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Order of Lycan 7

Tamaska Araleth is a wood elf blood hunter who fights for those unable to fight for themselves. She has darkvision, fey ancestry, and trance abilities as an elf. As a blood hunter, she can activate a Crimson Rite on her weapons to deal additional lightning damage at the cost of her own hit points. She has various combat abilities like extra attack, unarmed strikes, and the ability to brand enemies with magic that causes psychic damage to her or allies. She can also invoke blood curses on enemies after a short or long rest.

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Leonardo Campos
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0% found this document useful (0 votes)
64 views3 pages

Order of Lycan 7

Tamaska Araleth is a wood elf blood hunter who fights for those unable to fight for themselves. She has darkvision, fey ancestry, and trance abilities as an elf. As a blood hunter, she can activate a Crimson Rite on her weapons to deal additional lightning damage at the cost of her own hit points. She has various combat abilities like extra attack, unarmed strikes, and the ability to brand enemies with magic that causes psychic damage to her or allies. She can also invoke blood curses on enemies after a short or long rest.

Uploaded by

Leonardo Campos
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Order of the Lycan - 7 Soldier

Tamaska Araleth
Wood Elf Neutral Good Blood Hunter

8
18/17
+4 45 I can stare down a hell
hound without even flinching
+3
-1

Our lot is to lay down our


18
+7
60 lives in the defense of others
+4

+4
Hemoc 1d6 - Curse S/L Rest: 2 I fight for those who cannot
fight for themselves

15 1
+7

+2
My hatred of my enemies is
6d10 blind and unreasoning
+2

12 - Darkvision 60'
S. Sword +7 1d6 + 6 P - Fey Ancestry - ADV on SAVE vs Charmed and
+1 +5 Magic can't put you to sleep
- Trance: no sleep needed. 4 hours of semiconscious
+3 Claw Attk +8 1d6+5S meditate
- Mask of Wild - Can attempt to HIDE even if only
(actn/Bns) CrRt 1d6 Lghtn lightly obscured by foliage, rain, snow, & natural

14
phenomena

Dueling Fighting Style (+2 Damage - - Hunter's Bane: ADV on WIS (Survival) to track fey,
fiends and undead. ADV on INT checks to recall info
+5 Melee Weapon) about them
+2
Rite of the Storm - CRIMSON RITE- Bonus Action to activate on a single
weapon.
- 1d6 Hemocraft Die of Magical - Lose HP equal to a roll of the Hemocraft Die
Lightning Damage (See Crimson Rite) - A single Weapon deals extra Magical Lightning
10 Unarmed Strike on Attack - Additional
Damage equal to a roll of the Hemocraft Die.
Lasts until finish short/long rest or no longer holding
weapon at end of your turn.
0
Unarmed Strike as a Bonus Action.
+5 HEIGHTENED SENSES
ADV on Wisdom (Perception) checks that rely on
Hearing or Smell

EXTRA ATTACK
Can Attack twice if you take the Attack Action.
- Studded Leather BRAND of CASTIGATION
- Shield When hit a creature with a Crimson Rite, can brand
hemocraft magic into it. If creature deals damage to
- Dagger you or creature within 5 feet, they suffer psychic
Common - Elvish damage = INT mod
Lasts until dismissed or another creature branded.
Can be Dispel Magic. Cannot use again until S/L Rest
STALKER'S PROWESS
Tools Speed increases by 10'. Add 10' to long jump distance
- Gaming Set - Dice 10
and 3' to high jump.

- Vehicles - Improved Predatory Strike


+1 to Attack Rolls made with unarmed strikes.
- Alchemists Supplies If Crimson Rite is active in Hybrid from, then unarmed
strikes are considered magical attacks.
120 5'4 110

Green Copper Brown

HYBRID TRANSFORMATION
- Feral Might: +1 to Melee Damage Rolls.
ADV on Strength Checks and Saves

- Resilient Hide: +1 to AC when not wearing


heavy Armor
Resistance to B, P, S Damage from
nonmagical, non silver attacks

- Predatory Strikes: Apply Crimson Rite to


Unarmed Strikes as a single weapon
DEX instead of STR for attack and damage
of unarmed strikes
Make an Unarmed Strike as a Bonus Action
Unarmed Strikes do 1d6 Damage

- Bloodlust: IF begin turn with no more than


1/2 of maximum HP. Succeed on a WIS Save
(DC 8) or attack the nearest creature. Can
choose afterwords to use Extra Attack or not.

- Blood Maledict. Can Amplify while invoking but before it affects the target.
Curse - Regain after S/L Rest

1) Blood Curse of the Anxious


Magnify adrenaline in body of creature within 30'. Until end of your next turn
ALL creatures have ADV on CHA (Intimidation) checks on that creature.
AMPLIFY: next WIS save the target has before curse ends has DISADV.
Can only Amplify 1/Long Rest

2) Blood Curse of Binding


Bonus Action attempt to bind a creature within 30 feet. No more than one
size larger than you. Must succeed on STR Save or speed reduced to 0 and
no reactions until end of your next turn
AMPLIFY: Curse lasts for 1 minute regardless of size category. Creature
can make another STR Save on each of its turns. Success and the curse
ends

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