Ravi's Mechanics & Stats D&D 5th
Feats
Feat: | Background |
---|---|
Hunter Lv4: | Mobile |
Hunter LV8: | Observant |
Hunter LV12: | - |
Ranger LV4: | ASI Constitution +2 |
Vision
Common Sight:1) | Yes |
---|---|
Passive Perception: | 25 |
Dark Vision: | 60ft |
True Sight: | - |
Tremor Sense: | - |
Blind Sight: | 10ft |
Ravi's Inventory
Attunment
Slot 1: | |
---|---|
Slot 2: | Tattoo of Ogre Strength |
Slot 3: | Hunter's Mark of Protection |
Movement
Walking | 60ft |
Swimming | 00ft |
Climbing | 00ft |
Flying | 00ft |
Currency
Platinum | Gold | Silver | Copper |
---|---|---|---|
0 | 124 | 6 | 172 |
Occupation | Qualified Worker (Slayer, Retail) |
---|---|
Income | Lifestyle |
+3 GpD | -2GpD |
Other Expences/Income |
---|
Medicine for monster venom |
Remington Injury Care |
Monster Bounty |
Monster Loot Spoils |
Retail Commission |
GpD = Gold per Day
Ravi's Equipment
Location | Item | Stats |
---|---|---|
Head | - | |
Amulet | Narkul's Seal of Obedience | Leashes Ravi to Narkul |
Cloak | Yellow Scarf of Protection | AC +2 & Saves +2 |
Clothes | Common Clothes | |
Armour | - | |
Arms/Hands | - | |
Ring/s | - | |
Belt | Hunter's Belt | |
Boots | - | |
Weapon | Blood Burial | 1d10 +2 Slashing Slayer of Giants |
Shield/Ammo/Offhand | Blood Burial | Two Handed |
Sub-Weapon | Nil | |
Back Tattoo | Hunter's Mark of Protection | AC+3 / Saves +3 A simple yet striking mark design by the very first Blood Hunters, It was a common mark held by most Hunters and offered them extra protection against the horrors they hunt. Equivalent to a Greater mark of Protection, Often found on the torso or back of a hunter but also along their right leg and even face. |
Arm Tatoos | Tattoo of Oger Strenght | Strength score =19 |
Consumables
Carrying Capacity
STR (19) x 15 = Carry Capacity
STR (19) x 30 = Lift, Push, Pull Capacity
Carry Capacity | Lift, Push, Pull Capacity | Equipped Load |
---|---|---|
285Ibs / 129Kg | 570Ibs / 258Kg | 000Ibs |
Consumables & Useful Items
Item Name | Details |
---|---|
Light Crossbow | |
Small Chest | |
Tinder Box | |
Flask of Holy Water | |
Wooden Steak | 3 |
Torch | 3 |
Rope | 50ft |
Rations | 10 |
- | |
- |
Special Items
Name | Detail |
---|---|
Crowbar | |
Small Hammer | |
Hunter Trinket | |
Silver Mirror | |
Bedroll | |
Water skin | |
Delta's Notebook | |
- | |
- | |
- |
Misc / Junk Items
Item | Detail |
---|---|
Animal Bones | |
- | |
- | |
- | |
- | |
- | |
- | |
- | |
- | |
- |
Ravi Decota, Crimson haired Vicar
Species Name:
description
Physical Appearance
- Ability Score:
Your Dexterity score increases by 1 and Your Wisdom score increases by 2.
- Creature Type:
You are classified as a Humanoid and Beast
- Lifespan:
Shifters are quick to mature both physically and emotionally, reaching young adulthood at age 10. They rarely live to be more than 70 years old.
- Alignment:
Shifters tend toward neutrality, being more focused on survival than concepts of good and evil. A love of personal freedom can drive shifters toward chaotic alignments.
- Size:
Shifters range from 5 to almost 7 feet tall, depending on their sub-race. Your size is Medium.
- Speed:
Your base walking speed is 30 feet.
- Languages:
You can read and write Common, Infernal and Dwarvish
- Dark vision:
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.
- Keen Senses:
You have proficiency in the Perception skill.
- Natural Tracker:
You have proficiency in the Survival skill.
- Swift Stride:
Your walking speed increases by 5 feet.
- Wise:
You have advantage on Wisdom Saving throws.
