Arin Alkoól
13
19
11
13
12
13
| +4 | Strength | |
| +7 | Dexterity | |
| +0 | Constitution | |
| +1 | Intelligence | |
| +1 | Wisdom | |
| +1 | Charisma |
| +7 | Acrobatics (Dex) | |
| +1 | Animal Handling (Wis) | |
| +1 | Arcana (Int) | |
| +4 | Athletics (Str) | |
| +1 | Deception (Cha) | |
| +1 | History (Int) | |
| +1 | Insight (Wis) | |
| +1 | Intimidation (Cha) | |
| +1 | Investigation (Int) | |
| +1 | Medicine (Wis) | |
| +1 | Nature (Int) | |
| +4 | Perception (Wis) | |
| +1 | Performance (Cha) | |
| +1 | Persuasion (Cha) | |
| +1 | Religion (Int) | |
| +4 | Sleight of Hand (Dex) | |
| +7 | Stealth (Dex) | |
| +4 | Survival (Wis) |
16
+4
30ft
| Name | Bonus | Damage | Type |
| Slash | +1 | 1d4+1 | Slashing |
| Light Crossbow | +9 | 1d8+4 | Piercing |
| Dagger | +7 | 1d4+4 | Piercing |
| Name | Summary | Attuned |
| Studded Leather Armor | A useful bit of protection. | |
| Light Crossbow | Arin's favoured weapon. | |
| Daggers | A useful backup for close combat. | |
| Empty Bottles | The leftovers of poor drinking habits. | |
| Bracelet-making kit | Supplies for creating friendship bracelets. |
| CP | SP | EP | GP | PP |
| 8 | 3 | 0 | 6 | 0 |
| Light Armour | |
| Medium Armour | |
| Heavy Armour | |
| Simple Weapons | |
| Martial Weapons | |
| Shields |
| Common |
| Improvised Weapons |
| Lyre |
| Painter's Supplies |
| Alchemist's Supplies |
I try my best to communicate as well as I can, changing dialects if I need to. I also rarely question much- so much has happened already, this may as well also be a thing.
Freedom; If I can't do what I wish to then everything becomes pointless.
My friends are the most precious thing in the world to me, and if someone fucks with them that person is not making it out in one piece.
I'm overly aware of my flaws but don't know how to go about fixing them.
| Calligrapher's Supplies |
| Painter's Supplies |
| Healer's Kit |
| Cool rocks |
| Bedroll |
| Abacus |
| Wind-up Penguin Toy |
| Xylophone |
| Bones |
| Plushies |
| Darkvision |
| Feline Agility |
| Cat's Claws |
Originally a regular human teenager from modern times, Arin had kind of a shitty life with him and his stepdad simply avoiding each other as Arin went out every night to drink away his stresses from his dad's abandonment, mom's neglect and death, and school's lack of care for any of his needs. This led to him often showing up to school hungover if not actively drunk, which then put him in detention.
One day when he was again in detention drinking from his "water" bottle, he and his two classmates got sucked into a portal, sending them careening through the sky and down into a forest, where they found themselves transformed from humans into magical creatures in an unfamiliar world containing actual arcane energy and gods. Luckily an orc living nearby saw the three figures falling through the sky, and didn't immediately write them off as insane when faced with a confused elf, tabaxi and orc.
Now the group have to navigate what is supposedly the past, having been taken by a demi-god called Tris to fulfill a prophecy of defeating the deity's twin, a chaotic demi-god who plans to destroy the world.
A very tall, fluffy bipedal feline. Has narrow eyes with strikingly bright pink irises, and absolutely gigantic ears. Is overall very lanky, but the fur on his chest gives the impression of a large bust. Has a creepy grin.
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 checks to recall information about such creatures.
