User:Zhenra-Khal/Cardinal (5e Class)/Bloodborne Sacraments
Contents
- 1 Bloodborne Sacraments
- 1.1 Sanguine Rites
- 1.1.1 Sacrament of the Pyre
- 1.1.1.1 Will of the Ember (Will)
- 1.1.1.2 Sign of Flame (Sign)
- 1.1.1.3 Blessing of the Salamander (Benediction)
- 1.1.1.4 Hex of Sputtering Flame (Malison)
- 1.1.1.5 Benediction of the Infernal Lord (Benediction)
- 1.1.1.6 Malison of Hell's Touch (Malison)
- 1.1.1.7 Torment of the Pyre (Torment)
- 1.1.1.8 Brand of the Burning Desire (Brand)
- 1.1.1.9 Lore of Minor Pyric Arcana (Mercy)
- 1.1.1.10 Lore of Improved Pyric Arcana (Mercy)
- 1.1.1.11 Lore of Greater Pyric Arcana (Mercy)
- 1.1.1.12 Lore of Ancient Pyric Arcana (Mercy)
- 1.1.2 Sacrament of the Storm
- 1.1.2.1 Will of the Breeze (Will)
- 1.1.2.2 Sign of Skyfire (Sign)
- 1.1.2.3 Blessing of the Behir (Benediction)
- 1.1.2.4 Hex of Miniscule Sparks (Malison)
- 1.1.2.5 Benediction of the Storm King (Benediction)
- 1.1.2.6 Malison of the Snarling Sky (Malison)
- 1.1.2.7 Torment of the Storm (Torment)
- 1.1.2.8 Brand of the Twisting Gale (Brand)
- 1.1.2.9 Lore of Minor Storm Arcana (Mercy)
- 1.1.2.10 Lore of Improved Storm Arcana (Mercy)
- 1.1.2.11 Lore of Greater Storm Arcana (Mercy)
- 1.1.2.12 Lore of Ancient Storm Arcana (Mercy)
- 1.1.3 Sacrament of the Glacier
- 1.1.3.1 Will of the Tide (Will)
- 1.1.3.2 Sign of Frost (Sign)
- 1.1.3.3 Blessing of the Yeti (Benediction)
- 1.1.3.4 Hex of Gentle Chill (Malison)
- 1.1.3.5 Benediction of the Ice Queen (Benediction)
- 1.1.3.6 Malison of the Frozen Sea (Malison)
- 1.1.3.7 Torment of the Glacier (Torment)
- 1.1.3.8 Brand of the Frozen Tomb (Brand)
- 1.1.3.9 Lore of Minor Glacial Arcana (Mercy)
- 1.1.3.10 Lore of Improved Glacial Arcana (Mercy)
- 1.1.3.11 Lore of Greater Glacial Arcana (Mercy)
- 1.1.3.12 Lore of Ancient Glacial Arcana (Mercy)
- 1.1.4 Sacrament of the Deep
- 1.1.4.1 Will of the Ground (Will)
- 1.1.4.2 Sign of Rust (Sign)
- 1.1.4.3 Blessing of the Ooze (Benediction)
- 1.1.4.4 Hex of Neutralization (Malison)
- 1.1.4.5 Benediction of the Alchemist (Benediction)
- 1.1.4.6 Malison of the Caustic Earth (Malison)
- 1.1.4.7 Torment of the Deep (Torment)
- 1.1.4.8 Brand of the Rumbling Step (Brand)
- 1.1.4.9 Lore of Minor Darkdeep Arcana (Mercy)
- 1.1.4.10 Lore of Improved Darkdeep Arcana (Mercy)
- 1.1.4.11 Lore of Greater Darkdeep Arcana (Mercy)
- 1.1.4.12 Lore of Ancient Darkdeep Arcana (Mercy)
- 1.1.5 Sacrament of the Wild
- 1.1.5.1 Will of the Green (Will)
- 1.1.5.2 Sign of Venom (Sign)
- 1.1.5.3 Blessing of the Adder (Benediction)
- 1.1.5.4 Hex of the Toothless Serpent (Malison)
- 1.1.5.5 Benediction of the Spider Queen (Benediction)
- 1.1.5.6 Malison of the Black Vein (Malison)
- 1.1.5.7 Torment of the Wild (Torment)
- 1.1.5.8 Brand of the Emerald Thorn (Brand)
- 1.1.5.9 Lore of Minor Wild Arcana (Mercy)
- 1.1.5.10 Lore of Improved Wild Arcana (Mercy)
- 1.1.5.11 Lore of Greater Wild Arcana (Mercy)
- 1.1.5.12 Lore of Ancient Wild Arcana (Mercy)
- 1.1.6 Sacrament of the Song
- 1.1.6.1 Will of the Whisper (Will)
- 1.1.6.2 Sign of Thunder (Sign)
- 1.1.6.3 Blessing of the Banshee (Benediction)
- 1.1.6.4 Hex of Lost Words (Malison)
- 1.1.6.5 Benediction of the Maestro (Benediction)
- 1.1.6.6 Malison of the Shattering Voice (Malison)
- 1.1.6.7 Torment of the Song (Torment)
- 1.1.6.8 Brand of the Unheard Wail (Brand)
- 1.1.6.9 Lore of Minor Lyrical Arcana (Mercy)
- 1.1.6.10 Lore of Improved Lyrical Arcana (Mercy)
- 1.1.6.11 Lore of Greater Lyrical Arcana (Mercy)
- 1.1.6.12 Lore of Ancient Lyrical Arcana (Mercy)
- 1.1.7 Sacrament of the Deathknight
- 1.1.8 Sacrament of the Necromancer
- 1.1.9 Sacrament of Avarice
- 1.1.10 Sacrament of Envy
- 1.1.11 Sacrament of Gluttony
- 1.1.12 Sacrament of Lust
- 1.1.13 Sacrament of Pride
- 1.1.14 Sacrament of Sloth
- 1.1.15 Sacrament of Wrath
- 1.1.16 Sacrament of the Heirophant
- 1.1.17 Sacrament of the Destroyer
- 1.1.18 Sacrament of the Lifegiver
- 1.1.19 Sacrament of the Sage
- 1.1.20 Sacrament of the Dawn
- 1.1.20.1 Will of the Glimmer (Will)
- 1.1.20.2 Sign of Radiance (Sign)
- 1.1.20.3 Blessing of the Angel (Benediction)
- 1.1.20.4 Hex of Dimness (Malison)
- 1.1.20.5 Benediction of the Archon (Benediction)
- 1.1.20.6 Malison of the Rising Sun (Malison)
- 1.1.20.7 Torment of the Dawn (Torment)
- 1.1.20.8 Brand of the Stolen Light (Brand)
- 1.1.20.9 Lore of Minor Ardent Arcana (Mercy)
- 1.1.20.10 Lore of Improved Ardent Arcana (Mercy)
- 1.1.20.11 Lore of Greater Ardent Arcana (Mercy)
- 1.1.20.12 Lore of Ancient Ardent Arcana (Mercy)
- 1.1.21 Sacrament of the Grave
- 1.1.21.1 Will of the Mortician (Will)
- 1.1.21.2 Sign of Withering (Sign)
- 1.1.21.3 Blessing of the Wight (Benediction)
- 1.1.21.4 Hex of Resilient Life (Malison)
- 1.1.21.5 Benediction of the Lich King (Benediction)
- 1.1.21.6 Malison of the Ticking Clock (Malison)
- 1.1.21.7 Torment of the Grave (Torment)
- 1.1.21.8 Brand of the Yawning Grave (Brand)
- 1.1.21.9 Lore of Minor Death Arcana (Mercy)
- 1.1.21.10 Lore of Improved Death Arcana (Mercy)
- 1.1.21.11 Lore of Greater Death Arcana (Mercy)
- 1.1.21.12 Lore of Ancient Death Arcana (Mercy)
- 1.1.22 Sacrament of the Mind
- 1.1.23 Sacrament of the Beyond
- 1.1.1 Sacrament of the Pyre
- 1.1 Sanguine Rites
Bloodborne Sacraments[edit]
Below are the list of Bloodborne Sacraments a Cardinal may choose from, in addition to descriptions of the Rites granted by them.
Sanguine Rites[edit]
There are many different types of Rites that can be learned from a Sacrament. Their mechanics are detailed below. Each Rite (Other than Wills and Mercies) counts as a spell for the purposes of dispel magic, and the spell level is equal to half of your Cardinal level, rounded down (maximum of 9th level spell).
- Rite Damage and Rite Effect: Many Sacraments will denote a damage type and/or special effect tied to the Sacrament in question. When you deal Rite damage using a Rite belonging to one of these Sacraments, the damage is of that type. Rite Effects are conditions that apply to a creature that suffers the corresponding Rite Damage (Provided the creature possesses blood or a similar fluid in their body, and they are not immune or resistant to the type of damage dealt; Critical Rite Effects function similarly, but affect the target only when they are critically hit by the damaging effect, or roll a natural 1 on their saving throw against the corresponding effect. Some Rite Effects apply to all instances of Rite Damage you inflict, rather than only those from the corresponding Sacrament, as noted in their description.
