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character:ravi:stats [2023/03/02 11:36] Cindercharacter:ravi:stats [2025/02/18 16:55] (current) Cinder
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-=====Ravi'Inventory & Stats=====+<WRAP centeralign> 
 +====== Ravi'Mechanics & Stats D&D 5th ====== 
 +</WRAP> 
 +---- 
  
 <WRAP box right 20em> <WRAP centeralign> <WRAP box right 20em> <WRAP centeralign>
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 ^ Hunter LV8:| Observant | ^ Hunter LV8:| Observant |
 ^ Hunter LV12:| - | ^ Hunter LV12:| - |
-^ Ranger LV4:| |+^ Ranger LV4:| ASI Constitution +2 |
  
 </WRAP> </WRAP> </WRAP> </WRAP>
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 **Vision** **Vision**
-^ Passive Perception:00 +^ Common Sight:((Standard eye sight))| Yes | 
-^ Dark Vision:00ft +^ Passive Perception:25 
-^ True Sight:0ft +^ Dark Vision:60ft 
-^ Tremor Sense:0ft +^ True Sight:
-^ Blind Sight:0ft |+^ Tremor Sense:
 +^ Blind Sight:10ft |
  
 </WRAP> </WRAP> </WRAP> </WRAP>
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 ---- ----
 +
 +===== Ravi's Inventory =====
  
 <WRAP box right 20em> <WRAP centeralign> <WRAP box right 20em> <WRAP centeralign>
 **Attunment** **Attunment**
 </WRAP> </WRAP>
-^ Slot 1:| Scarf of Protection |+^ Slot 1:|  |
 ^ Slot 2:| Tattoo of Ogre Strength | ^ Slot 2:| Tattoo of Ogre Strength |
-^ Slot 3:| Hunter's Mark of Protection |+^ Slot 3:| [[item:protections| Hunter's Mark of Protection]] |
  
 <WRAP centeralign> <WRAP centeralign>
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 ^ Shield/Ammo/Offhand | //Blood Burial// | Two Handed | ^ Shield/Ammo/Offhand | //Blood Burial// | Two Handed |
 ^ Sub-Weapon   | Nil | | ^ Sub-Weapon   | Nil | |
-^ Back Tattoo | Hunter's Mark of Protection | Stats |+^ Back Tattoo | [[item:protections| 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 | ^ Arm Tatoos | Tattoo of Oger Strenght | Strength score =19 |
 +
 +
 +<WRAP clear />
 +
  
  
  
-====Consumabels====+====Consumables====
  
 **Carrying Capacity** \\ **Carrying Capacity** \\
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 <WRAP clear /> <WRAP clear />
  
 +<WRAP box>
 +<WRAP centeralign>
 +=====Ravi Decota, Crimson haired Vicar=====
 +</WRAP>
  
 +**Species Name:** \\
 +description
  
 +**Physical Appearance**
  
-=====Ravi's Quick Ability Reference====+<WRAP box half column> 
 +  ***Ability Score:** \\ Your Dexterity score increases by 1 and Your Wisdom score increases by 2.
  
-<WRAP box centre :en>+  ***Creature Type:** \\ You are classified as a Humanoid and Beast
  
-<WRAP round left> +  ***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. 
-^ Attack ^ Hit ^ Damage ^ + 
-| [[item:blood_burial|Blood Burial]] | +10 | 1d10+6 | +  ***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. 
-| [[item:blood_burial|Blood Burial]] + Rite | +10 | (1d10+6)+1d8 | + 
-| [[item:blood_burial|Blood Burial]]  + Rite + Rage | +10 | (1d10+8)+1d8 | +  ***Size:** \\ Shifters range from 5 to almost 7 feet tall, depending on their sub-race. Your size is Medium. 
-| [[item:blood_burial|Blood Burial]]  + Rite + Rage + Lycan | +10 | (1d10+10)+1d8 | + 
-| Unarmed | +10 | 1d8+4 | +  ***Speed:** \\ Your base walking speed is 30 feet. 
-| Unarmed + Rite | +10 | (1d8+4)+1d8 | + 
-| Unarmed + Rite + Lycan | +10 | (1d8+8)+1d8 | +  ***Languages:** \\ You can read and write Common, Infernal and Dwarvish
-| Unarmed + Rite + Lycan + Rage | +10 | (1d8+10)+1d8 |+
  
 </WRAP> </WRAP>
  
-<WRAP center>+<WRAP box half column> 
 +  ***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.
  
