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Castiel Seamus Cross

6 Level (6500/23000 XP for level-up) Entertainer Background Variant Human Race / Species / Heritage Chaotic Good Alignment
Blood Hunter
Level 6
Hit Dice: 6/6
1d10+2 Class 1

STR
12
+1
DEX
16
+3
CON
14
+2
INT
18
+4
WIS
13
+1
CHA
15
+2
52
Hit Points
+3
Initiative (DEX)
16
Armor Class (AC)
+3
Prof. Bonus
30/60
Speed (walk/run/fly)
11
Passive Perception
1 / 2
Blood Maledict
1 / 1
Brand of Castigation
Spellcasting ...
+7 Attack mod
INT Ability
+4 Abi Mod
15 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+1 Strength
+6 Dexterity
+2 Constitution
+7 Intelligence
+1 Wisdom
+2 Charisma
saving throws
+6 Acrobatics DEX
+1 Animal Handling WIS
+7 Arcana INT
+1 Athletics STR
+2 Deception CHA
+4 History INT
+1 Insight WIS
+2 Intimidation CHA
+7 Investigation INT
skills
+1 Medicine WIS
+4 Nature INT
+1 Perception WIS
+5 Performance CHA
+2 Persuasion CHA
+4 Religion INT
+6 Sleight of Hand DEX
+3 Stealth DEX
+4 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Crossbow, hand +4 STR 1d6+1 Piercing
 Ammunition, Range, Light, Loading
Shortsword +6 DEX 1d6+3 Piercing
 Finesse, Light
Shortsword +6 DEX 1d6+3 Piercing
 Finesse, Light
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #

Level 1 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Hunter’s Bane
You have advantage on Wisdom (Survival) checks to track fey, fiends, or undead, and you have advantage on Intelligence ability checks to recall information about them.

Hemocraft Modifier: Intelligence
Your Hemocraft DC is 15.

Blood Maledict (1d6 Hemocraft die)
You can invoke a blood curse a number of times per short rest based on your level. Before it affects the target, you can choose to amplify the curse. An amplified curse gains an additional effect noted in the curse's description. Amplifying a curse causes you to take 1d6 points of necrotic damage that cannot be reduced in any way. Creatures that don't have blood in their bodies are immune to blood curses, unless the curse has been amplified.

Blood Curses
Your chosen Blood Curses for use with the Blood Maledict feature.

  • Blood Curse of Binding: As a bonus action, you attempt to bind a Large or smaller creature that you can see within 30 ft. of you. It must succeed on a STR Saving Throw (DC 15) or the cursed creature’s speed reduced to 0 and it cannot take reactions until the end of your next turn.

  • Amplify. The curse lasts for 1 minute and affects creatures of any size. The cursed creature can repeat the saving throw at the end of each of its turns to end the curse.
  • Blood Curse of Exposure: When a creature you see within 30 ft. of you takes damage from an attack or spell, you can use a reaction to remove any damage resistances dealt by the triggering attack/spell (including the triggering effect). This lasts until the end of the target's next turn.

  • Amplify. The target loses any damage immunities dealt by the triggering attack or spell instead but has resistances to those damage types until the end of its next turn.

Fighting Style
You adopt a fighting style specialty.

    Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.


Crimson Rite (1d6 Hemocraft die)
As a bonus action, you can activate any rite you know on a weapon you're holding. A weapon can only hold one active rite at a time. When activated, you take 1d6 necrotic damage which can't be reduced in any way. While your rite is in effect, attacks made with this weapon are magical and you deal an additional 1d6 damage of the type determined by the chosen rite. The rite’s effect lasts until you finish a short/long rest and other creatures cannot gain the benefit of your rite.

    Rite of the Flame: The extra damage dealt by your rite is fire damage.

Blood Hunter Order
Order of the Profane Soul (INT)

Otherworldly Patron
You strike a bargain with an otherworldly being of your choice.

    The Hexblade: You have chosen the Hexblade as your otherworldly patron.


Pact Magic
You can cast known warlock spells using INT as your spellcasting modifier (Spell DC 15, Spell Attack +7). All of your spell slots are of the same level.

Rite Focus
While you have an active Crimson Rite, you can use your weapon as a spellcasting focus.

    The Hexblade: Whenever you target a creature with a blood curse, your next attack against the cursed creature deals an additional +3 damage.



Extra Attack
Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Brand of Castigation
Once per short/long rest, whenever you damage a creature with a weapon that has an active rite, you can sear an arcane brand into that creature. Your brand has the following effects:

  • You always know the direction to the branded creature as long as it’s on the same plane as you.

  • Each time the branded creature deals damage to you or another creature you can see within 5 ft. of you, the branded creature takes 4 psychic damage.


Your brand lasts until you dismiss it or until you apply a brand to another creature. Your brand can be dispelled with dispel magic and is treated as a level 3 spell.

