Crimson Rite
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Ability

At 2nd level, you learn to invoke a rite of hemocraft within your weapon at the cost of your own vitality. Choose one rite from the Primal Rites list below to learn.

As a bonus action, you can activate a crimson rite on a single weapon with the elemental energy of a known rite of your choice that lasts until you finish a short or long rest, or if you aren’t holding the weapon at the end of your turn. When you activate a rite, you lose a number of hit points equal to one roll of your hemocraft die, as shown in the Hemocraft Die column of the Blood Hunter table.

For the duration, attacks from this weapon deal an additional 1d4 damage of the chosen rite’s type. This damage is magical, and increases as you gain levels as a blood hunter, as shown in the Hemocraft Die column of the Blood Hunter table. A weapon can only hold a single active rite at a time.

You learn an additional Primal Rite at 7th level, and access to an Esoteric Rite at 14th level.

Attached Items
# Type Name
1 Class Blood Hunter

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To access the dice log to keep track of your rolls

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To edit characters or creatures.

Effect 1 Effect 2 Ambience Music

Item Information