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Blood Curses are specialized applications of hemocraft that allow a Blood Hunter to manipulate the bodies, minds, and supernatural defenses of other creatures.

You learn Blood Curses through your Blood Maledict feature. When you invoke Blood Maledict, choose one Blood Curse you know and resolve its effects.

Each Blood Curse also has an Amplify effect. The rules for Amplifying a Blood Curse, including its Hemocraft cost, are described in the Blood Maledict feature.

The Blood Curses below are organized by the earliest Blood Hunter level at which they can become available, then alphabetically.

Some Blood Curses are granted by a specific Blood Hunter Order. When an Order feature grants one of these curses, it doesn't count against the number of Blood Curses you know.

Blood Hunter Level 1

Blood Curse of the Anxious

As a Bonus Action, choose one creature within 30 feet of yourself.

Until the end of your next turn, Charisma (Intimidation) checks made against the cursed creature have Advantage.

Amplify. The next Wisdom saving throw the cursed creature makes before the curse ends has Disadvantage.

Blood Curse of Binding

As a Bonus Action, choose one Large or smaller creature you can see within 30 feet of yourself.

The creature must make a Strength saving throw against your Hemocraft save DC.

On a failed save, its Speed becomes 0 and it can't take Reactions until the end of your next turn.

Amplify. The curse lasts for 1 minute and can affect a creature regardless of its size.

At the end of each of its turns, the cursed creature repeats the Strength saving throw, ending the curse on itself on a success.

You can Amplify this Blood Curse only once before you finish a Short or Long Rest.

Blood Curse of Bloated Agony

As a Bonus Action, choose one creature you can see within 30 feet of yourself.

Until the end of your next turn, the creature has Disadvantage on Strength and Dexterity checks.

In addition, if the creature makes more than one attack during a turn, it takes 1d8 Necrotic damage immediately after making its second attack.

Amplify. The curse instead lasts for 1 minute.

At the end of each of its turns, the cursed creature can make a Constitution saving throw against your Hemocraft save DC, ending the curse on itself on a success.

Blood Curse of Exposure

When a creature you can see within 30 feet of yourself is about to take damage from an attack or spell, you can take a Reaction to expose a weakness in its defenses.

Until the end of the target's next turn, it loses Resistance to each damage type dealt by the triggering attack or spell.

This loss of Resistance applies to the triggering damage.

Amplify. The normal effect also affects Immunity.

If the target has Immunity to one or more of the damage types dealt by the triggering attack or spell, that Immunity becomes Resistance to the corresponding damage type until the end of the target's next turn.

Any Resistance the target already has to a triggering damage type is removed as normal.

These changes apply to the triggering damage.

Blood Curse of the Eyeless

When a creature you can see within 30 feet of yourself makes an attack roll, you can take a Reaction and roll one Hemocraft die.

Subtract the number rolled from the creature's attack roll.

You can invoke this curse after seeing the attack roll but before the outcome of the attack is determined.

A creature that is immune to the Blinded condition is immune to this Blood Curse.

Amplify. The curse affects every attack roll the creature makes until the end of its current turn.

Roll your Hemocraft die separately for each affected attack roll.

Blood Curse of the Fallen Puppet

When a creature you can see within 30 feet of yourself is reduced to 0 Hit Points, you can take a Reaction to drive it into one final act of aggression.

The cursed creature immediately makes one weapon attack against a target of your choice within the weapon's range.

Amplify. Before making the attack, the cursed creature can move up to half its Speed.

The attack also gains a bonus to its attack roll equal to your Hemocraft modifier, with a minimum bonus of +1.

Blood Curse of the Marked

As a Bonus Action, choose one creature you can see within 30 feet of yourself.

Until the end of your current turn, whenever you hit the cursed creature with a weapon bearing one of your active Crimson Rites, roll one additional Hemocraft die when determining the extra damage dealt by the Rite.

Amplify. The next attack roll you make against the cursed creature before the end of your current turn has Advantage.

Blood Curse of the Muddled Mind

As a Bonus Action, choose one creature you can see within 30 feet of yourself that is concentrating on a spell or another feature that requires Concentration.

The creature has Disadvantage on the next Constitution saving throw it makes to maintain Concentration before the end of your next turn.

Amplify. The creature instead has Disadvantage on every Constitution saving throw it makes to maintain Concentration until the end of your next turn.

Blood Hunter Level 15

Blood Curse of Corrosion

Prerequisite: Blood Hunter Level 15+, Order of the Mutant

As a Bonus Action, choose one creature within 30 feet of yourself.

The creature has the Poisoned condition until the end of your next turn.

Amplify. The creature takes 4d6 Necrotic damage when you invoke the curse, and the curse no longer ends at the end of your next turn.

While the curse lasts, the creature has the Poisoned condition.

At the end of each of its turns, the creature must make a Constitution saving throw against your Hemocraft save DC.

On a failed save, it takes 4d6 Necrotic damage and the curse continues.

On a successful save, the curse ends.

Blood Curse of the Exorcist

Prerequisite: Blood Hunter Level 15+, Order of the Ghostslayer

As a Bonus Action, choose one creature you can see within 30 feet of yourself that has the Charmed or Frightened condition or is affected by a possession effect.

Choose one of those conditions or effects affecting the target. The chosen condition or possession immediately ends.

Amplify. If another creature caused the condition or possession you ended, that creature takes 3d6 Psychic damage and must make a Wisdom saving throw against your Hemocraft save DC.

On a failed save, it has the Stunned condition until the end of your next turn.

Blood Hunter Level 18

Blood Curse of the Howl

Prerequisite: Blood Hunter Level 18+, Order of the Lycan

As a Magic action, you unleash a bloodcurdling howl.

Each creature of your choice within 30 feet of yourself that can hear you must make a Wisdom saving throw against your Hemocraft save DC.

On a failed save, a creature has the Frightened condition until the end of your next turn.

If a creature fails the saving throw by 5 or more, it also has the Stunned condition while Frightened in this way.

A creature that succeeds on the saving throw is immune to this Blood Curse for the next 24 hours.

Amplify. The range of the curse increases from 30 feet to 60 feet.

Blood Curse of the Soul Eater

Prerequisite: Blood Hunter Level 18+, Order of the Profane Soul

When a creature that isn't a Construct or Undead is reduced to 0 Hit Points within 30 feet of yourself, you can take a Reaction to offer its fading life energy to your patron.

Until the end of your next turn, you have Advantage on attack rolls and Resistance to all damage.

Amplify. You also regain one expended spell slot granted by your Profane Soul Pact Magic feature.

Once you Amplify this Blood Curse, you can't Amplify it again until you finish a Long Rest.