Features & Traits
Studded Leather, Crossbow hand, Shortsword, Shortsword, Backpack, Case Crossbow Bolt, Chest, Rations (1 day), Alchemist's Supplies, Lute, Book, Bedroll, Candle, Clothes Costume, Rations (1 day), Waterskin, Disguise Kit, Crossbow Bolts, Crowbar, Hammer, Holy Water (flask), Manacles, Mirror Steel, Oil (flask), Tinderbox, Torch, Holy Symbol

Equipment Copper: 2, Silver: 2, Electrum: 0, Gold: 16, Platinum: 0 Money
Common, Infernal, Mordentish

Languages & Proficiencies
I enjoy talking to strangers and swapping stories.
I do my best to lift peoples' spirits.

Personality Traits
Change. You only have the one life, so we must live it fully! Community. We have to take care of each other, because no one survives alone.

Ideals
I would do anything for my fellow hunters.

Bonds
Sometimes I get flashes of a place I haven't been, and it's disorienting.

People describe me as unrelenting, and I don't see how that's a problem.

Flaws


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

The statblocks of your class features

Statblocks for your familiars, mounts etc.

SRD

Mastiff CR: 1/8 (25 XP)

Medium beast, any
Armor Class: 12
Hit Points: 3-6-10 1d8+2
Speed: 40 ft

STR

13 +1

DEX

14 +2

CON

12 +1

INT

3 -4

WIS

12 +1

CHA

7 -2

Skills: Perception +3
Challenge Rating: 1/8 (25 XP)

Keen Hearing and Smell The mastiff has Advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft, one target. Hit: 2-4-7 1d6+1 Piercing damage. If the target is a creature, it must succeed on a DC 11 Strength Save or be knocked Prone.

Warhorse CR: 1/2 (100xp)

Large beast, unaligned
Armor Class: 12
Evasion Class 11
Armor Reduction -2
Hit Points: 19 3d10+3
Moral 8 2d6
Speed: 60 ft

STR

18 +4

DEX

12 +1

CON

13 +1

INT

2 -4

WIS

12 +1

CHA

7 -2

Senses: passive perception 11
Challenge Rating: 1/2 (100xp)

Trampling Charge. If the horse moves at least 20 ft. straight toward a creature and then hits it with a hooves Attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another Attack with its hooves against it as a Bonus Action.
Mounting. Once during your move, you can mount this creature as long as it is within 5 feet of you or you may dismount if you are already mounted. Doing so costs an amount of movement equal to half your speed. For example, if your speed is 30 feet, you must spend 15 feet of movement to mount a horse. Therefore, you can’t mount it if you don’t have 15 feet of movement left or if your speed is 0. If an effect moves your mount against its will while you’re on it, you must succeed on a DC 10 Dexterity saving throw or fall off the mount, landing prone in a space within 5 feet of it. If you’re knocked prone while mounted, you must make the same saving throw. If your mount is knocked prone, you can use your reaction to dismount it as it falls and land on your feet. Otherwise, you are dismounted and fall prone in a space within 5 feet it.
While you’re mounted, you have two options. You can either control the mount or allow it to act independently. The initiative of a controlled mount changes to match yours when you mount it. It moves as you direct it, and a controlled mount can move and act even on the turn that you mount it. If the mount provokes an opportunity attack while you’re on it, the attacker can target you or the mount.
When mounting a mount, you occupy the center-most space in the creature’s space. if the center of the creature’s space is an intersection, you occupy all spaces which touch that intersection. This means that a human on a horse occupies the mount’s entire space.

Actions

Hooves. Melee Weapon Attack: 1d20+6 to hit, reach 5 ft., one target. Hit: 2d6+4 bludgeoning damage.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

SRD

Green-flame Blade

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: self (5 foot radius)
Components: SM
Materials: a melee weapon worth at least 1 sp
Duration: instantaneous
You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.
At higher levels: This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level ( 2d8 and 2d8 ) and 17th level ( 3d8 and 3d8 ).
Available for: Artificer, Sorcerer, Warlock, Wizard

Player's Handbook p267

Prestidigitation

0-level (Cantrip) Transmutation

Casting Time: 1 Action
Range/Area: 10ft
Components: V, S
Duration: 1 Hour

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

  • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
  • You instantaneously light or snuff out a candle, a torch, or a small campfire.
  • You instantaneously clean or soil an object no larger than 1 cubic foot.
  • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
  • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
  • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Available for: Bard, Sorcerer, Warlock, Wizard, Artificer

Level 1 Spells

Player's Handbook

Armor of Agathys

1-level Abjuration

Casting Time: 1 action
Range/Area: Self
Components: V, S
Materials: a cup of water
Duration: 1 hour
A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot level above 1st.
Available for: Warlock

SRD

Hex

1-level Enchantment

Casting Time: 1 bonus action
Range/Area: 90 feet
Components: VSM
Materials: A petrified eye of a newt, or focus
Duration: Concentration, up to 1 hour
You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature. A remove curse cast on the target ends this spell early.
At higher levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your Concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your conce⁠ntration on the spell for up to 24 hours.
Available for: Warlock

SRD

Protection from Evil and Good

1-level Abjuration

Casting Time: 1 action
Range/Area: touch
Components: VSM
Materials: Holy water, or powdered silver and iron, which the spell consumes, or focus
Duration: Concentration, up to 10 minutes
Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can’t be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
Available for: Cleric, Druid, Paladin, Warlock, Wizard

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