Blood Hunter Optional Class Features This section offers additional features that you can gain as a blood hunter. Unlike the features in the D&D Beyond, you don't gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature's description. These features can be selected separately from one another; you can use some, all, or none of them. Expanded Curse 1st-level blood hunter feature You learn 1 more Blood Curse of your choice, and learn one additional blood curse of your choice at 3rd level. Starting at 9th level, when you amplify a blood curse, its range is doubled. Bleeding Blade 2nd-level blood hunter feature Also at 2nd level, you can summon a weapon made from your blood. As part of the bonus action to activate your Crimson Rite, you create a melee weapon of your choice in your empty hand imbued with the Crimson Rite you chose instead of imbuing the rite onto a weapon you currently hold. You lose a number of hit points equal to one roll of your hemocraft die in addition to the hit points lost for activating your Crimson Rite. The weapon counts as magical for the purposes of overcoming resistance and immunity to nonmagical weapons, and conditions that end your Crimson Rite also dismisses this weapon. Fighting Style 2nd-level blood hunter feature When you choose a fighting style, the following styles are added to your list of options. Blind Fighting You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you. Thrown Weapon Fighting You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll. Mutagenic Warrior You learn a Mutagen formula from the Order of the Mutant archetype. If a formula has a pre-requisite, you can choose that formula only if you're an Order of the Mutant blood hunter with the appropriate level in that archetype. Mutagen effects only improve if you're a blood hunter with the appropriate levels in that class. You can concoct a single mutagen you know using this fighting style when you finish a short or long rest. Once you consume a mutagen concocted using this fighting style, you can't consume another mutagen with this fighting style again until after you finish a long rest. Disruptive Fighting When you make an ability check or attack roll to disarm, grapple, shove or use a net, you gain a +2 bonus to the check or roll. Flex Fighting Your reach with a flail or whip is increased by 5 feet. Critical Fighting Your critical hit range is increased by 1. For example, if you score a critical hit on a 18 to 20, you now score a critical hit on a 17 to 20. Hunter's Versatility 4th-level blood hunter feature Whenever you reach a level in this class that grants an Ability Score Improvement, you can do one of the following: Replace a crimson rite with another one from the same category as the one you are replacing. You cannot replace a rite granted by your order. Replace a fighting style you know with a fighting style available to blood hunters. Bane of all Depravity 9th-level blood hunter feature, replaces Grim Psychometry Your Hunter's Bane feature now also applies to monstrosities and aberrations. You also double your proficiency bonus for these checks if the creature you are tracking or recalling information about is of evil alignment. Art Credit: Mirai Kuriyama from Kyoukai no Kanata by L·K 1
Brand of Corruption 13th level blood hunter feature, replaces 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). The branded creature now suffers the damage from the brand if it deals damage to you or a creature you can see within 30 feet of you. In addition, whenever a creature branded by you regains hit points in any way other than taking a short or long rest, it takes 4d6 necrotic damage. Revised Class Features This section changes some features that you gain as a blood hunter from the D&D Beyond Blood Hunter. Contingency Mutagencraft 3rd-level Order of the Mutant feature At 3rd level, you can concoct two mutagen when you finish a short or long rest. Starting at 7th level, the number of mutagens you can create when you finish a rest increases to four, and you can create six mutagens at 15th level. 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. At 3rd level, you can consume a single mutagen. Once you do so, you must finish a short or long rest to do so again. At 7th level, you consume two mutagen per short or long rest, and you can consume three mutagen per rest at 15th level. Attempting to consume more mutagens than you can handle overloads your bodily functions, making you unable to fight or even function normally. While one or more mutagens are affecting you, you can use an action to focus and flush the toxins from your system, ending the effects and side effects of all mutagens. Art Credit: Dispel from Magic: the Gathering by Chase Stone, Wizards of the Coast Mutagens are designed for your biology and have no effect on other creatures. 