Prerequisite: Spellcasting, Pact Magic, or Hunter's Bane feature
You learn to channel and sacrifice a part of your vital essence to curse and manipulate creatures through Blood Magic. You learn two blood curses of your choice from those available to the Blood Hunter class. If a blood curse requires the target to make a saving throw, the saving throw DC equals 8 + your proficiency bonus + your Intelligence, Wisdom, or Charisma modifier (your choice).
When you invoke a blood curse, you can choose to amplify the curse and lose 1d4 hit points. Creatures that do not have blood in their bodies are immune to blood curses, unless you have amplified the curse.
Once you use this feature, you can't do so again until you finish a short or long rest.
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