Baldur's Gate 3

Acquired Taste: When you hit your Flavoured Enemy with a Bite attack, you regain 1 additional Blood.
Prerequisites: 3rd level 
Blood Cost: 0

Battle Hardened: While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
Prerequisites: 3rd level 
Blood Cost: 0

Blood Spike: You create a spike of blood and fling it at one creature within range. Make a ranged attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of the point where the blood exploded must succeed on a Dexterity saving throw or take 2d6 necrotic damage. When you spend additional Blood on this feature, the necrotic damage increases by 1d6 for each additional Blood spent.
Prerequisites: 3rd level 
Blood Cost: +2

Bloodlust (Not Implemented): When you make an attack on your turn, you can decide to attack ferociously by spending 1 Blood. Doing so gives you advantage on weapon attack rolls using your selected Unarmed ability score during this turn, but attack rolls against you have advantage until your next turn.
Prerequisites: 5th level 
Blood Cost: 1

Bloody Maneuvers (Not Implemented): You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Unarmed Strike Ability Modifier. 

You gain one Bloody superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended Bloody superiority dice when Feed. In addition, as a bonus action, you can spend 3 Blood to regain one expended Bloody superiority die, but you can't do so again until you finish a short or long rest.
Prerequisites: 5th level 
Blood Cost: 3

Vampiric Smite (Not Implemented): When you make a weapon attack, you can spend Blood to create a necrotic explosion. You can expend 2 Blood to deal 2d6 necrotic damage to the target, in addition to the weapon's damage. You can spend 2 additional Blood to increase the damage by 1d6, to an additional maximum of your proficiency Bonus. Targets hit by this Necrotic damage make a Constitution saving throw; on a failed save, you gain a number of temporary hit points equal to the necrotic damage dealt. 
Prerequisites: 5th level 
Blood Cost: +2

Armored Titan: While you are wearing Heavy or Medium Armor, you can spend 1 Blood as a reaction to impose disadvantage on a single attack roll made against you.
Prerequisites: 7th level 
Blood Cost: 1

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