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. Blood Hunter Orders At 3rd level, a blood hunter gains the Blood Hunter Order feature, which offers you the choice of a subclass. The following options are available to you when making that choice: Order of the Awakened, Order of the Corroded, Order of the False Faces, and Order of the Hellbound. Order of the Awakened Among the blood hunters, there are those that have chosen to fight the monsters beyond even the outer planes. They hone their minds to equip themselves against these alien creatures, and they refine their hemomancy into psionic power. The Awakened understand the fragility of the mind, and exploit the underlying psionic energies hidden within others. Many of the Awakened exhibit their alien powers physically. Some have a third eye on their hand or growing on a stalk from their head, others display tentacles or crystal-like growths, and many other characteristics. These otherworldly powers are so ingrained into the blood of the Awakened that they manifest outwardly. Opened Mind Starting at 3rd level, you can telepathically communicate to creatures you can see within 60 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. Your communication doesn't give the creature the ability to respond to you telepathically. Additionally, you tap into telepathic waves around you. You can perceive any telepathic communication used within 60 feet of you. You only understand its contents if you share a language with one of the creatures that is part of the communication. You also can't be surprised by creatures with any form of telepathy. 2
Psionic Power Starting at 3rd level, you harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are the same size as your hemocraft die. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below. Some of your powers expend the Psionic Energy die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can't do so again until you finish a short or long rest. Art Credit: Psylocke from Marvel Comics by Adi Granov The powers below use your Psionic Energy dice. Psi Phantasms. You expend a Psionic Energy die to cast mirror image once per short rest. Your spellcasting ability for this spell is Intelligence. Eye Ray. You blast a ray of psionic power from your eyes to a creature or object you can see within 60 feet of you. As a bonus action, you can expend one Psionic Energy die and roll it. The number rolled determines the effect of your eye ray, as shown on the eye ray table. You determine the effect of your eye ray before you choose a target. The save DC for these effects is your hemocraft save DC. Eye Ray Roll Effect 1 Dazing. The target must succeed on a Constitution saving throw or have disadvantage on attack rolls until the end of your next turn. 2 Fear. The target must succeed on a Wisdom saving throw or be frightened by you until the end of your next turn. 3 Harming. The target must succeed on a Dexterity saving throw or take force damage equal to 1 roll of your hemocraft die + your Intelligence modifier. 4 Telekinetic. The target must succeed on a Strength saving throw or be moved 15 feet in a direction you choose horizontally. 5 Charm. The target must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn. 6 Enervation. The target must succeed on a Constitution saving throw or take necrotic damage equal to 3 rolls of your hemocraft die. 7 Slowing. The target must succeed on a Wisdom saving throw or its speed is halved and it can't take reactions until the end of your next turn. Additionally, it can use either an action or bonus action, not both. 8 Sleep. The target must succeed on a Wisdom saving throw or fall asleep and becomes unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead. 9 Stunning. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn. 10 Disintegration. The target must succeed on a Constitution saving throw or take necrotic damage equal to 5 rolls of your hemocraft die. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. Psionic Distortion At 7th level, your psionic power distorts the fabric of reality, allowing you new ways to use your Psionic Energy dice. Psionic Levitation. You use your psionic power to lift yourself off the ground. As a bonus action, you can expend one Psionic Energy die and roll it. You gain a flying speed with a number of feet equal to 5 times half the number rolled (minimum 5 feet) for 1 minute. Controlled Blast. When you roll for the effect of your Eye Ray psionic power, you can choose which number you roll on the die. Once you do so, you must finish a short or long rest before you can do so again, unless you expend a Psionic Energy die to do so again. 3
Brand of the Beacon Starting 11th level, your Brand of Castigation turns your target into a wellspring of harmful energy. Whenever the target takes rite damage or damage from your psionic power or blood maledict, one other creature of your choice within 15 feet of the target takes the same damage. Blood Curse of the Mad At 15th level, your curse infects the mind deeply. You gain the Blood Curse of the Mad for your Blood Maledict feature. This does not count against your number of blood curses known. Bend Power At 18th level, you cause all power around you to bend to your will. You can cast antimagic field once using this feature. Your spellcasting ability for this spell is Intelligence. Once you cast the spell, you must finish a long rest before you can do so again, unless you expend 2 Psionic Energy dice to do so again. When you cast antimagic field in this way, its duration is 1 minute instead of 1 hour. However, your Crimson Rite feature and psionic powers still function inside the field, even