Vicar
Vicar, the name of a shifter or Lycanthrope who has undergone a metamorphosis of sorts, against their will
Vicar are shifters or Lycanthrope who have been unwillingly forced to transform for great periods of time, through, magic, stress, desperation or corruption it is most would consider a terrible and painful process.
Vicar are unable to transform into their humanoid forms after Vicarvication completes.
The process is slow and painful, a sure fire sign that the process hast started is when the afflicted can no longer transform at will or Transforms against there will, slowly their body over (1d10) days grows and changes into the form they will be stuck in. the slow transformation is Painful and renders the unfortunate soul incapacitated during the ordeal.
Once the process is complete the Vicar now inherits all the abilities it gets from transforming as well as a few more (See bellow)
Lycanthrope Curse
Borne to parents suffering the werewolf's curse, it has latched onto Ravi's very soul making it apart of her very being and so incurable.
Most born this way are taught to embrace and control it, But being abandoned Ravi never had the chance to.
The following are applied to your character.
- Cursed
- You are cursed with a typically incurable version of Lycanthropy. Remove curse has no effect but may cause great discomfort for your character. any form of relevant detection may reveal you are cursed and/or what type of curse you are suffering from.
- Weakness
- You have a natural weakness to silvered weapons and radiant damage.
Curse Level 1
Transformation Boon: Hybrid Transformation
As an action, you may transform into a monstrous
hybrid: half-beast, half-sentient. While in your
hybrid form, the following rules apply:
- You can’t cast spells or concentrate on spells. Your ability to speak is reduced to short, basic, guttural responses.
- Your stats remain the same as your humanoid stats.
- Any armor you are wearing if not able to accommodate your new form breaks and falls to the ground.
- While transformed and not wearing any armour or using a shield, your AC equals 10 + your Constitution modifier + your Dexterity modifier.
- While transformed you can use weapons and equipment as normal, unless specified elsewhere.
- You roll a d6 in place of the normal damage for your unarmed strikes. Attacks using your claws deal slashing damage instead of bludgeoning damage.
- When making the attack action you may substitute one attack to make an unarmed bite attack. If the attack hits, you deal piercing damage equal to 1d8 + your Strength modifier. If you make a bite attack, you cannot make another until the beginning of your next turn.
- If you made the attack action, as a bonus action you may make an unarmed claw attack or bite attack, provided you have not already used your bonus action. Your hybrid form lasts for a number of hours equal to your Constitution modifier (minimum of 1) and ends early if you are knocked unconscious or reduced to 0 hit points. You can end your Hybrid Form by using an action on your turn.
Transformation Boon: Shapechanger’s Form
Your Strength score increases by 2 and your Constitution score increases by 1.
You become a Shapechanger in addition to any other creature types you are. Spells and abilities that affect Shapechangers of a specific CR have no effect on you.
Transformation Flaw: Lust for the Hunt
The savage nature of your curse sometimes causes you to lose control. These ferocious tendencies are a constant struggle between you as a humanoid and the beast within. When you are in your hybrid form, you must succeed at a DC 10 Wisdom saving throw at the beginning of each turn or lose control. If you are in the light of a full moon, you automatically fail this saving throw. If you fail this saving throw, you are subjected to the following until you succeed:
- You must move toward the closest nonplayer creature you can see, smell or hear, prioritising helpless creatures. If you end your movement and no non-player creature is within 5 feet of you, then you must use your action to dash toward one.
- If there is a non-player creature within 5 feet of you and you have not used your action, you must make a melee attack against it, prioritising helpless creatures.
- If you made a melee attack against a creature, and that creature is still alive, then you must use your bonus action to make an unarmed claw or bite attack against the same creature.
Additionally, if you are subjected to the light of a full moon you must succeed at a DC 20 Wisdom saving throw or automatically turn into your hybrid form and cannot transform back until dawn. If you succeed in this saving throw, you are immune to its effects for 24 hours.
Level 2
Starting at 2nd level, you can pick one of the following Transformation Boons. You also gain this level’s Transformation Flaw.
Transformation Boon: Kindred Form
You gain the ability to transform into the animal form representative of your Lycanthropy type, known as your Kindred Form. You follow the same rules as the Hybrid Transformation feature and any feature that specifies the hybrid transformation, unless specified otherwise. You can only transform into the kindred form representative of your Lycanthropy. Each Kindred Form gains the following rules:
- You cannot speak.
- You cannot take any actions requiring hands, except your Transformation capabilities.
