Character Stats
|
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
Attribute |
Value |
Bonus |
Save
|
Strength |
8 |
-1 |
-1
|
Dexterity |
17 |
+3 |
+5
|
Constitution |
14 |
+2 |
+2
|
Intelligence |
10 |
+3 |
+2
|
Wisdom |
16 |
+3 |
+3
|
Charisma |
8 |
-1 |
-1
|
|
Secondary Attributes
Hit Points |
12 (Level 1: 10 + 2 CON)
|
Armor Class |
16 (natural armor, 18 when shield equipped)
|
Proficiency Bonus |
+2
|
Passive Perception |
15
|
Initiative |
+3
|
Base Speed |
30 Feet
|
Carry Capacity |
120 lbs
|
|
Skills & Abilities
Skill |
Ability |
Score
|
Acrobatics |
DEX |
+5
|
Animal Handling |
WIS |
+3
|
Arcana |
INT |
0
|
Athletics |
STR |
-1
|
Deception |
CHA |
-1
|
History |
INT |
0
|
Insight |
WIS |
+5
|
Intimidation |
CHA |
-1
|
Investigation |
INT |
0
|
Medicine |
WIS |
+3
|
Nature |
INT |
0
|
Perception |
WIS |
+5
|
Performance |
CHA |
-1
|
Persuasion |
CHA |
-1
|
Religion |
INT |
0
|
Sleight of Hand |
DEX |
+3
|
Stealth |
DEX |
+5 (can use action for ADV)
|
Survival |
WIS |
+5
|
alchemist's supplies |
untyped |
+2
|
|
Languages
- Common
- ?
- background tools or languages
Class and Background Abilities
Race Abilities
- Type: You are a medium-sized monstrosity.
- Darkvision: 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 discern colors in that darkness only as shades of gray.
- Chameleon Carapace: While you aren't wearing armor, your carapace gives you a base Armor Class of 13 + your Dexterity modifier. As an action, you can change the color of your carapace to match the color and texture of your surroundings, giving you advantage on Dexterity (Stealth) checks made to hide in those surroundings.
- Secondary Arms: You have two slightly smaller secondary arms below your primary pair of arms. The secondary arms function like your primary arms, with the following exceptions:
- You can use a secondary arm to wield a weapon that has the light property, but you can't use a secondary arm to wield other kinds of weapons.
- You can't wield a shield with a secondary arm.
- Sleepless Revitalization: You do not require sleep and can choose to remain conscious during a long rest, though you must still refrain from strenuous activity to gain the benefit of the rest.
- Thri-kreen Telepathy: You have the magical ability to communicate mentally with any number of willing creatures you can see within 120 feet of you. A contacted creature doesn't need to share a language with you, but it must be able to understand at least one language. Your telepathic link to a creature is broken if you and the creature move more than 120 feet apart, if either of you is incapacitated, or if either of you mentally breaks the contact (no action required).
Class Abilities
- Proficiencies
- Armor: Light armor, medium armor, shields
- Weapons: Simple weapons,
- Hunter's Bane: You have advantage on Wisdom (Survival) checks to track fey, fiends, or undead, as well as on Intelligence checks to recall information about such creatures.
|
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
Weapons
Melee Weapons
Ranged Weapons
- hand or light crossbow or longbow
Inventory of items
Consumables