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Mih Tohs

Half-Elf Race
Test Origin Origin
Blood Hunter 12 Class & Level
Chaotic Good Alignment
The Seven Deity
Factionless Faction
Member Rank/Position
- Loyalty
- Company

Strength 10
+0
Dexterity 18
+4
constitution 14
+2
intelligence 11
+0
wisdom 12
+1
charisma 20
+5
Total Hit Dice 12d10
Hit Die
1d10+2
+4 proficiency bonus
+0 Strength
+8 Dexterity
+2 Constitution
+0 Intelligence
+1 Wisdom
+9 Charisma
saving throws
+8 Acrobatics
+1 Animal Handling
+4 Arcana
+0 Athletics
+5 Deception
+0 History
+1 Insight
+9 Intimidation
+0 Investigation
+5 Martial
+1 Medicine
+4 Nature
+1 Perception
+5 Performance
+9 Persuasion
+4 Religion
+5 Sleight of Hands
+5 Stealth
+5 Survival
skills

 
0
MV
0
Prestige
3
Attunement Slots
17
Armor Class
100
Hit Points
+4
Initiative
30 ft
Speed
Longbow +1 1d20+11 1d8+5
Longbow +1 (Favored Nemisis (Aberrations)) 1d20+11 1d8+7
Rapier +1 1d20+9 1d8+5
Rapier +1 (Favored Nemisis (Aberrations)) 1d20+9 1d8+7
Attacks
Armor: light armor, medium armor
Weapons: simple weapons, martial weapons, shields
Tools: Artisan Tools
Saving Throws: Dexterity, Charisma
Skills: Arcana (BH), Martial (BH), Survival (BH), Nature (Half-Elf), Religion (Half-Elf), Acrobatics (Origin), Intimidation (Factionless) and Persuasion (Deity) .

Proficiences
Spell DC: 8+ Proficiency (4) + Spell casting modifier (5) = 17

1st Level
1st Level:
Hunter's Mark
You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.

At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

Cure Wounds
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above

Ensnaring Strike
The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away.

While restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed.

At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

 


2nd Level
2nd Level:

Lesser Restoration
You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

Pass without Trace
A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.

 


3rd Level
3rd Level: Wind Wall
A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.

When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one.

The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can't pass through it.

Lightning Arrow
The next time you make a ranged weapon attack during the spell’s duration, the weapon’s ammunition, or the weapon itself if it’s a thrown weapon, transforms into a bolt of lightning. Make the attack roll as normal. The target takes 4d8 lightning damage on a hit, or half as much damage on a miss, instead of the weapon’s normal damage.

Whether you hit or miss, each creature within 10 feet of the target must make a Dexterity saving throw. Each of these creatures takes 2d8 lightning damage on a failed save, or half as much damage on a successful one.

The piece of ammunition or weapon then returns to its normal form.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage for both effects of the spell increases by 1d8 for each slot level above 3rd.

 

Special:

Spiritual Weapon (Psychic) | 1d20+5 | 1d8+5+1d4

Psionic Wail | DC 17 | 4d8+5
Spellcasting
Half-Plate: AC: 15+ Dexterity modifier (Max 2), Disadvantage on Stealth
Rapier +1
Light crossbow +1 and 20 bolts
Dungeoneer's Pack
2x Bandoliers
6x Supreme Healing Potions

Equipment
Factionless
Faction
The Mad Man
Stat Array
Test Origin: +1 Dexterity - Proficiency in the Acrobatics
Blood Hunter
Blood Hunter:
Bad Blood:
At 1st level, you add your Charisma modifier when making Intelligence or Wisdom checks to glean information about your Favored Nemesis. This includes checks to learn an ability through Born of Old Blood.

Archery
-You gain a +2 bonus to attack rolls you make with ranged weapons.

Born of Old Blood
-At 3rd level, you learn to use the latent power in your blood to mirror abilities of the very creatures you’ve devoted yourself to fight.

-When you witness a hostile creature use an ability, you can make an ability check equal to your proficiency plus your Charisma modifier or an appropriate ability check (See table below) as a reaction to attempt to learn the ability as if it were a known spell.

10 + the creature’s CR (minimum DC 15)


Intelligence (Arcana) = Monstrosities, Dragons (outsider)
Wisdom (Martial) = Constructs, Giants, Humanoids
Intelligence (Nature) = Beasts, Elementals, Fey, Plants, Dragons (native), Shapechangers
Intelligence (Religion) = Celestials, Fiends, Undead
Wisdom (Survival) = Aberrations, Oozes

  • If you succeed, you can cast the ability with a spell slot of your choice up to 5th level and it follows the following mechanics

  • -The DC for this ability check for a specific ability is decreased by 2 for each consecutive failure to learn it after the first and decreased by 2 for each consecutive instance you are struck by that ability after the first. This reduction can not bring the DC lower than the minimum.

