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Bloodhunter v1.5 The Void

The document outlines the character creation and abilities for the Blood Hunter class in a role-playing game, detailing their subclasses, traits, and features. It includes mechanics for damage, health, and special abilities such as Blood Maledict and Crimson Rite, as well as inventory management. Additionally, it provides guidelines for character background and progression through various levels and tiers.

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Pete Kijek
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0% found this document useful (0 votes)
113 views6 pages

Bloodhunter v1.5 The Void

The document outlines the character creation and abilities for the Blood Hunter class in a role-playing game, detailing their subclasses, traits, and features. It includes mechanics for damage, health, and special abilities such as Blood Maledict and Crimson Rite, as well as inventory management. Additionally, it provides guidelines for character background and progression through various levels and tiers.

Uploaded by

Pete Kijek
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

name pronouns

BLOOD HUNTER heritage Subclass


Blade & Blood
level

agility strength FINESSE Instinct presence knowledge

evasion armor Sprint Lift Control Perceive Charm Recall


Leap Smash Hide Sense Perform Analyze
Start at 9 Maneuver Grapple Tinker Navigate Deceive Comprehend

DAMAGE & HEALTH active weapons


Add your current level to your damage thresholds. PROFICIENCY

MINOR major severe PRIMARY


Damage Damage Damage
Mark 1 HP Mark 2 HP Mark 3 HP NAME TRAIT & RANGE DAMAGE DICE & TYPE

hp
FEATURE

STRESS

hope
secondary
Spend a Hope to use an experience or help an ally.

NAME TRAIT & RANGE DAMAGE DICE & TYPE

Blood Maledict. Spend 3 Hope to target a creature within Far range or


in a vision from your Grim Psychometry. Until you finish a rest, take FEATURE
Severe damage, or use this feature again, you have advantage on all
action rolls against the target.

experience
active armor

NAME BASE THRESHOLDS BASE SCORE

FEATURE

INVENTORY
gold

HANDFULS BAGS CHEST

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

NAME TRAIT & RANGE DAMAGE DICE & TYPE

FEATURE

The Void v1.5 | Terms at Daggerheart.com


BLOOD HUNTER As a blood hunter, you harness the power of hemocraft—that is, blood magic—
in your relentless pursuit of evil creatures.
Character guide

SUGGESTED TRAITS INVENTORY CHARACTER DESCRIPTION


+1 Instinct, 0 Presense, 0 Knowledge
TAKE: Choose one (or more) from each line,
Ghost Slayer / Mutant: +2 Agility, −1 Strength, a torch, 50 feet of rope, basic supplies, or write your own description.
+1 Finesse and a handful of gold Clothes that are: bloodstained, crimson,
Lycan: +1 Agility, +2 Strength, −1 Finesse distressed, patched, rune-patterned, snug, spiky
THEN CHOOSE BETWEEN:
SUGGESTED PRIMARY WEAPON a Minor Health Potion OR Eyes like: carnations, earth, endless ocean, fire,
Ghost Slayer / Mutant: Longsword (Agility Melee, a Minor Stamina Potion ivy, lilacs, night, seafoam, winter
d8 + 3 phy, Two-Handed) AND EITHER: Body that’s: broad, carved, curvy, lanky, rotund,
Lycan: Battleaxe (Strength Melee, d10 + 3 phy, Two- a steel needle OR short, stocky, tall, thin, tiny, toned
Handed) a vial holding a foe’s blood Skin the color of: ashes, clover, falling snow, fine
sand, obsidian, rose, sapphire, wisteria
SUGGESTED ARMOR
Attitude like: a stern mentor, a dashing vampire,
Leather (Thresholds 6/13, Score 3)
a starving wolf, a surgeon, a thundercloud, a
trapdoor spider

background questions connections


Answer any of the following background questions. Ask your fellow players one of the following questions for
You can also create your own questions. their character to answer, or create your own questions.
Are you descended from blood hunters, or are you the What have you heard about blood magic that makes you
first in your bloodline to practice hemocraft? afraid of me or concerned for my well-being?

