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Corwyn

27 Level (0/565000 XP for level-up) Background Dhampire Race / Species / Heritage Alignment
Monk
Level 17
Hit Dice: 17/17
1d8+3 Class 1
Blood Hunter
Level 7
Hit Dice: 7/7
1d10+3 Class 2
Rogue
Level 3
Hit Dice: 3/3
1d8+3 Class 3

STR
14
+2
DEX
20
+5
CON
16
+3
INT
12
+1
WIS
20
+5
CHA
12
+1
267
Hit Points
+5
Initiative (DEX)
21
Armor Class (AC)
+8
Prof. Bonus
65
Speed (walk/run/fly)
15
Passive Perception
+16 Expertise Bonus
+8 Proficiency Bonus
+10 Strength
+13 Dexterity
+11 Constitution
+9 Intelligence
+13 Wisdom
+9 Charisma
saving throws
+13 Acrobatics DEX
+13 Animal Handling WIS
+1 Arcana INT
+2 Athletics STR
+1 Deception CHA
+9 History INT
+13 Insight WIS
+1 Intimidation CHA
+1 Investigation INT
skills
+5 Medicine WIS
+1 Nature INT
+21 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
+1 Religion INT
+5 Sleight of Hand DEX
+21 Stealth DEX
+13 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.09, made by Tillerz - Updated: 2025-10-07
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

The statblocks of your Weapons, armor and other important/magical equipment

DnD 5e DMG

Bracers of Defense

Wondrous Item

Rare Requires Attunement

While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.


World of Aloth

Sawtooth

Weapon

Very Rare Requires Attunement

Finesse, Light, Magical

This shortsword is made from an ironwood handle with a heavy full guard, a sharp pommel and a long, vicious dark steel blade with saw-like teeth on one side. The blade is not elegant, but strong and well made.

Bloody Advantage. You have advantage on attack rolls against creatures which are suffering from any bleeding effects.

Bloody Crits. The number you need to roll a Critical Hit while attacking with this weapon is reduced by 1 (This ability can stack). Additionally, you deal an additional 1d6 piercing damage on a critical hit and if the target has blood, it begins to bleed. A bleeding creature loses 5 (2d4) hit points at the start of each of its turns due to bleeding. Any creature can take an action to stanch the wound with a successful Wisdom (Medicine) check with a DC equal to your attack modifier with Sawtooth. The wound also closes if the target receives magical healing.

Greater Sneak Attack. When you deal damage with Sneak Attack, you deal an additional 2d6 damage.

Type Damage Damage Range
Simple Melee 1d6 Piercing

Cost: 20 000gp

World of Aloth

Crimson Harvest

Weapon

Very Rare Requires Attunement

Light, Magical

Crimson Harvest is a grim weapon which is jagged and cruel in its design. It is well used and the blood of its many victims still stains the blade of the weapon.

You have a +1 bonus to attack and damage rolls made with this magic weapon.

When you roll an 18, 19 or 20 on your attack roll with Crimson Harvest, you score a critical hit. Additionally, Crimson Harvest deals an additional 2d6 damage on a critical hit.

Crimson Harvester: When you reduce a creature to 0 hit points with Crimson Harvest, you regain a number of hit points equal to their maximum number of Hit Dice.

Shared Pain: At the start of your turn you can decide to cut yourself with Crimson Harvest and take 2d6 necrotic damage, which can not be reduced in any way. Until the start of your next turn, all your attacks with Crimson Harvest deal two additional weapon dice with Crimson Harvest.

Type Damage Damage Range
Simple Melee 1d4+1 Slashing

Cost: 15 000gp
Weight: 1.5lb

World of Aloth

The Scarlet Scourge

Weapon

Legendary Requires attunement by a blood hunter

Finesse, Magical, Reach

This whip is made from the spine of a slain vampire and later forged into a viscous weapon by the venthir Aurhak. The weapon drains its victims to sustain its wielder.

You have a +1 bonus to attack and damage rolls made with this magic weapon. This bonus increases to +3 when you have five charges in the whip.

Sustained by Blood: When you activate your crimson with the Scarlet Scourge, you take two additional dice worth of damage, and your hit point maximum is reduced by an amount equal to the number of hit points lost to your crimson rite. The reduction lasts until you finish a short or long rest. You gain an additional hemocraft die on your attacks while crimson rite is active.