    Sanguine Memory (Echoes of the Dark Sun)
    At 3rd level, you choose to attune to a blood hunter sanguine memory from the list of available sanguine memories. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

    The Whispers in the Underdark
    -At 3rd level, you add your proficiency bonus when making Intelligence or Wisdom checks to glean information about Aberrations. This includes checks to learn an ability through Born of Old Blood. If you would already add your proficiency bonus to the check, you instead gain a bonus equal to your Charisma modifier when using Born of Old Blood on an Aberration. This bonus stacks with Bad Blood.

    In addition, you can read, speak, and write Deep Speech (Flayer). However, if you already know the dialect, you are free to pick Deep Speech (Undercommon) or Dwarven (Deep).

    Intrusive Thoughts
    -At 3rd level, you learn to harness your loose connection to the hivemind of the underworld and attune to the minds of those around you. You can communicate telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one or more creatures of your choice within range.

    In addition, you can cast Detect Thoughts a number of times equal to your Charisma modifier (minimum 1).

    Level 5: Extra Attack
  • Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

  • Level 6: Made by the Blood
    At 6th level, when you learn an ability with Born of Old Blood and that same ability you learned is targeted at you, you reduce any damage you take by half and gain advantage on any forced check(s) or saving throw(s) that ability uses. If this ability is learned from your Favored Nemesis, you also gain a bonus equal to your Charisma modifier on any forced check(s) or saving throw(s) that ability uses.

    Level 7: Eldritch Deceit
    At 7th level, you learn to find and exploit a creature’s subconscious. You can use a bonus action to manifest your attacks into the fears of a hostile creature. This creature must make a Wisdom saving throw. On a failure, you can choose to convert any damage you deal to the target into psychic damage for 1 minute, and if you score a critical hit against the target, it becomes vulnerable to psychic damage and frightened until the end of your next turn. In addition, if you expend another use of this ability as a bonus action while it is active, you can force the creature to make another Wisdom saving throw or become vulnerable to psychic damage and frightened until the end of your next turn. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.

    Level 10: Undone by the Blood
    At 10th level, when you learn an ability with Born of Old Blood and cast it at the creature you learned it from or your Favored Nemesis, any damage you deal with that ability goes through resistance. In addition, any forced check(s) or saving throw(s) that ability uses, the creature makes at disadvantage.

    Level 11: Psionic Wail
    At 11th level, you learn to send out a shockwave from your mind that discombobulates your foes. You can use an action to magically emit psychic energy on a hostile creature within 30 feet. This hostile creature must succeed on an Intelligence saving throw or take psychic damage equal to 4d8 + your Charisma modifier and be stunned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature under the effect of Eldritch Deceit makes this roll at disadvantage. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.

     


    ASI and feats

    Level 4: Feat. Psychic Enhancement
    Prerequisite: You must be able to cast a second level spell.

    Your mind evolves, adapts, and expands. Your attunement to psychic powers grows, and you feel strength. Your manifested weaponry not only deals physical harm, but exacts a mental toll on your opponents as well.

    Upon taking this feat, you gain the ability to cast Spiritual Weapon. You can cast this spell as long as you have the spell slots to cast it, and the spell uses your Spell Attack Modifier for its attack rolls and damage rolls.


    When you summon your Spiritual Weapon, you can choose to make it deal Psychic damage instead of Force damage. When your Spiritual weapon deals damage to a target, it deals +1d4 damage from the damage type not chosen. (i.e. if you choose Force damage, your Spiritual Weapon deals an additional +1d4 Psychic damage).

    When your Spiritual Weapon critically strikes, the target must make an Intelligence Save against your Spell Save DC. On a fail, the creature suffers disadvantage on their next attack as their mind is assaulted with dark imagery.


    Level 8: Ability Score Improvements
    +1 Dexterity and +1 Charisma

    Level 12: Ability Score Improvements
    +2 Charisma (Max)

     


    Half-Elf: Cha +2; Choose any other two unique +1 (Dex and Wis)
    Darkvision. Thanks to your elf blood, you have superior vision in dark and dim conditions. 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 can't discern color in darkness, only shades of gray.

    Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.

    Skill Versatility. You gain proficiency in two skills of your choice.

    Languages. You can speak, read, and write Common, Elven and one extra language of your choice.

    Factionless:
    Starting as Factionless at 1st level grants 1 Tool and 1 Skill proficiency of your choice. You cannot choose a class critical tool, such as thieves' tools for rogues unless, you are of that class. If a character later becomes Factionless, this bonus is not granted.

    Class/Racial Features & Traits

    The statblocks of your Weapons, armor and other important/magical equipment

    Statblocks for your familiars, mounts etc.

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Statblocks for your Trinkets, businesses, building, castles, empires.


    Created by

    Ipex.

    Statblock Type

    Verum Character Sheet

    Link/Embed