1. Characters

Johnny Constantine Wick

"The Silverhand"
Medium Humanoid (Breton), Chaotic Neutral
Armor Class: 17 (Natural Armor)
Hit Points: 45 (6d8+12)
Speed: 30 ft.
STRENGTHDEXTERITYCONSTITUTIONINTELLIGENCEWISDOMCHARISMA
141914171415

(+2)

(+4)

(+2)

(+3)

(+2)

(+2)


Saves: Dexterity +7, Intelligence +6
Skills: Acrobatics +10, Deception +5, Nature +9, Perception +5, Sleight of Hand +10, Stealth +7, Survival +9, Thieves' Tools +10
Damage Vulnerabilities:
Damage Resistances: Bludgeoning, Piercing, & Slashing (against non-magical, non-silvered attacks, while transformed)
Damage Immunities: 
Condition Resistances: 
Condition Immunities:
Senses: Darkvision 60 ft., Passive Perception 14
Languages: Bretonnic, Tamrielic, Thieves Cant
Challenge: 7 (2,900 XP)
Proficiency Bonus: +3

Resilient Sorcery. Bretons can gain resilience against magical damage. Once per long rest, they can activate this ability for the duration of a single round, to reduce magical damage by 25%. A long rest is required before this ability may be used again.

Breton Cunning. Johnny has advantage on all Intelligence, Wisdom, and Charisma saving throws against magical effects.

Hunter's Bane. You have advantage on Wisdom (Survival) checks to track fey, fiends, or undead, as well as on Intelligence checks to recall information about such creatures.

Blood Maledict. You know two Blood Curses you can use to harm or manipulate creatures through hemocraft magic. After two uses, you must finish a short or long rest before you can use either Blood Curse again.

Crimson Rite. As a bonus action, you can activate any rite you know on one weapon you're holding (or unarmed strikes). The effect of the rite lasts until you finish a short or long rest. When you activate the rite, you take necrotic damage equal to one roll of your hemocraft die. While in effect, the weapon's attacks are magical and deal extra damage equal to your hemocraft die on the type determined by the chosen rite.

Sneak Attack. Once per turn, if Johnny's attack roll is made with advantage, made against a target within 5 feet of an ally that is not incapacitated and does not have disadvantage, Johnny gains an extra 2d6 weapon damage on the damage roll.

Survivalist. You gain proficiency in Nature and Survival skills If you don't already have it. Your proficiency bonus is doubled for any ability checks you make that uses either of these proficiencies.

Heightened Senses. You have advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions:

Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 4) slashing damage.

Dwemer Pistol. Ranged Weapon Attack: +7 to hit, range 30/90 ft., one target. Hit: 4 (1d10+4).

Bonus Actions:
  • Cunning Action. You can use a bonus action on each of your turns to use either the Dash, Disengage, or Hide Action. Alternatively, you can use your Cunning Action to steady your aim, giving you advantage on your attack rolls for a turn, while sacrificing your movement.

    Hybrid Transformation. You learn to control the curse that courses through your veins. You can transform into a special hybrid form for up to 1 hour. You can speak, use equipment, and wear armor while in this form, and can revert to your normal form on a subsequent bonus action. You automatically revert forms if you fall unconscious or die.

    While transformed, you gain the following benefits and drawbacks:

    • Feral Might. You have advantage on Strength checks and saves, and have a +1 bonus to melee damage rolls.
    • Resilient Hide. You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks not made with silvered weapons. While not wearing heavy armor, you have a +1 to AC.
    • Predatory Strikes. You can apply Crimson Rite features to your unarmed strikes. You can use Dexterity instead of Strength for the attack and damage rolls of unarmed strikes, which deal 1d6 damage.
    • Bloodlust. If you start your turn with fewer than half your maximum hit points, you must succeed on a DC 8 Wisdom save or move directly to the nearest creature, friend or foe, and attack them. If you are concentrating on a spell (or are affected by Barbarian Rage or something like it) the save automatically fails.

Rite of Venom. The extra damage dealt by your Rite is poison damage. (Prerequisite: WereRat version of Lycanthrope Blood Hunter)

Blood Curse of Bloated Agony. You curse a target creature that you can see within 30 feet of you, causing its body to swell until the end of your next turn. For the duration, the target has disadvantage on Strength and Dexterity checks and takes 1d8 necrotic damage if it makes more than one attack during its turn.

Amplify. This curse lasts for 1 minute. The target can make a Constitution save (DC 14) at the end of each turn, to end the curse early.

Blood Curse of the Marked. You mark a creature that you can see within 30 feet of you. Until the end of your turn, whenever you deal crimson rite damage to the target, you roll an additional hemocraft die when determining rite damage.

Amplify. The next attack roll you make against the target, before the end of your turn, has advantage.

Reactions:
Skirmisher. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn't provoke opportunity attacks.

Spells:
These spells belong to a unique set of skills that Johnny's Blood Hunter Order trained in. He can use each of these abilities a number of times equal to his Intelligence modifier. At levels 8 and 12, these skills increase in power. At levels 16 and 19 Johnny must make a choice of which of these spells increase further.

Ziril. A thin sheet of flames shoots forth, emanating from your outstretched hand. Each creature in a 15-foot cone must make a Dexterity saving throw (DC 14). A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that are not worn or carried.

Ulsa. A protective magical force manifests as a luminescent golden shell that surrounds you and your gear. You gain 5 temporary hit points for the duration (1 hour).

Ivatha. A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw (DC 14). On a failed save, a creature is pushed 10 feet away from you. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.

Dezrem. The gravity in a 10-foot radius sphere, centered on a point you can see within range(60 ft.), increases for the duration of a round. Each creature, when entering the area of the spell for the first time, or for every turn they start within its bounds, must make a Constitution saving throw (DC 14). On a failed save, the creature's speed is halved until the end of its next turn. Until the start of your next turn, any object that isn't being worn or carried in the sphere requires a successful Strength check against your spell save DC to be picked up or moved.

Ottan. You speak a one-word command to a creature you can see within range (60 ft.). The target must succeed on a Wisdom saving throw (DC 14) or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it. If the target can't follow your command, the spell ends.

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