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 Hemocraft modifier (your choice between Intelligence and Wisdom)
Also at 1st level, you gain the ability to channel—or sometimes sacrifice—a part of your vital essence to curse and manipulate creatures through hemocraft magic. You know one Blood Curse of your choice. You learn one additional blood curse of your choice at 6th, 10th, 14th, and 18th level. Each time you learn a new blood curse, you can also choose one of the blood curses you know and replace it with another blood curse.
Each time you use your Blood Maledict feature, you choose which curse to invoke from the curses you know. While invoking a blood curse, but before it affects the target, you can choose to amplify the curse by taking necrotic damage equal to one roll of your hemocraft die. This damage can’t be reduced in any way. An amplified curse gains an additional effect, noted in the curse’s description. Creatures that do not have blood are immune to blood curses unless you have amplified the curse.
Once you use this feature, you must finish a short or long rest before you can use it again. You can use Blood Maledict twice between rests starting at 6th level, three times starting at 13th level, and four times starting at 17th level.
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.
Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.
Also at 2nd level, you learn to invoke a rite of hemocraft that infuses your weapon strikes with elemental energy. As a bonus action, you can activate any rite you know on one weapon you’re holding. The effect of the rite lasts until you finish a short or long rest. When you activate a rite, you take necrotic damage equal to one roll of your hemocraft die. This damage can’t be reduced in any way.
While the rite is in effect, attacks you make with this weapon are magical, and deal extra damage equal to your hemocraft die of the type determined by the chosen rite. A weapon can hold only one active rite at a time. Other creatures can’t gain the benefit of your rite.
You choose one rite from the crimson rites below when you first gain this feature. You learn an additional crimson rite at 7th level, and again at 14th level.
Rite of the Flame. Your rite damage is fire damage.
Rite of the Frozen. Your rite damage is cold damage.
When you choose the Order of the Mutant at 3rd level, you learn to master forbidden alchemical formulas—known as mutagens—that can temporarily alter your mental and physical abilities.
As a bonus action, you consume a mutagen, whose effects and side effects last until you finish a short or long rest unless otherwise specified. While one or more mutagens are affecting you, you can use an action to focus and flush all mutagens from your system, ending their effects and side effects.
Mutagens are designed for the specific biology of the character who concocted them, and your mutagens have no effect on other creatures. They are also unstable by nature, losing their potency over time and becoming inert if not used before you finish your next short or long rest.
Formulas: The number of mutagens you can concoct when you finish a rest, and the number of formulas you know, increases as you gain levels in the blood hunter class, as shown on the Mutagencraft table above. Additionally, when you learn a new mutagen formula, you can replace one formula you already know with a new mutagen formula. You choose four mutagen formulas to learn, and you can concoct one mutagen when you finish a short or long rest.
Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
At 6th level, when you damage a creature with a weapon for which you have an active crimson rite, you can channel hemocraft magic to sear an arcane brand into that creature (no action required). You always know the direction to the branded creature as long as it’s on the same plane as you. Further, each time the branded creature deals damage to you or a creature you can see within 5 feet of you, the branded creature takes psychic damage equal to your Hemocraft modifier (minimum of 1).
Your brand lasts until you dismiss it or until you use this feature to apply a brand to another creature. Your brand can be dispelled with Dispel Magic, and is treated as a spell with a level equal to half your blood hunter level (maximum 9th level).
Once you use this feature, you can’t use it again until you finish a short or long rest.
When you reach 7th level, your body begins to adapt to toxins and venoms, ignoring their corrupting effects. You gain immunity to poison damage and the poisoned condition.
Additionally, you can trigger a burst of adrenaline that lets you temporarily resist the negative effects of a mutagen. As a bonus action, you can ignore the negative side effect of one mutagen affecting you for 1 minute. Once you do so, you can’t do so again until you finish a long rest.
| Name | Summary | Attuned |
| Wand of Frowns | Pointing this at a humanoid forces them to scowl for 1 minute. | |
| Blood Vial | A curious glass container that keeps blood fresh. | |
| Holy Seed | A seed that can be used to summon the deity it belongs to. |