Uri

25

Uri, the High Elf Blood Urban Bounty Hunter

**Personality Traits**

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**Ideals**

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**Bonds**

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**Flaws**

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## Character Sheet

*(Utilize the 15, 14, 13, 12, 10, and 8 score array for base stats.)*

**Race** (High Elf)

Elf

* **Ability Score Increase**. Your Dexterity score increases by 2.
* **Age**. Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.
* **Size**. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
* **Speed**. Your base walking speed is 30 feet.
* **Darkvision**. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
* **Fey Ancestry**. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
* **Trance**. Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance." While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep.
* **Keen Senses**. You have proficiency in the Perception skill.
* **Languages**. You can speak, read, and write Common and Elven.

High Elf

* **Ability Score Increase**. Your Intelligence score increases by 1.
* **Cantrip**. You know one cantrip of your choice from the Wizard spell list. Intelligence is your spellcasting ability for it.
	+ **Shape Water**. You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways: You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage. You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour. You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour. You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
* **Elf Weapon Training**. You have proficiency with the longsword, shortsword, shortbow, and longbow.
* **Extra Language**. You can read, speak, and write one additional language of your choice.

**Background** (Urban Bounty Hunter)

* **Skill Proficiencies**. Choose two from among Deception, Insight, Persuasion, and Stealth
* **Tool Proficiencies**. Choose two from among one type of gaming set, one musical instrument, and thieves' tools
* **Equipment**. A set of clothes appropriate to your duties and a pouch containing 20gp
* **Ear to the Ground**. You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.

**Class** (Blood Hunter)

* Hit Dice: 1d10 per blood hunter level
* Hit Points at 1st Level: 10 + your Constitution modifier
* Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per blood hunter level after 1st
* Armor: Light armor, medium armor, shields
* Weapons: Simple weapons, martial weapons
* Tools: Alchemist's supplies
* Saving Throws: Dexterity, Intelligence
* Skills: Choose three from Acrobatics, Arcana, Athletics, History, Insight, Investigation, Religion, and Survival

* **Hunter's Bane**. At 1st level, you have survived the Hunter’s Bane—a dangerous, long-guarded ritual that alters your life’s blood, forever binding you to the darkness and honing your senses against it. You have advantage on Wisdom (Survival) checks to track fey, fiends, or undead, as well as on Intelligence checks to recall information about such creatures. The Hunter’s Bane also empowers your body to control and shape hemocraft magic, using your own blood and life essence to fuel your abilities. Some of your features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows: Hemocraft save DC = 8 + your proficiency bonus + your Hemocraft modifier (your choice between Intelligence and Wisdom)
* **Blood Maledict**. Also at 1st level, you gain the ability to channel—or sometimes sacrifice—a part of your vital essence to curse and manipulate creatures through hemocraft magic. You know one Blood Curse of your choice. You learn one additional blood curse of your choice at 6th, 10th, 14th, and 18th level. Each time you learn a new blood curse, you can also choose one of the blood curses you know and replace it with another blood curse. Each time you use your Blood Maledict feature, you choose which curse to invoke from the curses you know. While invoking a blood curse, but before it affects the target, you can choose to amplify the curse by taking necrotic damage equal to one roll of your hemocraft die. This damage can’t be reduced in any way. An amplified curse gains an additional effect, noted in the curse’s description. Creatures that do not have blood are immune to blood curses unless you have amplified the curse. Once you use this feature, you must finish a short or long rest before you can use it again. You can use Blood Maledict twice between rests starting at 6th level, three times starting at 13th level, and four times starting at 17th level.

**Proficiencies**

* Racial Traits
	+ **Darkvision**. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
* Languages
	+ **Common** (High Elf)
	+ **Elvish** (Extra Language)
	+ **Undercommon** (High Elf)
* Tools & Other Proficiencies
	+ **Thieves' Tools** (Urban Bounty Hunter)
	+ **Alchemist's Supplies** (Blood Hunter)
	+ **Playing Cards** (Urban Bounty Hunter)

Armor
Armor
Armor
Weapons
Weapons

**Additional Features & Traits**

* **Sharpshooter** (Starting Feat). Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls. Your ranged weapon attacks ignore half and three-quarters cover. Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If that attack hits, you add +10 to the attack's damage.

## Actions, Abilities & Magic

### Actions

* **Action**. Do a thing with your action.
* **Bonus Action**. Do a thing with your bonus action.

### Abilities

* **React to Meme**. Use your reaction to draw focus from one target.

## Inventory

*(Items you have currently equipped on your body. You can only have 3 active magical items enabled at once on you.)*

### Backpack/Storage

( **CAPACITY**: [STR score x 15] / **MAXIMUM**: [STR score x 15] )

* Gold Pouch
* Container
	+ Items
* **Bag of Holding** (Starting Magic Item)
	+ Items

## Arcana

Arcana tarot associated with this character.