Small Ratfolk, Blood Hunter, Neutral
Sneeves survived a dangerous, long-guarded ritual that altered his life’s blood, forever binding him to the darkness and honing his senses against it. He gained the ability to channel—or sometimes sacrifice—a part of his vital essence to curse and manipulate creatures through hemocraft magic. The Temple of the Omnipotent Rat believed he went too far as Sneeves pushed the limits of hemoocraft for use against the rise of sentience corrupting the world. Hexblades have long counted on their ability to meld into the background and escape those who hunt them, vanishing into noble courts without a trace, or bending the minds of the most stalwart warriors. So Sneeves trusted his resilience and delved into the same well of corrupting arcane knowledge, stealing magic from dormant Hexblades to better combat the awakened and exalted threats. Though he might have traded a part of himself for their power, though he was expelled from the temple, Sneeves knows the benefits of that power far outweigh the price.
Sneeves augments his combat techniques with the ability to cast spells. DC 13, +5 Cantrips. Blade Ward, Booming Blade 1st-Level (2). Distort Value, Expeditious Retreat, Hellish Rebuke
Nimbleness. Sneeves can move through the space of any creature size Medium or larger. Pack Tactics. Sneeves has advantage on his attack rolls against creatures within 5 feet of an unimpeded ally. Hunter's Bane (1d6 Hemocraft DC 13). Sneeves has advantage on Wisdom (Survival) checks to track fey, fiends, or undead, as well as on Intelligence checks to recall information about such creatures.
Rite of the Flame. Attacks Sneeves makes with this weapon are magical, and deal 1d6 extra fire damage.Rite Focus. While Sneeves has an active crimson rite, he can use his weapon as a spellcasting focus for warlock spells, and when he successfully targets a creature with a blood curse, attacks then deal additional damage equal to your proficiency modifier (+3). Brand of Castigation (recharge on short/long rest). When Sneeves damages a creature with an active crimson rite he can channel hemocraft magic to sear an arcane brand into that creature (no action required). He always knows the direction to the branded creature as long as it’s on the same plane as him. Further, each time the branded creature deals damage to him or a creature he can see within 5 feet, the branded creature takes 2 psychic damage (equal to his Hemocraft [Wis] modifier). This lasts until dismissal, reapplication on another creature, or third level magic dispelling. Blood Maledict (2, recharge on short/long rest). Sneeves chooses which blood curse to invoke -- before it affects the target, he can choose to amplify the curse by taking necrotic damage equal to one roll of his hemocraft die (1d6). This damage can’t be reduced in any way. Creatures that do not have blood are immune to blood curses unless he amplified the curse.
Blood Curse of the Marked. As a bonus action, Sneeves marks a creature visible within 30 feet. Until the end of his turn, whenever he hits the cursed creature he rolls an additional hemocraft die (1d6) when determining the extra damage from the rite. Amplify. The next attack roll against the target before the end of Sneeves' turn has advantage.
Blood Curse of Bloated Agony. As a bonus action, Sneeves curses a creature visible within 30 feet, causing its body to swell until the end of Sneeves's next turn. For the duration, the creature has disadvantage on Strength checks 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 cursed creature can make a Constitution saving throw at the end of each of its turns, ending the curse on itself on a success.
Multiattack. 2 attacks with the Blood Hoopak. Blood Hoopak (A). +2 Magic Melee/Ranged Weapon Attack: +8 to hit, two-handed, range 10/100 ft., one target. Hit: 8 (1d6 +5) bludgeoning (sling) / piercing (butt spike) damage. When you hit with a melee attack using this magic spear and reduce the target to 0 hit points, you gain 2d6 temporary hit points. Rat Sling Flurry. Magic Ranged Weapon Attack: +9 to hit, range 10/100 ft., three targets. Hit: 7 (1d6 + 4) piercing damage. (+1 Ammunition, Magic)
Defensive Duelist. When another creature hits you with a melee attack, you can use your reaction to add your proficiency (+3) to your AC for that attack, potentially deflecting the attack. Ring of Evasion (A,3). Rare Magic Item. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead.
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