BLOOD CURSES
These are additional Blood Curses available to Blood Hunters of Entrellia.
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BLOOD CURSE OF THE ACRID FLESH
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As a bonus action, you curse a creature that you can see within 30 feet of you, causing its body to melt and sting until the end of your next turn. For the duration, the creature takes 1d4 acid damage whenever it regains hit points from any source. In addition, any hit points the creature recieves during this curse is halved (rounded down).
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Amplify. This curse lasts for 1 minute. The cursed creature can make a Constitution saving throw at the end of each of its turns, ending the curse on itself on a success.
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BLOOD CURSE OF THE GUILTLESS
As a bonus action, you harry the body or mind of a creature within 30 feet of you, making them susceptible to trust and truth. The creature must succeed on an Intelligence saving throw against your Hemocraft DC. On a fail, until the end of your next turn, Wisdom (Insight) checks made against the cursed creature have advantage and the creature has disadvantage on Charisma (Deception) checks against you.
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Amplify. This curse lasts for 1 minute. For the duration of the curse, the target can’t speak a deliberate lie. The target can be evasive in its answers as long as it remains within the boundaries of the truth. The cursed creature can make an Intelligence saving throw at the end of each of its turns, ending the curse on itself on a success.
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BLOOD CURSE OF THE HUSHED
Prerequisite: 6th level
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When a creature you can see within 60 feet of you casts a spell, you can use your reaction to reduce the spells level by 1. A spell is unaffected if it is already being cast at its lowest level. The spellcaster still consumes the spellslot it originally intended to use.
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Amplify. The target must make a Constitution saving throw against your Hemocraft DC. On a fail, the creature cannot attempt to cast that spell again for the next minute.
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BLOOD CURSE OF PETRIFICATION
Prerequisite: Order of the Mutant
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When you or a creature you can see within 30 feet of you is hit by an attack, using your reaction, you can curse the creature suffering the attack in an attempt to petrify them and avert the damage. The target must make a Constitution saving throw or become petrified until the start of their next turn. A willing creature can choose to automatically fail this save.
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Amplify. You extend the curse for up to 1 minute. Additionally, the target is only partially petrified. Rather than suffering from the drawbacks of the petrified condition, the creature instead gains the following traits:
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The creature has resistance to bludgeoning, piercing and slashing damage from all non-magical attacks.
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The creature cannot fly, their speed is reduced by half and their weight is increased by a factor of 5.
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The creature deals an additional bludgeoning damage equal to one roll of your Hemocraft die with melee weapon attacks and unarmed strikes.
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The creature has disadvantage on Strength and Dexterity saving throws.
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Each time you suffer damage, you must make a concentration check to maintain the partial petrification as though you were concentrating on a spell. On a fail, the curse ends. Once you’ve amplified this blood curse, you must finish a long rest before you can amplify it again.
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BLOOD CURSE OF RAISING
Prerequisite: Order of the Profane Soul
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This curse ignores the prerequisites of a target requiring blood to suffer the effects of this curse.
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When a Medium or smaller sized Undead creature you can see within 60 feet of you drops to 0 hit points, you can use your reaction to immediately raise that creature under your control. It gains hit points equal to your Intelligence modifier + your Blood Hunter level. It loses all hit points when this curse ends.
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On the creatures next turn, you can mentally command the creature. You decide what action the creature takes and where it moves. Once given an order, the creature follows it to the best of its abilities until the task is complete. At the end of the creatures turn, it is reduced to 0 hit points and is immune to this blood curse for the next 24 hours.
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Amplify. The cursed creature is reduced to 0 hit points after 1 minute, rather than at the end of its turn. Additionally, the curse can affect an Undead creature regardless of their size category.
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BLOOD CURSE OF REFLECTION
Prerequisite: 15th level, Order of the Immutable
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As an action, you target one creature that you can see within 120 feet and horrify them with their own shifting image. The target must make a Wisdom saving throw against your Hemocraft DC. On a fail, the creature suffers the effects of a 4th-level Phantasmal Killer spell until the start of your next turn.
Amplify. The creature suffers the effects of the spell for 1 minute. At the end of the target's turns it can make a Wisdom saving throw against your Hemocraft DC. On a successful save, the curse ends.
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BLOOD CURSE OF THE REVEALED
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As an action, you target one creature within 30 feet of you. You do not have to see this creature to target them. The target must make a Wisdom saving throw against your Hemocraft DC. On a fail, any effects that are disguising or hiding the creature are dispelled, such as Disguise Self or Invisibility.
Amplify. On a fail, the creature cannot benefit from disguising or hiding spells or effects for 1 minute. The cursed creature can make a Wisdom saving throw at the end of each of its turns, ending the curse on itself on a success.
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BLOOD CURSE OF SERVING
Prerequisite: 18 level, Order of the Eternal
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You attempt to beguile a creature that you can see within 60 feet of you as an action. It must succeed on a Wisdom saving throw or suffer the effects of the Dominate Monster spell until the end of its next turn.
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Amplify. This curse lasts for 1 minute. The cursed creature can make a Wisdom saving throw at the end of each of its turns, ending the curse on itself on a success. Once you’ve amplified this blood curse, you must finish a long rest before you can amplify it again.
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BLOOD CURSE OF SICKNESS
Prerequisite: 15th level, Order of the Malady
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As a bonus action, you curse one creature that you can see within 30 feet of you, causing them to fall ill and forcing their immune system to shut down. For the next minute, the creature must make a Constitution saving throw at the start of each of their turns or suffer 2d6 poison damage. The curse ends on a successful save. A creature that succeeds on this saving throw is immune to this blood curse for the next 24 hours.
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Amplify. For the duration of the curse, the target is vulnerable to poison damage. Once you have amplified this Blood Curse, you must finish a long rest before you can amplify it again.
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BLOOD CURSE OF SIPHONING
When you deal damage to a creature with a melee attack, you can use your bonus action to utter a curse that coats you in the targets lost strength, using it for your own. You gain temporary hit points equal to the damage dealt with the melee attack. The temporary hit points last until the start of your next turn.
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Amplify. While you have temporary hit points gained from this curse, if a creature that you can see hits you with a melee attack, they take psychic damage equal to one roll of your Hemocraft die.
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BLOOD CURSE OF THE STARVING
Prerequisite: Order of the Lycan
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As a bonus action, you curse one creature that you can see within 30 feet of you until the end of your turn, causing their blood to fuel your strength when you feast upon them. For the duration of this curse, while in your hybrid form, whenever you succeed on an attack roll made using your unarmed strikes with a Crimson Rite applied, you regain hit points equal to half the Crimson Rite damage dealt to the target (rounded down).
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Amplify. This curse lasts for 1 minute. Once you’ve amplified this blood curse, you must finish a long rest before you can amplify it again.
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