-{{:character:media:alucard.png?100 |}}+  ***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.
  
 </WRAP> </WRAP>
  
-<WRAP round right 15em> +==== Vicar ==== 
-^ ^ ^ Core ^ Saves ^ ^ + 
-^ STR | +0 | DEX | +0 | CON | +0 | +Vicar, the name of a shifter or Lycanthrope who has undergone a metamorphosis of sorts, against their will \\ 
-| INT | +0 ^ WIS | +0 | CHA | +0 | +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. 
-^ ^ ^ Spell ^ Slots ^ ^ + 
-| 1st | 0 | 2nd | | 3rd | 0 | +Vicar are unable to transform into their humanoid forms after Vicarvication completes. 
-| 4th | 0 | 5th | 0 | 6th | 0 | + 
-| 7th | 0 | 8th | 0 | 9th | 0 |+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 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 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.   
 </WRAP> </WRAP>
 +
 +<WRAP centeralign>
 +===== Ravi's Class Details =====
 +</WRAP>
 +
 +====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//
 +
 +<WRAP box right 45em >
 +===Featured Feat: FEAT ===
 +----
 +</WRAP>
 +
 +**Skill Proficiencies** 
 +  *Skill
 +**Languages And/Or Tools** 
 +  *Language
 +  *Tool
 +**Equipment (If Any)**
 +
 +
  
 <WRAP clear /> <WRAP clear />
  
-<WRAP round right 15em> +---- 
-^ Skill Saves ^ +<WRAP centeralign> 
-| Acrobatics | +4 | +===== Blood Hunter Levels =====
-^ Medicine | +10 | +
-| Animal Handling | +4 | +
-| Nature | +2 | +
-^ Arcana | +8 |  +
-^ Perception | +15 ADV | +
-^ Athletics | +10 |  +
-| Performance | -2  | +
-| Deception | -2 |  +
-| Persuasion | -2 | +
-| History | +2 |  +
-| Religion | +2 | +
-^ Insight | +10  |  +
-| Sleight of Hand | +4 | +
-| Intimidation | -2 |  +
-| Stealth | +4 | +
-^ Investigation | +13 |  +
-^ Survival | +10 |+
 </WRAP> </WRAP>
  
 +<WRAP group>
 +<WRAP half column >
 +<WRAP box>
 +==== 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:
  
-<WRAP left tablewidth 65%> +Hemocraft save DC = 8 your proficiency bonus your Wisdom modifier.
-^ Passive Ability ^ Stat ^ Source ^ +
-++ Keen Senses | \\ Proficiency in Perception ++ | Perception | Racial | +
-| ++ Natural Tracker | \\ Proficiency in Survival ++ | Survival | Racial | +
-| ++ Swift Stride | \\ +5ft to movement speed ++ | Movement +5ft | Racial | +
-| ++ FS: Blind Fighting | \\ Gain 10ft of //Blind sence// ++ | Vision | Lv2 Hunter | +
-| ++ Hightened Sences | \\ Advantage on Perception checks relying on hearing / Smell ++ | Perception | Lv3 Hunter | +
-| ++ Feat:Mobile | \\ +10ft Movement \\ Ignore difficult terrain \\ creatures attacked by you cannot make oppitunity attacks against you  ++ | Movement | Lv4 Hunter | +
-| ++ Extra Attack | \\ Make two attacks per attack action ++ | Attack | Lv5 Hunter | +
-| ++ Stalker's Prowess | \\ +10ft Movement \\ +10ft Long jump \\ +3ft High jump ++ | Movement | Lv7 Hunter | +
-| ++ Feat: Observant | \\ WIS or INT +1 \\ Reading Lips \\ +5 to Investigation/Perception ++ | Skill Bonus | LV8 Hunter | +
-| ++ Hardened Soul | \\ Advantage against being Charmed or Frightened ++ | Saves | Lv9 Hunter | +
-| ++ Dark Augmentation | \\ Movement +5ft \\ Add WIS Bonus to STR/DEX/CON Saves ++ | Movement + Save Throws | LV10 Hunter | +
-| ++ Feat: Fighter Initiate | \\ Unarmed attacks use 1d6+STRuse 1d8+STR when no shield/weapon in hands ++ | Unarmed Attack | LV12 Hunter | +
-| ++ Unarmored Defense | \\ AC = 10+DEX+CON ++ | AC | LV1 Barbarian | +
-| ++ Danger Sense | \\ Advantage on DEX saving Throws ++ | DEX Save | LV2 Barbarian | +
-| ++ Natural Explorer | \\ Lots ++ | Various | LV1 Ranger | +
-| ++ FS: Great Weapon Master  | \\  ++ | 00 | Lv2 Ranger | +
-| ++ Primeval Awareness | \\ ++ | Vision | Lv3 Hunter |+
  
