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Crimson Rite

How it's obtained: Bought with 30 Aethyr points, or taken with a free pick that allows it.

Aethyrpoint Cost
30
Level Requirement
2
Technique Requirement
Martial, Spellfighter
Source Reference
Blood Hunter Base Feature
Source Requirement
Suffusion
Activation Time
Bonus Action
Domain Requirement
General
Recharge Type
Long Rest
Concentration?
No

Description

You learn to invoke a rite of hemocraft that infuses your weapon strikes with elemental energy. As a bonus action, you can activate any rite you know on one weapon you’re holding. The effect of the rite lasts until you finish a short or long rest. When you activate a rite, you take necrotic damage equal to one roll of your hemocraft die. This damage can’t be reduced in any way.

While the rite is in effect, attacks you make with this weapon are magical, and deal extra damage equal to your hemocraft die of the type determined by the chosen rite. A weapon can hold only one active rite at a time. Other creatures can’t gain the benefit of your rite.

You choose one rite from the crimson rites below when you first gain this feature. You learn an additional crimson rite when your Aethyrflame Intensity reaches level 7, and again at level 14.

Rite of the Flame. The extra damage dealt by your rite is fire damage.

Rite of the Frozen. The extra damage dealt by your rite is cold damage.

Rite of the Storm. The extra damage dealt by your rite is lightning damage.

Rite of the Dead. The extra damage dealt by your rite is necrotic damage. (Prerequisite: Aethyrflame Intensity level 14)

Rite of the Oracle. The extra damage dealt by your rite is psychic damage. (Prerequisite: Aethyrflame Intensity level 14)

Rite of the Roar. The extra damage dealt by your rite is thunder damage. (Prerequisite: Aethyrflame Intensity level 14)