- Will: Each Sacrament grants you the ability to tap into its Will, a fragment of primal power. Each Will is a cantrip; Constitution is your spellcasting ability for these spells; When cast in this way, these spells require no verbal, somatic or material components, and may be cast as a bonus action instead of an action. In order to cast one of the Wills you know, you must Minor Rend as a free action. Doing so allows you to cast that Will a number of times equal to the Rend Bonus of that Minor Rend. All unexpended uses of your Wills are lost when you finish a Long Rest.
- Mercy: A Mercy is a miscellaneous or passive benefit you can gain access to, by means of a stronger connection to the corresponding Sacrament than most possess. A Mercy can be active all the time, or it can become active only after you use another ability or only while you are injured beyond a certain extent, as noted in the Mercy's description. Unlike most Rites, Mercies cannot be dispelled, unless they replicate a spell's effect.
- Sign: A Sign is a crude invocation of a Sacrament's power in an attempt to directly harm a foe. Cardinals can invoke any Sign they know as an action. Each Sign affects a single target the Cardinal can see within a range equal to twice the user's [[ | Corpse Magic]] range, and forces the target to make a saving throw against the Cardinal's Hemocraft save DC. On a failure, the target takes Rite Damage equal to one roll of the Cardinal's Hemocraft Die, plus the Cardinal's Constitution bonus; and on a success, the target takes only half damage; This damage increases to 2 rolls of your Hemocraft dice whenever you are Bloodied, to 3 dice whenever you are Injured, and to 4 dice whenever you are Critical. If the target is not immune to critical hits and rolls a natural 1 on the saving throw, they take double damage from the Sign, and suffer the corresponding Critical Rite Effect if they are eligible.
- Amplify: Upon choosing to activate a Sign, but before resolving the Sign's effects, the Cardinal can choose to Major Rend; Doing so Amplifies the Sign, increasing the damage of the Sign by an amount equal to the Rend Bonus of that Major Rend, and causing the Sign to fully affect creatures that do not possess blood, and those immune to critical hits.
- Benediction: A Benediction is a helpful effect; A spiritual blessing of ancient might. A Cardinal can choose to call upon one of the Benedictions they know; Once they do so, they cannot call upon another Benediction until they finish a short or long rest, or until they utter and amplify a Malison. Activating a Benediction typically requires an action, but some Benedictions can be activated with a bonus action or even as a reaction, noted in the Benediction's description.
- Amplify: Upon choosing to activate a Benediction, but before resolving its effects, the Cardinal can choose to Minor Rend; In doing so, they Amplify the Benediction in a manner specified in the Benediction's description.
- Malison: Malisons are powerful curses, that only grow stronger when the Cardinal spills their own blood to fuel them. A Cardinal can also choose to utter one of the Malisons they know; Once they do so, they cannot utter another Malison until they finish a short or long rest, or until they call upon and Amplify a Benediction. Activating a Malison typically requires an action, but some Malisons can be activated with a bonus action or even as a reaction, noted in the Malison's description.
- Amplify: Upon choosing to activate a Malison, but before resolving its effects, the Cardinal can choose to Minor Rend; In doing so, they Amplify the Malison in a manner specified in the Malison's description.
- Torment: A Torment is an ability that alters your Blade of Blood, infusing it with primal power; As such, in order to learn a Torment, you must possess that feature. As a bonus action, you can awaken a Torment within any number of weapons you are currently wielding. This lasts until the weapon(s) leave(s) your hand, until you are incapacitated, until you finish a short or long rest, or until you choose to awaken the Torment of a different Rite within that weapon (In which case the new Torment replaces the old one); You can have multiple Torments active, but you can only have a single Torment active on any individual weapon. For the purposes of this ability, you treat all of your unarmed attacks and natural weapons as a single weapon.
- When you activate Blade of Blood to empower an attack made using a weapon bearing a Torment, the damage you deal (But not the number of hit points you lose) is increased by an amount equal to your Constitution modifier, and you change the damage type to the corresponding Sacrament's Rite Damage. On a critical hit, the target also suffers the Sacrament's corresponding Critical Rite Effect if eligible.
- Brand: A Brand is a runic mark of Hemocraft magic, meant to bind and hinder a foe, or make them easier to track or harm. Immediately after striking a target with a Blade of Blood attack, you can use your Reaction to subject the target to one of the Brands you know, searing an arcane mark of hemocraft magic into its body. Unless otherwise noted, your Brand lasts for 1 minute, until you dismiss it, until it is dispelled, until you are incapacitated, or until you use this feature again.
- Once you use a Brand, you must finish a short or long rest before you can use a Brand again.
Sacrament of the Pyre[edit]
Learning the Sacrament of the Pyre connects you to the primal power of fire, feared by man and beast alike for its ability to bring pain and destroy.
Rite Damage: Rite damage dealt by the Sacrament of the Pyre is Fire damage.
Critical Rite Effect: The target's blood boils. The target suffers disadvantage on attack rolls and ability checks until the start of your next turn, at which point they take additional Rite Damage equal to half the Rite Damage the triggering Rite dealt to them, and the effect ends.
Will of the Ember (Will)[edit]
Upon being blessed with the Sacrament of the Pyre, you gain special access to control over fire. The Will that belongs to the Rite of the Pyre is the Control Flames cantrip.
Sign of Flame (Sign)[edit]
The Sign of Flame forces the target to make a Dexterity saving throw. A target that critically fails their saving throw suffers this Sacrament's Critical Rite Effect.
Blessing of the Salamander (Benediction)[edit]
As an action, you can grant protection from flame to one willing target you can see within your Corpse Magic range; This protection lasts for 1 minute, but it requires your concentration to maintain. Roll your Hemocraft die once, add your Constitution modifier, and record the result. For the duration, whenever the target would suffer Fire damage, the result of your roll is subtracted from the Fire damage they take. This mitigation increases to 2 rolls of your Hemocraft dice whenever you are Bloodied, to 3 dice whenever you are Injured, and to 4 dice whenever you are Critical.
- Amplify: If you Amplify this Benediction, you can choose to either affect an additional target with this Benediction for each point of bonus granted by your Rend, or to add the result of your Rend to the total amount of damage subtracted each time the target suffers Fire damage.
Hex of Sputtering Flame (Malison)[edit]
As an action, you force a target you can see within 30ft to make a Charisma saving throw. On a failed save, they are cursed with weakened power over flame for 1 minute, but this hex requires your concentration to maintain. When the target deals Fire damage while under this curse, that damage is reduced by half; If a creature would normally suffer half damage upon failing a saving throw against an ability that deals Fire damage that the target possesses, while the target is under this curse, creatures succeeding their save take no damage.
- Amplify: If you Amplify this Malison, you can choose to either affect an additional target with this Malison for each point of bonus granted by your Rend, or to prevent the target from dealing Fire damage at all for 1 round for each point of bonus granted by your Rend.
Benediction of the Infernal Lord (Benediction)[edit]
Prerequisite: Hemocraft level 5
As an action, you grant fiery power to one willing target you can see within 30ft; This blessing lasts for 1 minute, but requires your concentration to maintain. For the duration, each time the target deals Fire damage, or strikes a target with a weapon attack, they deal additional Fire damage equal to one roll of your Hemocraft die.
- Amplify: If you Amplify this Benediction, you can choose to either affect an additional target with this Benediction for each point of bonus granted by your Rend, or to cause targets that suffer this additional Fire damage to catch flame for a number of rounds equal to your Rend bonus; At the start of their turns each round while aflame, the target must make a Constitution saving throw - If the save fails, they suffer Fire damage equal to one roll of your Hemocraft die. If they succeed, they suffer only half as much damage and the flame sputters out, ending the condition on themselves.
Malison of Hell's Touch (Malison)[edit]
Prerequisite: Hemocraft level 5
As an action, you force a target you can see within 30ft to make a Wisdom saving throw. On a failed save, they are cursed with vulnerability to flame for 1 minute, but this hex requires your concentration to maintain. If the target is immune to Fire damage, that immunity is replaced with Resistance to Fire damage for the duration; If the target has Resistance to Fire damage, that Resistance is stripped away for the duration; And if the target is neither Immune, Resistant or Vulnerable to Fire damage, they suffer Vulnerability to Fire damage for the duration.
- Amplify: If you Amplify this Malison, you can choose to either affect an additional target with this Malison for each point of bonus granted by your Rend, or grant yourself the ability to use your bonus action, for the duration, to deal Fire damage to the target equal to one roll of your Hemocraft die, plus your Constitution modifier; the target is allowed a Wisdom saving throw each time to reduce the damage by half.
Torment of the Pyre (Torment)[edit]
Prerequisite: Hemocraft level 2
While this Torment is active on a weapon, it changes the additional damage dealt by Blade of Blood strikes made with that weapon to Fire damage. A target critically hit by a Blade of the Pyre attack suffers this Sacrament's Critical Rite Effect.
Brand of the Burning Desire (Brand)[edit]
Prerequisite: Hemocraft level 6
A target marked by this Brand becomes finds themselves burned when they harm others; This Brand has no effect on submerged targets. While under the effects of this Brand, each time the target successfully deals damage with an attack to a creature other than you, they must succeed at a Wisdom saving throw, or take Fire damage equal to half the damage they dealt.
