You have unlocked the secret to enhancing your magic with the sacrifice of your own vital force. You gain 3 Crimson Dice upon taking this feat, and gain an additional Crimson Die at 4th, 8th, 12th, 16th, and 19th levels, up to a max of 8. If you take this feat at a later level, you retroactively gain the Crimson Dice you would've gotten at earlier levels. With these Crimson die, you can use them to do the following things
- You may maximize damage die, at an exchange rate of one Crimson Dice per die maximized.
- Expend two Crimson Dice to gain advantage on an attack roll.
- Expend one Crimson Dice per level above the normal one of the spell to cast a spell at a higher level without expending a spell slot of that level. However, you must be able to cast spells of the level you wish to cast the spell at, and you will still expend the base spell slot
-Expend one Crimson Die, one 1 level spell slot, and their reaction and bonus action next turn to, instantly conjuring An arcane infused Crimson barrier of magical force to protect someone within 40 feet. Until the start of their next turn, the target has a +5 to AC and gets a 1d4+1 temporary hit points and they take no damage from magic missile.
Prerequisite: Must know Shield spell. First 10x times used 50% chance of fail and random backfire DM discretion and 1d6 days of research
-Expend one Crimson Dice and one 1 level spell slot or above to forgo your future reaction, bonus action, and half your movement speed, by absorbing part of the elemental damage someone else would have taken within 60 feet lessening its effect on the target and storing it for your next spell attack. Target has resistance to the triggering damage type until the start of their next turn. Also, the first time you hit with a spell attack on your next turn, the target takes an extra 1d8 damage of the triggering type, and the spell ends. you can also expend another spell slot and Crimson Dice to absorb another elemental attack yourself included getting instead a 2d8 damage on your next spell attack your movement is however reduced to 5 feet. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d8 for each slot level above 1st.
Prerequisite: Must know Absorb Elements spell. First 10x times used 50% chance of fail and random backfire DM discretion and 1d6 days of research
Each Crimson Dice expended inflicts 1d4+2 damage upon the user and if half of the blood die or more is maxed damage if more than one is cast takes 1 point of exhaustion for 1 hour. You can regain 1d4Crimson Dice upon a Short Rest, and regain all expended Crimson Dice upon a Long Rest.
if you go below 0 using Crimson Die's by Absorbing Elements you get to use your future would be action to unleash the energy absorbed with 1 last attack spell up to the level absorb element was upcasted doing this will however expend all you Crimson Dice regardless how many you had left
Previous Versions
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2/19/2021 10:07:58 AM
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6
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0
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1
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3/10/2021 5:54:06 PM
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15
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0
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1,1
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3/10/2021 6:07:00 PM
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16
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0
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1.2
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3/10/2021 6:34:17 PM
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19
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0
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1.2
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Coming Soon
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