Firbolg Magic. Bloodsmear cast Detect Magic and Disguise Self with this trait, using Wisdom as your spellcasting ability for them. Once Bloodsmear cast either spell, Bloodsmear cast it again with this trait until he finishes a short or long rest. When Bloodsmear uses this version of disguise self, Bloodsmear can seem up to 3 feet shorter than normal, allowing him to more easily blend in with humans and elves.
Hidden Step. As a bonus action, Bloodsmear can magically turn invisible until the start of his next turn or until he attack, make a damage roll, or force someone to make a saving throw. Once he use this trait, he can't use it again until he finishes a short or long rest.
Speech of Beast and Leaf. Bloodsmear has the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of his words, though he have no special ability to understand them in return. he have advantage on all Charisma checks you make to influence them.
Multiattack. Bloodsmear can make two melee attacks.
Reckless. At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.
Wounding Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (3d6+ 6) slashing damage. Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.
Description
The community leader of New Irela's capital, he has seven crosses blew his eyes to mark the 7 guards he killed to be sent here
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