Talk:Karoz's Character Sheet

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tactics

bloodhunter abilities and hand crossbow mean try to stay within 30' of enemies, but pretty good ac and hp. stay close and keep shooting. blood rite at first sign of trouble then double-shoot any round there's not some big thing to blood curse. try not to die from self-injury

Level Advancement Plans

  • NEED TO CHECK CRIMSON RITE CODE or maybe rewrite it as separate weapons?
  • bloodhunter 5: extra attack, hemocraft die goes to d6
  • bloodhunter 6:
    • Brand of Castigation - when you damage a creature with a weapon for which you have an active crimson rite, you can channel hemocraft magic to sear an arcane brand into that creature (no action required). You always know the direction to the branded creature as long as it's on the same plane as you. Further, each time the branded creature deals damage to you or a creature you can see within 5 feet of you, the branded creature takes psychic damage equal to your Hemocraft modifier (minimum of 1). Your brand lasts until you dismiss it or until you use this feature to apply a brand to another creature. Your brand can be dispelled with dispel magic, and is treated as a spell with a level equal to half your blood hunter level (maximum 9th level). Once you use this feature, you can't use it again until you finish a short or long rest.
    • Blood Maledict Improvement:Beginning at 6th level, you can use your Blood Maledict feature 3 times between rests.
    • Extra Curse (probably Blood Curse of the Eyeless (probably too annoying) or Blood Curse of the Fallen Puppet or Blood Curse of Bloated Agony (would make Muck even even overpowering at grapple)
  • bloodhunter 7: Aether Walk (see ethereal and walk through objects/walls), additional crimson rite (probably fire)
  • bloodhunter 8: feat
  • multiclass possibilities: i miss having spells, but base class does get enough cool stuff for many levels
    • cleric (peace domain) - 1 level dip would get some great group buff spells, 3 cantrips, and a cool pseudo-bless power that scales off proficiency bonus so would be great for a dip. 2 levels would get a cool disengage/group heal power and turn undead
    • rogue - probably not worth it due to usually having other good bonus actions, but 2 levels for more movement and hide would be nice or 3 for arcane trickster if spells are a goal
  • Feats: Skill Expert(+1 Dex, +1 skill prof, 1 proficient skill gets expertise (probably perception or maybe stealth to get it super high), DEX ASI, sharpshooter