Witchblood Stage 4
When you reach Stage 4 of the Witchblood Transformation, you select a Stage 4 Boon and gain the Stage 4 Flaw.
Stage 4 Boon: Horns’ Persistence
Witchblood Stage 4 Boon
Even the most powerful of effects cannot break through the fiendish mutagenic enhancements of the Lineage of Horns.
- You are considered to still have Resistance to effects that would ignore or reduce your Resistance. When damage from a creature would ignore or reduce your Immunity, you may roll a Constitution saving throw to be considered to still have your Immunity. The DC is equal to 12 + the Proficiency Bonus of the damaging creature. Additionally, once per long rest, when you are subjected to damage of a type you are Resistant or Immune to, you may instead take no damage and gain Temporary Hit Points equal to the amount of damage dealt.
Stage 4 Boon: Claws’ Blood Rage
Witchblood Stage 4 Boon
Fury is the weapon of the werecreatures, the Lineage of Claws harness, and the purest channeling of it allows you to ramp up your attacks with each strike steadily.
- You gain 1d4 Temporary Hit Points whenever you deal Bludgeoning, Piercing, or Slashing damage. If you hit a creature while you have these Temporary Hit Points, you deal an additional amount of damage equal to the current amount of Temporary Hit Points gained from this ability you possess. These Temporary Hit Points last for 1 hour and add on to any Temporary Hit Points gained from this ability and only from this ability up to twice your level.
Stage 4 Boon: Teeth’s Greater Restoration
Witchblood Stage 4 Boon Prerequisite: Teeth’s Restoration
The vitality of a Vampire can reach its pinnacle with this formula of the Lineage of Teeth.
- Whenever you restore your Hit Points through alchemical means, you may roll an additional number of dice equal to your transformation stage for the healing. You may do this a number of times equal to your transformation stage per long rest.
Stage 4 Flaw: Blood’s Greater Bane
Witchblood Stage 4 Flaw
The instability of your mutations peaks alongside their potency, leaving you more vulnerable during times of stress. When you become Bloodied, you must succeed on a DC 15 Constitution Saving Throw or gain all effects on the Blood Bane table from Stage 2.
- You become vulnerable to Thunder damage and make Wisdom Skill Checks at Disadvantage.
- You heal half the amount (round down) from effects that restore Hit Points.
- 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).
- You have Disadvantage on Death Saving Throws.
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