 +**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.
 +</WRAP>
 +
 +<WRAP box>
 +==== 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.
 +
 +<WRAP box left 20em>
 +^ 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 |
 </WRAP> </WRAP>
  
 <WRAP clear /> <WRAP clear />
  
-<WRAP round centre+<WRAP box
-Active Ability Description Action ^ Usage/Recovery ^ Source +Rite Type Rite Name Rite Damage 
-Shifting ++ Character Buff \\ Gain Temporary HP (Lvl+CON) \\ Gain Advantage on WIS Checks ++| Bonus Action | Uses = Proficiency Bonus| Racial +Primal Rite of Inferno Fire 
-Crimson Rite ++ Weapon Buff | \\ Roll a Hemo Die; Take damage equal to the roll \\ Buff weapon with a primal or Esoteric Rite \\ Damage = +1d8 Rite ++Bonus Action | 1 Active | Lv 2 Hunter +Primal | Rite of Frost Cold 
-Blood Maledict ++ Blood Based Cantrips \\ //See [[character:ravi:spells]] for more information// ++| Various | 3 Per Day | Lv 1 Hunter +Primal Rite of Storm Lightning 
-Bane Mark ++ Rite on Hit Effects | \\ Once a creature has been Branded apply the following effects \\ +Esoteric | Rite of the Dead Necrotic 
--You always know its direction \\ +Esoteric Rite of the Oracle Psychic 
--When it deals damage to you, Deal psy DMG = WIS mod back \\ +Esoteric Rite of the Roar Thunder |
--Classified as Spell, LV = Half Hunter Level ++| No Action | 1 per Long rest Lv 6 Hunter +
-Lycan Transform ++ Transformation \\ -ADV on STR Checks \\ - +1 to Hit \\ - +1 to AC \\ -Resistance to Bludgeoning, Piercing & Slashing \\ ++| Action/Bonus/Reaction | 1 per Day | Lv 3 Hunter +
-Name ++ Short description | \\ Longer description if needed ++| Action/Bonus/Reaction | 2 per Day | Lv 00 Class | +
-| Name | ++ Short description | \\ Longer description if needed ++| Action/Bonus/Reaction | 2 per Day | Lv 00 Class | +
-| Name | ++ Short description | \\ Longer description if needed ++| Action/Bonus/Reaction | 2 per Day | Lv 00 Class | +
-| Rage | ++ Character Buff | \\ Gain the Following benefits \\ +
--Resistance to Bludgeoning, Piercing & Slashing \\ +
--Advantage on STR skills/Saves \\ +
-- +2 to STR attacks \\ +
--Cannot Concentrate on Spells  ++| Bonus Action | 2 per Long Rest | Lv 1 Barbarian | +
-| Wild Shape | ++ Transformation | \\ //Wild Shape: 2 Hours// Limit: CR 1 Creature \\ Consume Spell slot: Regen 1d8 HP ++| Bonus Action | 2 per Day Lv 1 Druid |+
 </WRAP> </WRAP>
 +</WRAP>
 +
 +<WRAP box>
 +==== 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.
 </WRAP> </WRAP>
  
 +<WRAP box>
 +==== 4th Level CLASS ====
 +----
 +**Feat: Mobile** ++ [1] | //Source: Player's Handbook// ++ \\
 +
 +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.
 +</WRAP>
  
 <WRAP box> <WRAP box>
-**Vicar Transformation Stats**+==== 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. 
 +</WRAP>
  
-<WRAP box right 20em>+<WRAP box 
 +==== 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 direction((North, East, South, West)) 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. 
 +</WRAP> 
 +</WRAP>
  
-**Lycan Weapon Attacks** +<WRAP half column > 
-^ Unarmed:| Background | +<WRAP box> 
-^ Blood Burial:| Mobile |  +==== 7th Level CLASS ==== 
-^ Hunter LV8:| Observant |+---- 
 +**Stalker's Prowess** //SourceWotC 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.
 </WRAP> </WRAP>
  
