Karoz's Character Sheet
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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: 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.
Gear
5 CP
Armor
- shield
Weapons
Melee Weapons
- rapier
Ranged Weapons
- hand crossbow
- light crossbow
- 20 bolts
Inventory of items
- Alchemist's Supplies
- backpack
- bedroll
- grappling hook
- mess kit
- tinderbox
- torches
- traveler's clothes
- rations (10)
- waterskin
- 2x50 feet lengths of hempen rope