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Während einer Recherche über die Gothic-Szene stößt Reporterin Sadie Blake in Los Angeles auf eine heiße Story: Immer mehr junge Hipsters scheinen in den tödlichen Bann einer geheimnisvollen Sekte zu geraten. Die junge Frau verschafft sich einen. Rise: Blood Hunter. aus Wikipedia, der freien Enzyklopädie. Zur Navigation springen Zur Suche springen. Film. digitaldictionaries.eu - Kaufen Sie Rise: Blood Hunter günstig ein. Qualifizierte Bestellungen werden kostenlos geliefert. Sie finden Rezensionen und Details zu einer. Shop Rise: Blood Hunter [Blu-ray]. Everyday low prices and free delivery on eligible orders. Ein Dämonenjäger Outfit mit 21 Gegenständen. Benutzerdefiniertes Transmogset; erstellt mit Wowheads Anprobe. Von WilliamB In der Dämonenjäger Outfits. Rise: Blood Hunter Online Schauen HD (Deutsche-DE). Veröffentlicht: Laufzeit: 1h 36m. Genre: Action, Abenteuer, Horror, Thriller Sterne: Lucy Liu. Bei reBuy Rise: Blood Hunter gebraucht kaufen und bis zu 50% sparen gegenüber Neukauf. Geprüfte Qualität und 36 Monate Garantie. In DVD stöbern!

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Todd Talks - Blood Hunter - With Jim Davis (WebDM) Click here to edit contents of this page. When making an Intelligence History check to recall Deutsche Moderatorinnen Nackt about a darker Gerüchte Englisch surrounding an object you are touching, or a location you are present in, you Filme Online Gratis Stream advantage on the roll. When you activate a rite, you lose a number of hit points equal to one roll of your hemocraft die, as shown in the Hemocraft Die Prominente of the Blood Hunter table. Milf German Hd rite damage is psychic damage. Only registered users can write reviews. Blood Hunter Order At 3rd level, you commit to an order of blood hunter martial focus.
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Specs Arrow Length 31" Inner Diameter. In stock. Your rite damage is psychic damage. Rite of the Roar. Your rite damage is thunder damage.
At 3rd level, you commit to an order of blood hunter martial focus. The order you choose grants you features at 3rd level, and again at 7th, 11th, 15th, and 18th level.
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action. At 6th level, whenever you damage a creature with your Crimson Rite feature, you can choose to sear an arcane brand of hemocraft magic into it requires no action.
You always know the direction to the branded creature, and each time the branded creature deals damage to you or a creature you can see within 5 feet of you, the branded creature suffers psychic damage equal to your Intelligence modifier minimum of 1 damage.
Your brand lasts until you dismiss it, or you apply a brand to another creature. Your brand counts as a spell for the purposes of dispel magic, and the spell level is equal to half of your blood hunter level maximum of 9th level spell.
When you reach 9th level, you have a supernatural talent for discerning the history surrounding mysterious objects or places touched by evil.
When making an Intelligence History check to recall information about a darker past surrounding an object you are touching, or a location you are present in, you have advantage on the roll.
The information gleaned often leans towards the more sinister influences of the past, and sometimes conveys visions of things previously unknown to the character on higher rolls.
Upon reaching 10th level, arcane blood magic suffuses your body, permanently reinforcing your resilience. Your speed increases by 5 feet, and whenever you make a Strength, Dexterity, or Constitution saving throw, you gain a bonus to the saving throw equal to your Intelligence modifier minimum of one.
Starting at 13th level, the psychic damage from your Brand of Castigation feature increases to twice your Intelligence modifier minimum of 2. On a failure, the teleport or plane shift fails.
When you reach 14th level, you have advantage on saving throws against being charmed and frightened. Upon becoming 20th level, you honed your control over blood magic, mitigating your sacrifice and empowering your capability.
Once per turn, whenever a blood hunter feature requires you to roll a hemocraft die, you can choose to reroll the die and choose which result to use.
In addition, whenever you score a critical hit with a weapon attack empowered by your Crimson Rite, you regain one expended use of your Blood Maledict feature.
Share on. You should be logged in to clone a site. Blood Hunter. Blood Maledict At 1st level, you gain the ability to channel, and sometimes sacrifice, a part of your vital essence to curse and manipulate creatures through hemocraft magic.