Lore of Minor Pyric Arcana (Mercy)[edit]
You learn secrets of flame. You learn the Produce Flame cantrip, and the Burning Hands and Hellish Rebuke spells; Constitution is your spellcasting modifier for these spells. You also gain 2 Sacrifice Points that you can expend to cast either of these spells, as detailed in the Well of Sacrifice ability description. You regain expended Sacrifice Points when you finish a Long Rest.
Lore of Improved Pyric Arcana (Mercy)[edit]
Prerequisite: Hemocraft level 5th; Must know Lore of Minor Pyric Arcana
You learn the Aganazzar's Scorcher and Scorching Ray spells; Constitution is your spellcasting modifier for these spells. You also gain 1 additional Sacrifice Point, which you may use to cast these spells.
Lore of Greater Pyric Arcana (Mercy)[edit]
Prerequisite: Hemocraft level 9th; Must know Lore of Improved Pyric Arcana
You learn the Fireball and Melf's Minute Meteors spells; Constitution is your spellcasting modifier for these spells. You also gain 2 additional Sacrifice Points, which you may use to cast these spells.
Lore of Ancient Pyric Arcana (Mercy)[edit]
Prerequisite: Hemocraft level 13th; Must know Lore of Greater Pyric Arcana
You learn the Fire Shield and Wall of Fire spells; Constitution is your spellcasting modifier for these spells. You also gain 1 additional Sacrifice Point, which you may use to cast these spells.
Sacrament of the Storm[edit]
Learning the Sacrament of the Storm connects you to the primal power of air and lightning, a force that fills man with a mixture of dread and awe.
Rite Damage: Rite damage dealt by the Sacrament of the Storm is Lightning damage.
Critical Rite Effect: The target's nerves are overloaded; The target suffers disadvantage on Dexterity ability checks and Dexterity saving throws, and cannot make reactions, until the start of your next turn.
Will of the Breeze (Will)[edit]
Upon being blessed with the Sacrament of the Storm, you gain special access to control over air. The Will that belongs to the Rite of the Storm is the Gust cantrip.
Sign of Skyfire (Sign)[edit]
The Sign of Skyfire forces the target to make a Dexterity saving throw, and deals Lightning damage. A target that critically fails their saving throw has their their nerves overloaded; The target suffers disadvantage on Dexterity ability checks and Dexterity saving throws, and cannot make reactions, until the start of your next turn.
Blessing of the Behir (Benediction)[edit]
As an action, you can grant protection from electricity to one willing target you can see within 30ft; This protection lasts for 1 minute, but it requires your concentration to maintain. Roll your Hemocraft die once, add your Constitution modifier, and record the result. For the duration, whenever the target would suffer Lightning damage, the result of your roll is subtracted from the Lightning damage they take. This mitigation increases to 2 rolls of your Hemocraft dice whenever you are Bloodied, to 3 dice whenever you are Injured, and to 4 dice whenever you are Critical.
- Amplify: If you Amplify this Benediction, you can choose to either affect an additional target with this Benediction for each point of bonus granted by your Rend, or to add the result of your Rend to the total amount of damage subtracted each time the target suffers Lightning damage.
Hex of Miniscule Sparks (Malison)[edit]
As an action, you force a target you can see within 30ft to make a Charisma saving throw. On a failed save, they are cursed with weakened power over lightning for 1 minute, but this hex requires your concentration to maintain. When the target deals Lightning damage while under this curse, that damage is reduced by half; If a creature would normally suffer half damage upon failing a saving throw against an ability that deals Lightning damage that the target possesses, while the target is under this curse, creatures succeeding their save take no damage.
- Amplify: If you Amplify this Malison, you can choose to either affect an additional target with this Malison for each point of bonus granted by your Rend, or to prevent the target from dealing Lightning damage at all for 1 round for each point of bonus granted by your Rend.
Benediction of the Storm King (Benediction)[edit]
Prerequisite: Hemocraft level 5
As an action, you grant electrical power to one willing target you can see within 30ft; This blessing lasts for 1 minute, but requires your concentration to maintain. For the duration, each time the target deals Lightning damage, or strikes a target with a weapon attack, they deal additional Lightning damage equal to one roll of your Hemocraft die.
- Amplify: If you Amplify this Benediction, you can choose to either affect an additional target with this Benediction for each point of bonus granted by your Rend, or to cause targets that suffer this additional Lightning damage to be entangled by arcs of electricity for a number of rounds equal to your Rend bonus; At the start of their turns each round while shocked, the target must make a Constitution saving throw - If the save fails, they suffer Lightning damage equal to one roll of your Hemocraft die. If they succeed, they suffer only half as much damage and the arcs die out, ending the condition on themselves.
Malison of the Snarling Sky (Malison)[edit]
Prerequisite: Hemocraft level 5
As an action, you force a target you can see within 30ft to make a Wisdom saving throw. On a failed save, they are cursed with vulnerability to electricity for 1 minute, but this hex requires your concentration to maintain. If the target is immune to Lightning damage, that immunity is replaced with Resistance to Lightning damage for the duration; If the target has Resistance to Lightning damage, that Resistance is stripped away for the duration; And if the target is neither Immune, Resistant or Vulnerable to Lightning damage, they suffer Vulnerability to Lightning damage for the duration.
- Amplify: If you Amplify this Malison, you can choose to either affect an additional target with this Malison for each point of bonus granted by your Rend, or grant yourself the ability to use your bonus action, for the duration, to deal Lightning damage to the target equal to one roll of your Hemocraft die, plus your Constitution modifier; the target is allowed a Wisdom saving throw each time to reduce the damage by half.
Torment of the Storm (Torment)[edit]
Prerequisite: Hemocraft level 2
While this Torment is active on a weapon, it changes the additional damage dealt by Blade of Blood strikes made with that weapon to Lightning damage. A target critically hit by a Blade of the Storm attack suffers this Sacrament's Critical Rite Effect.
Brand of the Twisting Gale (Brand)[edit]
Prerequisite: Hemocraft level 6
A target marked by this Brand is surrounded by turbulent wind that makes it difficult to move in the direction they want to; This Brand has no effect on submerged targets. At the start of the creature's turn, roll a d4 to determine the direction the wind blows the creature - 1 = North, 2 = South, 3 = East, 4 = West. If the target is flying, roll a d6 instead; A result of 5 results in a forceful updraft that blows to target upward, and a result of 6 is an explosive downdraft that pushes them toward the ground. If the creature willingly moves on their turn, they must make a Strength saving throw; If they fail, they are pushed a number of feet in that direction equal to half their highest movement speed. If this causes the target to strike an object solid enough to halt their movement, they suffer 1d6 points of bludgeoning damage for every 10ft they traveled before striking the object.
Regardless of whether they fail or succeed, each foot they attempt to move against the wind costs an additional foot of movement; For example, if the wind is blowing the target northward, then attempting to move to the south will cost the creature additional movement. As an action, you can choose the direction the Brand's wind will blow the Branded creature on its next turn, instead of rolling; You cannot blow a creature upwards or downwards unless it is using a flying speed (Though you could attempt to blow a creature off the cliff it's climbing, etc).
Lore of Minor Storm Arcana (Mercy)[edit]
You learn secrets of wind and lightning. You learn the Lightning Lure cantrip, and the Witch Bolt and Zephyr Strike spells; Constitution is your spellcasting modifier for these spells. You also gain 2 Sacrifice Points that you can expend to cast either of these spells, as detailed in the Well of Sacrifice ability description. You regain expended Sacrifice Points when you finish a Long Rest.
Lore of Improved Storm Arcana (Mercy)[edit]
Prerequisite: Hemocraft level 5th; Must know Lore of Minor Storm Arcana
You learn the Dust Devil and Gust of Wind spells; Constitution is your spellcasting modifier for these spells. You also gain 1 additional Sacrifice Point, which you may use to cast these spells.
Lore of Greater Storm Arcana (Mercy)[edit]
Prerequisite: Hemocraft level 9th; Must know Lore of Improved Storm Arcana
You learn the Call Lightning and Wind Wall spells; Constitution is your spellcasting modifier for these spells. You also gain 2 additional Sacrifice Points, which you may use to cast these spells.
Lore of Ancient Storm Arcana (Mercy)[edit]
Prerequisite: Hemocraft level 13th; Must know Lore of Greater Storm Arcana
You learn the Storm Sphere and Freedom of Movement spells; Constitution is your spellcasting modifier for these spells. You also gain 1 additional Sacrifice Point, which you may use to cast these spells.
Sacrament of the Glacier[edit]
Learning the Sacrament of the Glacier connects you to the primal power of water and ice, a slow death for the unprepared.
Rite Damage: Rite damage dealt by the Sacrament of the Glacier is Cold damage.
Critical Rite Effect: The target's nerves are overloaded; The target suffers disadvantage on Dexterity ability checks and Dexterity saving throws, and cannot make reactions, until the start of your next turn.
Will of the Tide (Will)[edit]
Upon being blessed with the Sacrament of the Glacier, you gain special access to control over water and ice. The Will that belongs to the Rite of the Glacier is the Shape Water cantrip.
Sign of Frost (Sign)[edit]
The Sign of Frost forces the target to make a Constitution saving throw. A target that critically fails their saving throw suffers this Sacrament's Critical Rite Effect.
