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Amir Dryke

5 Level (0/14000 XP for level-up) Haunted One Background Tiefling (Bloodline of Baalzebul) Race / Species / Heritage Neutral Evil Alignment
Blood Hunter (Order of the Mutant)
Level 5
Hit Dice: 5/5
1d10+1 Class 1

STR
16
+3
DEX
14
+2
CON
12
+1
INT
14
+2
WIS
10
+0
CHA
10
+0
32
Hit Points
+2
Initiative (DEX)
12
Armor Class (AC)
+3
Prof. Bonus
30/60
Speed (walk/run/fly)
10
Passive Perception
+6 Expertise Bonus
+3 Proficiency Bonus
+3 Strength
+5 Dexterity
+1 Constitution
+5 Intelligence
+0 Wisdom
+0 Charisma
saving throws
+2 Acrobatics DEX
+0 Animal Handling WIS
+5 Arcana INT
+3 Athletics STR
+0 Deception CHA
+2 History INT
+3 Insight WIS
+0 Intimidation CHA
+5 Investigation INT
skills
+0 Medicine WIS
+2 Nature INT
+0 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+5 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+6 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Blade of Duality +6 STR 1d10+3 Slashing
 Two-Handed
Blades of Duality +6 STR 1d6+3 Slashing
 One-Handed, Light
Attacks
  • Blood Curse of the Fallen Puppet
    When a creature you can see within 30 feet of you drops to 0 hit points, you can use your reaction to instill that creature with a final act of aggression. The creature immediately makes one weapon attack against a target of your choice within its range.

    Amplify. You can first cause the cursed creature to move up to half its speed, and you grant a bonus to its attack roll equal to your Hemocraft modifier (minimum of +1).

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

    Rite of the Frozen. Your rite damage is cold damage.
(1d6)

Mutagens: Gelid (You have resistance to cold damage and vulnerability to fire damage.), Sagacity (Your Intelligence score increases by 3, as does your maximum for that score. However, you have disadvantage on Charisma saving throws. Your Intelligence score and your maximum increase by 4 if you consume this mutagen at 11th level, and by 5 at 18th level.), Potency (Your Strength score increases by 3, as does your maximum for that score. However, you have disadvantage on Dexterity saving throws. Your Strength score and your maximum increase by 4 if you consume this mutagen at 11th level, and by 5 at 18th level.), Rapidity (Your speed increases by 10 feet. However, you have disadvantage on Intelligence checks. At 15th level, your speed increases by an additional 5 feet.)

Skill Expert

Features & Traits
  • Studded Leather

    Blade(s) of Duality

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

    Infernal, Celestial, and Elvish

Languages & Proficiencies
  • Cold
    Cunning
    Passive-Aggressive
    Intelligent
    Self-Critical
    Secretive

Personality Traits
  • One should have the option to be themselves.
    Abuse of the less fortunate is wrong.
    Family is not always tied to blood.
    Keep your thoughts and feelings to yourself so you don't get hurt.

Ideals
  • He has not spoken to his brother and sister since leaving home.
    He does not speak about his parents.

Bonds
  • Amir can come across as abraisive and harsh to those he speaks to.
    He may also come across as snobbish.
    Upon finding someone he cares for, he clings to that person. Sometimes to his own detriment.
    Very defensive about his appearance.
    His walls are high and thick, despite wanting people to truly get to know him.

Flaws
Amir was the middle child of the Dryke family, known for their wealth and pristine. He has one older brother and one younger sister. Upon his birth, his parents were horrified to see that their child displayed traits of a tiefling, showing the family's ugly truth.

Amir's parents attempted to try and hide the fact their son was a tiefling through any means necessary to preserve their image. If it was found out that they had earned their wealth through unsavory ways simply due to the appearance of their child, their reputation would be in shambles. To do this, they forced their son to live his life as a girl. Using long dresses to hide his tail, growing out his hair and putting it into extreme styles to obscure his horns, and contacts to make his eyes appear “normal”. He was regarded as the eldest daughter of the Dryke family. Further and more extreme measures were also taken to keep up with this appearance.

This mar on his own identity left Amir feeling lost and further trapped in his own body. Enough was enough.

Amir doesn’t speak about what happened that eventually caused him to partake in the Hunter’s Bane ritual. He hopes to leave it buried.

Already familiar with the act of harming his own flesh, the calling of a Blood Hunter was one that came naturally to him. His craft is far from perfected, as demonstrated by ragged scars and the darkening of the tips of his fingers as a result of the chill of his curses. But this doesn’t dissuade him from trying.

Despite his cold and closed off demeanor, he is desperate to make true connections with people, and for others to see him as he truly is. He wants to feel as if he is his own person again, not someone dictated by his parents iron fist. He yearns for friends. A family. To be seen.

Notes


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

To be greeted with stares and whispers, to suffer violence and insult on the street, to see mistrust and fear in every eye: this is the lot of the tiefting. And to twist the knife, tiefiings know that this is because a pact struck generations ago infused the essence of Asmodeus-overlord of the Nine Hells-into their bloodline. Their appearance and their nature are not their fault but the result of an ancient sin, for which they and their children and their children's children will always be held accountable.   Tiefiings are derived from human bloodlines, and in the broadest possible sense, they still look human. However, their infernal heritage has left a clear imprint on their appearance. Tiefiings have large horns that take any of a variety of shapes: some have curling horns like a ram, others have straight and tall horns like a gazelle's, and some spiral upward like an antelopes' horns. They have thick tails, four to five feet long, which lash or coil around their legs when they get upset or nervous. Their canine teeth are sharply pointed, and their eyes are solid colors-black, red, white, silver, or gold-with no visible sclera or pupil. Their skin tones cover the full range of human coloration, but also include various shades of red. Their hair, cascading down from behind their horns, is usually dark, from black or brown to dark red, blue, or purple.   The crumbling realm of Maladomini is ruled by Baalzebul, who excels at corrupting those whose minor sins can be transformed into acts of damnation. Tieflings linked to this archdevil can corrupt others both physically and psychically.
ability score increase: Your Charisma score increases by 2, and your Intelligence score increases by 1.
age: Tieflings mature at the same rate as humans but live a few years longer.
alignment: Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment.
Size: Medium
speed: Your base walking speed is 30 feet.
Languages: You can speak, read, and write Common and Infernal.
race features:
Darkvision. Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.   Hellish Resistance. You have resistance to fire damage.   Legacy of Maladomini. You know the thaumaturgy cantrip.   When you reach 3rd level, you can cast the ray of sickness spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest.   When you reach 5th level, you can cast the crown of madness spell once with this trait and regain the ability to do so when you finish a long rest.   Charisma is your spellcasting ability for these spells.

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