Witchblood Stage 2
When you reach Stage 2 of the Witchblood Transformation, you select two Stage 2 Boons and gain the Stage 2 Flaw.
Stage 2 Boon: Horns’ Hide
Witchblood Stage 2 Boon
Devils are often quite resilient against physical strikes from weapons not coated in silver, and the methods of the Lineage of Horns have conferred your mutations with much the same effect.
- Bludgeoning, Piercing, and Slashing damage that you take from attacks that are not silvered is reduced by an amount equal to your Proficiency Bonus. If you are already benefitting from a feature that reduces these types of damage (i.e. Resistance, Heavy Armor Master), the reduction is only by half your Proficiency Bonus (round down).
Stage 2 Boon: Claws’ Sharpening
Witchblood Stage 2 Boon
Lycanthropes, too, possess a resilience against weapons that are not silvered, and in the Lineage of Claws’ method of embodying your foes, you have gained instinctual insight into their weaknesses.
Silvered weapons are considered magical for the purposes of ignoring Resistances and Immunities. When you deal damage with a silvered weapon to a creature that is Resistant or Immune to Bludgeoning, Piercing, and/or Slashing from nonmagical attacks or nonmagical attacks that aren’t silvered, you deal an additional 1d6 damage.
Stage 2 Boon: Teeth’s Restoration
Witchblood Stage 2 Boon
Vampires are formidable foes due to their tendency to heal from even the most grievous of wounds. The Lineage of Teeth imbues you to be just as tenacious.
- Whenever a roll is made to restore your Hit Points, you treat any roll of a 1 or 2 as a 3.
Stage 2 Flaw: Blood’s Bane
Witchblood Stage 2 Flaw
Your experimental ‘evolution’ leaves your body unstable and prone to breaking down in dangerous states. When you become Bloodied, you must succeed on a DC 15 Constitution Saving Throw or roll 1d4. You suffer one of the following effects until you are no longer Bloodied, depending on your roll:
- On a 1, you become vulnerable to Thunder damage and make Wisdom Skill Checks at Disadvantage.
- On a 2, you heal half the amount (round down) from effects that restore Hit Points.
- On a 3, you take 1d4-1 Psychic damage whenever you take an Action or Bonus Action on your turn. This damage ignores Resistance and Immunity (including Horn’s Persistence).
- On a 4, you have Disadvantage on Death Saving Throws.
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