Blessing of the Yeti (Benediction)[edit]
As an action, you can grant protection from cold to one willing target you can see within 30ft; This protection lasts for 1 minute, but it requires your concentration to maintain. Roll your Hemocraft die once, add your Constitution modifier, and record the result. For the duration, whenever the target would suffer Cold damage, the result of your roll is subtracted from the Cold damage they take. This mitigation increases to 2 rolls of your Hemocraft dice whenever you are Bloodied, to 3 dice whenever you are Injured, and to 4 dice whenever you are Critical.
- Amplify: If you Amplify this Benediction, you can choose to either affect an additional target with this Benediction for each point of bonus granted by your Rend, or to add the result of your Rend to the total amount of damage subtracted each time the target suffers Cold damage.
Hex of Gentle Chill (Malison)[edit]
As an action, you force a target you can see within 30ft to make a Charisma saving throw. On a failed save, they are cursed with weakened power over frost for 1 minute, but this hex requires your concentration to maintain. When the target deals Cold damage while under this curse, that damage is reduced by half; If a creature would normally suffer half damage upon failing a saving throw against an ability that deals Cold damage that the target possesses, while the target is under this curse, creatures succeeding their save take no damage.
- Amplify: If you Amplify this Malison, you can choose to either affect an additional target with this Malison for each point of bonus granted by your Rend, or to prevent the target from dealing Cold damage at all for 1 round for each point of bonus granted by your Rend.
Benediction of the Ice Queen (Benediction)[edit]
Prerequisite: Hemocraft level 5
As an action, you grant frozen power to one willing target you can see within 30ft; This blessing lasts for 1 minute, but requires your concentration to maintain. For the duration, each time the target deals Cold damage, or strikes a target with a weapon attack, they deal additional Cold damage equal to one roll of your Hemocraft die.
- Amplify: If you Amplify this Benediction, you can choose to either affect an additional target with this Benediction for each point of bonus granted by your Rend, or to cause targets that suffer this additional Cold damage to be shrouded in frost for a number of rounds equal to your Rend bonus; At the start of their turns each round while shrouded, the target must make a Constitution saving throw - If the save fails, they suffer Cold damage equal to one roll of your Hemocraft die. If they succeed, they suffer only half as much damage and the frost dissipates, ending the condition on themselves.
Malison of the Frozen Sea (Malison)[edit]
Prerequisite: Hemocraft level 5
As an action, you force a target you can see within 30ft to make a Wisdom saving throw. On a failed save, they are cursed with vulnerability to cold for 1 minute, but this hex requires your concentration to maintain. If the target is immune to Cold damage, that immunity is replaced with Resistance to Cold damage for the duration; If the target has Resistance to Cold damage, that Resistance is stripped away for the duration; And if the target is neither Immune, Resistant or Vulnerable to Cold damage, they suffer Vulnerability to Cold damage for the duration.
- Amplify: If you Amplify this Malison, you can choose to either affect an additional target with this Malison for each point of bonus granted by your Rend, or grant yourself the ability to use your bonus action, for the duration, to deal Cold damage to the target equal to one roll of your Hemocraft die, plus your Constitution modifier; the target is allowed a Wisdom saving throw each time to reduce the damage by half.
Torment of the Glacier (Torment)[edit]
Prerequisite: Hemocraft level 2
While this Torment is active on a weapon, it changes the additional damage dealt by Blade of Blood strikes made with that weapon to Cold damage. A target critically hit by a Blade of the Glacier attack suffers this Sacrament's Critical Rite Effect.
Brand of the Frozen Tomb (Brand)[edit]
Prerequisite: Hemocraft level 6
A target marked by this Brand finds themselves increasingly impeded the harder they try to escape you. While under the effects of this Brand, each time the target willingly moves 10ft or more away from you on their turn, or uses the Dash or Disengage action, they gain 5 temporary hit points until this brand ends, as an icy shell begins to form around them; These temporary hit points stack with additional temporary hit points granted to them by this ability, but not with temporary hit points from any other ability. For every 5 temporary hit points the target possesses from this ability, all of their movement speeds are reduced by 5ft, until the Brand ends or the required amount of temporary hit points are lost. Any time this reduces their movement speed to 0ft, they are Incapacitated until their speed once more rises above 0ft, as they are temporarily encased in a shell of ice.
Lore of Minor Glacial Arcana (Mercy)[edit]
You learn secrets of water and ice. You learn the Ray of Frost cantrip, and the Armor of Agathys and Fog Cloud spells; Constitution is your spellcasting modifier for these spells. You also gain 2 Sacrifice Points that you can expend to cast either of these spells, as detailed in the Well of Sacrifice ability description. You regain expended Sacrifice Points when you finish a Long Rest.
Lore of Improved Glacial Arcana (Mercy)[edit]
Prerequisite: Hemocraft level 5th; Must know Lore of Minor Glacial Arcana
You learn the Blur and Snilloc's Snowball Storm spells; Constitution is your spellcasting modifier for these spells. You also gain 1 additional Sacrifice Point, which you may use to cast these spells.
Lore of Greater Glacial Arcana (Mercy)[edit]
Prerequisite: Hemocraft level 9th; Must know Lore of Improved Glacial Arcana
You learn the Sleet Storm and Tidal Wave spells; Constitution is your spellcasting modifier for these spells. You also gain 2 additional Sacrifice Points, which you may use to cast these spells.
Lore of Ancient Glacial Arcana (Mercy)[edit]
Prerequisite: Hemocraft level 13th; Must know Lore of Greater Glacial Arcana
You learn the Control Water and Ice Storm spells; Constitution is your spellcasting modifier for these spells. You also gain 1 additional Sacrifice Point, which you may use to cast these spells.
Sacrament of the Deep[edit]
Learning the Sacrament of the Deep connects you to the primal power of earth, rock, and all the corrosive minerals within, breaking down defenses and building some of your own.
Rite Damage: Rite damage dealt by the Sacrament of the Deep is Acid damage.
Critical Rite Effect: The target has their body painfully burned by acid; The target suffers disadvantage on attack rolls, and attack rolls against them have advantage, until the start of your next turn, at which point they take additional Acid damage equal to half the damage the triggering Rite dealt to them, and the effect ends.
Will of the Ground (Will)[edit]
Upon being blessed with the Sacrament of the Deep, you gain special access to control over earth and stone. The Will that belongs to the Rite of the Deep is the Mold Earth cantrip.
Sign of Rust (Sign)[edit]
The Sign of Rust forces the target to make a Dexterity saving throw. A target that critically fails their saving throw suffers this Sacrament's Critical Rite Effect.
Blessing of the Ooze (Benediction)[edit]
As an action, you can grant protection from acid to one willing target you can see within 30ft; This protection lasts for 1 minute, but it requires your concentration to maintain. Roll your Hemocraft die once, add your Constitution modifier, and record the result. For the duration, whenever the target would suffer Acid damage, the result of your roll is subtracted from the Acid damage they take. This mitigation increases to 2 rolls of your Hemocraft dice whenever you are Bloodied, to 3 dice whenever you are Injured, and to 4 dice whenever you are Critical.
- Amplify: If you Amplify this Benediction, you can choose to either affect an additional target with this Benediction for each point of bonus granted by your Rend, or to add the result of your Rend to the total amount of damage subtracted each time the target suffers Acid damage.
Hex of Neutralization (Malison)[edit]
As an action, you force a target you can see within 30ft to make a Charisma saving throw. On a failed save, they are cursed with weakened power over corrosion for 1 minute, but this hex requires your concentration to maintain. When the target deals Acid damage while under this curse, that damage is reduced by half; If a creature would normally suffer half damage upon failing a saving throw against an ability that deals Acid damage that the target possesses, while the target is under this curse, creatures succeeding their save take no damage.
- Amplify: If you Amplify this Malison, you can choose to either affect an additional target with this Malison for each point of bonus granted by your Rend, or to prevent the target from dealing Acid damage at all for 1 round for each point of bonus granted by your Rend.
Benediction of the Alchemist (Benediction)[edit]
Prerequisite: Hemocraft level 5
As an action, you grant caustic power to one willing target you can see within 30ft; This blessing lasts for 1 minute, but requires your concentration to maintain. For the duration, each time the target deals Acid damage, or strikes a target with a weapon attack, they deal additional Acid damage equal to one roll of your Hemocraft die.
- Amplify: If you Amplify this Benediction, you can choose to either affect an additional target with this Benediction for each point of bonus granted by your Rend, or to cause targets that suffer this additional Acid damage to be doused in caustic goo for a number of rounds equal to your Rend bonus; At the start of their turns each round while slimed, the target must make a Constitution saving throw - If the save fails, they suffer Acid damage equal to one roll of your Hemocraft die. If they succeed, they suffer only half as much damage and the goo harmlessly neutralizes, ending the condition on themselves.
Malison of the Caustic Earth (Malison)[edit]
Prerequisite: Hemocraft level 5
As an action, you force a target you can see within 30ft to make a Wisdom saving throw. On a failed save, they are cursed with vulnerability to acid for 1 minute, but this hex requires your concentration to maintain. If the target is immune to Acid damage, that immunity is replaced with Resistance to Acid damage for the duration; If the target has Resistance to Acid damage, that Resistance is stripped away for the duration; And if the target is neither Immune, Resistant or Vulnerable to Acid damage, they suffer Vulnerability to Acid damage for the duration.