Crimson Drain. When you hit a creature with this weapon, you can choose to expend one charge to siphon some of the creature’s health. When you do so, you deal an additional 3d6 necrotic damage to the target, and you regain hit points equal to the damage dealt. The whip can hold up to five charges and you regain one charge per long rest or whenever you kill a creature with the whip.

Crimson Storm. You expand five charges to whip up a storm of crimson around you. When you do so, you deal an additional 1d6 necrotic damage on all your attack rolls, and you regain hit points equal to the necrotic damage dealt. Your AC increases by 2 and each creature that hits you with a melee attack suffers 2d6 slashing damage. This effect lasts for 1 minute or until you become incapacitated or is reduced to 0 hit points, and you can not recharge any charges until you finish a long rest.

Type Damage Damage Range
Martial Melee 1d4+1 Slashing

Cost: 50 000 gp
Weight: 5,5lbs

World of Aloth

Gauntlet of the Stormcaller

Wondrous Item

Very Rare Requires Attunement

The Gauntlet of the Stormcaller or also known as Stormfist is a magical gauntlet imbued with the powers of a hundred storms. It is said the crystal that channels the lighting was once the heart of the great lighting elemental Ralaz’zt but when he was defeated his power was channeled into the Stormfist.

Electrified Steel: The gauntlet grants +1 to any unarmed attacks, this increases to +3 while in a thunderstorm.

Lighting Rod: You can use your reaction whenever you are targeted or forced to make a saving throw against a magical effect that deals lightning damage to harness and siphon some of the lightning. Your next weapon or unarmed melee attack deals extra lightning damage equal to half the original damage roll. This ability recharges after 24 hours has passed.

Channel the Storm: While attuned the user can cast the shocking grasp cantrip at will using their strenght score.
The weapon also stores 9 charges that can be used to cast the following spells:
1 Charge: Thunderwave
3 Charges: Call lightning
9 charges: Chain Lighting
The DC of the spells cast with the gauntlet is 17. The weapon recharges 1d3 charges on a long rest or all charges during a thunderstorm.

Cost: 7500 GP
Weight: 4lb

World of Aloth

Stormrider Boots

Wondrous Item

Rare Requires Attunement

These boots are made from a blueish metal with the symbol of Kord (a fist grabbing a lightning bolt) scorched into them.

The boots can be activated as part of the wielder’s movement. When activated the wielder’s speed becomes 90 and they can fly until the end of their turn, any attacks of opportunity made against the wielder has disadvantage, and any creatures that you move within 5 off instantly takes 2d8 lightning damage. At the end of the wielders turn the boots return to normal and can not be used in this way until next dawn.

Cost: 4200gp
Weight: 5lb

World of Aloth

Bracelet of Branding

Wondrous Item

Rare Requires Attunement

This cold iron bracelet is still stained with blood from its first wearer. The metal is bent in places and it has spikes going inward into the wearer's arm to empower their crimson powers.

The bracelet can be attuned to and unattuned to as an action. When you attune or unattune to it you lose a number of hit points equal to two rolls of your hemocraft die.

A creature you brand with your brand of castigation becomes cursed for 1 minute or until it is no longer branded. While cursed the creature has disadvantage on all attack rolls that aren't against you, and when the creature hits a creature other than you with an attack, that creature takes psychic damage equal to your wisdom modifier.

Cost: 2000gp

World of Aloth

Helm of Eternal Requiem

Wondrous Item

Very Rare Requires attunement by a creature with proficiency with medium armour

The Helm of Eternal Requiem is a black metal helmet with two dark horns protruding from it. It is made from a dark obsidian-like metal which is engraved with swirlings symbols in the metal itself making it hard to focus on. On the helmet’s forehead is also a red gem which is ever pulsating.

You have a +1 bonus to AC while wearing this helmet.

Command the Horde. Once per day, you can as an action attempt to command any undeads within 30 feet of you. Each undead creature within the area must succeed on a Wisdom Saving Throw with a DC equal to 8 + your Charisma modifier + your proficiency bonus. On a failed save the creatures become charmed by you and follow your command for 1 minute as if they were under the Dominate Monster spell. A creature immune to being charmed can not be commanded and you can only command creatures who’s CR or level is lower or equal to your proficiency bonus.

