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Order of Crystal Ichor in Dungeons & Dragons 5e

Order of Crystal Ichor

Blood Hunter Order

Created by Nano. V1.1 Update  

Level 3: Shielding Coagulation

You can harden your blood temporarily to ward off potential injury. As a Reaction, until the start of your next turn, you gain a +2 bonus to AC, including against the triggering attack. In addition, if you take damage during the duration, you gain Temporary Hit Points equal to one roll of your Hemocraft Die plus your Constitution modifier (minimum of one).   You can use this feature a number of times equal to your Constitution modifier (minimum of once). You regain all expended uses when you finish a Long Rest.  

Level 3: Sanguine Weapon

You can conjure crystalline weapons from your blood to aid you in battle. As a Bonus Action, 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, to summon up to two melee weapons of your choice that you are proficient with into any of your free hands.   This weapon has similar properties as a mundane version of its kind, except that it is considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.   You can only have two Sanguine Weapons active at a time. If you try to conjure another, the oldest Sanguine Weapon immediately disappears, and any Crimson Rite on it fades. Weapons conjured by this feature disappears if it is more than 5 feet away from you for 1 minute or more.  

Level 7: Blood Curse of the Shattered

You have honed the ability to harden your blood splattered on a creature’s body, weakening their fortitude to glass. You gain Blood Curse of the Shattered for your Blood Maledict feature. This does not count against your number of blood curses known.   Blood Curse of the Shattered. As a Bonus Action, a creature within 30 feet of you must make a Constitution saving throw. On a failure, choose for it to become vulnerable to bludgeoning, piercing, or slashing damage until the end of your next turn. If the creature has resistance to the damage type chosen, it loses resistance to that damage type for the duration. It is not affected if it has Immunity.   Amplify. This curse lasts for 1 minute. At the end of each of its turns, the cursed creature can make a Constitution saving throw. On a success, the curse ends.  

Level 11: Crystalline Rites

You learn to imbue a Crimson Rite onto your Sanguine Weapon as you conjure it. When you use the Sanguine Weapon feature, any weapons summoned can immediately activate a Crimson Rite onto each weapon. You do not take additional Necrotic damage when a rite is activated onto a Sanguine Weapon in this way.  

Level 15: Brand of the Fractured Mark

Your Brand of Castigation now binds your foe to the blood of your Sanguine Weapon. When you use your Sanguine Weapon to attack, your attacks have Advantage against a creature branded by you.  

Level 18: Sacrificial Strikes

You can sacrifice some of your own life force to strike with greater intensity. Once per turn, when you hit a creature with a weapon attack from a Sanguine Weapon, you can choose to lose a number of Hit Points equal to one roll of your Hemocraft die, and double the damage die dealt by the attack.   You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.


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