- Amplify: If you Amplify this Malison, you can choose to either affect an additional target with this Malison for each point of bonus granted by your Rend, or grant yourself the ability to use your bonus action, for the duration, to deal Acid damage to the target equal to one roll of your Hemocraft die, plus your Constitution modifier; the target is allowed a Wisdom saving throw each time to reduce the damage by half.
Torment of the Deep (Torment)[edit]
Prerequisite: Hemocraft level 2
While this Torment is active on a weapon, it changes the additional damage dealt by Blade of Blood strikes made with that weapon to Acid damage. A target critically hit by a Blade of the Deep attack suffers this Sacrament's Critical Rite Effect.
Brand of the Rumbling Step (Brand)[edit]
Prerequisite: Hemocraft level 6
A target marked by this Brand finds that their footsteps shudder the very ground beneath their feet, causing them to stumble and fall. This Brand has no effect on a target that is not walking on solid ground, not underwater or airborne targets. While under the effects of this Brand, the target cannot take the Disengage or Dodge action, and each time the target willingly moves 10ft or more on their turn, or uses the Dash action, they must make a Dexterity saving throw. If they fail, they fall prone, taking Bludgeoning damage equal to one roll of your Hemocraft die, plus your Constitution bonus; If they succeed, they have their movement speed cumulatively reduced by 5ft, to a minimum of 0ft, for the current turn.
Lore of Minor Darkdeep Arcana (Mercy)[edit]
You learn secrets of earth and corrosion. You learn the Primal Savagery cantrip, and the Earth Tremor and Tasha's Caustic Brew spells; Constitution is your spellcasting modifier for these spells. You also gain 2 Sacrifice Points that you can expend to cast either of these spells, as detailed in the Well of Sacrifice ability description. You regain expended Sacrifice Points when you finish a Long Rest.
Lore of Improved Darkdeep Arcana (Mercy)[edit]
Prerequisite: Hemocraft level 5th; Must know Lore of Minor Darkdeep Arcana
You learn the Maximillian's Earthen Grasp and Melf's Acid Arrow spells; Constitution is your spellcasting modifier for these spells. You also gain 1 additional Sacrifice Point, which you may use to cast these spells.
Lore of Greater Darkdeep Arcana (Mercy)[edit]
Prerequisite: Hemocraft level 9th; Must know Lore of Improved Darkdeep Arcana
You learn the Erupting Earth and Galder's Tower spells; Constitution is your spellcasting modifier for these spells. You also gain 2 additional Sacrifice Points, which you may use to cast these spells.
Lore of Ancient Darkdeep Arcana (Mercy)[edit]
Prerequisite: Hemocraft level 13th; Must know Lore of Greater Darkdeep Arcana
You learn the Stoneskin and Vitriolic Sphere spells; Constitution is your spellcasting modifier for these spells. You also gain 1 additional Sacrifice Point, which you may use to cast these spells.
Sacrament of the Wild[edit]
Learning the Sacrament of the Wild connects you to the primal power of plants, animals, and the poisons that both produce to arm themselves.
Rite Damage: Rite damage dealt by the Sacrament of the Wild is Poison damage.
Critical Rite Effect: The target is overrun with toxins; The target suffers from the Poisoned condition until the start of your next turn, at which point they take additional Poison damage equal to half the damage the triggering Rite dealt to them, and the effect ends.
Will of the Green (Will)[edit]
Upon being blessed with the Sacrament of the Wild, you gain special access to control over plants and prediction of weather. The Will that belongs to the Rite of the Wild is the Druidcraft cantrip.
Sign of Venom (Sign)[edit]
The Sign of Venom forces the target to make a Constitution saving throw. A target that critically fails their saving throw suffers this Sacrament's Critical Rite Effect.
Blessing of the Adder (Benediction)[edit]
As an action, you can grant protection from venom to one willing target you can see within 30ft; This protection lasts for 1 minute, but it requires your concentration to maintain. Roll your Hemocraft die once, add your Constitution modifier, and record the result. For the duration, whenever the target would suffer Poison damage, the result of your roll is subtracted from the Poison damage they take. This mitigation increases to 2 rolls of your Hemocraft dice whenever you are Bloodied, to 3 dice whenever you are Injured, and to 4 dice whenever you are Critical.
- Amplify: If you Amplify this Benediction, you can choose to either affect an additional target with this Benediction for each point of bonus granted by your Rend, or to add the result of your Rend to the total amount of damage subtracted each time the target suffers Poison damage.
Hex of the Toothless Serpent (Malison)[edit]
As an action, you force a target you can see within 30ft to make a Charisma saving throw. On a failed save, they are cursed with weakened power over toxins for 1 minute, but this hex requires your concentration to maintain. When the target deals Poison damage while under this curse, that damage is reduced by half; If a creature would normally suffer half damage upon failing a saving throw against an ability that deals Poison damage that the target possesses, while the target is under this curse, creatures succeeding their save take no damage.
- Amplify: If you Amplify this Malison, you can choose to either affect an additional target with this Malison for each point of bonus granted by your Rend, or to prevent the target from dealing Poison damage at all for 1 round for each point of bonus granted by your Rend.
Benediction of the Spider Queen (Benediction)[edit]
Prerequisite: Hemocraft level 5
As an action, you grant toxic power to one willing target you can see within 30ft; This blessing lasts for 1 minute, but requires your concentration to maintain. For the duration, each time the target deals Poison damage, or strikes a target with a weapon attack, they deal additional Poison damage equal to one roll of your Hemocraft die.
- Amplify: If you Amplify this Benediction, you can choose to either affect an additional target with this Benediction for each point of bonus granted by your Rend, or to cause targets that suffer this additional Poison damage to be wracked by venom for a number of rounds equal to your Rend bonus; At the start of their turns each round while envenomed, the target must make a Constitution saving throw - If the save fails, they suffer Poison damage equal to one roll of your Hemocraft die. If they succeed, they suffer only half as much damage and the venom weakens, ending the condition on themselves.
Malison of the Black Vein (Malison)[edit]
Prerequisite: Hemocraft level 5
As an action, you force a target you can see within 30ft to make a Wisdom saving throw. On a failed save, they are cursed with vulnerability to toxins for 1 minute, but this hex requires your concentration to maintain. If the target is immune to Poison damage, that immunity is replaced with Resistance to Poison damage for the duration; If the target has Resistance to Poison damage, that Resistance is stripped away for the duration; And if the target is neither Immune, Resistant or Vulnerable to Poison damage, they suffer Vulnerability to Poison damage for the duration.
- Amplify: If you Amplify this Malison, you can choose to either affect an additional target with this Malison for each point of bonus granted by your Rend, or grant yourself the ability to use your bonus action, for the duration, to deal Poison damage to the target equal to one roll of your Hemocraft die, plus your Constitution modifier; the target is allowed a Wisdom saving throw each time to reduce the damage by half.
Torment of the Wild (Torment)[edit]
Prerequisite: Hemocraft level 2
While this Torment is active on a weapon, it changes the additional damage dealt by Blade of Blood strikes made with that weapon to Poison damage. A target critically hit by a Blade of the Wild attack suffers this Sacrament's Critical Rite Effect.
Brand of the Emerald Thorn (Brand)[edit]
Prerequisite: Hemocraft level 6
A target marked by this Brand is abruptly bound by a mass of thorny vines and stinging, biting creatures. While under the effects of this Brand, at the start of each of its turns, the target must make a Strength saving throw. On a failed save, the target is Restrained until the beginning of its next turn, and suffers Poison damage equal to 1 roll of your Hemocraft die. On a successful save, the target is not Restrained, but suffers Poison damage equal to 2 rolls of your Hemocraft die.
Lore of Minor Wild Arcana (Mercy)[edit]
You learn secrets of the wilderness. You learn the Infestation cantrip, and the Ensnaring Strike and Animal Friendship spells; Constitution is your spellcasting modifier for these spells. You also gain 2 Sacrifice Points that you can expend to cast either of these spells, as detailed in the Well of Sacrifice ability description. You regain expended Sacrifice Points when you finish a Long Rest.
Lore of Improved Wild Arcana (Mercy)[edit]
Prerequisite: Hemocraft level 5th; Must know Lore of Minor Wild Arcana
You learn the Barkskin and Protection from Poison spells; Constitution is your spellcasting modifier for these spells. You also gain 1 additional Sacrifice Point, which you may use to cast these spells.
Lore of Greater Wild Arcana (Mercy)[edit]
Prerequisite: Hemocraft level 9th; Must know Lore of Improved Wild Arcana
You learn the Conjure Animals and Speak with Plants spells; Constitution is your spellcasting modifier for these spells. You also gain 2 additional Sacrifice Points, which you may use to cast these spells.
Lore of Ancient Wild Arcana (Mercy)[edit]
Prerequisite: Hemocraft level 13th; Must know Lore of Greater Wild Arcana
You learn the Dominate Beast and Grasping Vine spells; Constitution is your spellcasting modifier for these spells. You also gain 1 additional Sacrifice Point, which you may use to cast these spells.
Sacrament of the Song[edit]
Learning the Sacrament of the Song connects you to the primal power of sound - Creating allure, fear, comfort, or destructive force.
