Blood Hunter Curses | Feat | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Blood Hunter Curses

Blood Curse of the Anxious

As a bonus action, you magnify the adrenaline in the body of a creature within 30 feet of you, making them susceptible to forceful influence. Until the end of your next turn, all creatures have advantage on Charisma (Intimidation) checks directed at the target creature.
  • Amplify: The next Wisdom saving throw the target has to make before this curse ends has disadvantage. 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 Beguiling Influence

    As an action, you can attempt to charm a humanoid you can see within 30 feet of you. The target must succeed on a Wisdom saving throw or be charmed by you for 1 minute. You must concentrate(as if concentrating on a spell) to maintain the curse. The charmed target obeys your commands. If the target suffers any harm or receives a suicidal command, it repeats its saving throw, ending the effect on a success. When the curse ends, the target knows it was charmed by you. You must finish a short or long rest before invoking this blood curse again.
  • Amplify: The target makes their initial saving throw against this blood curse with disadvantage.
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    Blood Curse of Binding

    As a bonus action, you can attempt to bind a creature you can see within 30 feet of you that is no more than one size larger than you. The target must succeed on a Strength saving throw or have their speed be reduced to 0 and they can’t use reactions until the end of your next turn.
  • Amplify: This curse lasts for 1 minute and can affect a creature regardless of their size category. At the end of each of its turns, the cursed creature can make another Strength saving throw. On a success, this curse ends.
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    Blood Curse of Bloated Agony

    As a bonus action, you curse a creature that you can see within 30 feet of you to painfully swell until the end of your next turn. For the duration of this curse, the creature has disadvantage on Strength and Dexterity ability checks and suffers 1d8 necrotic damage if it makes more than one melee or ranged attack during its 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.
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    Blood Curse of Exposure

    When a creature you can see within 30 feet is hit with an attack or spell, you can use your reaction to temporarily weaken their resilience against it. Until the end of the turn, the target loses their resistance to the damage types of the triggering attack or spell.
  • Amplify: The target instead loses invulnerability to the damage types of the triggering attack or spell, having resistance to them until the end of the turn.
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    Blood Curse of the Eyeless

    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 can choose to use this feature after the creature’s roll, but before the DM determines whether the attack roll succeeds. The creature is immune if it is immune to blindness.
  • Amplify: You apply this curse to all of the creature’s attack rolls until the end of the turn. You roll a new Hemocraft die for each affected attack.
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    Blood Curse of the Fallen Puppet

    When a creature you can see within 30 feet drops to 0 hit points, you can use your reaction to make that creature immediately make a single weapon attack against a target of your choice within its attack range.
  • Amplify: You can first move the cursed creature up to half their speed, and you grant a bonus to the cursed creature’s attack roll equal to your Intelligence modifier (minimum of 1).
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    Blood Curse of the Marked

    As a bonus action, you can mark a creature within 30 feet of you. Until the end of your turn, whenever you deal rite damage to the target, you deal an additional Hemocraft die of rite damage.
  • Amplify: The next attack roll you make against the target before the end of your turn has advantage.
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    Blood Curse of Misdirection

    When an enemy within 60 feet of you makes an attack against a friendly creature, you can use your reaction to choose another creature within 5 feet of the attacking creature. The chosen creature becomes the target of the attack instead.
  • Amplify: The creature has advantage on their attack roll.
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    Blood Curse of the Muddled Mind

    As a bonus action, you curse a creature that you can see within 30 feet of you that is concentrating on a spell. That creature has disadvantage on the next Constitution saving throw it must make to maintain concentration before the end of your next turn.
  • Amplify: The cursed creature has disadvantage on all Constitution saving throws made to maintain concentration of spells until the end of your next turn.
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    Blood Curse of Mutual Suffering

    As a bonus action, you can link to a creature within 30 feet for up to a minute, forcing them to share in the pain they inflict upon you. The next time the cursed creature damages you with a weapon attack, this curse deals necrotic damage to the cursed creature equal to the damage you suffered. This curse then ends.
  • Amplify: This curse instead deals twice the damage you suffered, and it ignores necrotic resistance.
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    Blood Curse of Proliferation

    As a bonus action, you can accelerate the healing of a creature within 60 feet. The target regains hit points equal to your crimson rite damage die rolled twice + your Wisdom modifier.
  • Amplify: The creature also gains a number of temporary hit points equal to your crimson rite damage die + your Wisdom modifier.
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    Blood Curse of Pure Horror

    As a bonus action, you can instill pure horror in an enemy within 60 feet. The target must succeed on a Wisdom saving throw or take psychic damage equal to your crimson rite damage die + your Wisdom modifier. The target must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the creature takes half as much damage and doesn't move away.
  • Amplify: The target is also Frightened of you for 1 minute.
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    Blood Curse of Purgation

    As a bonus action, you can manipulate the vitality of a creature within 60 feet to expunge corruption from their blood. The creature makes a saving throw against a Poisoned condition afflicting it.
  • Amplify: Your target makes its saving throw with advantage, or your target can instead make a saving throw against one other condition or disease afflicting it.
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    Blood Curse of the Rending Rite

    As a bonus action, you can enhance the blood within your crimson rite weapons. Until the end of your turn, all crimson rite damage you deal is doubled.
  • Amplify: All crimson rite damage you deal is doubled until the end of your next turn.
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    Blood Curse of Squelching

    When a creature within 30 feet of you casts a spell, you can use your reaction to squelch them. The target must succeed on a Constitution saving throw, or the target's spell fails and has no effect. You must finish a short or long rest before invoking this blood curse again.
  • Amplify: If the level of the spell is equal to or less than your proficiency bonus, the spell automatically fails.

  • Created by

    Lord Mcberry.

    Statblock Type

    Feat

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