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blood curse 5e

You have advantage on Wisdom (Survival) checks to track fey, fiends, or undead, as well as on Intelligence ability checks to recall information about them. When you reach 14th level in this subclass, as an action you can mark one creature that is not a construct or undead. You cast Darkvision on 2nd level as an action without expending a spell slot. Mutagens are designed for your biology and have no effect on other creatures. good news. Amplify. On 15th level you can turn into a Giant Bat or a Dire Wolf. Whenever you damage a branded creature with your Crimson Rite, your weapon deals one additional hemocraft die of rite damage. When you reach 14th level, you have advantage on saving throws against being charmed and frightened. 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. Choosing this sub-class at 3rd level, you can extend your cursed weapon feature to any object of your choosing. You regain all uses of this feature after you finish a long rest. Amplify. These creatures are mostly martial class and your goal is to make sure your primary damage score is high. The you become immune to the charm. Thanks, though if you don't mind, can I get some feedback from you what you like or dislike about the list, any thoughts on improvement mechanically, and/or reasons for why you liked something vs not. When a creature you can see within 30 feet of you makes an attack roll, you can use your reaction to roll one hemocraft die and subtract the number rolled from the creature’s attack roll. You learn the cantrip Friends and can cast it without the creature you target knowing you charmed it. You can cast blur once using a pact magic spell slot. Starting at 18th level, you’ve learned to siphon the soul from your fallen prey. This does not count against your number of blood curses known. If there is more than one possible target, roll to randomly determine the target. Also at 3rd level, you can get one Blood Power of your choice. You cast Melf's Acid Arrow on 2nd level without expending a spell slot. All three of these spells do not count against the number of spells that you can know from the Spellcasting class feature and they count as blood cursed spells for you. This will decide which features you get by 6th, 10th and 14th level. The blood curses are presented in alphabetical order. Starting when you choose this archetype at 3rd level, you begin to adopt the improved abilities of a natural predator. You regain use of this ability after you finish a short or longrest. The saving throw DC is calculated as follows: Hemocraft save DC = 8 + your proficiency bonus + your Intelligence modifier. Beginning 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 can learn all of the spells on the basic Blood Cursed spell list. View/set parent page (used for creating breadcrumbs and structured layout). You can do so once per day. I'd like more subclasses but thematically it would be a little hard. Your email address will not be published. You can survive without blood for a number of days equal to 4 + your Constitution modifier + your proficiency bonus. Each creature within 30 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. Choose a higher Constitution next, as you want to have extra hit points to burn on your crimson rite or amplifying blood curses. influences of the past, and sometimes conveys visions of things previously unknown to the character on higher rolls. You apply this curse to all of the creature’s attack rolls until the end of the turn. You gain vulnerability to slashing damage. As a bonus action you can consume a single mutagen, and the effects and side effects last until you finish a short or long rest, unless otherwise specified. Now, when it comes to fighting, you have to choose your weapon carefully. You can’t do so again until you finish a long rest. //param[jq dom element] element to make sticky Your size increases from medium to huge, and your ac increases by 2. Rite of the Storm. Creatures without blood in their bodies can't be turned into a Blood Siphon. 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). At 11th level, your hemocraft has altered your Brand of Castigation to enforce a foe’s true nature. Beginning at 3rd level, you choose to learn four mutagen formulas. At 15th level, your speed increases by 15 feet instead.Side effect. -You don't need to eat and drink water and food anymore. You can turn into a puddle of blood. When you use your Blood Maledict, you choose which curse to invoke. There are different ways of getting a curse or losing one, but by using this class you embrace the power that the curse gives you. By reaching 14th level, you master the ability to kill in large numbers. Whether driven by the wish to make a difference in a dangerous world, the need to take vengeance for a great wrong they have suffered, being inspired by witnessing the strange and powerful techniques of another blood hunter in person, or just seeking a place to belong in an uncaring world, the reasons one may take up the Hunter’s Bane and choose this life are many and varied. Were you once a holy warrior who strayed from his faith and was cast out, but still seek to give yourself to the cause of protecting the innocent? You gain the Blood Curse of the Exorcist for your Blood Maledict feature. While active these weapons become visibly cursed, the exact appearance depending on the personality of its user, and deal additional necrotic damage equal to half your proficiency bonus. You cast Blur as an action without expending a spell slot. You can do so once per longrest. At the end of each of its turns, the cursed creature can make another Strength saving throw. Prerequisite: 18th level, Order of the Profane Soul. In addition, you can instill a burst of adrenaline to temporarily resist the negative effects of a mutagen. You can use your Hybrid Transformation feature twice, regaining all expended uses when you finish a short or long rest. If a creature is killed by an attack from you, you can use your bonus action, only at the same turn, to turn that creature into a Blood Siphon. While in this form you are immune to all damage types, except radiant damage and bright light which drops you out of the mist form instantaniously. They are also unstable by nature, losing their potency over time and becoming inert if not used before you finish your next short or long rest. Is there anything that the normal Blood Hunter (2020) has that you think could be improved or aided mechanically with Blood Curses. As a bonus action you can go into a blood rage. The siphon stays until you have used it a number of times equal to your Wisdom modifier or until you want it to stop as an free action during your turn. On a success, this curse ends. In addition, you regain an expended warlock spell slot. Rite of the Dead. For example, Order of the Mutant. The Order of the Ghostslayer is the first out of four. You can revert to your normal form earlier as a bonus action. At 18th level you can cast dominate person at will once per short rest. • (a) studded leather armor or (b) scale mail armor

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