Rite Damage: Rite damage dealt by the Sacrament of the Song is Thunder damage.
Critical Rite Effect: The target is overwhelmed by sound; The target is knocked prone, and suffers from the Deafened condition until the start of your next turn.
Will of the Whisper (Will)[edit]
Upon being blessed with the Sacrament of the Song, you gain special ability to send silent messages. The Will that belongs to the Rite of the Song is the Message cantrip.
Sign of Thunder (Sign)[edit]
The Sign of Thunder forces the target to make a Constitution saving throw. A target that critically fails their saving throw suffers this Sacrament's Critical Rite Effect.
Blessing of the Banshee (Benediction)[edit]
As an action, you can grant protection from sonics to one willing target you can see within 30ft; This protection lasts for 1 minute, but it requires your concentration to maintain. Roll your Hemocraft die once, add your Constitution modifier, and record the result. For the duration, whenever the target would suffer Thunder damage, the result of your roll is subtracted from the Thunder damage they take. This mitigation increases to 2 rolls of your Hemocraft dice whenever you are Bloodied, to 3 dice whenever you are Injured, and to 4 dice whenever you are Critical.
- Amplify: If you Amplify this Benediction, you can choose to either affect an additional target with this Benediction for each point of bonus granted by your Rend, or to add the result of your Rend to the total amount of damage subtracted each time the target suffers Thunder damage.
Hex of Lost Words (Malison)[edit]
As an action, you force a target you can see within 30ft to make a Charisma saving throw. On a failed save, they are cursed with weakened power over sonics for 1 minute, but this hex requires your concentration to maintain. When the target deals Thunder damage while under this curse, that damage is reduced by half; If a creature would normally suffer half damage upon failing a saving throw against an ability that deals Thunder damage that the target possesses, while the target is under this curse, creatures succeeding their save take no damage.
- Amplify: If you Amplify this Malison, you can choose to either affect an additional target with this Malison for each point of bonus granted by your Rend, or to prevent the target from dealing Thunder damage at all for 1 round for each point of bonus granted by your Rend.
Benediction of the Maestro (Benediction)[edit]
Prerequisite: Hemocraft level 5
As an action, you grant sonic power to one willing target you can see within 30ft; This blessing lasts for 1 minute, but requires your concentration to maintain. For the duration, each time the target deals Thunder damage, or strikes a target with a weapon attack, they deal additional Thunder damage equal to one roll of your Hemocraft die.
- Amplify: If you Amplify this Benediction, you can choose to either affect an additional target with this Benediction for each point of bonus granted by your Rend, or to cause targets that suffer this additional Thunder damage to be wreathed in discordant sound for a number of rounds equal to your Rend bonus; At the start of their turns each round while so wreathed, the target must make a Constitution saving throw - If the save fails, they suffer Thunder damage equal to one roll of your Hemocraft die. If they succeed, they suffer only half as much damage and the sound dies out, ending the condition on themselves.
Malison of the Shattering Voice (Malison)[edit]
Prerequisite: Hemocraft level 5
As an action, you force a target you can see within 30ft to make a Wisdom saving throw. On a failed save, they are cursed with vulnerability to sonics for 1 minute, but this hex requires your concentration to maintain. If the target is immune to Thunder damage, that immunity is replaced with Resistance to Thunder damage for the duration; If the target has Resistance to Thunder damage, that Resistance is stripped away for the duration; And if the target is neither Immune, Resistant or Vulnerable to Thunder damage, they suffer Vulnerability to Thunder damage for the duration.
- Amplify: If you Amplify this Malison, you can choose to either affect an additional target with this Malison for each point of bonus granted by your Rend, or grant yourself the ability to use your bonus action, for the duration, to deal Thunder damage to the target equal to one roll of your Hemocraft die, plus your Constitution modifier; the target is allowed a Wisdom saving throw each time to reduce the damage by half.
Torment of the Song (Torment)[edit]
Prerequisite: Hemocraft level 2
While this Torment is active on a weapon, it changes the additional damage dealt by Blade of Blood strikes made with that weapon to Thunder damage. A target critically hit by a Blade of the Song attack suffers this Sacrament's Critical Rite Effect.
Brand of the Unheard Wail (Brand)[edit]
Prerequisite: Hemocraft level 6
A target marked by this Brand is cursed with magical silence, as the sound is makes is absorbed for later. No sound can be made by or heard by the target; It is completely Deafened, immune to Thunder damage, and cannot cast any spells with a Verbal component. Each time the target moves more than 10 feet, takes an action, or attempts to speak, roll your Hemocraft die, and add the result to a cumulative total. When this Brand ends, all the sound the target made while under its effects explodes forth at once: The target must make a Constitution saving throw. On a failed save, the target takes Thunder damage equal to the cumulative total you have recorded, is knocked prone, and is Stunned for 1 round. On a successful save, the target takes only half damage, and is not knocked prone or Stunned.
Lore of Minor Lyrical Arcana (Mercy)[edit]
You learn secrets of sound. You learn the Booming Blade cantrip, and the Command and Thunderwave spells; Constitution is your spellcasting modifier for these spells. You also gain 2 Sacrifice Points that you can expend to cast either of these spells, as detailed in the Well of Sacrifice ability description. You regain expended Sacrifice Points when you finish a Long Rest.
Lore of Improved Lyrical Arcana (Mercy)[edit]
Prerequisite: Hemocraft level 5th; Must know Lore of Minor Lyrical Arcana
You learn the Shatter and Silence spells; Constitution is your spellcasting modifier for these spells. You also gain 1 additional Sacrifice Point, which you may use to cast these spells.
Lore of Greater Lyrical Arcana (Mercy)[edit]
Prerequisite: Hemocraft level 9th; Must know Lore of Improved Lyrical Arcana
You learn the Motivational Speech and Thunder Step spells; Constitution is your spellcasting modifier for these spells. You also gain 2 additional Sacrifice Points, which you may use to cast these spells.
Lore of Ancient Lyrical Arcana (Mercy)[edit]
Prerequisite: Hemocraft level 13th; Must know Lore of Greater Lyrical Arcana
You learn the Compulsion and Charm Monster spells; Constitution is your spellcasting modifier for these spells. You also gain 1 additional Sacrifice Point, which you may use to cast these spells.
Sacrament of the Deathknight[edit]
Prerequisite: Hemocraft level 2
The Sacrament of the Deathknight shapes your blood magic towards controlling the dead to acts as your army, using your presence to terrify or command foes.
Corpse Shield (Mercy)[edit]
As a reaction to taking damage, you can Harvest an eligible corpse within your Corpse Magic range, moving it to interpose it between yourself and the source of the damage. The corpse suffers the entirety of the damage for you, before falling to the ground in a square adjacent to you.
Corpse Puppet (Mercy)[edit]
Prerequisite: Hemocraft level 5
As a reaction when an eligible creature dies within range of your Corpse Magic, or as a bonus action up to 1 minute after it has died, you can Harvest the corpse, causing it to rise up like a zombie, move up to a number of feet equal to your Corpse Magic range, and make a single melee attack against a target you can see, using your Hemocraft attack bonus. After the attack, the corpse once more falls lifelessly to the ground in the square it made its attack from.
Sacrament of the Necromancer[edit]
Prerequisite: Hemocraft level 2
The Sacrament of the Necromancer shapes your blood magic towards ripping the essence out of corpses and turning it into destructive power.
Blood Lance (Mercy)[edit]
As an action, you can Major Rend, firing a spear of solidified blood at a target within 60ft. Make a ranged Hemocraft attack; On a successful hit, the target takes magical damage equal to twice the Rend bonus of your Major Rend. This damage is Bludgeoning, Piercing or Slashing, chosen at the time of casting; If you have a Torment active, you can choose to have this damage be the same as the Torment's damage type instead.
Additionally, you can fire this attack from any eligible corpse within range of your Corpse Magic; You can do so as a reaction when an eligible creature dies within range, or as an action using the corpse of a creature that has been dead no more than 1 minute. When you do so, you Harvest the corpse instead of losing hit points to the Major Rend, and the attack is launched from the corpse's position instead of your own, potentially adding your Corpse Magic range to that of the Lance.
Corpse Bomb (Mercy)[edit]
Prerequisite: Hemocraft level 5
Whenever your Harvest an eligible Corpse, you can choose for it to explode in a shower of blood, bones and necromantic might. Targets out then yourself within 10ft of the exploding corpse must make a Dexterity saving throw; On a failed save, they suffer Bludgeoning, Piercing or Slashing damage(chosen at the time of casting) equal to 1 roll of your Hemocraft die, or half as much on a successful save. If you have a Torment active, you can choose to have this damage be the same as the Torment's damage type instead.
Upon reaching 5th level in this class, the damage increases to 2 rolls of your Hemocraft die, to 3 rolls at 11th level, and to 4 rolls at 17th level in this class.
Sacrament of Avarice[edit]
Prerequisite: Hemocraft level 5
Learning the Sacrament of Avarice connects you to the sinful power of greed - Helping you to steal, covet, and keep things for yourself.
Will of the Collector (Will)[edit]
Upon being blessed with the Sacrament of Avarice, you gain special ability to repair objects. The Will that belongs to the Sacrament of Avarice is the Mending cantrip.
