Blood Curses
The following is a comprehensive list of all Blood Curses available to Bloodletters.
As a Bonus Action, you harry the body or mind of a creature within 30 feet of you, making them susceptible to forceful influence. Until the end of your next turn, creatures of your choice have Advantage on Charisma checks made against the cursed creature. Amplify. The next Wisdom or Charisma saving throw the cursed creature makes before this curse ends has Disadvantage.
As a Bonus Action, you attempt to bind a Large or smaller creature you can see within 30 feet of you, which must make a Strength saving throw. On a failure, the cursed creature’s Speed is reduced to 0 and it can’t use Reactions until the end of your next turn. Amplify. This curse lasts for 1 minute and can affect any creature regardless of size. The cursed creature can repeat the saving throw at the end of each of its turns, ending the curse on itself on a success.
When a creature you can see within 30 feet of you hits another creature you can see with an attack, you can use your Reaction to invoke this Blood Curse. The attacker subtracts one roll of your Hemocraft Die from its attack roll, potentially turning a hit into a miss. The creature has Immunity to this curse if it has Immunity to the Blinded condition. Amplify. You apply this curse to all of the creature’s attack rolls until the end of it’s next turn.
As a Bonus Action, you curse a creature that you can see within 30 feet of you, causing its body to swell until the end of your next turn. For the duration, the creature has Disadvantage on Strength and Dexterity checks, and takes 1d8 Necrotic Damage if it makes more than one attack during a turn. 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.
As a Bonus Action, you invoke this curse and force one creature that can see or hear you within 30 feet to make a Wisdom saving throw. On a failure, it gains the Frightened condition for 1 minute (or until the curse ends). A Frightened creature takes the Dash action and moves away from you by the safest route on each of its turns unless there is nowhere to move. If the creature ends its turn in a space where it doesn’t have line of sight to you, the creature can repeat this saving throw, ending the curse on itself on a success. Amplify. On a failure, the creature gains the Cowering condition for the duration. If it takes damage, it can repeat the saving throw, ending the curse on itself on a success.
When a creature you can see within 30 feet of you takes damage from an attack or spell, you can use your Reaction to temporarily weaken its resilience. Until the end of the target’s next turn, it loses Resistance to the damage types dealt by the triggering attack or spell (including for that triggering effect), if any. Amplify. If the target has Immunity to the damage types dealt by the triggering attack or spell, it instead has Resistance to those damage types for the duration.
When a creature you can see within 30 feet of you drops to 0 Hit Points, you can use your Reaction to instill that creature with a final act of aggression. The creature moves up to half its Speed, and then immediately makes one weapon attack against a target of your choice within its reach. Amplify. The creature adds a bonus to its attack and damage rolls equal to your Intelligence modifier (minimum of +1).
As a Bonus Action, you invoke this curse and mark a creature that you can see within 30 feet of you. Until the end of your turn, whenever you hit the cursed creature with a weapon for which you have an active Crimson Rite, you roll an additional Hemocraft Die when determining the extra damage from the rite. Amplify. You have Advantage on all attack rolls against the creature for the duration.
As a Bonus Action, you curse a creature that you can see within 30 feet of you that is Concentrating on a spell or using a feature that requires Concentration. That creature must succeed on a Wisdom saving throw or lose Concentration. Amplify. The cursed creature must subtract one roll of your Hemocraft Die from its saving throw to resist this curse.
As an Action, you can make a Vital Sacrifice and touch a creature that has died within the last minute, snatching its soul back from the grave, and returning it to life with 1 Hit Point. A creature brought back to life this way gains a permanent Wound, which can only be removed by the Greater Restoration spell or a spell of similar, or greater power. This curse can't revive a creature that has died of old age, nor does it restore any missing body parts. Once you use this Blood Curse, you can't use it again until you finish a Long Rest. Amplify. The creature does not gain a permanent Wound, but instead gains 2 levels of Exhaustion.
As a Bonus Action, you curse a creature that you can see within 30 feet of you to be revealing. That creature must succeed on a Charisma saving throw, or until the start of your next turn, creatures you choose have Advantage on Tactics checks made against the cursed creature. Amplify. The next Tactics check you make against the cursed creature for the duration has a bonus to the result equal to one roll of your Hemocraft Die.
As an Action, you invoke this curse and force one creature within 5 feet of you to make a Charisma saving throw. On a failed save, the creature takes Necrotic damage equal to two rolls of your Hemocraft Die, and you gain Temporary Hit Points equal to the damage taken by the creature. Amplify. The Necrotic damage dealt by this curse is treated as the maximum possible amount, instead of rolling.
