When critical hit. The damage received grants you +2 to str and dex temporary but not to exceed 20. For the duration of hot blood, a -4 to all con save checks of DC=12 must succeed to keep the ability active. Roll 1d4 for random effect at the beginning of your turn for every other turn. That last for only that turn.
Random 1d4 Die Roll Effects:
- = Burning Purity: Hot Blood neutralizes poisons and acid damage to 0 while Hot Blooded.
- = Bloody Hard: Hot Blood grants temporary +2 AC For two enemy attacks after the player's turn.
- = Savage Blow: Hot Blood grants one critical of 17 to 20 plus stunning the enemy for 1 turn.
- = Enrage Regeneration: Hot blood grants (Main class level)D4 of healing, any HP regenerated pass the player's Max HP is Temporary extra HP while hot blood is active.
Make a Con save check -4 every other turn to resist Blood Rush and Redout effect. When a Constitution save is failed by odd number the player Redout: reddening of the vision sometimes accompanied by loss of consciousness for 1d4 turns (DM's discretion). If the Constitution save is failed by even numbers the player Blood Rushes: player gets a massive headed rush that causes movement to become 0, and disadvantage on all rolls for 1d4 turns.
The feat is known to be used for berserkers and brawling martial artist fighters of all races to gain a distinct advantage over their enemy at a reckless cost. Hot Blood can remain active for as long as Con checks are successfully rolled but only lost if the player character has lost consciousness, soothe mind spell, or psionic attacks that affect the constitution.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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2/15/2019 5:34:53 AM
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259
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4
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1.o
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Coming Soon
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5/21/2020 12:39:47 AM
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524
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6
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1.1
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Coming Soon
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