Sanguine Chapter
In order to strengthen themselves, jaegers of the Blood
Chapter rely on the essential essence that is blood.
They achieve resilient states of unnatural life and feed
their powers with the fruits of their violence. Although
some may consider them to be monsters in and of
themselves, when faced with the horrors that lurk in
the dark recesses of the world, their abilities can hold
the line and preserve the tenuous flame of life when it
should have long since been extinguished, keeping
themselves and their allies alive while draining the
strength of their adversaries in an endless crimson
parade of blood.
Vital Consumption
Starting at 3rd level, you gain the ability to draw power
from the flowing blood of your foes, and learn the
Blood Drain Finisher, which does not count against your
Finishers known. Some of your abilities use a Blood
Magic save DC, which is calculated as follows:
Blood Magic DC = 8 + your Intelligence or Constitution
modifier (your choice) + your proficiency modifiers.
Blood Drain
Finisher, bonus action
As a bonus action, you can expend all of your
Momentum dice to drain a creature within 5 feet of
blood,magically consuming its vitality as your own.
The target makes a Constitution saving throw against
your Blood Magic save DC. On a failed save, it takes
necrotic damage equal to the value rolled on all the
expended Momentum dice. On successful save, it takes
half as much necrotic damage damage. Success or
failure, you regain hit points equal to half the necrotic
damage dealt.
If the target is bloodied (has fewer than half its
maximum hit points) after taking the damage from this
Finisher or if you use this Finisher against a creature
suffering from an effect that makes it bleed (such as
Hemorrhaging Wound), you regain 1 Focus Point.
Crimson Rage
Also at 3rd level, the first time you become bloodied
(have fewer than half your maximum hit points), you
gain 1 Focus Point and 1 Momentum die. You cannot
benefit from this feature again for 1 minute.
Blood Hex
Starting at 7th level, when you use your Blood Drain
Finisher and the target fails its saving throw, you can
invoke a blood hex, selecting one of the following
effects:
• Blood Puppet. The target must use its reaction to
move up to 5 feet in a direction of your choice (if the
target's reaction is unavailable, they cannot move).
• Bound Blood. The target's movement speed is
reduced by half until the start of your next turn.
• Burning Blood. The target takes additional fire
damage equal to half necrotic damage dealt.
Empowered Blood Hex
Starting at 14th level, you can invoke more powerful
blood hexes. You gain the following options, each of
which are improved versions of the hexes granted by
Blood Hex, but cost 2 Focus Points to invoke.
• Blood Puppet (Empowered). The target must
use its reaction to move up to 5 feet and make a single
weapon attack against a creature of your choice (if the
target's reaction is unavailable, they cannot move).
• Bound Blood (Empowered). The target is
restrained until the start of your next turn.
• Burning Blood (Empowered). The target takes
fire damage equal to the necrotic damage dealt at the
start of each of its turns. It can repeat the saving throw
it made against the Blood Drain Finisher at the end of
each of its turns, ending the effect on a success.
Blood Frenzy
Starting at 17th level, while bloodied (have fewer than
half your maximum hit points), you gain the following
the benefits:
• Your speed is increased by 20 feet.
• When you take the attack action, the number of
attacks you make increases to three.
• All hit points you regain from your jaeger abilities
are doubled.
• You can use the Blood Craze Focus Art.
Blood Craze
Focus Art, Reaction
As a reaction to being reduced to 0 hit points, you
can expend 1 Focus Point to be reduced to 1 hit
point instead.
Note: Blood Craze
This is a Focus Art, so it works with Always Ready
(which grants an additional reaction), making the
Sanguine Chapter fairly difficult to stop at 20th level
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