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. 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.Įach time you use your Blood Maledict feature, you choose which curse to invoke from the curses you know. You learn one additional blood curse of your choice at 6th, 10th, 14th, and 18th level. Hemocraft save DC = 8 + your proficiency bonus + your Hemocraft modifier (your choice between Intelligence and Wisdom) Blood MaledictĪlso 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. The saving throw DC is calculated as follows: Some of your features require your target to make a saving throw to resist the feature’s effects. 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. 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.
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