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.

Tier 2: LEVELS 2–4 Tier 3: LEVELS 5–7 TIER 4: LEVELS 8–10


At level 5, gain an additional At level 8, gain an additional
At level 2, gain an additional
Experience at +2 and clear all marks Experience at +2 and clear all marks
Experience at +2 and gain a
on character traits. Then gain a on character traits. Then gain a
+1 bonus to your Proficiency.
+1 bonus to your Proficiency. +1 bonus to your Proficiency.

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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order of the mutant


order of the mutant
Mastery
Foundation
SPELLCAST TRAIT: AGILITY
SPELLCAST TRAIT: AGILITY order of the mutant
Mastered Mutagens. The trait bonus and penalty
Mutagens. You employ mutagenic toxins created to Specialization you get from your Mutagens feature changes to +2
enhance your abilities. When you finish a rest, you
SPELLCAST TRAIT: AGILITY and −2, respectively. When you choose a mutagen
can drink one such toxin to gain its effects, which
Improved Mutagens. When you choose a mutagen benefit, your options also include the following:
last until you finish your next rest. These effects
include a +1 bonus to one trait of your choice, a −1 benefit, your options also include the following: • Aetherblood. Within your line of sight, you can see
penalty to a different trait of your choice, and your • Nerves of Steel. Whenever you must mark a creatures and objects that are invisible, and visual
choice of one of the following benefits: Stress, you can spend 2 Hope instead. illusions appear transparent to you. If a creature
or an object within your line of sight has been
• Celerity. If you are Restrained or Vulnerable, you • Rapidity. Your Evasion increases by 1.
transformed by magic, you can see its true form.
can mark a Stress to end the condition on yourself. • Ironskin. Your Severe damage threshold increases
• Fury. When you make an attack roll, you can mark
• Durable. Your Armor Score increases by 2. by a number equal to your Proficiency.
a Stress to gain a bonus to the roll equal to your
• Hunter’s Senses. You have advantage on any Volatile Toxins. You can choose two mutagen Proficiency.
action roll you make to track a creature, and you benefits instead of one. If you do, mark a Hit Point • Steelflesh. Your Major damage threshold increases
can see in complete darkness. that can’t be cleared until you finish your next rest. by a number equal to your Proficiency.
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order of the lycan order of the lycan order of the lycan


Foundation Specialization Mastery
SPELLCAST TRAIT: STRENGTH SPELLCAST TRAIT: STRENGTH SPELLCAST TRAIT: STRENGTH
Werewolf. You gain the Werewolf Transformation Feral Hide. While in your Wolf Form, you gain a Master the Beast. When you are in your Wolf Form
card. Your rolls to perceive via hearing and scent bonus to your Damage Thresholds equal to your and would mark your last Stress, you can instead
have advantage. Tier. put one of your Domain cards from your Loadout
Control the Beast. While in your Wolf Form, you Lycan Regeneration. While in your Wolf Form with into your Vault; you can’t Recall that Domain card
can apply that form’s bonus die to your Agility and all your Hit Points marked, you can mark a Stress to until you finish a long rest.
Strength Action Rolls. clear a Hit Point. You can do this while unconscious. When you Frenzy from marking your last Stress
while in Wolf Form, you gain 2 Hope.

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1 1 1 0 1 1

blood DOMAIN
Spell Spell ability

Blood Spike LIFEblood TALISMAN power through pain


Make a Spellcast Roll against a target within Mark a Hit Point to conjure a talisman infused If you have at least one Hit Point marked, you gain a
Far range. On a success, mark a Stress to deal with your life essence. The talisman appears in bonus to your damage rolls. The bonus equals twice
d10 magic damage to the target using your your hand, and whoever carries the talisman gains your number of marked Hit Points.
Proficiency. On a success with Hope, the target its benefit: Whenever the talisman’s bearer marks
also marks a Stress. On a roll with Fear, mark a 2 or more Hit Points, they can spend a Hope to
Stress. reduce the number of Hit Points marked by 1.
The talisman disappears if you have no Hit Points
marked or you use this spell again.

