Base Class: Blood Hunter
Those of the Tinged Veins have discovered that while the powers granted by the Hunter's Bane excel at cursing foes, they can also be used to bless friends. Members of the Order of the Tinged Veins have delved into the new and experimental area of Blood Blessings, which draw upon the user's own life force in order to support themselves and others. Blood Hunters who follow the ways of the Tinged Veins hope to use their powers to leave the world a better place, though their definition of such a world can highly vary.
Boons from Blood
You have refined your Blood Maledict to be able to provide boons to your allies as well as drawbacks for your foes.
Beginning at 3rd level, you learn one blood blessing of your choice. Your blood blessing options are detailed in this feature. You learn another blood blessing of your choice at 6th, 10th, 14th, and 18th level. Additionally, at these levels, you may choose one blood blessing you know and replace it with another blood blessing.
To use a blood blessing, you must expend one use of your Blood Maledict feature. When you use the feature, you choose which blessing to invoke. While invoking a blood blessing, but before it affects the target, you can choose to amplify the blessing by losing an amount of hit points equal to one roll on your hemocraft die, as shown in the hemocraft die column of the Blood Hunter table. An amplified blessing gains an additional effect, as detailed in each individual blood blessing's description. Creatures that do not have blood in their bodies are unaffected by blessings, unless you have amplified the blessing.
Concentration. If a blood blessing is tagged with Concentration, that signifies that it is an ability that must be focused on to take effect. While concentrating on a blood blessing, you may still move and take actions, bonus actions, and reactions as normal, but invoking another blood blessing with the Concentration tag will end the current blood blessing's effects immediately. Unlike spellcasting, taking damage does not force you to make a saving throw to maintain concentration.
Blood Blessing of Intervention
Prerequisite: Blessed Intervention feature
As a reaction, choose one creature that you can see within 60 feet of you that would gain hit points or have advantage on a roll. The creature cannot regain hit points or gain temporary hit points until the end of your next turn.
Amplify: For the duration of this effect, the creature cannot benefit from having advantage on its rolls.
Blood Blessing of Resistance
Prerequisite: Blood Hunter Level 14
Concentration. As an action, you touch a creature and grant it resistance to physical attacks. For the next hour, the target is resistant to bludgeoning, piercing, and slashing damage from nonmagical attacks.
Amplify: The resistance applies to all bludgeoning, piercing, and slashing damage, as well as an additional damage type of your choice.
Blood Blessing of the Accelerated
Prerequisite: Blood Hunter Level 7
Concentration. Choose a creature within 30 feet of you that you can see. The creature's speed is doubled and its AC increases by 2 for one minute.
Amplify: Additionally, the creature can take the Dash, Disengage, or Hide actions as a bonus action on each of its turns.
Blood Blessing of the Battlemaster
Concentration. As an action, you can enhance the accuracy of a creature that you can see within 60 feet of you. For the next minute, the creature ignores disadvantage on any attack rolls they make, and they ignore the bonus to AC granted to creatures under half and three-quarters cover.
Amplify: The creature's weapon attacks count as critical hits on rolls of 19 and 20.
Blood Blessing of the Elemental Fighter
Prerequisite: Blood Hunter Level 10
As an action, you can choose a creature that you can see within 30 feet of you, and grant it affinity with a certain damage type: fire, cold, or lightning (your choice). For the next minute, when the creature deals bludgeoning, piercing, or slashing damage, it can instead deal the type of damage chosen, and the creature gains resistance to the chosen damage type.
Amplify: Whenever the creature deals damage with the chosen damage type, it deals an extra amount of damage equal to your proficiency bonus.
Blood Blessing of the Empowered
Concentration. As an action, you can target up to three creatures within 30 feet of you that you can see. These creatures are under the effects of the bless spell for one minute.
Amplify: You may target an additional creature with this effect.
Blood Blessing of the Indomitable
Prerequisite: Blood Hunter Level 10
As an action, you choose a creature that you can see within 30 feet of you. The creature is immune to being being charmed, frightened, grappled, and knocked prone for one hour.
Amplify: You may target an additional creature with this effect.
Blood Blessing of the Inspired
As a bonus action, you may choose a creature within 30 feet of you to grant inspiration, granting it a Blood Inspiration die equal to your hemocraft die. Once within the next minute, the creature may roll the inspiration die and add the number rolled to one ability check, attack, or saving throw roll it makes.The creature can wait until after it rolls the d20 before deciding to use the inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the inspiration die is rolled, it is lost. A creature can have only one Blood Inspiration die at a time.
