Armor (shield), artifact (requires attunement by a Blood Hunter Order of the Profane Soul)

This armor is made up of the right vambrace and pauldron of a suit of plate armor. The metal of the armor has been bleached with an alchemical mixture that has given it the color and sheen of eggshell or perhaps pale chitin. The interior of the vambrace contains a ring of thin, needle-like protrusions which, when worn, sink painlessly into the flesh of the wearer. These join the wearer's bloodstream to the armor's own, built-in circulatory system made up of silver filaments. 

Wearing this armor increases your Armor Class by 1.

Hemocraft Transfusion. While wearing this armor, activating Crimson Rite no longer causes you any damage. Amplifying a Blood Curse still causes self-damage, but at the start of your next turn you may roll your hemocraft die again and heal the amount rolled.

Pale Favor. You can cast counterspell at 3rd-level at-will once per short or long rest. When you do so, you take necrotic damage equal to 4 rolls of your hemocraft die. If this casting of counterspell requires you to make an ability check to succeed (i.e. the spell you are trying to counter is 4th level or higher), you may choose to take additional necrotic damage equal to another 4 rolls of your hemocraft die to grant yourself advantage on the ability check to succeed.

 

Shields require the Utilize action to Don or Doff. You gain the Armor Class benefit of a Shield only if you have training with it.

Notes: Blood Hunter Order of the Profane Soul

CrabCab

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