#ORIGIN#
Delera
Vivere nella paura ti ha reso più resistente ad essa . Guadagni un +3 Bonus nei Saving Throw contro gli effetti di tipo Fear
La tua mente è forte: +1 Wisdom
#SUB ORIGIN#
#ASPIRANTE CAVALIERE DEL SANGUE#
Il tuo corpo è forgiato dall'oscurità. +5 Max HP
Proficiency: Perception
Bonus Corruzione: +1 Constitution
Fardello della corruzione: Fissando il buio per così tanto tempo, i tuoi occhi sono rimasti deboli alla luce. Hai svantaggio nei perception Check e negli attack roll fatti alla luce del sole, questo non può essere rimosso in alcun modo.
Sub Origin DC: 20
Blood Phantasmagoria
Il cavaliere del sangue può sacrificare un numero di Max Hit Points fino ad un massimo di 40 e un minimo di 2, dividi per due il numero di Hit Points
sacrificati e immetti il numero in un qualsiasi d20 (Attack Roll , Saving Throw, Ability Check, Clash)
2 HP = +1 , 4 HP = +2.
Se utilizzi un numero di HP maggiore di quelli che possiedi attualmente, diventi unconscius e ottieni 3 livelli di Exhaustion, una volta
recuperato almeno 1 HP, egli rimane con un MAX Hp pari ad 1
E' possibile recuperare questi Max Hit Points solo al termine del Fight corrente.
Essence of the Night Lord
Come Bonus Action, puoi infondere la tua arma col potere del sangue del Night Lord, per 1 minuto, ogni tuo attacco provoca 4d4 Bleed Damage
Questa abilità una volta usata, viene ricaricata dopo un Long Rest
Slay the Weak
Come azione, ogni nemico a 20 ft viene assaltato da viticci di sangue, il nemico effettua un Constitution Save Throw, se fallisce
essi diventano Restrained per 1 minuto, il nemico come azione può ritentare il Saving Throw per liberarsi.
Ogni nemico restrained che prende danno ti dona HP temporanei pari a metà del danno che hanno ricevuto.
Per ogni attacco che ricevi mentre hai almeno 1 nemico imprigionato nei tuoi viticci, il tuo AC aumenta di 1
Questa abilità una volta usata, viene ricaricata dopo un Long Rest
Champion of the blood
Come azioni triggherata, quando uccidi un nemico personalmente, ne assorbi l'essenza, formi una sfera che galleggia sopra di te composta
dal sangue del nemico ucciso, questo ti dona una Stack di Corrupted Blood, le Stack possono essere usate nei seguenti modi
-BloodLetting: Come azione, puoi consumare una stack per curare tutti gli alleati (e te stesso) a 30 ft da te di 10d6 Hit Points
-Crimson: Come azione, puoi consumare una stack per infondere la tua arma col potere del sangue corrotto, il tuo prossimo attacco provoca
un'area di 20 ft che causa 8d6 Bleed Damage con un Constitution Save throw per metà del danno
-Blood Puppets: Come azione, durante il tuo prossimo attacco, ogni alleato a 30 ft da te può usare la propria reaction per effettuare un
attacco
#RACE#
Size: Medium
Ability Score Increase: +2 Wis
Feat: Skill Expert: You have honed your proficiency with particular skills, granting you the following benefits
Ability Score Increase: +1 Wis
Proficiency: Martial.
Expertise: Martial.
Variable Trait: Darkvision with a range of 60 feet.
## CLASS - LIFE CLERIC ##
Proficiencies
Armor: Light armor, medium armor, heavy armors, shields
Weapons: Simple weapons, greatsword
Tools: None
Saving Throws: Wisdom, Charisma
Skills: History, Insight
Channel Divinity
At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.
When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.
Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.
Channel Divinity: Turn Undead
As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
Harness Divine Power
2nd-level cleric feature
You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you’ve reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest.
Destroy Undead
Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Destroy Undead table.
LV12 = 2 or lower
Divine Intervention
Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.
Imploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.
If your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.
At 20th level, your call for intervention succeeds automatically, no roll required.
#LIFE DOMAIN#
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with heavy armor.
Disciple of Life
Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.
Life Domain Spells
Lv1 : bless, cure wounds
Lv3: lesser restoration, spiritual weapon
Lv5: beacon of hope, revivify
Lv7: death ward, guardian of faith
Lv9: mass cure wounds, raise dead
Channel Divinity: Preserve Life
Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.
As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an undead or a construct.
Blessed Healer
Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell’s level.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
4th Ability Score Improvement : +1 WIS, +1 CON
8th Ability Score Improvement : +2 CON
12th Ability Score Improvement: +1 CON, +1 STR
Class/Racial Features & Traits