if they are typically considered magic. Other creatures' psionics, such as telekinesis or telepathy, do not function inside your field, even if they are not typically magic. Art Credit: Hassan of the Serenity from Fate/Grand Order byジョンディー Order of the Corroded An order of blood hunters that have turned their bodies into nature's most potent weapon, poison. The secret to their lethal hemomancy lies not in the magic, but their blood itself. The Corroded are few in number, because few can withstand the poisons they ingest. By consuming these toxins and venoms, their bodies adapt, and their blood becomes poison itself. Those that hone their hemomancy in conjunction to this venomous blood can even develop poisons that affect both deities and demons. Poisonous Vessel Starting 3rd level, when you join this order, your body becomes a host for poisons and toxins. You can use your action create a vial of poison from your body. You can do so a number of times equal to 1 + your Constitution modifier, and you regain all uses when you finish a long rest. The poison loses its potency outside your body, becoming inert if not used for 1 hour. A creature can apply this poison as an action to their weapon or ammunition, which lasts for 1 minute or until it hits with the weapon or ammunition. You can apply your own poison as a bonus action, even without producing a vial, which still consumes a use. A creature hit by this poisoned weapon or ammunition takes extra poison damage equal to two rolls of your hemocraft die + your Constitution modifier. It must also succeed on a Constitution saving throw against your hemocraft save DC or be poisoned until the attacker's next turn. 4
Rite of the Defiled When you join this order at 3rd level, you learn the Rite of the Defiled esoteric rite. Rite of the Defiled. Your rite damage is poison. While the rite is active, you gain the following benefit: Any creature that takes damage from this esoteric rite, grapples you or otherwise comes into direct contact with your skin or the weapon affected by this esoteric rite must succeed on a Constitution saving throw or be poisoned until the end of its next turn. Master of Venoms At 7th level, your body generates toxins that can neutralize other poisons. You are immune to poison and disease. Additionally, your body produces poisons with special effects. Choose one of the poisons below. You choose an additional poison option at 11th and 15th levels. You can produce each poison with a use of your Poisonous Vessel feature once per long rest. Cataract. The poisoned creature is also blinded. Diluted. This poison lasts for 3 hits instead of one. Alternatively, the poison coats 3 ammunition. Hallucinogen. The poisoned creature is also incapacitated. Infatuation. This poison deals no extra damage. The poisoned creature is also charmed for 1 minute. Mumble. The poisoned creature is also deafened and cannot speak. Rabid. The poisoned creature makes a weapon attack against the closest friendly creature as a bonus action on their turn, using their movement if needed. Sickening. The poisoned condition caused by this poison lasts for 1 minute. The poisoned creature can repeat the saving throw to end this condition. Unguarded. This poison deals no extra damage. The poisoned creature is also under the effects of a zone of truth spell for 1 minute. Brand of Terminality Upon reaching 11th level, your Brand of Castigation allows you to bring your foe ever closer to death. Attacks you make against a branded creature score a critical hit on a roll of 19 or 20. Supernatural Toxicity Also at 11th level, you and all poison you produce ignore immunity to the poisoned condition and treat immunity to poison damage as resistance, unless the creature is a construct or undead. Other Poisonous Vessel Applications The poison created by the Order of the Corroded's Poisonous Vessel feature can be applied in different ways, not just through injury, at your DM's discretion. Typical ways are ingesting or inhaling, and you can increase the duration of its effects with more doses. You can also create the antidote for your poison with a minute of work. You can create as many antidotes as you can, but they become inert after you finish a long rest. Blood Curse of Lethargy Starting at 15th level, your blood curse drains the energy from a creature. You gain the Blood Curse of Lethargy for your Blood Maledict feature. This does not count against your number of blood curses known. Noxious Cloud At 18th level, you can emit a cloud of toxic gas. You can cast the spell cloudkill once. When you cast it this way, you can see through the cloud clearly. You can also choose to take necrotic damage equal to one roll of your hemocraft die when you cast this spell. When you do so, you can choose a number of creatures equal to your Intelligence modifier to be unaffected by the spell's damage. Once you cast the spell, you can't do so again until you finish a long rest, or you choose to take necrotic damage equal to 3 rolls of your hemocraft die. Ether damage cannot be reduced in any way. Order of the False Faces Blood hunters know a trap when they see one. And some blood hunters understand the perfect bait and how to best use it. Sometimes, the best way to kill