Karoz's Character Sheet

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Revision as of 03:30, 10 August 2022 by Bartley (talk | contribs) (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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Character Stats
Karoz.jpg
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

Karoz

Background: some sort of survivor or wildspace background

Skills

Perception, Stealth

Feature

Traits

Ideals

Bonds

Flaws

Extended Class Background

Attributes

Skills & Abilities

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.

Gear

tbd but probably at least

Armor

  • shield

Weapons

Melee Weapons

  • scimitar
  • daggers

Ranged Weapons

  • hand or light crossbow or longbow

Inventory of items

Consumables