Order of Crystal Ichor | Feat | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Order of Crystal Ichor

Blood Hunter Order

Created by IyeNano  

Shielding Coagulation

When you join this order at 3rd level, you can harden your blood temporarily to ward off potential injury. As a reaction, until the start of your next turn, you have a +2 bonus to AC, including against the triggering attack. In addition, if you take damage during the duration, you gain temporary hit points equal to one roll of your hemocraft die + your Constitution modifier (minimum of one).   Once you use this feature, you must finish a short or long rest before you can use it again.  

Sanguine Weapon

At 3rd level, you can conjure crystalline weapons from your blood to aid you in battle. As a bonus action, you lose a number of hit points equal to one roll of your hemocraft die, as shown in the Hemocraft Die column of the Blood Hunter table, and summon a melee weapon of any kind that you are proficient with into one of your free hands. This weapon has similar properties as a normal version of its kind, except that it is considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.   You can only have two Sanguine Weapons active at a time. If you try to conjure another, the oldest Sanguine Weapon immediately disappears, and any Crimson Rite on it fades.   This weapon lasts for one minute or until you fall unconscious. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.  

Blood Curse of the Shattered

At 7th level, you have honed the ability to harden your blood splattered on a creature’s body, weakening their fortitude to glass. You gain Blood Curse of the Shattered for your Blood Maledict feature. This does not count against your number of blood curses known.   Blood Curse of the Shattered. As a bonus action, a creature within 30 feet of you must make a Constitution saving throw. On a failure, choose for it to become vulnerable to bludgeoning, piercing, or slashing damage until the end of your next turn. If the creature has resistance to the damage type chosen, it loses resistance to that damage type for the duration. It is not affected if it has immunity.   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, the curse ends.  

Potent Rites

At 11th level, you learn to imbue a Crimson Rite onto your Sanguine Weapon as you conjure it. When you summon your Sanguine Weapon as a bonus action, you can immediately activate a Crimson Rite alongside it. You lose a number of hit points equal to one roll of your hemocraft die when you use this class feature.  

Brand of the Fractured Mark

At 15th level, your Brand of Castigation now binds your foe to the blood of your Sanguine Weapon. When you use your Sanguine Weapon to attack, your attacks have advantage against a creature branded by you.  

Sacrificial Strikes

At 18th level, you can sacrifice some of your own life force to strike with greater intensity. Once per turn, when you hit a creature with a weapon attack from a Sanguine Weapon, you can choose to lose a number of hit points equal to one roll of your hemocraft die, and double the damage die dealt by the attack. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.


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