- You can only use unarmed claw and bite attacks.
- You automatically succeed at all saving throws relating to the Lust for the Hunt flaw.
Other than being larger, you are indistinguishable from a regular animal of your Kindred Form
Kindred Form - Wolf
Your kindred form takes the shape of a ferocious dire wolf. While in your kindred form, you gain the additional features:
- You can speak to and understand other wolves.
- When making an attack against a creature, if an ally is within 5 feet of that creature and not incapacitated, you have advantage on that attack roll.
- Your speed increases by 20 feet
Vicar Cure
There is a way to cure Vicar-vifcation it is a long process that can take several months or even years, the basics of it that the Vicar must regain control of their body and soul. more importantly they must be far removed from whatever situation has cased them to become a Vica in the first place.
The process involves coming to terms with the Trauma that caused the Vica and the Trauma of the transformation itself.
A calm environment with small social interactions. if kept in a stress free environment for long enough most Vicar will simply revert back to their normal selves, this will not cure any lycanthrope curse but it may help those master it once the process is complete.
Ravi's Class Details
Blood Hunter Introduction
Hit Points
- Hit Dice: 1d10 per blood hunter level
- Hit Points at 1st Level: 10 + your Constitution modifier
- Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per blood hunter level after 1st
Proficiencies
- Armour Light armor, medium armor, shields
- Weapons Simple weapons, martial weapons
- Tools Alchemist's supplies
- Saving Throws Dexterity, Wisdom
- Skills Athletics, Insight, Investigation,
Equipment
- (a) a martial weapon or (b) two simple weapons
- (a) a light crossbow and 20 bolts or (b) hand crossbow and 20 bolts
- (a) studded leather armor or (b) scale mail armor
- an explorer's pack
Background: Feature & Details
Short Description of Background
Featured Feat: FEAT
Skill Proficiencies
- Skill
Languages And/Or Tools
- Language
- Tool
Equipment (If Any)
Blood Hunter Levels
1st Level CLASS
Hunter's Bane Source: WotC Affiliate Homebrew
Beginning at 1st level, you have survived the Hunter’s Bane, a dangerous, long-guarded ritual that alters your life’s blood, forever binding you to the darkness and honing your senses against it. You have advantage on Wisdom (Survival) checks to track fey, fiends, or undead, as well as on Intelligence ability checks to recall information about them.
The Hunter’s Bane also empowers your body to control and shape hemocraft magic, using your own blood and life essence to fuel your abilities. Some of your features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:
Hemocraft save DC = 8 + your proficiency bonus + your Wisdom modifier.
Blood Maledict Source: WotC Affiliate Homebrew
At 1st level, you gain the ability to channel, and sometimes sacrifice, a part of your vital essence to curse and manipulate creatures through hemocraft magic. You gain one Blood Curse of your choice. You learn one additional blood curse of your choice, and you can choose one of the blood curses you know and replace it with another blood curse, at 6th, 10th, 14th, and 18th level.
When you use your Blood Maledict, you choose which curse to invoke. While invoking a blood curse, but before it affects the target, you can choose to amplify the curse by losing a number of hit points equal to one roll of your hemocraft die, as shown in the Hemocraft Die column of the Blood Hunter table. An amplified curse gains an additional effect, noted in the curse’s description. Creatures that do not have blood in their bodies are immune to blood curses, unless you have amplified the curse.
You can use this feature once. Beginning at 6th level, you can use your Blood Maledict feature twice, at 13th level you can use it three times between rests, and at 17th level, you can use it four times between rests. You regain all expended uses when you finish a short or long rest.
2nd Level CLASS
Fighting Style
At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
- Blind Fighting
- You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Crimson Rite Source: WotC Affiliate Homebrew
At 2nd level, you learn to invoke a rite of hemocraft within your weapon at the cost of your own vitality. Choose one rite from the Primal Rites list below to learn.
As a bonus action, you activate a crimson rite on a single weapon with the elemental energy of a known rite of your choice that lasts until you finish a short or long rest, or if you aren’t holding the weapon at the end of your turn. When you activate a rite, you lose a number of hit points equal to one roll of your hemocraft die, as shown in the Hemocraft Die column of the Blood Hunter table.
While active, attacks from this weapon deal an additional 1d4 damage of the chosen rite’s type. This damage is magical, and increases as you gain levels as a blood hunter, as shown in the Hemocraft Die column of the Blood Hunter table. A weapon can only hold a single active rite at a time.
