Blood Maledict
How it's obtained: Bought with 30 Aethyr points, or taken with a free pick that allows it.
- Aethyrpoint Cost
- 30
- Level Requirement
- 1
- Technique Requirement
- Martial, Spellfighter
- Source Reference
- Blood Hunter Base Feature
- Source Requirement
- Suffusion
- Activation Time
- Short Rest
- Domain Requirement
- General
- Concentration?
- No
Description
You gain the ability to channel—or sometimes sacrifice—a part of your vital essence to curse and manipulate creatures through hemocraft magic. You know one blood curse of your choice, detailed in the “Blood Curses” section. You learn one additional blood curse of your choice at Aethyrflame Intensity levels 6, 10, 14, and 18. Each time you learn a new blood curse, you can also choose one of the blood curses you know and replace it with another blood curse.
Each time you use your Blood Maledict feature, you choose which curse to invoke from the curses you know. While invoking a blood curse, but before it affects the target, you can choose to amplify the curse by taking necrotic damage equal to one roll of your hemocraft die. This damage can’t be reduced in any way. An amplified curse gains an additional effect, noted in the curse’s description. Creatures that do not have blood are immune to blood curses unless you have amplified the curse.
Once you use this feature, you must finish a short or long rest before you can use it again. You can use Blood Maledict twice between rests starting at Aethyrflame Intensity level 6, three times starting at level 13, and four times starting at level 17.
Hemocraft
| Aethyrflame Intensity Level | HemocraftDie | Blood Curses |
|---|---|---|
| 1 | 1d4 | 1 |
| 2 | 1d4 | 1 |
| 3 | 1d4 | 1 |
| 4 | 1d4 | 1 |
| 5 | 1d6 | 1 |
| 6 | 1d6 | 2 |
| 7 | 1d6 | 2 |
| 8 | 1d6 | 2 |
| 9 | 1d6 | 2 |
| 10 | 1d6 | 3 |
| 11 | 1d8 | 3 |
| 12 | 1d8 | 3 |
| 13 | 1d8 | 3 |
| 14 | 1d8 | 4 |
| 15 | 1d8 | 4 |
| 16 | 1d8 | 4 |
| 17 | 1d10 | 4 |
| 18 | 1d10 | 5 |
| 19 | 1d10 | 5 |
| 20 | 1d10 | 5 |