When you use your Blood Maledict, you choose which curse to invoke from your known curses. While invoking a blood curse, but before it affects the target, you can choose to amplify the curse by losing a number of hit points equal to one roll of your hemocraft die, as shown in the Hemocraft Die column of the Blood Hunter table. An amplified curse gains an additional effect, noted in the curse’s description. Creatures that do not have blood in their bodies are immune to blood curses, unless you have amplified the curse.
You can use this feature once. Beginning at 6th level, you can use your Blood Maledict feature twice, at 13th level you can use it three times between rests, and at 17th level, you can use it four times between rests. You regain all expended uses when you finish a short or long rest.
You have advantage on Wisdom (Survival) checks to track fey, fiends, or undead, as well as on Intelligence ability checks to recall information about them.
The Hunter’s Bane also empowers your body to control and shape hemocraft magic, using your own blood and life essence to fuel your abilities. Some of your features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:
Hemocraft save DC = 8 + your proficiency bonus + your Intelligence modifier.
When you activate a rite, you lose a number of hit points equal to one roll of your hemocraft die, as shown in the Hemocraft Die column of the Blood Hunter table.
For the duration, attacks from this weapon deal additional damage of the chosen rite’s type. This damage is magical, and increases as you gain levels as a blood hunter.
1d4 at 1st level.
1d6 at 5th level.
1d8 at 11th level.
1d10 at 17th level.
A weapon can only hold a single active rite at a time.
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 takes 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 Constitution saving throw (DC 12). On a success, this curse ends.