You learn an additional Primal Rite of your choice at 7th level, and choose an Esoteric Rite to learn at 14th level.
Character Level | Hemocraft Dice Size |
---|---|
Hunter Level 1 | 1 D4 |
Hunter Level 5 | 1 D6 |
Hunter Level 10 | 1 D8 |
Hunter Level 17 | 1 D10 |
Rite Type | Rite Name | Rite Damage |
---|---|---|
Primal | Rite of Inferno | Fire |
Primal | Rite of Frost | Cold |
Primal | Rite of Storm | Lightning |
Esoteric | Rite of the Dead | Necrotic |
Esoteric | Rite of the Oracle | Psychic |
Esoteric | Rite of the Roar | Thunder |
3rd Level CLASS
Heightened Senses Source: WotC Affiliate Homebrew
Starting when you choose this archetype at 3rd level, you begin to adopt the improved abilities of a natural predator. You gain advantage on Wisdom (Perception) checks that rely on hearing or smell.
Hybrid Transformation Source: WotC Affiliate Homebrew
Upon choosing this archetype at 3rd level, you begin to learn to control the lycanthropic curse that now lives in your blood. As a bonus action, you can transform into your hybrid form for up to 1 hour. You can speak, use equipment, and wear armor in this form. You can revert to your normal form earlier as a bonus action. You automatically revert to your normal form if you fall unconscious, drop to 0 hit points, or die. This feature replaces the rules for Lycanthropy within the Monster’s Manual.
- Once you use this feature, you must finish a short or long rest before you can use it again. While you are transformed, you gain the following features:
- Feral Might You gain a +1 to melee damage rolls. This bonus increases by 1 at 11th level (+2) and 18th level (+3). You also have advantage on Strength checks and Strength saving throws.
- Resilient Hide You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks not made with silver weapons. While you are not wearing heavy armor, you gain a +1 bonus to your AC.
- Predatory Strikes You can apply your Crimson Rite feature to your unarmed strikes as single weapon. You can use Dexterity instead of Strength for the attack and damage rolIs of your unarmed strikes. When you use the Attack action with an unarmed strike, you can make one unarmed strike as a bonus action.
- Your unarmed strikes deal 1d6 slashing damage. The damage increases to 1d8 at 11th level.
- Bloodlust If you begin your turn with no more than half of your maximum hit points, you must succeed on a DC 8 Wisdom saving throw or move directly towards the nearest creature to you and use the Attack action against that creature. You can choose whether or not to use your Extra Attack feature for this frenzied attack. If there is more than one possible target, roll to randomly determine the target. You then regain control for the remainder of your turn.
If you are under an effect that prevents you from concentrating (like the barbarian’s Rage feature), you automatically fail this saving throw.
4th Level CLASS
Feat: Mobile [1]
You are exceptionally speedy and agile. You gain the following benefits:
- Your speed increases by 10 feet.
- When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.
- When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
5th Level CLASS
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
6th Level CLASS
Brand of Castigation Source: WotC Affiliate Homebrew
At 6th level, whenever you damage a creature with your Crimson Rite feature, you can choose to sear an arcane brand of hemocraft magic into it (requires no action). You gain the following benefits against the creature you have marked.
- You always know the general direction2) of the branded creature and you gain a bonus (Proficiency + Wisdom) on any Perception or Survival check you make to track your prey.
- Each time the branded creature deals damage to you or a creature you can see within 5 feet of you, the branded creature suffers psychic damage equal to your Wisdom modifier (minimum of 1 damage).
- Whenever you hit the marked creature with a melee attack, you deal an additional 1d6 damage. This damage is the same type as the attack.
Your brand lasts until you dismiss it or until the target dies, or you apply a brand to another creature. Your brand counts as a spell for the purposes of dispel magic, and the spell level is equal to half of your blood hunter level (maximum of 9th level spell).
You may use this feature a number of times equal to your Wisdom modifier (minimum of 1). You regain all expended uses of this feature upon a short or long rest.
7th Level CLASS
Stalker's Prowess Source: WotC Affiliate Homebrew
At 7th level, your speed increases by 10 feet. You also can add 10 feet to your long jump distance and 3 feet to your high jump distance. In addition, your hybrid form gains the Improved Predatory Strikes feature.
