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Atticus Stats Pre Statblock

The document outlines a character's attributes, abilities, and spells in a role-playing game, detailing their stats, hit points, armor class, and skills. It includes specific items like the Periapt of Wound Closure and a +1 Scimitar, as well as various blood curses and combat features. Additionally, it describes the character's unique abilities, such as Phantasmal Claws and Cloak of Shadows, enhancing their combat and magical capabilities.
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0% found this document useful (0 votes)
45 views3 pages

Atticus Stats Pre Statblock

The document outlines a character's attributes, abilities, and spells in a role-playing game, detailing their stats, hit points, armor class, and skills. It includes specific items like the Periapt of Wound Closure and a +1 Scimitar, as well as various blood curses and combat features. Additionally, it describes the character's unique abilities, such as Phantasmal Claws and Cloak of Shadows, enhancing their combat and magical capabilities.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd

STR: 8 (-1)

DEX: 14 (+2)
CON: 14 (+2)
INT: 10 (+0)
WIS: 17 (+3)
CHA: 14 (+2)

Hit Points: 56
Speed: 30ft
AC: 15
Prof: +3
Skills: Perception +3, Stealth +2, Insight +3, Deception +5, Investigation +0,
Sleigh of Hand +2, Arcana +3, Acrobatics +5
Passive Perception: 16
Saving Throws: Strenght, Constitution
Hemo DC: 14
Hemo Die: 1d6
Blood Mal: x3
Spell DC: 14

Items:
- Periapt of Wound Closure
While someone attuned to the pendant wears it, if they fall unconscious and would
normally be making death saves,
they will stabilize at 0 HP at the start of their next turn. Additionally, when
they roll hit dice to regain hit points,
they may double the number rolled on the dice.
- +1 Scimitar (That can cast Misty Step/LG)

Necrotic Resistance, Darkvision

Phantasmal Claws: (Bonus Action)


2d6 slashing damage + 4 Psychic damage
Level 1-3: 1d6 + 2 | Level 4-5: 1d8 + 3
Level 6-7: 2d6 + 4 | Level 8-9: 2d6 + 5
Level 10-12: 3d6 + 6

Spells: Disguise Self at will; Dissonant Whispers/LG; Instill Fear/LG, !Misty


Step/LG

Instill Fear:
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Concentration, up to 1 minute
Project an image of the Hells so frightening it makes your target drop everything
and become Fearful. They will be easier to hit and cannot move.
A construct or an undead is immune to this effect. The target must succeed on a
Wisdom saving throw or drop whatever they're holding, and become frightened of you
until
the spell ends.
The frightened target can repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success.

Sanguine Onslaught
When you're not wearing heavy armor and you are engaged in two-weapon fighting, you
can activate your Crimson Rite feature without using your bonus action,
as long as you use your bonus action to make the second attack. You can add your
ability modifier to the damage of the second attack.
Blood Curse of Scarlet Binding
You focus your attention on the vitals that run through the veins of your enemies.
As an action, you attempt to bind a humanoid that you can see within 30 feet of
you.
The target must succeed on a Constitution saving throw. On a failed save, they are
paralysed until the end of your next 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.

Blood Curse of Mutual Suffering


As a bonus action, you can link to a creature within 30 feet for up to a minute,
forcing them to share in the pain they inflict upon you.
The next time the cursed creature deals damage to you, they lose hit points equal
to half the damage dealt. This curse then ends.
Amplify. The target loses hit points equal to the damage you initially suffered. In
addition, this curse lasts for 1 minute. The target can make a
Constitution saving throw at the end of each of their turns, ending this effect on
a success.

Blood Curse of the Marked


As a bonus action, you can mark a creature that you can see within 30 feet of you.
Until the end of your turn, whenever you deal rite damage to the target,
you roll an additional hemocraft die of rite damage.
Amplify. The next attack roll you make against the target before the end of your
turn has advantage.

Rite of the Dead. Your rite damage is necrotic damage.


Rite of the Roar. Your rite damage is thunder damage.
Rite of the Oracle. Your rite damage is psychic damage.
Rite of the Dawn. Your rite damage is radiant damage. While the rite is active, you
gain the following benefits:
Your weapon sheds bright light out to a radius of 20 feet.
You have resistance to necrotic damage.
You can target incoporeal creatures, as well as creatures on the Ethereal plane.
Your weapon deals one additional hemocraft die of rite damage when you hit an
undead.

You are immune to disease


Your hit point maximum can’t be reduced.

Extra Attack

Brand of Castigation
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 always know the direction to the branded creature, and each time the branded
creature deals damage to you or a creature you can see within 5 feet of you, the
creature takes force damage equal to your Hemocraft modifier (minimum of 1 damage).
Your brand lasts until you dismiss it, 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).
Once you use this feature, you can’t use it again until you finish a short or long
rest.

Cloak of Shadows
At 3rd level, you have learned how to access some of the transformative powers
afforded to you by the Dark Draught. As a reaction when you take damage,
you can cause your body to dissolve into biting darkness. Every creature of your
choice within 10 feet of you must make a Dexterity saving throw.
A target takes necrotic or piercing damage (your choice) equal to three rolls of
your hemocraft die plus your hemocraft modifier on a failed save, or half as much
on a success. You can then immediately teleport up to half your movement speed to
an unoccupied space that you can see. You can use this reaction a number of times
equal to your hemocraft modifier, replenishing all expended uses at the end of a
long rest.

Ethereal Step
Upon reaching 7th level, at the start of your turn, if you aren’t incapacitated,
you can choose to magically step into the veil between the planes.
You can move through other creatures and objects as if they were difficult terrain,
as well as see and affect creatures and objects on the Ethereal Plane.
You take 1d8 force damage if you end your turn inside an object. If you are inside
an object when this feature ends, you are immediately shunted to the nearest
unoccupied space that you can occupy and take force damage equal to twice the
number of feet you moved. This feature lasts for a number of rounds equal to your
Intelligence modifier (minimum of 1 round).
You can use this feature once. Beginning at 15th level, you can use your Ethereal
Step feature twice between rests. You regain all expended uses when you finish
a short or long rest.

Rebuttal of Body
At 7th level, you can refute many attacks on your body. When you are subjected to
an effect that allows you to make a Constitution saving throw to take only half
damage,
you instead take no damage if you succeed on the saving throw, and only half damage
if you fail.

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