Keen Hearing and Sight. Artemis has advantage on Wisdom (Perception) checks.
Bestial Nature. Artemis has advantage on initiative rolls and she cannot be surprised. During Artemis' movement she may also jump upto 15ft twice, Artemis does not take fall damage or provoke opportunity attacks when moving.
Bloodaiec Curse. When Artemis makes a weapon attack she may take 1d12 damage to add 2d12 + 4 necrotic damage to her damage roll. Each time she does this she must make a DC 5 charisma saving throw. Each time she succeeds this saving throw the DC is increased by 5. On a failure Artemis enters Quabelethic Bloodlust.
Primal Magic. Artemis is a 12th level spell caster, her spell save DC is 18 and her to hit modifier is +9. She has the following spells prepared.
Cantrips: Druidcraft, Resistance, Produce Flame
1st Level (4 slots): Animal Friendship. Cure Wounds, Detect Poison and Disease, Entangle, Jump, Longstrider, Speak with Animals, hunter's mark
2nd Level (3 slots): Animal Messenger, Beast Sense, Pass without trace, Protection from poison
3rd Level (3 slots): Speak with plants, Water Breathing
4th Level (3 slots): Locate creature, Stoneskin
5th Level (2 slots):Tree stride
Skjønnhetspiler: When Artemis makes a weapon attack with her Elysian's Kiss she may convert an arrow in a skjønnhetspiler, an enchanted arrow with unqiue effects. Artemis may fire one skjønnhetspiler a turn but she may consume a legendary action to fire another with the same or different effect, she may also combine two effects into one arrow using this also.
Artemis has the following skjønnhetspilers prepared:
Arrow of Chains. Artemis creates spectral chains bound to her arrow, the hit target must succeed a DC 20 wisdom saving throw or be restrained. The creature may repeat the saving throw at the end of each of their turns, on a success the condition ends.
Additionally, when a target is hit Artemis may choose an unnoccupied space within 30ft of the target, the target creature is pulled to that space by the chains before they are restrained.
Beguiling Arrow. Artemis fires an arrow of pure love. The creature hit by the arrow takes an extra 4d6 psychic damage. The target must succeed on a DC 20 Wisdom saving throw, or it is charmed by Artemis until the start of her next turn.
Bursting Arrow. The arrow is imbued with explosive power. The arrow explodes after the attack. Immediately after the arrow hits a creature, the target and all other creatures within 10 feet of it take 4d6 force damage each.
Scatter Arrow: The arrow is transformed into a hail of bouncing arrows. When Artemis fires her arrow it bursts into 9 arrows, each arrow targets every target within 15ft of target, this can target one or multiple with the arrows being divided between targets, each uses the initial attack roll to determine a hit. On a hit these arrows deal 1d6 + 6 magical piercing damage. The intial arrow does not need to hit the target for this effect to trigger.
Piercing Arrow. Artemis creates an arrow of spectral light, she doesn't make an attack roll for the attack. Instead, the arrow fires forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a DC 20 Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the arrow, plus an extra 3d6 piercing damage. On a successful save, a target takes half as much damage.
Seeking Arrow. Artemis marks a target for the hunt and conjure a seeking arrow, Artemis doesn't make an attack rroll. Instead, She chooses one creature she has seen in the past minute. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon’s range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. On a failed save, it takes damage as if it were hit by the arrow, plus an extra 3d6 force damage, and She learns the target’s current location. On a successful save, the target takes half as much damage.
Heavy Arrow. Artemis transforms her arrow into a giant bolt, the hit creature takes an additional 4d6 bludgeoning damage and must make a DC 20 strength saving throw. On a failure the target is pushed back 40ft and is knocked prone. If the creature hits another creature of the same or smaller size they must make a DC 16 Strength or Dexterity saving throw or be knocked prone, if they make a succesfull strength saving throw they catch the creature, On a successfull dexterity saving throw they may move 5ft without provoking an opportunity attack.
Quabelethic Bloodlust. While in bloodlust Artemis takes 3d12 damage at the start of each of her turns. Her attacks deal an additional 2d12 Necrotic damage and her crit chance is increased to 18-20. Each time a creature is hit by one of her attacks they must make a wisdom saving throw with a DC equal to the amount of necrotic damage they just took. On a failure they are poisoned and at the start of each of their turns they take 3d12 necrotic damage until they are reduced to 0 HP or they are cured of the poisoned condition.
Multiattack. Artemis makes 4 weapon attacks.
Shortsword. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 9) piercing damage.
Elysian's Kysse: Ranged Weapon Attack: +18 to hit, ranged 150/600 ft., one target. Hit: 18 (1d10 + 12) magical piercing damage.
Legendary Actions. Artemis has 3 legendary actions which she regains at the start of her turn. She can use her legendary action to perform the following moves.
- Make two weapon attacks
-Cast a spell
-Use another skjønnhetspiler
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