- Improved Predatory Strikes You gain a +1 bonus to attack rolls made with your unarmed strikes. This bonus increases by 1 at 11th level (+2) and 18th level (+3). In addition, when you have an active Crimson Rite while in your hybrid form, your unarmed strikes are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
8th Level CLASS
Feat: Observant Source: Player's Handbook
Quick to notice details of your environment, you gain the following benefits:
- Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
- If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
- You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.
9th Level CLASS
Hardened Soul Source: WotC Affiliate Homebrew
When you reach 9th level, you have advantage on saving throws against being charmed and frightened.
10th Level CLASS
Dark Augmentation Source: WotC Affiliate Homebrew
Upon reaching 10th level, arcane blood magic suffuses your body, permanently reinforcing your resilience. Your speed increases by 5 feet, and whenever you make a Strength, Dexterity, or Constitution saving throw, you gain a bonus to the saving throw equal to your wisdom modifier (minimum of one).
11th Level CLASS
Advanced Transformation Source: WotC Affiliate Homebrew
Starting at 11th level, you learn to unleash and control more of the beast within. You can use your Hybrid Transformation feature twice, regaining all expended uses when you finish a short or long rest. In addition, your hybrid form gains the Lycan Regeneration feature.
- Lycan RegenerationAt the start of each of your turns, before you roll for bloodlust, you regain hit points equal to 1 + your Constitution modifier (minimum of 1) if you have at least 1 hit point and no more than half of your hit points left.
12th Level CLASS
Feat: Fighter Initiate Source: Tasha's Cauldron of Everything
Prerequisite: Proficiency with a martial weapon
Your martial training has helped you develop a particular style of fighting. As a result, you learn one Fighting Style option of your choice from the fighter class. If you already have a style, the one you choose must be different.
Whenever you reach a level that grants the Ability Score Improvement feature, you can replace this feat's fighting style with another one from the fighter class that you don't have.
Fighting Style Unarmed Fighting
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
13th Level CLASS
Brand of Tethering
Starting at 13th level, the psychic damage from your Brand of Castigation feature increases to twice your Wisdom modifier (minimum of 2).
In addition, a branded creature can’t take the Dash action, and if a creature branded by you attempts to teleport or leave their current plane via ability, spell, or portal, they take 4d6 psychic damage and must make a Wisdom saving throw. On a failure, the teleport or plane shift fails.
Ranger Introduction
Lore introduction.
As a ranger, you gain the following class features.
Hit Points
- Hit Dice: 1d10 per ranger level
- Hit Points at 1st Level: 10 + your Constitution modifier
- Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per ranger level after 1st
Proficiencies
- Armor: Light armor, medium armor, shields
- Weapons: Simple weapons, martial weapons
- Skills: Choose one from Animal Handling, Insight, Investigation
Ranger Levels
1st Level CLASS
Favoured Enemy
Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds.
Choose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.
Natural Explorer
You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:
- You ignore non-magical difficult terrain.
- You have advantage on initiative rolls.
- On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.
In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:
- Difficult terrain doesn’t slow your group’s travel.
- Your group can’t become lost except by magical means.
- You cannot be surprised, Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking).
- If you are traveling alone, you can move stealthily at a normal pace.
- You gain +10 to your survival checks When foraging for food.
- While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
2nd Level CLASS
Fighting Style
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Blind Fighting
You have blind sight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
3rd Level CLASS
Primeval Awareness
Beginning at 3rd level, your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.
- You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit.
- You gain advantage on Animal handling checks.
- Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent.
- You learn its emotional state,
- whether it is affected by magic of any sort,
- its short-term needs (such as food or safety),
- Actions you can take (if any) to persuade it to not attack.
You cannot use this ability against a creature that you have attacked within the past 10 minutes.
Additionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending 10 uninterrupted minutes in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you.
If there are multiple groups of your favored enemies within range, you learn this information for each group.
Source: Tasha's Cauldron of Everything
Dreadful Strikes
At 3rd level, you can augment your weapon strikes with mind-scarring magic, drawn from the gloomy hollows of the Feywild. When you hit a creature with a weapon, you can deal an extra 1d4 psychic damage to the target, which can take this extra damage only once per turn.
The extra damage increases to 1d6 when you reach 11th level in this class.
Fey Wanderer Magic
Also at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Fey Wanderer Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
Fey Wanderer spells | |
---|---|
Ranger Level | Spell |
3rd | Charm Person |
5th | Misty Step |
You also possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing from the Feywild Gifts table or determine it randomly.