a monster is to befriend one of their own. And sometimes, the perfect partner is all three at once. Blood hunters of the False Faces have coexisted with mimics for many years. Through shared knowledge, these mimics learn to work with blood hunters to get their kill, and their kills are all the more sweeter for it. Mimic Partner When you join this order at 3rd level, you gain the assistance of a mimic. The mimic is in object form, determined by its Shapechange feature. While holding the mimic, it cannot be removed from your grasp against your will. You can command it to turn into its amorphous form or item form (no action required). The mimic can copy any object up to its size that it can observe for 1 minute uninterrupted, regardless of its cost. While observing the object, the mimic's eyes appear, even if it is in object form. It remembers and can polymorph ino the specific object for 24 hours. In combat, the mimic acts on your turn. When you activate your Crimson Rite, your mimic also gains the effects of your Crimson Rite on each of its attacks. In object form, you may use its Pseudopod or Bite attack in place of one of your attacks when you take the Attack action. The mimic can move and use reactions on its own, but the only action it takes is the Dodge action unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the mimic can take any action of its choice, not just Dodge. If the mimic has died within the last hour, you can expend a use of your Blood Maledict feature and touch the mimic. The mimic polymorphs into item form, and after 1 minute, it has all its hit points restored. If the mimic knows you cannot see it, the mimic falls into its violent habits. It attack creatures whose CR is lower than 2, and are not allied with you (neutral or hostile). 5
Mimicry At 3rd level, you learn the primal savagery cantrip. When you cast this spell, you add your hemocraft modifier to the damage roll. You can also expend a use of your Blood Maledict feature to cast disguise self once per short rest. Your spellcasting ability for these spells is your hemocraft ability. At 7th level, you can cast alter self instead of disguise self when you use this feature. Art Credit: Mimic Hexblade by Leroleroart Mimic Rite Starting 7th level, your mimic grows with your blood magic. Its attacks now count as magical for the purpose of overcoming resistance and immunity. Its Pseudopod attack now reaches 10 feet, and its Bite attack deals additional damage equal to one roll of your hemocraft die. The type of the additional damage is the same as your active Crimson Rite or acid. Blood Spit Starting 11th level, as an action, you can make both you and your mimic spit blood infused with hemocraft magic towards a point within 60 feet of each spitter. Creatures in a 10 foot radius from each point must make a Dexterity saving throw against your hemocraft save DC. On a failed save, a creature takes damage equal to 4 rolls of your hemocraft die, or half as much on a successful one. Its damage is acid or your active Crimson Rite's. Once you use this feature, you can't do so again until you finish a short rest, or if you take necrotic damage equal to 2 rolls of your hemocraft die. This damage can't be reduced in any way. Brand of Devouring At 15th level, you and your mimic feed off the creature branded by your Brand of Castigation. When the branded creature dies, you and your mimic regain a number of hit points equal to 2 rolls of your hemocraft die + your Intelligence modifier. Additionally, your mimic partner's Pseudopod attack reaches 15 feet, and it can change its size to Large. Blood Curse of Attachment At 18th level, you gain the Blood Curse of the Attachment for your Blood Maledict feature. This does not count against your number of blood curses known. 6 Mimic Partner Medium monstrosity Armor Class 12 + PB (natural armor) Hit Points 5 + five times your blood hunter level (the mimic has a number of Hit Dice [d8s] equal to your blood hunter level) Speed 20 ft. STR DEX CON INT WIS CHA 17 (+3) 12 (+1) 15 (+2) 8 (-1) 13 (+1) 8 (-1) Damage Immunities acid Senses darkvision 60 ft., passive Perception 11 Languages Undercommon, your languages Proficiency Bonus (PB) equals your bonus Shapechanger. The mimic can use its action to polymorph into an object its size or smaller or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. Grappler. The mimic has advantage on attack rolls against any creature grappled by it. It can pull a creature up to one size larger than it grappled by it towards it as a free action. Adhesive (Object Form only). The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also grappled by it (escape DC equal to your hemocraft save DC). Ability checks made to escape this grapple have disadvantage. False Appearance (Object Form only). While the mimic remains motionless, it is indistinguishable from an ordinary object. Tethered Existence. You can add your proficiency bonus to any ability check or saving throw that the mimic makes. Actions Pseudopod. Melee Weapon Attack: + 3 + PB to hit, reach 5ft., one target. Hit 1d8 + 3 + PB bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait. Bite. Melee Weapon Attack: + 3 + PB to hit, reach 5ft., one target. Hit 1d6 + 3 + PB piercing damage.
