Prerequisite: Blood Hunter; Water Genasi; Requires a Constitution score of 15 or higher
You have learnt to infuse your innate control of water with your blood magic. Upon casting Create or Destroy Water, you may invoke a known Crimson Rite, taking maximum Crimson Rite die damage in order to infuse your spell with an effect based on the rite chosen (for all saves and checks against this ability, the DC is equal to 8 + your proficiency bonus + your Constitution modifier):
- Rite of the Frozen - Creates a localized blizzard in the target area. Creatures within it upon cast and at the start of their turns must make a Constitution saving throw, taking 1 Crimson Rite die Cold damage on a fail (half on success). The blizzard is considered difficult terrain and reduces visibility by half. (C, 30 seconds)
- Rite of the Flame - Creates an explosion from the rapid transition from liquid to steam, sending steam and flames from the centre. Creatures within the blast zone (half the Create Water area) upon cast must make a Constitution saving throw, taking 1 Crimson Rite die Fire damage and being knocked 10ft away and Prone on a fail (half damage and distance on success and they remain upright).
- Rite of the Storm - Creates a localized storm in the target area. Creatures within it upon cast, at the start of their turns, or attempting to pass through the space must make a Dexterity saving throw, taking 1 Crimson Rite die Lightning damage on a fail (half on success). Creatures wearing metal automatically fail. (C, 1 minute)
- Rite of the Dawn - Creates an area of misty rain in the target area. Hostile creatures within it upon cast and at the start of their turns must make a Dexterity saving throw, taking 1 Crimson Rite die Radiant damage on a fail (half on success). The space is considered opaque, and creatures within the space have their visibility reduced to 5 ft. Applies the bonus damage to Undead. (30 seconds)
- Rite of the Roar - Creates a 15ft sphere of raging water in a target area that assails trapped creatures with thunderous echoes. Creatures within the sphere must make a Strength saving throw. On a failure, a target takes 1 Crimson Rite die Thunder damage. If it is Large or smaller, it is also grappled. Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target suffers half damage but is not grappled or restrained, and takes a full breath before being submerged. At the start of each of your turns, each target grappled or submerged by it takes 1 Crimson Rite die Thunder damage. A creature within 5 feet of the sphere can pull a creature or object out of it by taking an action to make a Strength check (DC equals your spell modifier) and succeeding. (C, 30 secs)
- Rite of the Dead - A writhing, thick web of corrupted water falls over the target area, which actively seeks to ensnare living creatures within its space. Creatures within the area must make a Strength check. On failure, they take 1 Crimson Rite die Necrotic damage, are restrained and knocked prone. On a success, they are not knocked prone and take half damage. Creatures restrained by the web take 1 Crimson Rite die Necrotic damage at the start of their turns and can make a Strength check to become unrestrained afterwards. Whenever a creature takes damage from the web they must make a Constitution saving throw, becoming poisoned on a fail. The caster heals for half of any damage inflicted by the web. (C, 1 min)
- Rite of the Oracle - Curtains of complexly shimmering water surround and envelop up to 3 (plus 1 at 5th, 11th and 17th level) creatures in the target area, which infiltrates their minds. Creatures in the area must make an Intelligence saving throw. On a failure, they take 1 Crimson Rite die Psychic damage and are stunned. On a success, the target is not stunned and takes half damage. The curtains move with the targets, reducing their speed by 10ft and inflict 1 Crimson Rite Psychic damage at the start of their turns. (C, 1 min)
The colour of the water/effect is a mix of blood red and whatever colour the water was summoned with. Unless otherwise specified, the area covered is equal to that of the Create or Destroy Water spell used.The number of Crimson Rite die rolled increases by 1 at 5th, 11th, and 17th level.
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