-  *Wearwolf +<WRAP box> 
-  ***Armor Class**: 19 (natural armor) +==== 8th Level CLASS ==== 
-  ***Hit Points**:  +---- 
-  ***Speed** +**FeatObservant** //SourcePlayer's Handbook// \\ 
-    *70ft +Quick to notice details of your environment, you gain the following benefits
-  ***Damage Resistance:** Bludgeoning, Piercing, Slashing, PsychicNecrotic +  *Increase your Intelligence or Wisdom score by 1to a maximum of 20. 
-  ***Damage Weakness:** RadiantSilvered +  *If you can see a creature's mouth while it is speaking a language you understandyou can interpret what it's saying by reading its lips. 
-  ***Condition Immunities:**  +  *You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores. 
-  ***Senses**: 20ft Blind Sense, 120ft Darkvision +</WRAP>
  
-| STR | DEX | CON | INT | WIS | CHA | +<WRAP box> 
-| 10 (+0| 17 (+3) | 14 (+2) | 13 (+1) | 17 (+3) | 11 (+0|+==== 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. 
 +</WRAP> 
 + 
 +<WRAP box> 
 +==== 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)
 +</WRAP> 
 + 
 + 
 +<WRAP box> 
 +==== 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 Regeneration**At 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. 
 +</WRAP> 
 + 
 +<WRAP box> 
 +==== 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. 
 +</WRAP> 
 + 
 +<WRAP box> 
 +==== 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. 
 +</WRAP> 
 +</WRAP> 
 +</WRAP>
  
 <WRAP clear /> <WRAP clear />
  
-<WRAP box right 20em> <WRAP centeralign>+===== Ranger Introduction =====
  
-**Lycan Stats** +Lore introduction. \\
-^ Movment:| Background | +
-^ AC:| Mobile |  +
-^ Hunter LV8:| Observant | +
-^ Hunter LV12:| - | +
-^ Ranger LV4:| - |+
  
-</WRAP> </WRAP>+As a ranger, you gain the following class features.
  
-  ***Reseliant Hide**((Hunter LV3)) +Hit Points 
-    *Resistance to Bludgeoning, Piercing, Slashing +  *Hit Dice: 1d10 per ranger level 
-    *AC +1 +  *Hit Points at 1st Level: 10 your Constitution modifier 
-  ***Feral Might**((Hunter LV3)+  *Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per ranger level after 1st
-    *Advantage on Strength Checks & Saving Throws +
-    * +2 to Melee Damage +
-    * Bonus action for Unarmed Attack +
-  ***Improved Predatory Strikes**  +
-    * +2 to Unarmed Hit +
-    * Unarmed Attacks are considered Magical+
  
 +Proficiencies
 +  *Armor: Light armor, medium armor, shields
 +  *Weapons: Simple weapons, martial weapons
 +  *Skills: Choose one from Animal Handling, Insight, Investigation
 +
 +<WRAP centeralign>
 +===== Ranger Levels =====
 </WRAP> </WRAP>
  
-==== Background Details ====+<WRAP group> 
 +<WRAP half column > 
 +<WRAP box> 
 +==== 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.
  
-**Skill Proficiencies:** Arcana and Medicine \\ +Choose a type of favored enemybeastsfeyhumanoids, monstrosities, or undead. You gain +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 enemiesas well as on Intelligence checks to recall information about them.
-**Languages:** AbyssalDraconic \\ +
-**Equipment:** A set of traveler's clothes, a book containing information about your former marksand a belt pouch containing  10gp \\+
  
-**Feature: Carving Master** \\ +When you gain this feature, you also learn one language of your choicetypically one spoken by your favored enemy or creatures associated with itHowever, you are free to pick any language you wish to learn.
-Long have you immersed yourself in the meticulous study of the vile humors extracted from monsters of every stripeand in so doing, have learned both how to carefully preserve and transport the quantities you obtainand how to peddle your wares to the most interested and higher-paying clienteleYou can readily recall the names and types of poisons and admixtures that can be created from the varieties of monster you hunt, and what quantities of given fluids and powders are needed to create such items. +
-You know how to get the most out of your prey and know what parts you can sell for money and how to collect them (meat, pelts, antlers, heads, claws, teeth, venom, special components, and so on), as well as who would most interested in buying them, allowing you to sell them for twice their normal value. You also know how to harvest and preserve any of these parts from a creatures corpse that hasnt spoiled too baddly.+
  
 +**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:
  
-==== Great SingoraRemington ====+  *You ignore non-magical difficult terrain. 
 +  *You have advantage on initiative rolls. 
 +  *On your first turn during combatyou 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. 
 +</WRAP>
  
