Hemocraft Initiate Image
Prerequisite: Requiers Lvl. of 3 or Higher
 

After few fights you finally understand value of your blood, and after few more, as your life was clinging to the narrow chance of survival, something unlocked in back of your brain - a thought, an idea.

If you were to loose blood eather way, willingly or not, then why not do it on your own terms? Why not try to trade your blood, for at least a bit power, to bring you over the edge of challenges you face?

You can choose only one effect of this Feat, so choose wisely.

For Blood Curses and Crimson Rites check "Pointy Hats Blood Hunter Rework".

Hemocraft Die depends on P.B:

+2 - d4

+3 - d6

+4 - d8

+5 - d10

+6 - d12

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Blood Magic [Any Class, with Int. Greater or equal of 13]

 

You get Int. Modifier uses of Blood Magic.

You may remeber ([Lvl.+Int. Statistic]/2)^ of Blood Curses, but only P.B.+Int.Modifier of them prepared to use.

If you kill someone with Blood Curse, on Meele Attack, you regain one use of your Hemocraft Magic.

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Crimson Spells Rite [Any Spellcaster]

You learn 1 Crimson Rite - of the Flame Keeper, or of the Ice Bearer.

You may know P.B./2 rounded Up Crimson Rites, which as Bonus Action you may give on your spellcasting focus, but you deal yourself your Spellcasting Ability Modifier of Necrotic Damage. When given, you may change Damage of your spell to same which is used by Rite, or add single Hemocraft die of damage to the spell, if it deals damage, or add Rites effect to the spell.

Example: If, as Wizard, you use Magic Missile with Crimson Rite of Ice Binder, you may decide between adding Hemocraft Die of Ice Damage to every Missile, changing all missiles damage to Cold [It may work better on Area of Effect spells, like changing Fireball damage to Lightning, if you will have required Rite], or making all creatures hit by missile loose 10ft. of movement untill next round.

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Hunters Bane [Paladin]

You may Use your Divine Sence as a Reaction to add your Hemocraft Die to any Check or Save made against Undead, Fey, Fiends and Celestials, or add Hemocraft Die to Damage of Meele Attack againts them, same way you would use Divine Smite. Your damage from this usage is Necrotic.

You can now also sense Fey with your Divine Sense usage.

When you use it, you deal yourself Hemocraft Die substracted by Con. Modifier Necrotic damage.

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Cursed Rage [Barbarian]

You touch weapon. Weapon becomes Throwable, and returns to your hand at your will. When you enter Rage, you add Hemocraft Die to Damage Dealt on your Attack, but if you want to end Initiative and by that, your Rage, you have to roll Wis. Save with DC: (Your Lvl - Your P.B.). On success, you end Rage, on failure you may choose between zooming to closest living creature and Attack it, while still Raging, wether It's Friend or Foe, or take (Number of rounds you were raging)*Hemocraft Die Psychic Damage.

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Blood Surge [Fighter]

As free action you may choose to deal yourself Hemocraft Die+P.B. of Necrotic Damage and take another Action at this turn. You may use it Con. Modifier times between Longrests, which resets your uses of this Feat.

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I see Red [Ranger]

 

You can take your Action to make Survival Check on the creature. If you toss higher then It's (CR or Lvl.)*1.5, you get Advantage on attacks on it, and when you hit it, you add Hemocraft Die of Necrotic Damage to the damage dealt. If you still miss, you take the Hemocraft Damage.

You can do it Wisdom Modifier times per Longrest.

Hemocraft Initiate Image

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