Title gained: The Sanguine Sovereign
You can over-amplify your blood maledicts by spending an additional rite die, gaining additional effects in addition to the basic and amplified ones. Your blood curses increase to 90 ft in range. You unconsciously began to extend your grasp of blood manipulation to creatures around you. Your probing can be noticed by more sensitive souls, provoking either fear or ire.
Blood Curse of the Marked: Roll one additional rite die of damage. The rite damage from this blood curse is now applied whenever any creature damages the marked creature with an attack or spell, and the duration is extended until the end of your next turn.
Blood Curse of the Eyeless: The targeted creature makes an intelligence saving throw, on a failed save, magical darkness fogs the creature’s senses.Until the end of your next turn, the afflicted creature is magically blinded and deafened and loses the use of all of its senses with the exception of true sight. This effect is considered a third level spell for the purposes of dispel magic, but cannot be counterspelled.
Blood Curse of Exposure: The triggering attack rolls max damage.
Blood Curse of the Fallen puppet: You can command the target to use any one action it is able to, including casting spells, special attacks (such as a breath weapon), and special actions (such as a banshee wail), but not a legendary action. If it is able to multiattack, it does so when it takes the attack action. It can move up to its full movement speed before performing this action.
Blood Curse of Binding: The creature is paralysed on a failed save.
Blood Curse of the Muddled mind:The creature immediately makes a constitution saving throw against your hemocraft dc or loses the spell. Additionally on a failed save, the caster loses the ability to concentrate on any spells until the end of their next turn.
Blood Curse of the Anxious: The target rolls your rite die on the next saving throw it makes and subtracts the amount rolled.
Blood Curse of Bloated Agony: The damage increases to 3d8 and triggers whenever the target makes any attack roll. In addition, the target’s movement speed is halved.
Blood Curse of the Soul Eater: Gain an extra turn, interrupting the current turn order. You cannot attack more than once in this bonus turn when you take the attack action regardless of how many attacks you can make, but you may cast spells, use your bonus action, and move up to your speed as normal.
Blood Curse of the Howl: The save DC is increased by 6 and the targets are also knocked prone on a failed save.
Exorcist: Can be used as if it was a greater restoration spell. The dispelled effect is then targeted to the creature who inflicted it, ignoring the effects on a failed save.
Corrosion: Every failed save incurs one level of exhaustion, the damage type changes to become acid.
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