-Curse Specialist. Cain's blood curses can target any creature, whether it has blood or not.
Multiattack. Cain makes two attacks or uses an ability per action.
Ka-Bar. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) slashing damage. Cain's son, Casey, calls this weapon the "Cain-Bar". Cain secretly finds this funny.
Thanatos. Ranged Weapon Attack: +12 to hit, range 50/150 ft., one target. Hit: 13 (2d6 + 6) piercing damage. Additionally, When Cain rolls a 20 on his attack roll with this magic weapon, the target takes an extra 7 piercing damage.
Moonlit Waltz (2/short rest). At the start of his turn, Cain can step between the planes as long as he is not incapacitated. He can move through creatures/objects as if they're difficult terrain and he can see and affect creatures and objects on the Ethereal Plane. Cain takes 1d10 force damage if he ends his turn inside an object.
This feature lasts for 5 round(s). If Cain is inside an object when it ends, he is shunted to the nearest unoccupied space and takes force damage equal to 2x the number of feet he moved.
I Got Your Number (Recharge 6). Cain empties his chamber in Thanatos and loads a special round of ammunition. As time seems to slow, and Cain's pupils retract, the name of the target magically etches into the bullet with a radiant light. Akin to magic missile, this attack cannot miss, dealing 48 (12d6+6) points of piercing damage.
The target will still need to make a Dexterity Saving throw (DC 20) or be struck in a vital part of their body. These additional effects can be healed after the target takes an action to make a medicine check (DC 15) to stabilize the wound, or if they are healed by a healing spell. Cain can choose which part to hit out of the following:
- Thigh. The target's movement speed is halved until the wound is stable.
- Ankle. The target immediately falls prone and cannot stand until the wound is stable. If the target can fly, then they can still do so.
- Shoulder. The target has disadvantage on all attack rolls until the wound is stable.
- Wing. The target cannot fly until the wound is stable. If the target could already not fly given their species, then this effect cannot be used :p
- Wrist. The target immediately drops their held item, weapon, creature, or shield and cannot use that hand to pick up items, weapons, creatures, or shields until the wound is stable.
Blood Curses. Cain can invoke the following curses as a Bonus Action.
- Blood Curse of Binding. Cain can attempt to bind a Large or smaller creature he sees within 30 ft. of him. It must succeed on a STR Saving Throw (DC 19) or the cursed creature’s speed reduced to 0 and it cannot take reactions until the end of Cain's next turn.
-Amplify. The curse lasts for 1 minute and affects creatures of any size. The cursed creature can repeat the saving throw at the end of each of its turns to end the curse. - Blood Curse of the Exorcist. Cain chooses one creature he can see within 30 ft. that is charmed, frightened, or possessed. The target is no longer charmed, frightened, or possessed.
-Amplify. A creature that charmed, frightened, or possessed the target of this curse takes 3d6 psychic damage and must succeed on a WIS saving throw (DC 19) or be stunned until the end of Cain's next turn. - Blood Curse of the Muddled Mind. As a bonus action, Cain curses a creature he can see within 30 ft. of him that is concentrating on a spell or a feature that requires concentration. The cursed target has disadvantage on the next CON saving throw it makes to maintain concentration before the end of Cain's next turn.
-Amplify. The cursed creature has disadvantage on all CON saving throws made to maintain concentration until the end of Cain's next turn.
Crimson Rite. As a bonus action, Cain can activate any rite he knows on a weapon he is holding. A weapon can only hold one active rite at a time. When activated, Cain takes 1d10 necrotic damage which can't be reduced in any way.
While Cain's rite is active, attacks made with this weapon are magical, dealing an additional 1d10 damage of the type determined by the chosen rite. The rite’s effect lasts until Cain finishes a short/long rest and other creatures cannot gain the benefit of Cain's rite.
The Following are the rites Cain can enact:
- Rite of the Dawn. Cain's rite damage is radiant. Additionally, Cain's weapon sheds bright light out to 20ft, Cain gains a resistance to necrotic damage, and undead hit with the weapon to which this rite is active takes an additional 1d10 radiant damage.
- Rite of the Dead. Cain's rite damage is necrotic.
- Rite of the Oracle. Cain's rite damage is psychic.
- Rite of the Flame. Cain's rite damage is fire.
Blood Curses. Cain can invoke the following curses as a reaction.
- Blood Curse of Exposure. When a creature Cain sees within 30 ft. of him takes damage from an attack or spell, he can use a reaction to remove any damage resistances dealt by the triggering attack/spell (including the triggering effect). This lasts until the end of the target's next turn.
-Amplify. The target loses any damage immunities dealt by the triggering attack or spell instead but has resistances to those damage types until the end of its next turn. - Blood Curse of the Fallen Puppet. When a creature Cain can see within 30 ft. drops to 0 HP, he can use his reaction to have that creature make one weapon attack against a target of his choice within its range.
-Amplify. Cain can first cause the cursed creature to move up to half its speed, and grant a +5 bonus to its attack roll.
Cain can take 2 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. Cain regains spent legendary actions at the start of his turn.
Bloodletting. (Costs 1 action). Cain can use one of his blood curses or activate one of his crimson rites, effectively saving him a reaction or bonus action.
Playing Catch (Costs 2 Actions). Cain allows his son, Casey, to make an attack or cast a spell
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