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2 1 2 0 3 2

Spell Spell Spell

Brand of Castigation Vitality Manipulation blood puppet


When you deal damage to a creature, mark a Make a Spellcast Roll against a target within Very Make a Spellcast Roll against a creature (living
Stress to sear a red, magical mark on them. Close range. If you cast this on an ally, make the or dead) within Far range. On a success, spend
Until this mark disappears, you always know the roll with advantage. On a success, mark a Stress, a Hope to control the target by causing them to
direction of the marked creature relative to you, and choose one of the following effects: move, attack, or both. If you do both, you choose
and that creature marks a Stress each time it • The target grows calmer and clears a Stress. On a
the order. If you cause the creature to move,
deals damage to you or an ally of yours within Very success with Hope, they clear 2 Stress. they move to a location you choose that’s within
Close range of you. The mark disappears when you Close range of them. If you cause the creature to
• The target grows more anxious and marks a Stress.
use this spell again. On a success with Hope, they mark 2 Stress.
attack, make a Spellcast Roll against a target
within Melee range of them. On a success, deal d10
physical damage using your Proficiency.

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3 2 4 1 4 1

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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5 1 5 1 6 2

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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6 1 7 1 7 2

Spell Ability Spell

vital ward Blood-Touched Vampiric Strike


Mark a Hit Point to trace a circle of blood around While 4 or more of the domain cards in your When you make a successful attack roll against an
yourself at Very Close range. While in the circle, loadout are from the Blood domain, gain the adversary and cause them to mark 2 or more Hit
you have resistance to your choice of physical or following benefits: Points, you can spend a Hope to clear a Hit Point
magic damage (choose when you cast the spell). • When you take enough damage to mark 2 or more
or Stress.
Allies also gain this benefit while in the circle. The Hit Points, gain a Hope.
circle disappears if you move out of it, mark 2 or
• For every 3 Hit Points you have marked, gain a +1
more Hit Point, or cast this spell again. bonus to your Evasion.

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8 2 8 1 9 2

Spell ability Spell

life leash runic adrenaline bloodbath


Spend a Hope to allow yourself and a willing ally Your practice of blood magic has seeped into your Once per rest, spend a Hope to unleash waves of
within Far range to redistribute marked Hit Points bloodstream, enhancing your vitals in moments of blood around yourself. Make a single Spellcast
between the two of you. You then can’t target that urgency. When you roll with advantage, use a d8 Roll against each adversary within Close range.
ally again with Life Leash until you finish a rest. instead of a d6 as your advantage die if you have 1 On a success, a target marks a Hit Point and a
or more Hit Points marked. Stress. On a failure, a target marks a Stress.
After you make a Strength, an Agility, or a Finesse Each ally within Close range marks a Stress but
roll, you can mark a Hit Point to roll 1d8 and add it clears a Hit Point.
to the result.

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9 1 10 1 10 2

blood DOMAIN
Spell ability Spell

Glyph of Hemorrhaging Crimson Adamance SANGUINE FEAST


Make a Spellcast Roll against a creature within When you would mark your last Hit Point, spend a Make a Spellcast Roll against an adversary within
Far range. On a success, mark a Hit Point to sear Hope to mark a Stress instead. Close range. On a success, spend 2 Hope to mark
the target with a magical glyph that lasts until 1–3 Hit Points, and the target marks twice the
the GM spends 2 Fear to remove it or you take number of the Hit Points you marked. If this causes
Severe damage. Whenever the target marks any the target to mark their last Hit Point, you can
Hit Points while the glyph remains, you can mark a clear the Hit Points you marked to cast this spell.
Stress to make them mark an additional Hit Point.

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