Order of the Overseer Rite of the Judge When you join this order at 3rd level, you learn the Rite of the Judge esoteric rite. Rite of the Judge. Your rite damage is force. While the rite is active, you gain the following benefits: Whenever you make a Wisdom (Insight) check, you treat a roll of 9 or lower as a 10 You have resistance to radiant damage. When you hit a creature with an attack, it cannot use any feature that causes a creature to regain hit points. Coagulation Starting 3rd level, you can channel your blood magic to accelerate the healing process. You gain additional hit dice equal to twice your proficiency bonus. As an action, you can heal a creature you can touch. You expend and roll a number of your hit dice up to your hemocraft modifier, and that creature regains hit points equal to the amount rolled. Bleeding Wings Starting 7th level, you can grow wings made of blood to rain justice from above. Whenever you use a Blood Curse, you gain a flying speed of 30 feet for 1 minute. If you amplify it, it instead lasts 10 minutes. Brand of Righteous Fury At 11th level, you can smite the creature branded by your Brand of Castigation. Once per turn, when you hit the branded creature, if it has less than a quarter of its hit points remaining, it must make a Constitution saving throw against your hemocraft save DC or be reduced to 0 hit points. Blood Curse of Vengeance At 15th level, you learn the Blood Curse of Vengeance for your Blood Maledict feature. This does not count against the number of blood curses you know. Lifeblood At 18th level, you learn to bring to life what was once lost. You can use your Coagulation feature on a creature that died within the last minute, expending and rolling at least 2 hit dice to return it to life with a number of hit points equal to the amount rolled + your hemocraft modifier. Once you do so, you must finish a long rest before you can use this feature again. Order of the Hellbound Some blood hunters believe that to defeat evil, they must go to the root: Fiends. These blood hunters rely on cunning and strategy, as their opponents lack no skill in tactics as well. Information is just as much your friend as it is your enemy, and the Hellbound no this better than anyone else. The Hellbound know that blood pacts are among the strongest of pacts. And just as the devils they hunt provide their terms clearly, the Hellbound never push their pact to those unwilling. Pact creatures may have special marks to signify their bond, and many blood hunters form lifelong friendships with those they have made pacts with. Devil's Sight When you join this order at 3rd level, your eyes develop to better see the world around you. You have darkvision up to 60 feet, and magical darkness doesn't impede your darkvision. Forked Tongue At 3rd level, you learn to beguile others to gain information you need. You gain proficiency in Persuasion and Deception. Additionally, you can speak, read and write Infernal. Pact with Hell Starting 3rd level, your magic allows you to create a pact wth another willing creature, allowing you limited command of them. The creature must be able to speak a language and have an Intelligence of 8 or more. You perform the pact ritual as part of a long rest. You can have 1 pact creature at a time, and the pact is broken if you die or choose to break the pact. The pact creature can choose to break the pact at any time, taking psychic damage equal to two rolls of your hemocraft die when they do so. You can use your Bonus Action to command the pact creature to perform a simple task. This can be interacting with an object, moving up to half their speed, making one weapon attack, or other tasks that the DM deems appropriate. The creature can use their reaction to perform the task, or otherwise resist it (no action required). Shared Power At 7th level, you extend some power to your pact creature. While you have an active Crimson Rite, whenever you command your pact creature to make a weapon attack, they deal extra damage equal to your hemocraft die of the same type as your Crimson Rite. Additionally, you can use your Blood Maledict through your pact creature. The Blood Curse is invoked as if the pact creature had invoked it, and if you choose to amplify the blood curse, you can choose to have the pact creature takes damage instead of you, if they are willing. The pact creature can also use your Blood Maledict feature, though you must allow them to use the feature before they invoke a blood curse (no action required). Brand of the Master At 11th level, your Brand of Castigation extends to your pact creature. You can deal the psychic damage of the brand when the branded creature deals damage to your pact creature, regardless of their distance from you. Pact Master At 15th level, your pact becomes an unshakeable bond. You and your pact creature cannot be charmed or frightened while you can see each other. Additionally, you can have 2 pact creatures at any time. Whenever you issue a command, both pact creatures can use their reaction to follow the command. Blood Curse of the Tempter At 18th level, you gain the Blood Curse of the Tempter for your Blood Maledict feature. This does not count against your number of blood curses known. 7
