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Cursed Bloodline

  The Cursed Bloodline twists the art of blood magic into a dance with malevolent forces, allowing Sanguimancers to weave curses and dark enchantments into their spells. Wielding the tangled threads of misfortune, they impose curses on their enemies, turning their own life force into a potent weapon of hexes and maladies.   Blood Curse
At 3rd level, As an action, you can spend 2 blood points to inflict a blood curse on a creature you can see within 30 feet. The target must succeed on a Constitution saving throw against your spell save DC or be cursed for one minute. While cursed, the creature has disadvantage on attack rolls, ability checks, and saving throws. It may attempt to break the curse at the end of each of its turns with a Constitution saving throw. You can use this ability a number of times equal to your Constitution modifier (minimum of 1), and you regain expended uses after completing a short or long rest.   Malediction
At 7th level, your blood curses become more potent. When you use your Blood Curse, you can now choose one additional effect to apply to the cursed creature for as long as they remain cursed. The additional effects are:
  • The cursed creature's takes additional necrotic damage equal to your Sanguimancer level when it is hit by an attack.
  • The cursed creature's speed is reduced to 0, and it cannot take reactions until the end of its next turn. You can expend Blood Points up to your Sanguimancer level to extend the duration by an additional round per point spent.
  • The cursed creature becomes vulnerable to a specific damage type of your choice until the end of its next turn (except necrotic). You can expend Blood Points up to your Sanguimancer level to extend the duration by an additional round per point spent.
  Siphoning Hex
At 10th level, your curses now siphon the life force of the cursed creatures. When you successfully curse a creature with your Blood Curse, you may choose to regain Blood Points equal to your Constitution modifier.
  Once you use this feature, you must finish a long rest before you can do so again.   Tainted Nexus
At 15th level, your connection to curses deepens. When you use your Blood Curse, you can now affect all creatures of your choice within a 30-foot radius of the target. Each affected creature must make a separate Constitution saving throw or be cursed as well. You expend 2 blood points for each additional creature you choose.   Blighted Reckoning
At 18th level, your mastery over curses reaches an abyssal zenith. When you use your Blood Curse, you can now choose to apply all additional effects from Malediction to the cursed creature. As an action, you may choose to expend a number of Blood Points equal to the number of creatures currently affected by your Blood Curse. Roll 1d8 for each affected creature. You release a devastating wave of necrotic energy within each of them, and they must each make a Constitution saving throw. On a failed save the creature takes necrotic damage equal to the total result, or half as much on a success.   Once you use this feature, you must finish a long rest before you can do so again.


Cover image: by AI generated using Nightcafe

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