Fighting Style At 2nd level, you adopt a style of fighting as your specialty. Crimson Rite At 2nd level, you learn to invoke a rite of hemocraft within your weapon at the cost of your own vitality.
Primal Rites Rite of the Flame. Esoteric Rites Rite of the Dead. Blood Hunter Order At 3rd level, you commit to an order of blood hunter martial focus.
Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action. Brand of Castigation At 6th level, whenever you damage a creature with your Crimson Rite feature, you can choose to sear an arcane brand of hemocraft magic into it requires no action.
Grim Psychometry When you reach 9th level, you have a supernatural talent for discerning the history surrounding mysterious objects or places touched by evil.
Dark Augmentation Upon reaching 10th level, arcane blood magic suffuses your body, permanently reinforcing your resilience.
Brand of Tethering Starting at 13th level, the psychic damage from your Brand of Castigation feature increases to twice your Intelligence modifier minimum of 2.
Hardened Soul When you reach 14th level, you have advantage on saving throws against being charmed and frightened. Sanguine Mastery Upon becoming 20th level, you honed your control over blood magic, mitigating your sacrifice and empowering your capability.
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BLOOD HUNTERS Official Trailer HD FrightFest 2016Its high kinetic energy penetrates deep to take down any game. Each arrow includes a grain aluminum insert.
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In stock. Spine Choose an Option Count Choose an Option Add to Compare. At 1st level, you gain the ability to channel, and sometimes sacrifice, a part of your vital essence to curse and manipulate creatures through hemocraft magic.
You gain one Blood Curse of your choice. You learn one additional blood curse of your choice, and you can choose one of the blood curses you know and replace it with another blood curse, at 6th, 10th, 14th, and 18th level.
When you use your Blood Maledict, you choose which curse to invoke. While invoking a blood curse, but before it affects the target, you can choose to amplify the curse by losing a number of hit points equal to one roll of your hemocraft die, as shown in the Hemocraft Die column of the Blood Hunter table.
Creatures that do not have blood in their bodies are immune to blood curses, unless you have amplified the curse. You can use this feature once.
Beginning at 6th level, you can use your Blood Maledict feature twice, at 13th level you can use it three times between rests, and at 17th level, you can use it four times between rests.
You regain all expended uses when you finish a short or long rest. At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options.
When you roll a 1 or 2 on a non-rite damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll.
The weapon must have the two-handed or versatile property for you to gain this benefit. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
At 2nd level, you learn to invoke a rite of hemocraft within your weapon at the cost of your own vitality. Choose one rite from the Primal Rites list below to learn.
When you activate a rite, you lose a number of hit points equal to one roll of your hemocraft die, as shown in the Hemocraft Die column of the Blood Hunter table.
This damage is magical, and increases as you gain levels as a blood hunter, as shown in the Hemocraft Die column of the Blood Hunter table.
A weapon can only hold a single active rite at a time. You learn an additional Primal Rite of your choice at 7th level, and choose an Esoteric Rite to learn at 14th level.
Rite of the Flame. Your rite damage is fire damage. Rite of the Frozen. Your rite damage is cold damage.
Rite of the Storm. Your rite damage is lightning damage. Rite of the Dead. Your rite damage is necrotic damage.
Rite of the Oracle. Your rite damage is psychic damage. Rite of the Roar. Your rite damage is thunder damage. At 3rd level, you commit to an order of blood hunter martial focus.
The order you choose grants you features at 3rd level, and again at 7th, 11th, 15th, and 18th level. When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action. At 6th level, whenever you damage a creature with your Crimson Rite feature, you can choose to sear an arcane brand of hemocraft magic into it requires no action.
You always know the direction to the branded creature, and each time the branded creature deals damage to you or a creature you can see within 5 feet of you, the branded creature suffers psychic damage equal to your Intelligence modifier minimum of 1 damage.
Your brand lasts until you dismiss it, or you apply a brand to another creature. Your brand counts as a spell for the purposes of dispel magic, and the spell level is equal to half of your blood hunter level maximum of 9th level spell.
When you reach 9th level, you have a supernatural talent for discerning the history surrounding mysterious objects or places touched by evil.
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