Blood Curses When you choose blood curses, you have access to these additional options. Blood Curse of Attachment Pre-requisite: 18th-level, Order of the False Faces As a bonus action, you can cause a creature you can see within 30 feet of you to cling to an item close by. Choose an item within 10 feet of the target. The target must make a Wisdom saving throw or attempt to grab the item. If the item is being held or worn, the target spends their next turn attempting to disarm or doff the item. Amplify. You can choose an item the target can see within 120 feet of the target. At the end of the target's turn, they must make a Wisdom saving throw to break the curse, otherwise the curse lasts until the target obtains the item. Blood Curse of Delayed Doom When you see a creature within 30 feet of you takes damage, you can delay and amplify their suffering. An unwilling creature can make a Charisma saving throw to resist this curse. Until the end of your next turn, all damage the creature would take is instead temporarily detained. After 1d4+1 rounds, the curse ends and the creature takes twice the detained damage at once as force damage. Amplify. You can reduce the damage the cursed creature takes when this curse ends by an amount equal to five rolls of your hemocraft die. Alternatively, you can cause the cursed creature to take extra force damage equal to two rolls of your hemocraft die when this curse ends. Blood Curse of Lethargy Pre-requisite: 15th-level, Order of the Corroded As a bonus action, you cause a creature you can see within 30 feet of you to become inexplicably tired. The creature has their speed halved and can't make more than one melee or ranged attack during its next turn. Amplify. This curse lasts for 1 minute. At the end of each of its turns, the cursed creature can make a Constitution saving throw. On a success, this curse ends. Blood Curse of the Mad Pre-requisite: 15th-level, Order of the Awakened As a bonus action, you cause a creature you can see within 30 feet of you to become insane, feeling effects where there aren't any. The target must make an Intelligence saving throw or become insane. At the end of each of its turns, the target can make another Intelligence saving throw. On a success, the curse ends. The insane creature suffers one of the following effects, determined randomly by your DM at the start of each of its turns: The creature is blinded. The creature is deafened and cannot speak. The creature uses all its movement to move in a random direction. The creature is grappled by illusory beings. Amplify. You choose which effect the target suffers at the start of each of its turns. Blood Curse of the Maladroit When a creature you can see within 30 feet of you attempts to use an item or make an attack roll, you can use your reaction to make them mishandle their equipment. A creature using natural weapons cannot be the target of this curse unless it is amplified. The target must succeed on a Dexterity saving throw or suddenly drop their item or weapon, using their action without activating the item or using one of their attacks without dealing damage. They are unable to pick up the item or weapon until the end of their turn. Amplify. The target also falls prone and cannot get up until the end of their turn. Blood Curse of the Oblivious As a bonus action, you cloud the attention of a creature you can see within 30 feet of you. The creature has disadvantage on all Wisdom (Perception) and Wisdom (Insight) checks it makes until the end of your next turn. The creature doesn't know it has been affected by the curse. Amplify. This curse lasts for 1 minute. Blood Curse of the Reckless As a bonus action, you make a creature you can see within 30 feet of you to become frenzied, unable to protect themselves. The target must succeed on a Wisdom saving throw or be unable to take the Disengage or Dodge action and have its AC reduced by 2 until the end of your next turn. Amplify. The cursed creature's AC is further reduced by one roll of your hemocraft die. Blood Curse of Self-Loathing As a bonus action, you curse a creature to attack itself. The creature must make a melee weapon attack against itself. If the attack hits, they take extra psychic damage equal to one roll of your hemocraft die. Amplify. The cursed creature has advantage on the attack roll. Blood Curse of the Tempter Pre-requisite: 18th-level, Order of the Hellbound As a bonus action, you cause a creature to approach, beguiling them with an illusion of their desires. The target uses their reaction to move up to their speed towards you. The creature uses the most direct path to you, even if this is through hazardous terrain. Amplify. The creature is also charmed by you for 1 minute. Blood Curse of Vengeance Pre-requisite: 15th-level, Order of the Overseer When a creature you can see takes damage from another creature, you can use your reaction to open the attacker to punshiment. The attacker is vulnerable to the damage of the next attack of the damaged creature. Amplify. The cursed creature is vulnerable to all damage from the damaged creature until the end of the cursed creature's next turn Homebrew Credit: Blood Curse of Delayed Doom and Blood Curse of the Oblivious by "Sperm Whale#9637" on Discord 8