 <WRAP box> <WRAP box>
-**Great Singora, Remington** +==== 2nd Level CLASS ==== 
-  *Giant Eagle +---- 
-  ***Armor Class**: 16 (natural armor) +**Fighting Style** \\ 
-  ***Hit Points**: 10 + five times your level +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 onceeven if you later get to choose again.
-  ***Speed**:  +
-    *15ft fly 80ft+
  
-| STR | DEX | CON | INT | WIS | CHA | +**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. 
-10 (+0) | 17 (+3) | 14 (+2) | 13 (+1) | 17 (+3) | 11 (+0) |+</WRAP>
  
-  ***Damage Immunities:** Nil +<WRAP box> 
-  ***Condition Immunities:** Nil +==== 3rd Level CLASS ==== 
-  ***Senses**: 1 mile ease of sightpassive Perception 20 +---- 
-  ***Languages**: understands the languages you speak,  +**Primeval Awareness** \\ 
-  ***Proficiency Bonus**: equals your bonus +Beginning at 3rd level, your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you. 
-    *Advantage on Wisdom Checks that rely on sight+  *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 targetwhich 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.
  
-**Actions** \\ +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.
-  *Claw. Weapon Attack: \\ 3+PB to Hit, 1d10+5 Damage.+
 </WRAP> </WRAP>
-====Personal Notes==== 
  
-On my way home from corvania...i kid you not i saw an entier part of the eart rise up from the ground. I had to go check it out. \\ Turns out i gatecrashed some undead's reserection and the adventuring party that had been attempting to prevent it.+<WRAP box> 
 +==== 4th Level CLASS ==== 
 +---- 
 +**Feat: Ability Score Improvment** \\ 
 +Increase your Constitution score by 2 
 +</WRAP>
  
-The undead was slain, wasnt much of a fight if i am totally honest, i hung the body in the traditional hunters mark to prevent tarnation of the land, i bit of a supersticious thing but i belive it works.+</WRAP>
  
-Hand cut off, host dies, far realm portal open.+<WRAP half column > 
 +<WRAP box> 
 +==== 5th Level CLASS ==== 
 +---- 
 +Text 
 +</WRAP>
  
-9 swords of grey hawk. +<WRAP box> 
 +==== 6th Level CLASS ==== 
 +---- 
 +Text 
 +</WRAP>
  
-Everybody goes missing in the marsh.+<WRAP box> 
 +==== 7th Level CLASS ==== 
 +----
  
-Giant serpent in the marsh, Confirmed to be basilisk. \\ +</WRAP> 
-Baskilisks like to hunt dusk and dawn. at disadvantage when in the dark. \\ +</WRAP> 
-Stone gaze can be used against them with mirrors. \\+</WRAP> 
 +----
  
-Drindri is old friend of Narkul but Narkul hasent been around for thousands of years. \\ +<WRAP clear />
-ear and the eye are in dragon hold looking for a sword. \\+
  
-4 days by wing, very remote hut, needs a map.+<WRAP centeralign> 
 +=====Spellcasting Rules & Details===== 
 +</WRAP>
  
-Litch has a 1-10 day respawn. \\+=====Ravi Spell-Casting Introduction=====  
  
-Young king named Dathoths+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.
  
-Halder, long white hair, member of the manor\\+She speaks Sylvan when casting spells
  
-Lizard folk+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.
  
-Dragonborn; Head of security 
  
-Teenage half elf+**Type of Spell List you can access** \\ 
 +Ravi being n the wilds can access the Ranger's spell list. 
 + 
 +**Spell Slot Recovery** 
 + 
 +<WRAP round left 15em> 
 +^ ^ ^ 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  | 
 +</WRAP> 
 +<WRAP clear /> 
 + 
 +**Spell Preparation** 
 + 
 +**Spellcasting Scores, DC, Bonus** 
 + 
 +**Ritual Casting** \\ 
 + 
 +**Spellcasting Focus** \\ 
 +Ravi's Focus is the Blood Hunter mark tattooed on her back. 
 + 
 +=====Spell List===== 
 + 
 +<WRAP box> 
 +^ 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// 
 + 
 +</WRAP> 
 + 
 +====Cantrips====
  
