Bloodlust. If you begin your turn with no more than half of your maximum hit points, you must succeed on a DC 8 Wisdom saving throw or move directly towards the nearest creature to you and use the Attack action against that creature. You can choose whether or not to use your Extra Attack feature for this frenzied attack. If there is more than one possible target, roll to randomly determine the target. You then regain control for the remainder of your turn.
If you are under an effect that prevents you from concentrating (like the barbarian’s Rage feature), you automatically fail this saving throw.
Blood Maledict (4/Short Rest). These fuel your uses of blood curses.
Brand of Castigation (Recharges on a Short or Long Rest). Whenever you damage a creature with your Crimson Rite feature, you can choose to sear an arcane brand of hemocraft magic into it (requires no action). You always know the direction to the branded creature, and each time the branded creature deals damage to you or a creature you can see within 5 feet of you, the creature takes 4 psychic damage.
Your brand lasts until you dismiss it, or you apply a brand to another creature. Your brand counts as a spell for the purposes of dispel magic, and the spell level is equal to 9th level.
In addition, a branded creature can’t take the Dash action, and if a creature branded by you attempts to teleport or leave their current plane via ability, spell, or portal, they take 16 (4d6) psychic damage and must make a Wisdom saving throw. On a failure, the teleport or plane shift fails.
Brand of the Voracious. You have advantage on your Wisdom saving throws to maintain control of your bloodlust in hybrid form. In addition, your Brand of Castigation now binds your foe to your hunter’s thirst for savagery. While in your hybrid form, your attacks have advantage against a creature branded by you.
Dark Augmentation. Arcane blood magic suffuses your body, permanently reinforcing your resilience. Your speed increases by 5 feet, and whenever you make a Strength, Dexterity, or Constitution saving throw, you gain a bonus to the saving throw equal to 2.
Feral Might. You gain a +3 to melee damage rolls (already included in the roll). You also have advantage on Strength checks and Strength saving throws.
Great Weapon Fighting. When you roll a 1 or 2 on a non-rite damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
Great Weapon Master. You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:
- Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
Hardened Soul. You have advantage on saving throws against being charmed and frightened.
Heightened Senses. You gain advantage on Wisdom (Perception) checks that rely on hearing or smell.
Legendary Resistance (3/Day). When you fail a saving throw, you can choose to succeed instead.
Lycan Regeneration. At the start of each of your turns, before you roll for bloodlust, you regain 4 hit points if you have at least 1 hit point and no more than half of your hit points left.
Predatory Strikes. You can use Dexterity instead of Strength for the attack and damage rolIs of your unarmed strikes. When you use the Attack action with an unarmed strike, you can make one unarmed strike as a bonus action.
Sanguine Mastery. You hone your control over blood magic, mitigating your sacrifice and empowering your capability. Once per turn, whenever a blood hunter feature requires you to roll a hemocraft die, you can choose to reroll the die and choose which result to use.
In addition, whenever you score a critical hit with a weapon attack empowered by your Crimson Rite, you regain one expended use of your Blood Maledict feature.
Stalker's Prowess. You can add 10 feet to your long jump distance and 3 feet to your high jump distance.
Multiattack. The blood hunter attacks twice with a weapon.
Blood Curse of the Howl (1 Blood Maledict Use). You unleash a blood-curdling howl. Each creature within 30 feet of you that can hear you must succeed on a Wisdom saving throw (DC 16) or become frightened of you until the end of your next turn. If they fail their saving throw by 5 or more, they are stunned while frightened in this way. A creature that succeeds on this saving throw is immune to this blood curse for the next 24 hours.
You can choose any number of creatures you can see to be unaffected by the howl.
Amplify. The range of this curse increases to 60 feet.
Greatsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 18 (2d6 + 8) slashing damage plus 6 (1d10) fire, cold, or necrotic damage.
Unarmed Strike (Hybrid Form Only). Melee Weapon Attack: +11 to hit, reach 5ft., one target. Hit: 13 (1d8 + 8) slashing damage plus 6 (1d10) fire, cold, or necrotic damage.
Blood Curse of the Anxious (1 Blood Maledict Use). As a bonus action, you magnify the adrenaline in the body of a creature within 30 feet of you, making them susceptible to forceful influence. Until the end of your next turn, all creatures have advantage on Charisma (Intimidation) checks directed at the target creature.
Amplify. The next Wisdom saving throw the target makes before this curse ends has disadvantage. Once you’ve amplified this blood curse, you must finish a long rest before you can amplify it again.
Blood Curse of Binding (1 Blood Maledict Use). As a bonus action, the blood hunter targets one creature it can see within 30 feet of it. The target must succeed on a DC 16 Strength saving throw or have its speed reduced to 0 and be unable to take reactions. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Amplify. This curse lasts for 1 minute and can affect a creature regardless of their size. At the end of each of its turns, the cursed creature can make another Strength saving throw. On a success, this curse ends.
Blood Curse of Bloated Agony (1 Blood Maledict Use). As a bonus action, you curse a creature that you can see within 30 feet of you to painfully swell until the end of your next turn. For the duration of this curse, the creature has disadvantage on Strength and Dexterity ability checks, and suffers 1d8 necrotic damage if it makes more than one melee or ranged attack during its turn.
Amplify. This curse lasts for 1 minute. At the end of each of its turns, the cursed creature can make a DC 16 Constitution saving throw. On a success, this curse ends.
Blood Curse of the Muddled Mind (1 Blood Maledict Use). As a bonus action, you curse a creature that you can see within 30 feet of you that is concentrating on a spell. That creature has disadvantage on the next Constitution saving throw it must make to maintain concentration before the end of your next turn.
Amplify. The cursed creature has disadvantage on all Constitution saving throws made to maintain concentration of spells until the end of your next turn.
Crimson Rite. As a bonus action, you can activate a crimson rite on a single weapon with the elemental energy of a known rite of your choice that lasts until you finish a short or long rest, or if you aren’t holding the weapon at the end of your turn. When you activate a rite, you lose 1d10 hit points.
- Rite of the Flame. Your rite damage is fire damage.
- Rite of the Frozen. Your rite damage is cold damage.
- Rite of the Dead. Your rite damage is necrotic damage.
Great Weapon Master Attack. Carin makes a single weapon attack if they have reduced a creature to 0 hit points or scored a critical hit on their turn.
Hybrid Transformation (Unlimited). You can speak, use equipment, and wear armor in this form. You can revert to your normal form earlier as a bonus action. You automatically revert to your normal form if you fall unconscious, drop to 0 hit points, or die.
Unarmed Strike (Hybrid Form Only). When you use the Attack action with an unarmed strike, you can make one unarmed strike as a bonus action.
Blood Curse of the Eyeless (1 Blood Maledict Use). When a creature you can see within 30 feet of you makes an attack roll, you can use your reaction to roll one hemocraft die and subtract the number rolled from the creature’s attack roll. You can choose to use this feature after the creature’s roll, but before the DM determines whether the attack roll succeeds. The creature is immune if it is immune to blindness.
Amplify. You apply this curse to all of the creature’s attack rolls until the end of the turn. You roll a new hemocraft die for each affected attack.
Carin Razabal can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. They regain spent legendary actions at the start of its turn.
Weapon Attack. Carin makes a weapon attack.
Blood Curse of the Howl (Costs 3 Actions). Carin uses the Blood Curse of the Howl.
Description
A replica of the origin of the Order of the Lycan.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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10/21/2021 7:42:32 PM
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4
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1
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1.1
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Coming Soon
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