Curse of Anxiety
As a Bonus Action, you harry the body or mind of a creature within 30 feet of you, making them susceptible to forceful influence. Until the end of your next turn, creatures of your choice have Advantage on Charisma checks made against the cursed creature. Amplify. The next Wisdom or Charisma saving throw the cursed creature makes before this curse ends has Disadvantage.
Curse of Binding
As a Bonus Action, you attempt to bind a Large or smaller creature you can see within 30 feet of you, which must make a Strength saving throw. On a failure, the cursed creature’s Speed is reduced to 0 and it can’t use Reactions until the end of your next turn. Amplify. This curse lasts for 1 minute and can affect any creature regardless of size. The cursed creature can repeat the saving throw at the end of each of its turns, ending the curse on itself on a success.
Curse of Blindness
When a creature you can see within 30 feet of you hits another creature you can see with an attack, you can use your Reaction to invoke this Blood Curse. The attacker subtracts one roll of your Hemocraft Die from its attack roll, potentially turning a hit into a miss. The creature has Immunity to this curse if it has Immunity to the Blinded condition. Amplify. You apply this curse to all of the creature’s attack rolls until the end of it’s next turn.
Curse of Bloated Agony
As a Bonus Action, you curse a creature that you can see within 30 feet of you, causing its body to swell until the end of your next turn. For the duration, the creature has Disadvantage on Strength and Dexterity checks, and takes 1d8 Necrotic Damage if it makes more than one attack during a turn. 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.
Curse of Dread
Prerequisite: Level 9+ BloodletterAs a Bonus Action, you invoke this curse and force one creature that can see or hear you within 30 feet to make a Wisdom saving throw. On a failure, it gains the Frightened condition for 1 minute (or until the curse ends). A Frightened creature takes the Dash action and moves away from you by the safest route on each of its turns unless there is nowhere to move. If the creature ends its turn in a space where it doesn’t have line of sight to you, the creature can repeat this saving throw, ending the curse on itself on a success. Amplify. On a failure, the creature gains the Cowering condition for the duration. If it takes damage, it can repeat the saving throw, ending the curse on itself on a success.
Curse of Exposure
When a creature you can see within 30 feet of you takes damage from an attack or spell, you can use your Reaction to temporarily weaken its resilience. Until the end of the target’s next turn, it loses Resistance to the damage types dealt by the triggering attack or spell (including for that triggering effect), if any. Amplify. If the target has Immunity to the damage types dealt by the triggering attack or spell, it instead has Resistance to those damage types for the duration.
Curse of the Fallen Puppet
When a creature you can see within 30 feet of you drops to 0 Hit Points, you can use your Reaction to instill that creature with a final act of aggression. The creature moves up to half its Speed, and then immediately makes one weapon attack against a target of your choice within its reach. Amplify. The creature adds a bonus to its attack and damage rolls equal to your Intelligence modifier (minimum of +1).
Curse of the Marked
Prerequisite: Level 5+ BloodletterAs a Bonus Action, you invoke this curse and mark a creature that you can see within 30 feet of you. Until the end of your turn, whenever you hit the cursed creature with a weapon for which you have an active Crimson Rite, you roll an additional Hemocraft Die when determining the extra damage from the rite. Amplify. You have Advantage on all attack rolls against the creature for the duration.
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 or using a feature that requires Concentration. That creature must succeed on a Wisdom saving throw or lose Concentration. Amplify. The cursed creature must subtract one roll of your Hemocraft Die from its saving throw to resist this curse.
Curse of Resuscitation
Prerequisite: Level 9+ BloodletterAs an Action, you can make a Vital Sacrifice and touch a creature that has died within the last minute, snatching its soul back from the grave, and returning it to life with 1 Hit Point. A creature brought back to life this way gains a permanent Wound, which can only be removed by the Greater Restoration spell or a spell of similar, or greater power. This curse can't revive a creature that has died of old age, nor does it restore any missing body parts. Once you use this Blood Curse, you can't use it again until you finish a Long Rest. Amplify. The creature does not gain a permanent Wound, but instead gains 2 levels of Exhaustion.
Curse of Revealing
As a Bonus Action, you curse a creature that you can see within 30 feet of you to be revealing. That creature must succeed on a Charisma saving throw, or until the start of your next turn, creatures you choose have Advantage on Tactics checks made against the cursed creature. Amplify. The next Tactics check you make against the cursed creature for the duration has a bonus to the result equal to one roll of your Hemocraft Die.
Curse of Siphoning
As an Action, you invoke this curse and force one creature within 5 feet of you to make a Charisma saving throw. On a failed save, the creature takes Necrotic damage equal to two rolls of your Hemocraft Die, and you gain Temporary Hit Points equal to the damage taken by the creature. Amplify. The Necrotic damage dealt by this curse is treated as the maximum possible amount, instead of rolling.