Hemocraft Initiate Image

You have started to uncover the esoteric knowledge of Hemocraft, the arcane art practiced by Blood Hunters. This feat allows you to use a fraction of their blood magic capabilities.

  • You learn one Blood Curse of your choice from among those available to the Blood Hunter class. If a Blood Curse you use requires your target to make a saving throw to resist the curse's effects, the saving throw DC equals 8 + your proficiency bonus + your Intelligence or Wisdom modifier (your choice). If the Blood Curse has a prerequisite of any kind, you cannot select that Blood Curse with this feature.
  • You gain a hemocraft die, which is a d4 (this die is independent of any hemocraft die you may have from another feature). This die is used to amplify the blood curse gained with this feature. While invoking this blood curse, but before it affects the target, you can choose to amplify it by taking necrotic damage equal to one roll of this hemocraft die. This damage can’t be reduced in any way. An amplified curse gains an additional effect, noted in the curse’s description. Creatures that do not have blood are immune to blood curses unless you have amplified the curse.

Once you used the Blood Curse gained from this feature, you can't do so again until you finish a short or long rest. If you have the Blood Maledict feature, you can use this Blood Curse again by expending one use of it, using the hemocraft die of your Blood Hunter class if it is larger than a d4.

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12/10/2023 8:37:46 PM
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Hemocraft Initiate Image

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