Mercy of the Thief (Mercy)[edit]
You can Minor Rend to Sleight of Hand checks, if you could not already. Additionally, you know the Wristpocket (Explorer's Guide to Wildemount) spell. You can cast this spell once per long rest without expending a spell slot; You can use spell slots or Sacrifice Points to cast the spell if you possess them; And you can cast the spell as a ritual. Constitution is your spellcasting ability.
Sacrament of Envy[edit]
Prerequisite: Hemocraft level 5
Learning the Sacrament of Envy connects you to the sinful power of envy - Helping you to become your best self by copying what others have.
Will of the Counterfeit (Will)[edit]
Upon being blessed with the Sacrament of Envy, you gain special ability to create false images and sounds. The Will that belongs to the Sacrament of Envy is the Minor Illusion cantrip.
Sacrament of Gluttony[edit]
Prerequisite: Hemocraft level 5
Learning the Sacrament of Gluttony connects you to the sinful power of indulgence - Allowing you to revel in excess and devour whatever you believe should be yours.
Will of the Devourer (Will)[edit]
Upon being blessed with the Sacrament of Gluttony, you gain special ability to reel in prey. The Will that belongs to the Sacrament of Gluttony is the Thorn Whip cantrip.
Sacrament of Lust[edit]
Prerequisite: Hemocraft level 5
Learning the Sacrament of Lust connects you to the sinful power of indulgence - Allowing you to revel in excess and devour whatever you believe should be yours.
Will of the Lover (Will)[edit]
Upon being blessed with the Sacrament of Lust, you gain a special ability to blow devastating kisses. The Will that belongs to the Sacrament of Lust is the Sapping Sting cantrip.
Sacrament of Pride[edit]
Prerequisite: Hemocraft level 5
Learning the Sacrament of Pride connects you to the sinful power of vanity - Helping you cultivate your perfection and ensure that you are worshipped for it.
Will of the Butterfly (Will)[edit]
Upon being blessed with the Sacrament of Pride, you gain special ability to convince others to help you, for a time. The Will that belongs to the Sacrament of Pride is the Friends cantrip.
Sacrament of Sloth[edit]
Prerequisite: Hemocraft level 5
Learning the Sacrament of Sloth connects you to the sinful power of demotivation - Allowing you to relax and avoid effort at your leisure.
Will of the Lazy (Will)[edit]
Upon being blessed with the Sacrament of Sloth, you gain special ability to move objects without lifting a finger. The Will that belongs to the Sacrament of Sloth is the Mage Hand cantrip.
Mercy of Easy Rest (Mercy)[edit]
You gain more benefit from sleep, and can do so at the drop of a hat. When you roll a hit dice to regain hit points, you may roll it twice and regain the larger amount of hit points; You can do this a number of times equal to your proficiency bonus, regaining all expended uses at the end of a Long Rest, and you may only apply this ability once for each die you expend.
Additionally, you may cast the Catnap spell (Targeting only yourself) as an action or bonus action. You may do so once, and regain the ability to do so at the end of a Long Rest.
Sacrament of Wrath[edit]
Prerequisite: Hemocraft level 5
Learning the Sacrament of Wrath connects you to the sinful power of anger - Helping you to discover weak points and annihilate them accordingly.
Will of the Furious (Will)[edit]
Upon being blessed with the Sacrament of Wrath, you gain special ability to see a target's weaknesses and strike where it really hurts. The Will that belongs to the Sacrament of Wrath is the True Strike cantrip.
Mercy of Ruthless Strikes (Mercy)[edit]
Once per round, when you deal successfully strike a target when you have advantage on the attack roll, you may deal additional damage of the weapon's type to that target equal to one roll of your Hemocraft die. If you have a Torment active upon the weapon used in this attack, then this additional damage changes to the type of damage belonging to that Torment.
Upon gaining your 11th level in the Cardinal class, the additional damage increases to two rolls of your Hemocraft die, and to three rolls when you gain your 17th level in this class.
Sacrament of the Heirophant[edit]
Prerequisite: Hemocraft level 9 The Sacrament of the Heirophant grants you divine might that you can use to overpower your foes.
Will of the Priest (Will)[edit]
Upon being blessed with the Sacrament of the Hierophant, you gain special ability to create minor divine effects. The Will that belongs to the Sacrament of the Hierophant is the Thaumaturgy cantrip.
Brand of Castigation (Brand)[edit]
While a target is marked by the Brand of Castigation, you always know the direction to the branded creature, and each time the branded creature deals damage to you, or a creature you can see within 5 feet of you, the branded creature suffers psychic damage equal to your Constitution modifier (minimum of 1 damage).
Sacrament of the Destroyer[edit]
Prerequisite: Hemocraft level 9
The Sacrament of the Destroyer marks you as an agent of ruin, a dark harbinger that breaks all that they touch.
Will of the Harbinger (Will)[edit]
Upon being blessed with the Sacrament of the Destroyer, you gain special ability to stave off death. The Will that belongs to the Sacrament of the Destroyer is the Spare the Dying cantrip.
Sacrament of the Lifegiver[edit]
Prerequisite: Hemocraft level 9
The Sacrament of the Lifegiver grants you restorative power that you can use to keep your allies on their feet.
Will of the Restorer (Will)[edit]
Upon being blessed with the Sacrament of the Lifegiver, you gain special ability to stave off death. The Will that belongs to the Sacrament of the Lifegiver is the Spare the Dying cantrip.
Sacrament of the Sage[edit]
Prerequisite: Hemocraft level 9
The Sacrament of the Sage grants you occult knowledge and foresight that aids you in your dance between life and death.
Will of the Arcanist (Will)[edit]
Upon being blessed with the Sacrament of the Sage, you gain special ability to create minor magical effects. The Will that belongs to the Sacrament of the Sage is the Prestidigitation cantrip.
Sacrament of the Dawn[edit]
Prerequisite: Hemocraft level 13
Learning the Sacrament of the Dawn connects you to the primal power of light - Burning away the dark and showing a brighter future.
Rite Damage: Rite damage dealt by the Sacrament of the Dawn is Radiant damage.
Critical Rite Effect: The target is showered in light; For 1d4 rounds, the target is Blinded, and outlined in colorful light, shedding dim light in a 10ft radius. For the duration, the target can't benefit from being invisible, and any attack roll made against the target has advantage if the attacker can see it.
Will of the Glimmer (Will)[edit]
Upon being blessed with the Sacrament of the Dawn you gain special ability to create orbs of light. The Will that belongs to the Rite of the Dawn is the Dancing Lights cantrip.
Sign of Radiance (Sign)[edit]
The Sign of Radiance forces the target to make a Dexterity saving throw.
Blessing of the Angel (Benediction)[edit]
As an action, you can grant protection from light to one willing target you can see within 30ft; This protection lasts for 1 minute, but it requires your concentration to maintain. Roll your Hemocraft die once, add your Constitution modifier, and record the result. For the duration, whenever the target would suffer Radiant damage, the result of your roll is subtracted from the Radiant damage they take. This mitigation increases to 2 rolls of your Hemocraft dice whenever you are Bloodied, to 3 dice whenever you are Injured, and to 4 dice whenever you are Critical.
- Amplify: If you Amplify this Benediction, you can choose to either affect an additional target with this Benediction for each point of bonus granted by your Rend, or to add the result of your Rend to the total amount of damage subtracted each time the target suffers Radiant damage.
Hex of Dimness (Malison)[edit]
As an action, you force a target you can see within 30ft to make a Charisma saving throw. On a failed save, they are cursed with weakened power over light for 1 minute, but this hex requires your concentration to maintain. When the target deals Radiant damage while under this curse, that damage is reduced by half; If a creature would normally suffer half damage upon failing a saving throw against an ability that deals Radiant damage that the target possesses, while the target is under this curse, creatures succeeding their save take no damage.
- Amplify: If you Amplify this Malison, you can choose to either affect an additional target with this Malison for each point of bonus granted by your Rend, or to prevent the target from dealing Radiant damage at all for 1 round for each point of bonus granted by your Rend.
Benediction of the Archon (Benediction)[edit]
As an action, you grant radiant power to one willing target you can see within 30ft; This blessing lasts for 1 minute, but requires your concentration to maintain. For the duration, each time the target deals Radiant damage, or strikes a target with a weapon attack, they deal additional Radiant damage equal to one roll of your Hemocraft die.
- Amplify: If you Amplify this Benediction, you can choose to either affect an additional target with this Benediction for each point of bonus granted by your Rend, or to cause targets that suffer this additional Radiant damage to shine with astral radiance for a number of rounds equal to your Rend bonus; At the start of their turns each round while shining, the target must make a Constitution saving throw - If the save fails, they suffer Radiant damage equal to one roll of your Hemocraft die. If they succeed, they suffer only half as much damage and the light dims, ending the condition on themselves.
Malison of the Rising Sun (Malison)[edit]
As an action, you force a target you can see within 30ft to make a Wisdom saving throw. On a failed save, they are cursed with vulnerability to light for 1 minute, but this hex requires your concentration to maintain. If the target is immune to Radiant damage, that immunity is replaced with Resistance to Radiant damage for the duration; If the target has Resistance to Radiant damage, that Resistance is stripped away for the duration; And if the target is neither Immune, Resistant or Vulnerable to Radiant damage, they suffer Vulnerability to Radiant damage for the duration.
