Hardened Soul. Angelina has an advantage on saving throws against being charmed and frightened.
Extra Attack. Angelina can attack twice, instead of once, whenever she takes the Attack action on her turn.
Crimson Rite. As a bonus action, Angelina can imbue a weapon to strike for 1d8 extra damage of her chosen type. On activating the rite, Angelina takes 1d8 damage. Rite damage is magical and lasts while she holds her weapon. She can activate Rite of the Flame, Rite of the Frozen, and Rite of the Storm.
Sickle, +2. Melee Weapon Attack: +10 to hit, reach 5ft., one target. (1d4+5) slashing damage.
Chill Touch. Catnip Spell: +8 to hit, reach 120 ft., one target. (3d8) necrotic damage.
Vampiric Touch. 3rd Level Spell: +8 to hit, reach Self. (3d6) necrotic damage. Heals Angelina for half damage dealt.
Unarmed Strike. Unarmed Attack: +8 to hit, reach 5 ft., one target. 4 blunt damage.
True Strike. Catnip Spell: Angelina points her finger at a target in range. Her magic grants her a brief insight into the target's defenses. On her next turn, she gains advantage on her first attack roll against the target, provided that this spell hasn't ended.
Branding Smite. 2nd Level Spell: The next time Angelina hits a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as she strikes. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it is invisible, and the target sheds dim light in a 5-foot radius and can’t become invisible until the spell ends.
Invisibility. 2nd Level Spell: A creature Angelina touches becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.
Misty Step. 2nd Level Spell: Angelina briefly surrounds herself with silvery mist, letting her teleport up to 30 feet to an unoccupied space that she can see.
Fear. Angelina projects a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration. While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to Angelina, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.
Fly. Angelina touches a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.
Web. Cloak of Arachnida: Angelina conjures a mass of thick, sticky webbing at a point of her choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area. Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free. The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.
Mystic Frenzy. When Angelina uses her action to cast a cantrip, she can immediately make one weapon attack as a bonus action.
Opportunity Attack. Angelina can make an opportunity attack when a hostile creature that she can see moves out of her reach. To make the opportunity attack, she will use her reaction to make one melee attack against the provoking creature. The attack occurs right before the creature leaves her reach
Description
Angelina is a Guild Runner for the hidden world known as "Reka". She is an immigrant that now resides within Halprova, working underneath the leadership of "Raegan Kalahari". During duels she weakens herself to certain challenge levels for her parties, wanting to balance the field. Even though she is a Blood Hunter, she refuses to use her Blood Curses on any of her own allies unless absolutely necessary. As for a higher challenge she has also adorned the wondrous item "Cloak of Arachnida" and "Ring of Mind Shielding".
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