| Mod | Save | ||
|---|---|---|---|
| STR | 24 | +7 | +12 |
| DEX | 20 | +5 | +10 |
| CON | 24 | +7 | +7 |
| Mod | Save | ||
|---|---|---|---|
| INT | 16 | +3 | +3 |
| WIS | 19 | +4 | +4 |
| CHA | 20 | +5 | +5 |
Keep Galloping. Don recovers from status effects at the end of her turn. If there are no statuses to recover from, she instead heals 5 hp.
Bloodfeast: Start combat with 100 Bloodfeast, if this unit runs out of Bloodfeast, gain vulnerability to all damage for one round. Don gains 100 Bloodfeast at the start of their next turn. Whenever a creature takes damage from Don's attacks, she gains stacks of Bloodfeast equal to damage dealt, this can be spent on the following abilities.
- Hardblood Arts I - Topple: When an attack connects, Don may spend 10 Bloodfeast to add an additional die of damage (max 2, increased to 4 once Ascended). If Bloodfeast was spent to deal damage in this way, heal half of damage dealt, as her weapons become covered in stored blood, rending wounds open.
- Hardblood Arts II - Reactive Blood: As a reaction upon being hit, Don may spend Bloodfeast in increments of 5 (up to 25 maximum, increased to 50 once Ascended). Reduce the damage taken by 3 for every increment of blood spent, as stored blood coats the site of the wound.
- Hardblood Arts III - Impaling: Don spends 15 Bloodfeast to use this ability, coalescing blood into a cone of sharp blood around her hands before letting it fly. Ranged Weapon Attack: +8 to hit, range 30/90 ft., 1 target. Hit: 14 (2d6+5) Magical Slashing damage. On hit make DC 16 Con save, or gain 1d4 Hemorrhage.
Ascendant Arts: When Bloodfeast reaches 500, or when Don becomes bloodied. She ascends, and gains the following new abilities.
- Ascendant Hardblood Arts - For The Family: Don spends 50 Bloodfeast to strengthen her body, and then attempts to grab the nearest enemy, or whoever did the most damage to her or Little Siblings of the Middle last round. That creature must make a DC 22 Strength or Dexterity saving throw, as they are grabbed and pulled with her as she leaps into the air with them. On a failed save, grabbed creature takes (4d12+7) Force damage, and is knocked prone. On a successful save, they take half as much damage, and can scramble to their feet swiftly, not being knocked prone.
- Ascendant Hardblood Arts - Wound: Don winds back her arm, coasellsing stored blood into a hardened crystal around her fist and chains. She can spend Bloodfeast in Increments of 10 (max 50). For each increment spent, the target gains an additional stack of Hemorrhage. Melee Unarmed Strike +9 to hit, reach 10 ft. 1 target. Hit: 18 (2d8+7) Magical Bludgeoning damage. On hit, target gains 2d4+ (Increments Spent) Hemorrhage.
- Ascendant Hardblood Arts - Be Enchained: Don calls upon the spilled blood of the battlefield, spending 20 Bloodfeast (to a max of 100), as the blood around enemies springs into the form of chains. For each increment spent, an additional creature she can see is targeted to a max of 5. Targeted creatures must make a DC 19 Strength or Dex saving throw or become grappled and restrained.
- ASCENDANT HARDBLOOD ARTS - COMPLETE AND TOTAL EXTERMINATION!!!!!: Don spends all of the Bloodfeast she's collected, channeling it into a single overwhelming strike. All enemy creatures within a 30ft sphere must make a DC 22 Dexterity or Strength saving throw. On a failed save, targets take 79 (10d12+14) Force damage and are knocked prone. They take half as much and are not knocked prone on a successful Save. The area within this attack becomes difficult terrain that Don is immune to.
Hemorrhage : Creatures affected with Hemorrhage take 2d4 Slashing damage whenever they make an weapon attack roll, and Don gains that much Bloodfeast. You can spend your turn, making a DC 14 Medicine check to clear all Hemorrhage stacks on yourself or others, or half stacks on a failed check.
A Strike Against Thee!. Don uses Checking The Book twice and either A Just Vengeance! or a Bloodfeast attack.
Checking The Book. Unarmed Melee Attack: +9 to hit, reach 5 ft., 1 target. Hit: 18 (2d10 + 7) Magical Bludgeoning damage. Target makes a DC 16 Con save or gains 1d6 Hemorrhage.
A Just Vengeance!. Unarmed Melee Attack: +8 to hit, reach 5 ft., 1 target. Hit: 20 (2d12 + 7) Magical Bludgeoning damage. Target makes a DC 16 Con save or gains 2d4 Hemorrhage.
Ascendant harblood Arts - For The Family. Unarmed Melee Attack: reach 15 ft., 1 target. Target makes a DC 22 Strength or dexterity Saving Throw. On a fail target takes: 33 (4d12+7) Force damage and is knocked prone, or half as much and is not knocked prone.
Ascendant Hardblood Arts - Wound. Melee Unarmed Strike +9 to hit, reach 10 ft. 1 target. Hit: 18 (2d8+7) Magical Bludgeoning damage. On hit, target gains 2d4+ (Increments Spent) Hemorrhage.
ASCENDANT HARDBLOOD ARTS - COMPLETE AND TOTAL EXTERMINATION!!!!!. All enemy creatures within a 30ft sphere must make a DC 22 Dexterity or Strength saving throw. On a failed save, targets take 79 (10d12+14) Force damage and are knocked prone. They take half as much and are not knocked prone on a successful Save. The area within this attack becomes difficult terrain that Don is immune to.
Hardblood Arts III - Impaling. Ranged Weapon Attack: +8 to hit, range 30/90 ft., 1 target. Hit: 14 (2d6 + 5) Magical Slashing damage. On hit make DC 16 Con save, or gain 1d4 Hemorrhage.
Begone! If an attack misses Don, she can use 'A Just Vengeance!' as a reaction.
Reactive Blood. As a Reaction upon being hit with an attack, Don may spend Bloodfeast in Increments of 5 (25 Maximum, 50 once ascended). And reduces the damage taken by 3 for each increment spent in this way.
At the end of her, or another creature's turn, Don may use one of the following Actions if she meets the prerequisites. (Max 4 Actions, Recharge 1d4 at the end of the round.)
Calling The Boys (Costs 4 Actions). At the end of her turn, Don may ask for assistance from Little Siblings of the Middle. At the end of her next turn, 2 Little Siblings will enter Combat.
Hot On Your Trail! (Costs 1 Action). When Don uses this action she takes her full movement towards the last person who dealt damage to her, this movement is affected by difficult terrain, and cannot provoke opportunity attacks.
Description
A Big Sister of the Middle, forgoing her ties to family of the kindred for the chains and Iron-Clad loyalty of the Middle. Her mastery of blood manipulation and use of the Middle's chains and tattoos make her a formidable force. Once, she served as a Second Kindred to a powerful vampire, but as they grew older, and he drew more and more into his family, she felt discarded, left at the wayside as he moved onward to his adventures. And so she departed on an adventure of her own, finding comfort and a sense of justice in the laws of the Middle, she settled in with them, rising to the rank of Big SIster within a remarkably short span of time. Now she leads her section with the kindness and attention she was never shown.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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6/4/2026 6:15:58 PM
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57
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2
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1
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Coming Soon
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