Fey Ancestry. Advantage on saving throws against being charmed, and magic can’t put the drow to sleep.
Sunlight Sensitivity. While in sunlight, disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Chain Blade Attack.
+5 to hit, reach 10 ft., multiple targets. Makes two attacks per chain. For each successful hit roll 1d4 (+3 slashing) damage for the blade, and 1d4 (+2 bludgeoning) for the chain. As a Bonus Action, for each attack that misses you may roll another attack +0 to hit, dealing 1d4 damage.
Number of Strikes: 4 (Chain Blades x 2)
Each Blade: 5 (1d4+3)
Each Chain: 4 (1d4+2)
Chain Down.
Take your action, using the chains to attempt to grapple or restrain a target. While the chain is engaged in this way only the blade portion may be used to attack and its range is reduced to the normal 5ft melee attack.
Grapple: Add your strength modifier for each Chain Blade in use while making a grapple attempt. +4 (2 chains x +2 Str)
Restrain: If the target is already grappled by your chains, you may attempt to restrain it with a 2nd grapple attempt. +4 (2 chains x +2 Str)
Retract: If the target is already grappled or restrained by your chains, you may use a bonus action to move the target up to 5 ft closer to you.
Fury of Chain Blades.
Melee Weapon Attack: +5 to hit, reach 10 ft., multiple targets. Once per short rest, and while maintaining concentration.
Number of Strikes: 10 (blades x Dex Mod +4)
Each Blade: 5 (1d4+3)
Each Chain: 4 (1d4+2)
Total: 45 or ((5 x 5) + (4 x 5))
Description
Blood Hunter (Monster Class)
Blood Maledict (No Action)
You can invoke a blood curse 2 times per short rest. You lose 1d6 hit points when activating the curse, and that roll determines how many rounds the spell lasts for.
Blood Curse of Bloated Agony
You curse a creature that you can see within 30 feet of you to painfully swell. For the duration of the curse the creature has disadvantage on Strength and Dexterity ability checks, and takes 1d8 necrotic damage during its turn.
Crimson Rite
As a bonus action, imbue a weapon to strike for 1d6 extra fire damage. On activating the rite, you take 1d6 damage. Rite damage is magical and lasts while you hold the weapon or until you complete a short/long rest.
Rite Focus - The Hexblade (Special)
Whenever you target a creature with a blood curse, your next attack against the cursed creature deals an additional +3 damage.
Comments