Intimidating. While wearing the helmet, you have advantage on Charisma (Intimidation) and Strength (Intimidation) checks.

Soul Leech. When you hit a creature with a melee weapon attack, you can choose to make the attack a Soul Leech attack. When doing so the creature must make a DC 19 Charisma saving throw. On a failed save, a creature takes 8d8+8 necrotic damage and has its hit point maximum reduced by an amount equal to the necrotic damage taken. On a successful save, the creature takes half the damage and does not have its hit point maximum reduced. You then gain an amount of temporary hit points equal to the necrotic damage dealt. Necrotic damage dealt by this attack ignores resistance and treats immunity as resistance. If the attack deals necrotic damage which does not come from Soul Leech, that necrotic damage gains the properties of Soul Leech and adds to the amount of temporary hit points you gain. You can use this ability twice per long rest.

Cost: 25 000gp
Weight: 2lb

World of Aloth

Siren's Glaive

Weapon

Legendary Requires attunement by a creature with a Strength and Dexterity score of 16 or higher

Finesse, Magical, Reach, Two-Handed

The Siren’s Glaive is a powerful and magical glaive made by Derris Skaerner. It is beautiful and made from dark steel with crimson decorations. The pommel of the glaive is imbued with a big and beautiful star-ruby. The weapon was later covered in Sterralite which gave it greater power against fiends and undead.

The Siren’s Glaive is silvered with sterralite, the weapon deals an additional 1d8 radiant damage against fiends and undead, and the weapon counts as silver for overcoming resistance and exploiting weaknesses.

Balanced Blade. The Siren’s Glaive harnesses both strength and speed when wielded. If you are using Strength for your attacks you can add half your Dexterity bonus (rounded up) to each attack roll you make and if you are using Dexterity for your attack you can add half your Strength bonus (rounded up) to each damage roll you make. Additionally, if you are not wearing armor or wielding a shield you can add half your proficiency bonus (rounded up) to your AC.

Swift Like the Wind. When you take the attack action on your turn while wielding the Siren’s Glaive you can make an additional attack.

Type Damage Damage Range
Martial Melee 1d10+2 Slashing

Cost: 60 000 gp
Weight: 4lb

Increased Muscle

Venthir Further Mutation

Your muscles grow and harden. Your Strength score increases by 2, and when you hit a creature with a Strength based weapon attack, you can add twice your Strength score to the damage dealt. You can use this feature a number of times equal to your proficiency bonus per long rest.
 

The statblocks of your class features

Scar of the Far Realm

Through your exposure to He Who Waits, you have gained a permanent and incurable sense of dread whenever you are reminded of what lies beyond the common planes of existence. Whenever you are exposed to visions or events relating to the far realm, you must succeed on a DC 15 Wisdom saving throw or become Shaken for 1 minute. Even if you are immune to being Frightened, you are not immune to being Shaken in this way.

Natural Shifter

Venthir Further Mutation

As an action, you can transform your appearance or revert to your natural form. You can’t duplicate the appearance of a creature you’ve never seen, and you revert to your natural form if you die. You decide what you look like, including your height, weight, facial features, the sound of your voice, coloration, hair length, sex, and any other distinguishing characteristics. You can make yourself appear as a member of another race, though none of your game statistics change. You also can’t appear as a creature of a different size than you, and your basic shape stays the same; if you’re bipedal, you can’t use this trait to become quadrupedal, for instance. Your clothing and other equipment don’t change in appearance, size, or shape to match your new form, requiring you to keep a few extra outfits on hand to make the most compelling disguise possible. Even to the most astute observers, your ruse is usually indiscernible. If you rouse suspicion, or if a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection. This ability also reduces the saving throw for further mutation by 2.
 

Greater Charisma

Venthir Further Mutation

You gain an innate boost to your charisma. Your Charisma score is increased by 2. You also gain proficiency in one Charisma based skill of your choice.
 

Reactive

Venthir Further Mutation

You gain a +5 bonus to any Initiative check.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

KennyPanda.

Statblock Type

Character Sheet (2020)

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