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Proficiencies

Armor: Light armor, medium armor, shields


Weapons: Simple weapons, martial weapons
Tools: Alchemist's supplies, one musical instrument (harp), and thieves' tools
Saving Throws: Dexterity, Intelligence
Skills: Class: Athletics, Investigation, Survival. Background: Deception, Stealth. Human:
Perception, Intimidation

Equipment

 A martial weapon (War pick, 1d8 piercing), shield (+2 AC)


 A light crossbow and 20 bolts
 Studded leather armor (12 + dex mod)
 Alchemist's supplies

Human
 Ability Score Increase. Increase one ability score by 2 and increase a different one by 1, or
increase three different ability scores by 1.

 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 as shades of gray.

 Deathless Nature. You don't need to breathe.

 Spider Climb. You have a climbing speed equal to your walking speed. In addition, at 3rd
level, you can move up, down, and across vertical surfaces and upside down along ceilings,
while leaving your hands free.

 Vampiric Bite. You add your Constitution modifier, instead of your Strength modifier, to the
attack and damage rolls when you attack with this bite. It deals 1d4 piercing damage on a hit.
While you are missing half or more of your hit points, you have advantage on attack rolls you
make with this bite.
o When you attack with this bite and hit a creature that isn’t a Construct or an Undead,
you can empower yourself in one of the following ways of your choice:
 You regain hit points equal to the piercing damage dealt by the bite.
 You gain a bonus to the next ability check or attack roll you make; the bonus
equals the piercing damage dealt by the bite.
o You can empower yourself with this bite a number of times equal to your proficiency
bonus, and you regain all expended uses when you finish a long rest.
Blood hunter
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.

The Hunter’s Bane also empowers your body to control and shape hemocraft magic, using your own
blood and life essence to fuel your abilities. Some of your features require your target to make a
saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:

Hemocraft save DC = 8 + your proficiency bonus + your Hemocraft modifier (your choice between
Intelligence and Wisdom)

Blood Maledict
You know one Blood Curse of your choice. You learn one additional blood curse of your choice at
6th, 10th, 14th, and 18th level.

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. Creatures that do not have blood are immune to blood curses unless you have amplified the
curse. Once you use this feature, you must finish a short or long rest before you can use it again.
You can use Blood Maledict twice between rests starting at 6th level.

Fighting Style

At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options.
Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.

Crimson Rite
Rite of the Frozen. Your rite damage is cold damage.
Also at 2nd level, you learn to invoke a rite of hemocraft that infuses your weapon strikes with
elemental energy. As a bonus action, you can activate any rite you know 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.

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 Hunter Order (Order of the Lycan)

At 3rd level, you commit to an order of blood hunters whose philosophy will guide you
throughout your life. The order you choose grants you features at 3rd level, and again at 7th,
11th, 15th, and 18th level.

Heightened Senses

When you choose this archetype at 3rd level, you gain the improved senses of a natural
predator. You have advantage on Wisdom (Perception) checks that rely on hearing or smell.

Hybrid Transformation

Also at 3rd level, you learn to control the lycanthropic curse that courses through your veins.
As a bonus action, you transform into a special hybrid form for up to 1 hour. You can speak,
use equipment, and wear armor while in this form, and can revert to your normal form as a
bonus action. You automatically revert to your normal form if you fall unconscious or die.

Once you use this feature, you must finish a short or long rest before you can use it again.
While you are transformed, you gain the following features:

 Feral Might. You have advantage on Strength checks and Strength saving throws,
and you have a +1 bonus to melee damage rolls. This bonus increases to +2 at 11th
level and to +3 at 18th level.

 Resilient Hide. You have resistance to bludgeoning, piercing, and slashing damage
from nonmagical attacks not made with silvered weapons. Additionally, while you are
not wearing heavy armor, you have a +1 bonus to AC.

 Predatory Strikes. You can apply your Crimson Rite feature to your unarmed strikes,
which you treat as one weapon. You can use Dexterity instead of Strength for the
attack and damage rolls of your unarmed strikes, which deal 1d6 bludgeoning or
slashing damage (your choice). This damage increases to 1d8 at 11th level.
o Additionally, when you use the Attack action to make an unarmed strike, you
can make one additional unarmed strike as a bonus action.

 Bloodlust. If you start your turn with fewer hit points than half your hit point
maximum, you must succeed on a DC 8 Wisdom saving throw or move directly
toward the nearest creature and use the Attack action against that creature. If you’re
concentrating on a spell or are under an effect that prevents you from concentrating
(such as the barbarian’s Rage feature), you automatically fail this saving throw.
o If you have your Extra Attack feature, you can choose whether to use it for
this frenzied attack. If more than one creature is equally near to you, roll
randomly to determine your target. Once your attack is resolved, you regain
control of yourself.
Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one
ability score of your choice by 2, or you can increase two ability scores of your choice by 1.
As normal, you can’t increase an ability score above 20 using this feature.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice
instead.

Extra Attack

Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack
action on your turn.

Background (urban bounty hunter)


Ear to the Ground

You are in frequent contact with people in the segment of society that your chosen quarries
move through. These people might be associated with the criminal underworld, the rough-
and-tumble folk of the streets, or members of high society. This connection comes in the
form of a contact in any city you visit, a person who provides information about the people
and places of the local area.

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