Feywild Gifts
- Fresh, seasonal flowers sprout from your hair each dawn.
- Horns or antlers sprout from your head.
- Your skin and hair change color to match the season at each dawn.
Hunter's Sense
At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.
4th Level CLASS
Feat: Ability Score Improvment
Increase your Constitution score by 2
5th Level CLASS
Text
6th Level CLASS
Text
7th Level CLASS
Spellcasting Rules & Details
Ravi Spell-Casting Introduction
With all her time spent in the wilds of Mor-Thir, Ravi has picked up a bit of low level spell-casting power. Considered rather simple spells to help her during hunts. creating fire for warmth, water to clean. Simple restorative magic as well as spells to detect magic treasure. more unique spells attain to using animals to deliver messages.
Her spells are written down in her book but do not rely on it like a wizard would. Her spell-Casting focus being the Hunter mark tattooed on her back.
She speaks Sylvan when casting spells.
Ravi considers Spell-casting an invaluable tool for her hunts but refuses to rely on it, the cause of her not studying anything further than 2nd level. hoping one day to mark her fur with the various spells so they can be more easily accessed.
Type of Spell List you can access
Ravi being n the wilds can access the Ranger's spell list.
Spell Slot Recovery
Spell | Slots | ||||
---|---|---|---|---|---|
1st | 0/0 | 2nd | 0/0 | 3rd | 0/0 |
4th | 0/0 | 5th | 0/0 | 6th | 0/0 |
7th | 0/0 | 8th | 0/0 | 9th | 0/0 |
Total Cantrips | 0 | ||||
Total Spells | 0 |
Spell Preparation
Spellcasting Scores, DC, Bonus
Ritual Casting
Spellcasting Focus
Ravi's Focus is the Blood Hunter mark tattooed on her back.
Spell List
Cantrip | Level 1 | Level 2 | Level 3 | Level 4 |
---|---|---|---|---|
Produce Flame | Detect Magic | Cordon of Arrows | - | - |
Manipulate Flame | Detect Posion & Disease | Animal Messenger | - | - |
- | Cure Wounds | Locate Animals & Plants | - | - |
- | Create & Destroy Water | - | - | - |
- | - | - | - | - |
Level 5 | Level 6 | Level 7 | Level 8 | Level 9 |
- | - | - | - | - |
- | - | - | - | - |
- | - | - | - | - |
- | - | - | - | - |
- | - | - | - | - |
Bold = Prepared Spell
Cantrips
Level 1 Spells
Detect Poison and Disease
1st-level divination (ritual)
Casting Time: 1 action
Range: Self
Components: V, S, M (a yew leaf)
Duration: Concentration, up to 10 minutes
For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Create or Destroy Water
1st-level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a drop of water if creating water or a few grains of sand if destroying it)
Duration: Instantaneous
You either create or destroy water.
Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.
Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.
Level 2 Spells
Blood Curses
2nd Level Hunter
- Blood Curse of Binding
- As a bonus action, you can attempt to bind a creature you can see within 30 feet of you that is no more than one size larger than you. The target must succeed on a Strength saving throw or have their speed be reduced to 0 and they can’t use reactions until the end of your next turn.
- Amplify This curse lasts for 1 minute and can affect a creature regardless of their size category. At the end of each of its turns, the cursed creature can make another Strength saving throw. On a success, this curse ends.
6th Level Hunter
- Blood Curse of Bloated Agony
- As a bonus action, you curse a creature that you can see within 30 feet of you to painfully swell until the end of your next turn. For the duration of this curse, the creature has disadvantage on Strength and Dexterity ability checks, and suffers 1d8 necrotic damage if it makes more than one melee or ranged attack during its turn.
- Amplify This curse lasts for 1 minute. At the end of each of its turns, the cursed creature can make a Constitution saving throw. On a success, this curse ends.
10th Level Hunter
- Blood Curse of the Eyeless
- When a creature you can see within 30 feet of you makes an attack roll, you can use your reaction to roll one hemocraft die and subtract the number rolled from the creature’s attack roll. You can choose to use this feature after the creature’s roll, but before the DM determines whether the attack roll succeeds. The creature is immune if it is immune to blindness.
- Amplify You apply this curse to all of the creature’s attack rolls until the end of the turn. You roll a new hemocraft die for each affected attack.