Fiendblood: Difference between revisions

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|'''War Bringer'''
|'''War Bringer'''
|While your Blood Transformation feature is activated, you may spend 4 AP to inspire up to two allies within 30 feet to bring death and carnage. Those allies do an additional +2 [[damage]] whenever they hit an enemy for a number of rounds equal to your CHA+1 (min 1).
|While your Blood Transformation feature is activated, you may spend 4 AP to inspire up to two allies within 30 feet to bring death and [[carnage]]. Those allies do an additional +2 [[damage]] whenever they hit an enemy for a number of rounds equal to your CHA+1 (min 1).
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|'''Ancestral Communion'''
|'''Ancestral Communion'''
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|(1/Rest) While sleeping, you may attempt to commune with the fiends related to your sublineage. Roll 1d20, on an 11 or higher you successfully contact a fiend determined by the MC. You may ask this fiend three questions, after which the communion ends. The fiend is under no obligation to answer honestly, or even to answer at all.  
|(1/Rest) While sleeping, you may attempt to [[commune]] with the fiends related to your sublineage. Roll 1d20, on an 11 or higher you successfully contact a fiend determined by the MC. You may ask this fiend three questions, after which the communion ends. The fiend is under no obligation to answer honestly, or even to answer at all.  
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|'''Blood Transformation II'''
|'''Blood Transformation II'''
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|'''Draining Touch'''  
|'''Draining Touch'''  
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|(END/Rest). You have the ability to draw the very life force out of a living creature. You may make a special attack against one target by spending 4 AP. If successful, you deal 1d6 Necrotic damage to the target and regain HP equal to the amount of damage you dealt. You regain all expended uses when you Take a Rest.  
|(END/Rest). You have the ability to draw the very life force out of a living creature. You may make a special unarmed attack against one target's AR by spending 4 AP. If successful, you deal 1d6 Necrotic damage to the target and regain HP equal to the amount of damage you dealt. You regain all expended uses when you Take a Rest.  
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|'''Draining Touch II'''
|'''Draining Touch II'''
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|'''Pact Maker'''
|'''Pact Maker'''
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|You have the ability to make binding deals with other intelligent creatures. If such a creature makes a willing bargain and exchanges either oath or blood, they become bound to the terms indefinitely (or for a set amount of time specified in the pact) and suffer severe consequences should they be broken. If a creature breaks the terms of its agreement, you may immediately attack their WILL with your CHA, provided that you are currently on the same plane of existence. On a hit, the creature becomes Sickened for the next 24 hours and the pact ends. You can make a number of binding pacts equal to your CHA (min 1). You may end a pact in order to make a new one; if you do, the creature that was released from your pact immediately knows that the pact has ended.
|You have the ability to make binding deals with other intelligent creatures. If such a creature makes a willing bargain and exchanges either oath or blood, they become bound to the terms indefinitely (or for a set amount of time specified in the pact) and suffer severe consequences should they be broken. If a creature breaks the terms of its agreement, you may immediately attack their WILL with your CHA, provided that you are currently on the same plane of existence. On a hit, the creature becomes Sickened for the next 24 hours and the pact ends. You can make a number of binding pacts equal to your CHA (min 1). You may end a pact in [[order]] to make a new one; if you do, the creature that was released from your pact immediately knows that the pact has ended.
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|'''Violent Vindication'''
|'''Violent Vindication'''
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|If a creature violates its pact, then on a hit, you also deal 2d10 psychic damage to the creature. If you miss, the creature takes 1⁄2 damage and is Sickened for the next hour.
|If a creature violates its pact, then on a hit, you also deal 2d10 psychic damage to the creature. If you miss, the creature takes 1⁄2 damage and is Sickened for the next hour.
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|'''Wings of Darkness'''
|'''Wings of [[Darkness]]'''
|Blood Transformation
|Blood Transformation
|While your Blood Transformation feature is active, you sprout a pair of shadowy wings. While you are using your wings, your horizontal jump distance is doubled and you no longer take falling damage.
|While your Blood Transformation feature is active, you sprout a pair of shadowy wings. While you are using your wings, your horizontal [[jump]] distance is doubled and you no longer take falling damage.


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