Expanded Blood Hunter Curses 4.0 - The Homebrewery
Expanded Blood Hunter Curses 4.0 - The Homebrewery
Expanded Blood Hunter Curses 4.0 - The Homebrewery
0)
Blood Curse of Scourge Blood Curse of Eldritch Negation
As a bonus action, you can choose up to three creatures that As a bonus action, a creature that you can see within 30 feet
you can see within 60 feet of you. The target(s) must succeed of you must make an Wisdom saving throw or be cursed to be
on a Intelligence saving throw or be cursed until the end of unable to make use of the magical energy that suffuses the
your next turn. multiverse.
Whenever a cursed creature makes an attack roll or a For the duration of this curse, the creature is unable to cast
saving throw, that creature must subtract a number equal to spells, any creatures summoned by it using magic disappear,
double your Intelligence modifer from the attack roll or it cannot make use of any magical means of travel, and the
saving throw. effects of magical items its carrying are suppressed and
Amplify. This curse lasts up to 1 minute. At the end of each function as mundane, except those created by an artifact or a
of its turns, a cursed creature can make a Intelligence saving deity.
throw. On a success, this curse on that creature ends. Once At the end of each turn, the cursed creature can make a
you’ve amplified this blood curse, you must finish a long rest Wisdom saving throw. On a success, this curse ends.
before you can amplify it again. Amplify. The cursed creature has disadvantage on all
Wisdom saving throws made for removing this curse. Once
Blood Curse of the Glaring Sun you’ve amplified this blood curse, you must finish a short or
long rest before you can amplify it again.
As a bonus action, you curse a creature that you can see
within 60 feet of you with a magical mark that causes it to be Blood Curse of Candor
surrounded by brilliant sunlight centered around itself until
the end of your next turn. As a bonus action, you can choose one creature that you can
For the duration of this curse, at the end of each turn, the see within 60 feet of you. The target must succeed on a
cursed creature must make a Constitution Saving throw. On Intelligence saving throw or be cursed to speak only the
a failed save takes 2d12 radiant damage and is blinded. On a whole truth and cannot be brief, cryptic, repetitive, or refuse
successful save, this curse ends. to answer any questions you pose of it for duration of this
Amplify. This curse lasts up to 1 minute. The cursed curse.
creature has disadvantage on Constitution saving throws for While under the effects of this curse, the creature gains the
ending this curse. Once you’ve amplified this blood curse, you ability to comprehend and verbally communicate in any
must finish a short or long rest before you can amplify it language spoken by you if physically able. If the creature isn't
again. physically able to verbally communicate with you, the curse
creates a telepathic link with the creature that allows both of
Blood Curse of the Voiceless you to comprehend and telepathically communicate with
each other in any language spoken by you.
As a bonus action, you choose a creature that you can see At the end of each of its turns, the target can make another
within 60 feet of you. That creature must make an Intelligence saving throw. On a success,the curse ends.
Intelligence saving throw or become cursed to be rendered Amplify. In addition, on a failed save, the cursed creature
mute and incapable of casting spells that includes verbal takes 1d12 psychic damage. Once you’ve amplified this blood
components until until the end of your next turn.
curse, you must finish a short or long rest before you can
Amplify. This curse lasts up to 1 minute. At the end of each amplify it again.
of its turns, the cursed creature can make an Intelligence
saving throw. On a success, this curse ends.
Blood Curse of Terrors
As a bonus action, you curse a creature that you can see
within 60 feet of you. The creature must make an Intelligence
saving throw or be cursed to manifest its worst nightmares as
an horrifying threats within its mind that attempt to shatter
its psyche with constant attacks unitl the end of your next
turn.
For the duration of this curse, at the end of each turn, the
cursed creature must make an Intelligence saving throw or
take 2d12 psychic damage on a failed save. On a successful
save, the curse ends.
Amplify. This curse lasts up to 1 minute. Until the curse
ends, whenever the cursed creature fails on a saving throw to Lady Maria by Namcofy
end the curse, you deal an additional 1d12 die of psychic https://www.deviantart.com/semsei/art/Lady-
damage. Once you’ve amplified this blood curse, you must Maria-Bloodborne-824439369
finish a short or long rest before you can amplify it again.
Page 1 |Expanded Blood Curses 4.0
1
Blood Curse of Misery
As a bonus action, you choose one creature that you can see
within 60 feet of you, uttering an anathema fueled with
malefic power. The creature must make a Wisdom saving
throw or become cursed to suffer one of the following options
until the end of your next turn:
Choose one ability score. For duration of this curse, the
creature has disadvantage on saving throws made with that
ability score.
Choose one ability score. For duration of this curse, the
creature has disadvantage on ability checks made with that
ability score.
Chose one ability score. For duration of this curse, the
creature has disadvantage on attack rolls using that ability
score.
Amplify. The target automatically fails on rolls using the
chosen ability score instead while cursed with one of the
above options for the duration. Once you’ve amplified this
blood curse, you must finish a long rest before you can
amplify it again.
Blood Curse of Vile Animation
When a creature within within 60 feet of you has recently
died, you can use either an action or reaction to mark any
inanimate object that is Huge or smaller with a glyph that
curses the target creatures soul to be trapped within the
object. The marked object animates using the cursed target's
soul and becomes a new creature under your control until the
curse ends or until reduced to 0 hit points. (See Animate
Objects for the creatures new statistics).
While you have the cursed soul animating the object, you
can exploit it in any of the ways described below. While it's
soul is cursed, the dead creature it came from can’t be
revived.
Command. As a bonus action, you can mentally command
the new creature if the it is within 500 feet of you. You can
decide what action the creature will take and where it will
move during its next turn, or you can issue a general
command, such as to guard a particular chamber or corridor.
If you issue no commands, the creature only defends itself
against hostile creatures. Once given an order, the creature
continues to follow it until its task is complete.
Query Soul. You can command the cursed soul to answer
any question you pose it (no action required) and receive a
complete telepathic answer, which you can understand
regardless of the language used. The soul knows only what it
knew in life, but it must answer you truthfully and to the best
of its ability.
At the end of each of it's turns, the creature must make an
Intelligence saving throw. On a success, the curse ends.
Amplify. The cursed creature has disadvantage on saving
throws made to end this curse. Once you’ve amplified this
blood curse, you must finish a short or long rest before you
can amplify it again.