Karoz's Character Sheet: Difference between revisions
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{{statsbox|Karoz.jpg| | {{statsbox|Karoz.jpg|2|Thri-Kreen|Bloodhunter 2 (eventually into Ghost Slayer)|exoskeleton and shield|crossbow, rapier, scimitar, daggers|Thri-kreen wildspace}} | ||
[[Karoz]] | [[Karoz]] |
Revision as of 03:39, 4 September 2022
Level | 2 |
Race | Thri-Kreen |
Class | Bloodhunter 2 (eventually into Ghost Slayer) |
Armor | exoskeleton and shield |
Weapon(s) | crossbow, rapier, scimitar, daggers |
Hometown | Thri-kreen wildspace |
Background: wildspacer
Skills
Perception, Stealth, Navigator's tools, vehicles (space)
Feature
Wildspace Adaptation: You gain the Tough feat from the Player's Handbook. In addition, you learned how to adapt to zero gravity. Being weightless doesn't give you disadvantage on any of your melee attack rolls
Traits
Ideals
kill undead, protect sentients
Bonds
lfg
Flaws
simple, fear of being left alone
Extended Class Background
Attributes
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Secondary Attributes
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Skills & Abilities
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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.
- Crimson Rite: bonus action to infuses your weapon strikes with elemental energy on one weapon you're holding. The effect of the rite lasts until you finish a short or long rest. When you activate a rite, you take necrotic damage equal to one roll of your hemocraft die. This damage can't be reduced in any way. While the rite is in effect, attacks you make with this weapon are magical, and deal extra damage equal to your hemocraft die of the type determined by the chosen rite. A weapon can hold only one active rite at a time. Other creatures can't gain the benefit of your rite.
- Rite of the Storm: The extra damage dealt by your rite is lightning damage.
Gear
Armor
- shield
Weapons
Melee Weapons
- rapier
- scimitar
- dagger, 2
Ranged Weapons
- hand crossbow
- light crossbow
- 120 bolts
Items of note
- Alchemist's Supplies
- backpack
- bedroll
- bullseye lantern
- grappling hook
- holy water, 1 flask
- mess kit
- oil, 5 flasks
- tinderbox
- torches
- traveler's clothes
- rations (10)
- rope, hempen, 2 50 feet lengths
- rope, silk, 1 50 foot length
- waterskin