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Reen Attacks: HP:68/62 hemo di: 1d6 AC:15

Initive:+3 Speed:30

SilverLongsword: 1d20+8 1d8+7(d10+5)


Hand Axe: 1d20+8 1d6+5
Lite Crossbow: 1d20+6 1d8+3 Range: 5-80ft, 80-130 dissadvantage

Abilitys:

2/2 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.

2/2 Blood Curse of the Fallen Puppet: When a creature you can see within 30 feet of
you drops to 0 hit points, you can use your reaction to instill that
creature with a final act of aggression. The creature immediately makes one weapon
attack against a target of your choice within its range.
Amplify: You can first cause the cursed creature to move up to half its speed, and
you grant a bonus to its attack roll equal to your Hemocraft modifier
(minimum of +1).

choose to amplify the curse by taking necrotic damage equal to one roll of your
hemocraft die. (1d6)
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The Hexblade: When you successfully target a creature with a blood curse, the next
time you hit that creature with an attack while the curse is in effect,
the attack deals additional damage equal to your proficiency modifier. +3

Crimson Rite: 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. (1d6)(Cold Or
Lightning)

Dueling: When you are wielding a melee weapon in one hand and no other weapons, you
gain a +2 bonus to damage rolls with that weapon.

1/1 Brand of Castigation: At 6th level, 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 in to 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.

Actions:
Bonus Action teleport: 3/3 (30ft) Starting at 3rd level, you also gain resistance
to all damage when you teleport using this trait.amount=proficency bonus
The resistance lasts until the start of your next turn. During that time, you
appear ghostly and translucent.

Extra Attack: you can attack twice, instead of once, whenever you take the Attack
action on your turn

Mystic Frenzy: When you use your action to cast a cantrip, you can immediately make
one weapon attack as a bonus action.

Conspirator's Coat: 5/4 charges recharge 1d4+1 at dusk. bonus action: dissapear
releasing 3 ravens from my location that can go up to 40ft. At the start
of my next turn the ravens vanish and i appear where 1 of them was. (AC12 1HP)

Spell Eaters Tome: 8/8 recharge 1d4+4 at dawn


feed it spell scrolls max of 5, cant be higher than 5th level dc 15 feeding it dead
magic users refills its charges faster

Cantrips:

Booming Blade: Casting Time: 1action Range: Self (5-foot radius) DamagE: 1d8 on
hit, 2d8 if they move
On a hit, the target suffer the weapon attack’s normal effect and then become
sheathed in booming energy until the start of your next turn.
If the target willingly move 5 feet or more before than, the target takes 1d8
thunder damage, and the spell ends.
At Higher Levels: At 5th level, the melee attack deals an extra 1d8 thunder damage
to the target on a hit, and the damage the target takes for moving
increase to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and
again at 17th level (3d8 and 4d8).

Eldritch Blast: Casting Time: 1 action, Range: 120 feet, Components: V, S, Damage:
2d10
A beam of crackling energy streaks toward a creature within range. Make a ranged
spell attack against the target. On a hit, the target takes 1d10 force damage.
At Higher Levels. The spell creates more than one beam when you reach higher
levels: two beams at 5th level, three beams at 11th level, and four beams at 17th
level.
You can direct the beams at the same target or at different ones. Make a separate
attack roll for each beam.

Level 2 Spells: 2/2

Puppet: Casting Time: 1 action, Range: 120 feet, Duration: Instantaneous


Your gesture forces one humanoid you can see within range to make a Constitution
saving throw. On a failed save, the target must move up to its speed in a
direction you choose. In addition, you can cause the target to drop whatever it is
holding. This spell has no effect on a humanoid that is immune to being
charmed.

Hellish Rebuke: Casting Time: 1 Reaction, Range: 60 ft, Duration: Instantaneous


Damage: 2d10 or half on save
You point your finger, and the creature that damaged you is momentarily surrounded
by hellish flames. The creature must make a Dexterity saving throw.
It takes 2d10 fire damage on a failed save, or half as much damage on a successful
one. At Higher Levels.
When you cast this spell using a spell slot of 2nd level or higher, the damage
increases by 1d10 for each slot level above 1st.
Arms of Hadar: Casting Time: 1 action, Range: Self (10-foot radius) Damage: 2d6
or half on save
You invoke the power of Hadar, the Dark Hunger. Tendrils of dark energy erupt from
you and batter all creatures within 10 feet of you. Each creature in that
area must make a Strength saving throw. On a failed save, a target takes 2d6
necrotic damage and can’t take reactions until its next turn. On a successful
save, the creature takes half damage, but suffers no other effect.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or
higher, the damage increases by 1d6 for each slot level above 1st.

Mind Thrust: Casting Time: 1 bonus action, Range: 60 feet, Duration: 1 round,
Damage: 3d6
You thrust a lance of psychic disruption into the mind of one creature you can see
within range. The target must make an Intelligence saving throw. On a failed
save, the target takes 3d6 psychic damage, and it can’t take a reaction until the
end of its next turn. Moreover, on its next turn, it must choose whether it
gets a move, an action, or a bonus action; it gets only one of the three. On a
successful save, the target takes half as much damage and suffers none of the
spell’s other effects. At Higher Levels. When you cast this spell using a spell
slot of 3rd level or higher, you can target one additional creature for each
slot level above 2nd. The creatures must be within 30 feet of each other when you
target them.

Branding Smite: Casting Time: 1 bonus action, Range: self, Add 2d6 radiant dmg to
next attack
The next time you hit a creature with a weapon attack before this spell ends, the
weapon gleams with astral radiance as you strike.
The attack deals an extra 2d6 radiant damage to the target, which becomes visible
if it is invisible, and the target sheds dim light in a 5-foot radius and
can’t become invisible until the spell ends.

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