![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
Character Info

Note: While most of the information is provided on the wiki, some is only speculation made while trying to recreate the character sheet
* Darkvision
* Hellish Resistance • He has resistance to fire damage
* Variant Tiefling • Devil's Tongue
=== TIEFLING TRAITS ===
— Vicious Mockery Cantrip (DC 15)
— Charm Person (1 / long rest, DC 15)
— Burning Hands (1 / long rest, DC 15)
— Enthrall (1 / long rest, DC 15)
* Hemocraft die: 1d8
* Hunter's Bane • advantage on Wisdom (Survival) checks to track fey, fiends, or undead, as well as on Intelligence checks to recall information about such creatures; some of features require target to make a saving throw to resist the feature’s effects (DC 17)
* Blood Maledict • (can amplify by suffering 1d8 damage), 3 / rest
* Fighting Style • Dueling - When he is wielding a melee weapon in one hand and no other weapons, he gains a +2 bonus to damage rolls with that weapon.
* Crimson Rite • as a bonus action, imbue weapon with elemental energy until next rest (or if weapon leaves grip or by choice); attacks deal 1d4 extra magical damage (takes 1d8 necrotic damage)
* Blood Hunter Order • Order of the Ghostslayer
* Extra Attack • He can attack twice, instead of once, whenever he takes the Attack action on his turn.
* Brand of Castigation • when he damages a creature with a weapon for which he has an active crimson rite, he can channel hemocraft magic to sear an arcane brand into that creature (no action required). He always know the direction to the branded creature as long as it’s on the same plane as him. Further, each time the branded creature deals damage to him or a creature he can see within 5 feet of him, the branded creature takes psychic damage equal to his Hemocraft modifier (wis). The brand lasts until he dismisses it or until he uses this feature to apply a brand to another creature. His brand can be dispelled with dispel magic, and is treated as a spell with a level equal to half his blood hunter level (maximum 9th level). (1 / rest)
* Aether Walk • He can magically step into the veil between the planes as long as he isn’t incapacitated. He can move through other creatures and objects as if they were difficult terrain, as well as see and affect creatures and objects on the Ethereal Plane. He takes 1d10 force damage if he ends his turn inside an object. This feature lasts for a number of rounds equal to his Hemocraft modifier (wis). If he is inside an object when it ends, he is immediately shunted to the nearest unoccupied space and he takes force damage equal to twice the number of feet he moved. (1 / rest)
* Grim Psychometry • Whenever he makes an Intelligence (History) check to recall information about the sinister or tragic history of an object he is touching or his current location, he has advantage on the check, allowing him to experience brief visions of the past connected to the object or location
* Dark Augmentation • speed increases by 5 feet; bonus to Strength, Dexterity, and Constitution saving throws equal to his Hemocraft modifier (wis)
=== BLOOD HUNTER FEATURES ===
— Blood Curse of the Eyeless • When a creature he can see within 30 feet of him makes an attack, he can use his reaction to roll one hemocraft die and subtract the number rolled from the creature’s attack roll. The creature is immune to this curse if it is immune to the blinded condition; Amplify - He applies this curse to all the creature’s attack rolls until the end of the creature’s turn (must roll separately for each affected attack)
— Blood Curse of Bloated Agony • As a bonus action, he curses a creature that he can see within 30 feet of him, causing its body to swell until the end of his next turn. For the duration, the creature has disadvantage on Strength checks and Dexterity checks, and takes 1d8 necrotic damage if it makes more than one attack during its turn; Amplify - This curse lasts for 1 minute. The cursed creature can make a Constitution saving throw at the end of each of its turns, ending the curse on itself on a success.
— Blood Curse of the Exposure • When a creature he can see within 30 feet of him takes damage from an attack or spell, he can use his reaction to temporarily weaken its resilience. Until the end of the target’s next turn, it loses resistance to all the damage types dealt by the triggering attack or spell (including for that triggering effect); Amplify - The target instead loses invulnerability to the damage types of the triggering attack or spell, but has resistance to those damage types until the end of its next turn.
— Rite of the Frozen • cold damage
— Rite of the Flame • fire damage
— Rite of the Dawn • radiant damage
—— weapon sheds bright light out to a range of 20 feet
—— resistance to necrotic damage
—— when an undead creature is hit with a weapon for which the Rite of the Dawn is active, can roll an additional hemocraft die when determining the extra damage from the rite
— Brand of Sundering • Whenever he hits a creature with a weapon for which he has an active crimson rite, he rolls an additional hemocraft die when determining the extra damage from the rite. Additionally, if a branded creature has the Incorporeal Movement trait or a similar feature, it can’t move through creatures or objects while branded.
* Sneak Attack • Once per turn, he can deal an extra 3d6 damage to one creature he hits with an attack if he has advantage on the attack roll. The attack must use a finesse or a ranged weapon. He doesn’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and he doesn’t have disadvantage on the attack roll.
* Cunning Action • can take Dash, Disengage, or Hide as a bonus action
* Roguish Archetype • Swashbuckler
* Fancy Footwork • During his turn, if he makes a melee attack against a creature, that creature can’t make opportunity attacks against him for the rest of his turn.
* Rakish Audacity • He can give himself a bonus to his initiative rolls equal to his Charisma modifier (Dex + Wis). He also gains an additional way to use Sneak Attack; he doesn’t need advantage on the attack roll to use Sneak Attack against a creature if he is within 5 feet of it, no other creatures are within 5 feet of him, and he doesn’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply.
* Uncanny Dodge • when an attacker that he can see hits him with an attack, he can use his reaction to halve the attack’s damage against him
=== ROGUE FEATURES ===
* Tough • His hit point maximum increases by an amount equal to twice his level when he gains this feat. Whenever he gains a level thereafter, his hit point maximum increases by an additional 2 hit points.
* Piercer
=== FEATS ===
— Increase Dexterity by 1
— Once per turn, when he hits a creature with an attack that deals piercing damage, he can reroll one of the attack’s damage dice, and he must use the new roll.
— When he scores a critical hit that deals piercing damage to a creature, he can roll one additional damage die when determining the extra piercing damage the target takes.
* Flask of Perpetual Booze
• When opened and poured, this flask produces up to one gallon of dark, brackish whiskey. Once emptied, the flask refills in one hour. Any whiskey poured from this flask that isn’t consumed within eight hours turns into brine. Given to him by Veth
* Inescapable Lash
• a magical whip capable of grappling and restraining a target, given to him by Fjord
— +1 bonus to attack and damage rolls.
— 20-foot reach
— Allows the wielder to turn a successful attack into a grapple and restraint.
* Fang of the Spire King
• a legendary magic rapier, given to him by Fjord.
— +3 bonus to attack and damage rolls
— Advantage on attack rolls
— Deal extra 1d10 force damage
* Folding Boat
• The boat is contained in a wooden box measuring 12x6x6 inches. When unspecified command words are spoken, it can be unfolded into either a boat holding four medium-sized creatures, or a ship holding 15 medium creatures. It is indefinitely re-usable and folds back into its box form on a third command word.
* Acheron Blade rapier
• a sword that magically bolsters its wielder and frightens the foes it strikes.
— +1 bonus to attack and damage rolls
— He is immune to effects that turn undead
— Dark Blessing • He can receive 1d4+4 temporary hit points (1 / day)
— Disheartening Strike • Can be used to, on a hit, fill a creature with unsettling dread. The target then has disadvantage on the next saving throw it makes before the end of the attacker's next turn. If the creature is immune to fear it is ineffective against it. (1 / day)