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# Oath of The Bloodkeep Every now and then, through whatever reason a creature may be resistant to the deadly effects of Crimson Curse disease. While the individual may not be under the full potential of the disease, they can't escape from the curse itself unless they are immune to it before it got contracted. The few survivors that can maintain their curse and nurture it's powers, in time, can become champion like figures that can shift their image into one of the Knights of The Keep. While under the effect of the curse, you will need to satisfy the curse's desires. Every week you pass to the next curse state.
| Level | State | Stats | |:-----:|:---------------:|:-------------------------:| | - | Bloodlust | +4 dex mod, Con set to 20 | | 1 | Passive | +1 dex mod, -10% max HP | | 2 | Craving | +2 dex mod, -10% max HP | | 3 | Wasting | -4 dex mod, -20% max HP |
If you drink one vial of Distilled Blood while the curse is in the Passive state, you gain +2 to your dexterity modifier for one hour. Drinking one vial of Distilled Blood while in Craving state, you are sent into Bloodlust. If someone past the Wasting point does not receive one vial of Distilled Blood before their next blood check, they will die. If a Wasting curse bearer drinks one vial of Distilled Blood, the Crimson Curse will return to its Passive state. While in Bloodlust, you enter an euphoric state of mind, granting buffs while also putting you into a state of unpredictability. Bloodlust grants an aditional +4 to your dexterity modifier and sets your constitution score to 20 if it's not already higher. After a while, the Bloodlust will fade, returning the curse to its Passive state. ### Channel Divinity Starting at 3rd level, you gain the following Channel Divinity options: **Shivers down your spine.** As a bonus action, bone from your spine expands and envelops your whole body with an armor that's hard as steel and light as cardboard, keeping it extremely easy for you to move. Your armor class is equal to 12+Con modifier+ Dex modifier, but since you are one with your armor, you may not wear any other armor, helmet or accessories. While wearing this armor, once per turn you can touch a fresh corpse to thicken your armor and gain bonus AC based on the corpse size relative to yours (if you are of medium size and touch a medium size corpse you gain 1 AC), you can gain AC this way up to maximum of your proficiency bonus, this procedure leaves behind a pile of mashed meat and loose skin where once stood a corpse. The armor lasts until you end it as a bonus action or after a number of hours equal to your constitution modifier. **Boneshifting.** As a bonus action, if you touch a fresh corpse you can extract it's bones and alter their shape and structure into whatever you wish for half of the creature's size in volume. The object you make is 50 times lighter then if it were made of steel. However, if you decide to sculpt a weapon it loses one level of weight, essentially becoming lighter. ### Ride to Remember Starting at 7th level, out of 2 medium creatures worth of fresh corpses in your area you can summon an undead horse. The horse turns into a pile of meat if it's brought to 0hp, the owner dies or if the owner wishes for it to die. The horse has the stats of a *Warhorse Skeleton* and only one can be summoned at a time. At 11th level, you gain the Mounted Combatant feat. If you already benefit from this trait you may chose one other feat. ### Hard Shell to Crack Starting at 11th level, whenever you are brought to 0hp you are brought to 1hp instead and a cocoon of bone envelops you having you blinded and restrained, whenever you start your turn while in the cocoon you can use a number of hit dies to regain hp equal to your proficiency bonus. The cocoon has 10hp, 22AC resistance to nonmagical slashing, piercing and bludgeoning damage, but also immunity to acid, cold, fire, poison and psychic damage. If you wish to exit the cocoon while not at full hp you must pass a strength saving throw based on your missing health, if the cocoon reaches 0 hp it or if you are at full HP the cocoon cracks setting you free. This feature can be used only once per long rest. ### Marrow's Heritage At 17th level, on a full moon, for one hour, an area of 2 sphere km with you in the middle of it sees the moon as bloodied, if you can stockpile 100 medium creature's worth of fresh corpses in the same place before the time ends you create a Crimson Hearth and become the owner of a Blood Keep. You can only control one Crimson Hearth at a time, the heart cannot move horizontally and must remain attached to the Bloodkeep. You no longer need Distilled Blood in the heart's region. When within 100m of the hearth you enter Bloodlust. If you fail to gather corpses for the hearth within time's window you may not try again until next full moon.