
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blood DOMAIN
Spell
Spell Spell
MUTUAL SUFFERING
When an attack from a creature causes you to parasite of the will blood bind
mark one or more Hit Points, you can make a Make a Spellcast Roll against a creature within Make a Spellcast Roll against a target within Far
Reaction Roll using your Spellcast trait against Very Far range. On a success, mark a Hit Point to range. On a success, mark a Stress as you slow
the creature. On a success, the creature marks conjure a tiny magical bloodworm that burrows the target’s vitality. The target is temporarily
the same number of Hit Points as you did, and you into the target. On a success with Hope, the target Restrained and temporarily Vulnerable. Each time
can’t use this spell again until you finish a rest. isn’t aware of the worm within. the target is spotlighted while either of these
You have advantage on any Presence roll against conditions persists on them, the target takes d10
the target, and whenever they make a roll, you can magic damage using your Proficiency. The spell
spend a Hope to give the roll disadvantage. You ends early on the target if you use it again.
can destroy the bloodworm to cause the target to
mark a Hit Point.
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blood DOMAIN
Spell ability Spell
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