- Amplify: If you Amplify this Malison, you can choose to either affect an additional target with this Malison for each point of bonus granted by your Rend, or grant yourself the ability to use your bonus action, for the duration, to deal Radiant damage to the target equal to one roll of your Hemocraft die, plus your Constitution modifier; the target is allowed a Wisdom saving throw each time to reduce the damage by half.
Torment of the Dawn (Torment)[edit]
While this Torment is active on a weapon, it changes the additional damage dealt by Blade of Blood strikes made with that weapon to Radiant damage. A target critically hit by a Blade of the Dawn attack suffers this Sacrament's Critical Rite Effect.
Brand of the Stolen Light (Brand)[edit]
A target marked by this Brand is shrouded in magical darkness, being Blinded for the duration, even if they are normally immune to blindness. The target cannot benefit from Darkvision or any ability that ordinarily allows them to see through magical darkness. Each time you deal Radiant damage to the target while it is under the effect of this Brand, record the damage dealt and add it to a cumulative total. Until this total runs out, when you Rend, instead of losing hit points, you can instead subtract an equal amount from the total; If there is less stored damage remaining in this total than the number of hit points you would lose to a Rend, you lose the remaining number of hit points as normal.
Lore of Minor Ardent Arcana (Mercy)[edit]
You learn secrets of light. You learn the Sacred Flame cantrip, and the Color Spray and Guiding Bolt spells; Constitution is your spellcasting modifier for these spells. You also gain 2 Sacrifice Points that you can expend to cast either of these spells, as detailed in the Well of Sacrifice ability description. You regain expended Sacrifice Points when you finish a Long Rest.
Lore of Improved Ardent Arcana (Mercy)[edit]
Prerequisite: Must know Lore of Minor Ardent Arcana
You learn the Continual Flame and Moonbeam spells; Constitution is your spellcasting modifier for these spells. You also gain 1 additional Sacrifice Point, which you may use to cast these spells.
Lore of Greater Ardent Arcana (Mercy)[edit]
Prerequisite: Must know Lore of Improved Ardent Arcana
You learn the Blinding Smite and Daylight spells; Constitution is your spellcasting modifier for these spells. You also gain 2 additional Sacrifice Points, which you may use to cast these spells.
Lore of Ancient Ardent Arcana (Mercy)[edit]
Prerequisite: Must know Lore of Greater Ardent Arcana
You learn the Guardian of Faith and Sickening Radiance spells; Constitution is your spellcasting modifier for these spells. You also gain 1 additional Sacrifice Point, which you may use to cast these spells.
Sacrament of the Grave[edit]
Prerequisite: Hemocraft level 13
Learning the Sacrament of the Grave connects you to the primal power of death - Withering the living and becoming something new.
Rite Damage: Rite damage dealt by the Sacrament of the Grave is Necrotic damage.
Critical Rite Effect: The target's life force is sapped; The target suffers one point of exhaustion.
Will of the Mortician (Will)[edit]
Upon being blessed with the Sacrament of the Grave you gain special ability to touch others with the power of death. The Will that belongs to the Rite of the Grave is the Chill Touch cantrip.
Sign of Withering (Sign)[edit]
The Sign of Withering forces the target to make a Constitution saving throw, and deals Necrotic damage. A target that critically fails their saving throw has their life force sapped, suffering one point of exhaustion.
Blessing of the Wight (Benediction)[edit]
As an action, you can grant protection from death to one willing target you can see within 30ft; This protection lasts for 1 minute, but it requires your concentration to maintain. Roll your Hemocraft die once, add your Constitution modifier, and record the result. For the duration, whenever the target would suffer Necrotic damage, the result of your roll is subtracted from the Necrotic damage they take. This mitigation increases to 2 rolls of your Hemocraft dice whenever you are Bloodied, to 3 dice whenever you are Injured, and to 4 dice whenever you are Critical.
- Amplify: If you Amplify this Benediction, you can choose to either affect an additional target with this Benediction for each point of bonus granted by your Rend, or to add the result of your Rend to the total amount of damage subtracted each time the target suffers Necrotic damage.
Hex of Resilient Life (Malison)[edit]
As an action, you force a target you can see within 30ft to make a Charisma saving throw. On a failed save, they are cursed with weakened power over death for 1 minute, but this hex requires your concentration to maintain. When the target deals Necrotic damage while under this curse, that damage is reduced by half; If a creature would normally suffer half damage upon failing a saving throw against an ability that deals Necrotic damage that the target possesses, while the target is under this curse, creatures succeeding their save take no damage.
- Amplify: If you Amplify this Malison, you can choose to either affect an additional target with this Malison for each point of bonus granted by your Rend, or to prevent the target from dealing Necrotic damage at all for 1 round for each point of bonus granted by your Rend.
Benediction of the Lich King (Benediction)[edit]
As an action, you grant necrotic power to one willing target you can see within 30ft; This blessing lasts for 1 minute, but requires your concentration to maintain. For the duration, each time the target deals Necrotic damage, or strikes a target with a weapon attack, they deal additional Necrotic damage equal to one roll of your Hemocraft die.
- Amplify: If you Amplify this Benediction, you can choose to either affect an additional target with this Benediction for each point of bonus granted by your Rend, or to cause targets that suffer this additional Necrotic damage to be haunted by undead spirits for a number of rounds equal to your Rend bonus; At the start of their turns each round while haunted, the target must make a Constitution saving throw - If the save fails, they suffer Necrotic damage equal to one roll of your Hemocraft die. If they succeed, they suffer only half as much damage and the spirits dissipate, ending the condition on themselves.
Malison of the Ticking Clock (Malison)[edit]
As an action, you force a target you can see within 30ft to make a Wisdom saving throw. On a failed save, they are cursed with vulnerability to necrotic power for 1 minute, but this hex requires your concentration to maintain. If the target is immune to Necrotic damage, that immunity is replaced with Resistance to Necrotic damage for the duration; If the target has Resistance to Necrotic damage, that Resistance is stripped away for the duration; And if the target is neither Immune, Resistant or Vulnerable to Necrotic damage, they suffer Vulnerability to Necrotic damage for the duration.
- Amplify: If you Amplify this Malison, you can choose to either affect an additional target with this Malison for each point of bonus granted by your Rend, or grant yourself the ability to use your bonus action, for the duration, to deal Necrotic damage to the target equal to one roll of your Hemocraft die, plus your Constitution modifier; the target is allowed a Wisdom saving throw each time to reduce the damage by half.
Torment of the Grave (Torment)[edit]
While this Torment is active on a weapon, it changes the additional damage dealt by Blade of Blood strikes made with that weapon to Necrotic damage. A target critically hit by a Blade of the Grave attack suffers this Sacrament's Critical Rite Effect.
Brand of the Yawning Grave (Brand)[edit]
A target marked by this Brand is marked for death. For the duration, the target cannot regain hit points, cannot benefit from temporary hit points, and any attempt to restore hit points to the target instead deals Necrotic damage to them equal to half of the number of hit points that would ordinarily be restored.
Lore of Minor Death Arcana (Mercy)[edit]
You learn secrets of death. You learn the Toll the Dead cantrip, and the Hex and Inflict Wounds spells; Constitution is your spellcasting modifier for these spells. You also gain 2 Sacrifice Points that you can expend to cast either of these spells, as detailed in the Well of Sacrifice ability description. You regain expended Sacrifice Points when you finish a Long Rest.
Lore of Improved Death Arcana (Mercy)[edit]
Prerequisite: Must know Lore of Minor Death Arcana
You learn the Darkness and Ray of Enfeeblement spells; Constitution is your spellcasting modifier for these spells. You also gain 1 additional Sacrifice Point, which you may use to cast these spells.
Lore of Greater Death Arcana (Mercy)[edit]
Prerequisite: Must know Lore of Improved Death Arcana
You learn the Summon Undead and Vampiric Touch spells; Constitution is your spellcasting modifier for these spells. You also gain 2 additional Sacrifice Points, which you may use to cast these spells.
Lore of Ancient Death Arcana (Mercy)[edit]
Prerequisite: Must know Lore of Greater Death Arcana
You learn the Blight and Shadow Of Moil spells; Constitution is your spellcasting modifier for these spells. You also gain 1 additional Sacrifice Point, which you may use to cast these spells.
Sacrament of the Mind[edit]
Prerequisite: Hemocraft level 13
Rite Damage: Rite damage dealt by the Sacrament of the Mind is Psychic damage.
Critical Rite Effect: The target's mind is scrambled; The creature cannot take reactions until the start of your next turn, and at the start of its next turn, it must roll a d10 and consult the Mind Sacrament Confusion table to determine its behavior.
d10 Result | Behavior |
---|---|
1 | The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn. |
2-6 | The creature doesn’t move or take actions this turn. |
7-9 | The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. |
10 | The creature can act and move normally. |
Sacrament of the Beyond[edit]
Prerequisite: Hemocraft level 13
Rite Damage: Rite damage dealt by the Sacrament of the Beyond is Force damage.
Critical Rite Effect: The target is teleported to an occupied space you can see within double your Corpse Magic range, and the first attack made against it before the start of its turn gains advantage.