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Blood Curses
This is my first homebrew to extend the use of Amplify. As a bonus action, the Blood Hunter
Matthew Mercer’s Blood Hunter. The blood can grant as many allies as the roll on their
curses are in alphabetical order hemocraft dice, protection against oncoming
attacks. The first attack that hits them has
Blood Curses disadvantage on the damage roll.
As a bonus action, The Hunter forces an enemy As a reaction, to a saving throw or attack roll that
within 30ft to make a wisdom saving throw or be The Hunter fails, they can add their intelligence
bound to The Hunter. The next time the Hunter modifier.
takes damage, the enemy takes half of the Amplify. As a reaction to an ally within 30ft
damage. The damage is magical based on failing a saving throw or attack roll, The Hunter
resistances. can add the hemocraft dice to their roll.
Amplify. The enemy is bound until the end of
The Hunter’s next turn. Including the Hemocraft Blood Curse of the Hexed
dice damage.
Prerequisite: Order of the Profane Soul
As a bonus action, The Hunter can choose to
Blood Curse of Crueltiptusks extend their curse to an enemy within 30ft. Half
the damage of the first attack that hits the cursed
As a bonus action, the Blood Hunter makes an is regained as Temporary HP.
attack more powerful. The next attack that hits, Amplify. The temporary HP gained is the full
has advantage on the damage rolls. amount of damage.
Amplify. As many allies as the number rolled on
the hemocraft die, within 30ft, have advantage on Blood Curse of the Horde Slayer
the damage dice the next time they hit.