Karoz's Character Sheet: Difference between revisions
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(Created page with "{{statsbox|Karoz.jpg|1|Thri-Kreen|Bloodhunter 1 (eventually into Ghost Slayer)|exoskeleton and shield|crossbow, scimitar, daggers|Thri-kreen wildspace}} Karoz ==Backgrou...") |
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==Gear== | ==Gear== | ||
tbd | (taking free start gear, background gear tbd) | ||
if possible depending on background money and chance to sell un-needed armor, also purchase scimitar, daggers, more bolts | |||
===Armor=== | ===Armor=== | ||
*shield | *shield | ||
*studded leather (never worn, sell asap) | |||
===Weapons=== | ===Weapons=== | ||
====Melee Weapons==== | ====Melee Weapons==== | ||
====Ranged Weapons==== | ====Ranged Weapons==== | ||
*hand | *hand crossbow | ||
*light crossbow | |||
===Inventory of items=== | ===Inventory of items=== | ||
*Alchemist's Supplies | |||
*explorer's pack |
Revision as of 03:41, 10 August 2022
Level | 1 |
Race | Thri-Kreen |
Class | Bloodhunter 1 (eventually into Ghost Slayer) |
Armor | exoskeleton and shield |
Weapon(s) | crossbow, scimitar, daggers |
Hometown | Thri-kreen wildspace |
Background: some sort of survivor or wildspace background
Skills
Perception, Stealth
Feature
Traits
Ideals
Bonds
Flaws
Extended Class Background
Attributes
|
Secondary Attributes
|
Skills & Abilities
|
Languages
Class and Background AbilitiesRace Abilities
Class Abilities
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Hemocraft(save DC 13 (8 + PROF + WIS), hemocraft die = 1d4)
- Blood Maledict (1 known, 1 use per short or long rest): While invoking a blood curse, but before it affects the target, you can choose to amplify the curse by taking necrotic damage equal to one roll of your hemocraft die. This damage can't be reduced in any way. An amplified curse gains an additional effect, noted in the curse's description. Creatures that do not have blood are immune to blood curses unless you have amplified the curse.
- Blood Curse of Binding: As a bonus action, you attempt to bind a Large or smaller creature you can see within 30 feet of you, which must make a Strength saving throw. On a failure, the cursed creature's speed is reduced to 0 and it can't use reactions until the end of your next turn.
- Amplify: This curse lasts for 1 minute and can affect any creature regardless of size. The cursed creature can repeat the saving throw at the end of each of its turns, ending the curse on itself on a success.
- Blood Curse of Binding: As a bonus action, you attempt to bind a Large or smaller creature you can see within 30 feet of you, which must make a Strength saving throw. On a failure, the cursed creature's speed is reduced to 0 and it can't use reactions until the end of your next turn.
Gear
(taking free start gear, background gear tbd) if possible depending on background money and chance to sell un-needed armor, also purchase scimitar, daggers, more bolts
Armor
- shield
- studded leather (never worn, sell asap)
Weapons
Melee Weapons
Ranged Weapons
- hand crossbow
- light crossbow
Inventory of items
- Alchemist's Supplies
- explorer's pack