-Redkil: \\ +++ Control Flames | \\ 
-Very religious town \\ +//Transmutation Cantrip// \\ 
-had civial war \\ +**Casting Time:** 1 Action \\ 
-Many demons took refuge \\+**Range:** 60 ft  \\ 
 +**Components:** S \\ 
 +**Duration:** Instantaneous \\ 
 +You choose nonmagical flame that you can see within range and that fits within 5-foot cube. You affect it in one of the following ways: \\ 
 +You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location. \\ 
 +You instantaneously extinguish the flames within the cube. \\ 
 +You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour. \\ 
 +You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour. \\ 
 +If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. ++
  
-Notice board bunties \\+++ Produce Flame |  \\ 
 +//Conjuration Cantrip// \\ 
 +**Casting Time:** 1 Action \\ 
 +**Range:** Self \\ 
 +**Components:** V, S \\  
 +**Duration:** 10 Minutes \\ 
 +A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again. \\ 
 +You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage. \\ 
 +This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). ++
  
-Troll head, 75 Gold per troll \\ +====Level 1 Spells====
-east of the city \\ +
-3-10 trolls \\ +
-always a constant problem \\+
  
-Half elven women harvering tiflings \\ +++ Cure Wounds | \\ //Source: Player's Handbook// \\ 
-alera. \\ +1st-level evocation \\ 
-40 years old \\ +**Casting Time:** 1 action \\ 
-Wet district last known location \\ +**Range:** Touch \\ 
-Evidence of known locations \\ +**Components:** V, S \\ 
-weeklong search \\+**Duration:** Instantaneous \\ 
 +A creature you touch regains 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 1st. ++
  
-green dragon born \\ +++ Detect Magic | \\ //Source: Player's Handbook// \\ 
-female \\ +//divination// (ritual) \\ 
-escape capture but took wounds. \\ +**Casting Time:** 1 action \\ 
-fled west \\ +**Range:** Self \\ 
-2 nights ago held for three days\\+**Components:** V\\ 
 +**Duration:** Concentration, up to 10 minutes \\ 
 +For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. \\ 
 +The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. ++
  
-Knights of Palace \\ +**Detect Poison and Disease** \\ 
-Blue tifling Azker \\ +1st-level divination (ritual) \\ 
-Silver DRagon born Johime \\+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.
  
-Contact nameMale humanKenway in the dray distictbasking stone.+**Create or Destroy Water** \\ 
 +1st-level transmutation \\ 
 +Casting Time1 action \\ 
 +Range: 30 feet \\ 
 +Components: VS, 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 rangeextinguishing 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====
  
-Trolls \\ +++ Cordon of Arrows | \\ //Source: Player's Handbook// \\ 
-Large \\ +2nd-level transmutation \\ 
-Packs of 2-3 \\ +**Casting Time:** 1 action \\ 
-Reginitive ability \\+**Range:** 5 feet \\ 
 +**Components:** V, S, M (four or more arrows or bolts) \\ 
 +Duration: 8 hours \\ 
 +You plant four pieces of nonmagical ammunition – arrows or crossbow bolts – in the ground within range and lay magic upon them to protect an area. Until the spell ends, whenever a creature other than you comes within 30 feet of the ammunition for the first time on a turn or ends its turn there, one piece of ammunition flies up to strike it. The creature must succeed on a Dexterity saving throw or take 1d6 piercing damage. The piece of ammunition is then destroyed. The spell ends when no ammunition remains. \\ 
 +When you cast this spell, you can designate any creatures you choose, and the spell ignores them. \\ 
 +**At Higher Levels** When you cast this spell using a spell slot of 3rd level or higher, the amount of ammunition that can be affected increases by two for each slot level above 2nd. ++
  
-==THE GOLDEN CAVERNS==+++ Animal Messenger | \\ //Source: Player's Handbook// \\ 
 +2nd-level enchantment (ritual) \\ 
 +**Casting Time:** 1 action \\ 
 +**Range:** 30 feet \\ 
 +**Components:** V, S, M (a morsel of food) \\ 
 +**Duration:** 24 hours \\ 
 +By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as “a man or woman dressed in the uniform of the town guard” or “a red-haired dwarf wearing a pointed hat.” You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals. \\ 
 +When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn’t reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell. \\ 
 +**At Higher Levels** If you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd. ++
  
-Giant Vault door.+++ Locate Animals or Plants | \\ //Source: Player's Handbook// \\ 
 +2nd-level divination (ritual) \\ 
 +**Casting Time:** 1 action \\ 
 +**Range:** Self \\ 
 +**Components:** V, S, M (a bit of fur from a bloodhound) \\ 
 +Duration: Instantaneous \\ 
 +Describe or name a specific kind of beast or plantConcentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present. ++
  
 +=====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.
  
  
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