Amplify: When the creature chooses to roll the hemocraft die and add it as a bonus to their roll, they may also add a bonus to the roll equal to your proficiency bonus.
Blood Blessing of the Protected
As an action, you may grant a creature within 30 feet of you that you can see an extra barrier against attacks. The creature gains temporary hit points equal to one roll on your hemocraft die.
Amplify: The targeted creature gains additional temporary hit points equal to twice your proficiency bonus.
Blood Blessing of the Rejuvenated
As an action, you can touch a creature and restore some of its vital essence, granting it the effects of the cure wounds spell. The level of the spell is equal to one fourth of your Blood Hunter level, rounded down (minimum of 1.) Intelligence is your spellcasting ability for this feature.
Amplify: The level of the cure wounds spell increases by 1.
Blood Blessing of the Resilient
Concentration. You touch a willing creature, reinforcing its vital essence. The creature has advantage on death saving throws for the next hour.
Amplify: Whenever the blessed creature is knocked unconscious, it automatically succeeds on its first death saving throw.
Blood Blessing of the Unrestrained
Prerequisite: Blood Hunter Level 7
Concentration. As an action, you may touch a willing creature to grant it supernatural movement. When you do so, the creature gains the effects of the freedom of movement spell for one minute.
Amplify: You may target up to two creatures with this feature.
Blood Blessing of the Warded
Prerequisite: Blood Hunter Level 7
As a reaction, you can choose a creature within 30 feet that you can see that has just been hit with an attack. The attack's damage is reduced by an amount equal to your blood hunter level.
Amplify: The damage is reduced by an additional amount equal to your blood hunter level.
Granter of Blessings
Beginning at 3rd level, you have studied ways to bypass your own limitations and bestow blood blessings more frequently. You gain one tinge point, which can be used to invoke any blood blessing. You may still amplify your blood blessings as normal when they are invoked in this way. You gain one extra tinge point at 11th level. Attempting to use a tinge point to invoke a blood curse wastes the point.
You regain all expended tinge points when you finish a short or long rest.
Self-Sacrifice
When you reach 7th level, you learn how to drain your own essence to cleanse another creature of mental and physical duress. As a free action at the beginning of your turn, you may call upon the power of your tinged veins and cleanse your allies of a negative effect. Choose a creature that you can see that is under at least one of the following effects: paralyzed, charmed, frightened, poisoned, or stunned. You may end one of these effects on that creature by losing an amount of hit points equal to one roll on your hemocraft die.
You can use this ability a number of times equal to your Intelligence modifier. You regain all expended uses after you finish a short or long rest.
Developed Tolerance
Siphoning your own life energy to provide it to others has taught you how it feels to have your vital essence relocated, and your body has slowly become accustomed to it. Starting at 11th level, you gain resistance to necrotic damage, and creatures with life-draining effects gain no hit points when they use these features on you. (For Example, a vampire that hit you with its Bite attack would regain no hit points.)
Blessed Intervention
Having grown accustomed to providing boons to others, you have gained an understanding of how they work and how they can be prevented. Beginning at 11th level, you have learned how to use your tinged veins to prevent creatures from gaining beneficial effects. You learn the Blood Blessing of Intervention, and it does not count against the total number of blood curses you can know.
Self Preservation
As one who would provide support to your allies, you must be able to stay in the fight yourself. At 15th level, you gain the ability to apply the power of your blood blessings to yourself. After finishing a short or long rest, choose a blood blessing that you know that has a casting time of one action and that has the Concentration tag. At any point, you may use a bonus action to apply the blessing's effects to yourself without spending a tinge point or a use of your Blood Maledict feature. You may not do so again until you finish another short or long rest.
Interposing Guardian
At 18th level, you have mastered not only the use of your own vital essence, but that of other creatures, as well. Whenever you lose hit points as a result of rolling on your hemocraft die, you can choose one creature within 60 feet of you that you can see and effect it in one of the following ways:
- The creature loses an amount of hit points equal to double the number you lose.
- The creature gains temporary hit points equal to double the number you lose.
You may use this feature a number of times equal to your Intelligence modifier. You regain expended uses after finishing a short or long rest. This feature has no effect on undead or constructs.
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Posted Nov 2, 2021One quick question for the self preservation feature's self blessing, does it use your concentration?