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Amplify

  • casting time Instantaneous
  • range Self

  • components
  • duration

When you use your Blood Maledict, you choose which curse to invoke. While invoking a blood curse, but before it affects the target, you may choose to amplify the curse by suffering damage equal to a roll of the attack die. 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.

You can use this feature once. You regain expended uses when you finish a short or long rest.

Beginning at 6th level, you can use your Blood Maledict feature twice between rests, at 11th level you can use it three times between rests, and at 17th level, you can use it four times between rests.

Blood Hunter Buff

Blood Curse of the Fallen Puppet

  • casting time Instantaneous
  • range 30 ft

  • components
  • duration 1 turn

The moment a creature falls unconscious or dies within 30 feet of you, you can use your reaction to give that creature a final act of aggression. That creature immediately makes a single weapon attack against a target of your choice within its attack range. After the attack, the creature returns to being unconscious or dead.

Amplify. You grant a bonus to the attack roll and damage roll of the cursed creature’s attack equal to your Wisdom modifier (minimum of 1).

Blood Hunter Blood Curse

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