Character Stats
|
Level |
4 |
Race |
Thri-Kreen |
Class |
Bloodhunter 4 (Ghost Slayer) |
Armor |
color-changing exoskeleton and shield |
Weapon(s) |
hand crossbow, rapier, scimitar, daggers |
Hometown |
Thri-kreen wildspace |
Karoz
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
embrace the pain
Ideals
kill undead, protect sentients
Bonds
lfg
Flaws
simple, fear of being left alone
Extended Class Background
Attributes
Attribute |
Value |
Bonus |
Save
|
Strength |
8 |
-1 |
-1
|
Dexterity |
17 |
+3 |
+5
|
Constitution |
14 |
+2 |
+2
|
Intelligence |
10 |
0 |
+2
|
Wisdom |
16 |
+3 |
+3
|
Charisma |
8 |
-1 |
-1
|
|
Secondary Attributes
Hit Points |
44 (Level 1: 10 + 2 CON + 2 Tough;Level 2-4: 6 + 2 CON + 2 Tough;)
|
Armor Class |
18 (natural armor + DEX +2 (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
|
Navigator's Tools |
untyped |
+2
|
Vehicles (space) |
untyped |
+2
|
|
Languages
- Common
- Elvish
- Thri-Kreen (face-part chitter)
- telepathy (see race abilities)
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.
- Fighting Style (Archery): You gain a +2 bonus to attack rolls you make with ranged weapons.
- Feat: Crossbow Expert - ignore the loading quality of crossbows with which you are proficient, being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls, when you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a hand crossbow you are holding
|
Hemocraft(save DC 13 (8 + PROF + WIS), hemocraft die = 1d4)
- Blood Maledict (1 known, 2 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
- Curse Specialist: You gain an additional use of your Blood Maledict feature. In addition, your blood curses can target any creature, whether it has blood or not.
- 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.
- 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.
- Rite of the Dawn: The extra damage dealt by your rite is radiant damage. Additionally, while that rite is active on your weapon, you gain the following benefits:
- Your weapon sheds bright light out to a range of 20 feet.
- You have resistance to necrotic damage.
- When you hit an undead creature with a weapon for which the Rite of the Dawn is active, you roll an additional hemocraft die when determining the extra damage from the rite.
Gear
Armor
Weapons
Melee Weapons
- rapier
- scimitar
- dagger, 2
Ranged Weapons
- hand crossbow
- light crossbow
- so many bolts. piles of bolts everywhere he goes.
Items of note
- Acid (Vial)
- Alchemist's Fire (Flask)
- Alchemist's Supplies
- backpack
- bag of holding: (probably gonna make us give this back)
- admantine asteroid (definitely gonna make us give this back)
- bedroll
- bullseye lantern
- grappling hook
- holy water, 1 flask
- mess kit
- Potion of Healing (some)
- oil, 5 flasks
- tinderbox
- torches
- traveler's clothes
- rations (10)
- rope, hempen, 2 50 feet lengths
- rope, silk, 1 50 foot length
- waterskin