Cardinal (5e Class)/Sin of the Fury

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The Sin of the Fury represents an endless wrath and drive to destroy, be it for vengeance, justice, power, or just the sheer joy of bloodshed. Every life you encounter is yours to snuff.

Crimson Resolve[edit]

At 1st level, you gain the ability to temporarily shrug off attacks, as your blood magic amplifies your adrenaline. When you suffer damage, roll your Hemocraft Die - The damage you take is reduced by the number you roll on the die, and the damage that was reduced become Delayed Damage. At the end of your next turn, you suffer all of the damage that was Delayed.

As an example, say you have a 5th-level Cardinal (Hemocraft Die: d6), who is struck by a Fire Bolt and a Greatsword attack in the same round. The Fire Bolt deals 8 points of Fire damage, and the Cardinal rolls a 3 on their Hemocraft die - They suffer 5 points of Fire Damage, and Delay 3 points of Fire damage. The Greatsword hits hard, dealing 13 points of damage, but the Cardinal rolls a 5 on their Hemocraft die - They suffer 8 points of Slashing damage, and Delay 5 points of Slashing damage. At the end of the Cardinal's next turn, they suffer 8 points of damage (3 Fire, 5 Slashing).

No other effects tied to the damage taken are delayed; A Shadow's Strength Drain attack still reduces your Strength score, but the necrotic damage dealt to you could be Delayed. When you receive healing, you can choose for any amount of the healing received to reduce the amount of damage that you have Delayed, instead of restoring hit points you've already lost.

Delayed Damage taken from Crimson Resolve does not provoke a Constitution saving throws to maintain concentration on spells, but the DC when damage is taken is not reduced by Delaying a portion of that damage. Furthermore, if you go unconscious due to dropping to 0 hit points, your Delayed Damage is immediately reduced to 0 without causing you additional harm.

Furious Counterstrike[edit]

While you have at least one point of damage Delayed by Crimson Resolve, when you make a melee weapon attack, you may roll your Hemocraft Die in place of the attack's normal damage die.

Additionally, while you have at least 5 points of damage Delayed by Crimson Resolve, your melee attacks deal +1 additional point of damage for every 5 points of damage currently Delayed.

At 7th level, the first melee weapon attack on your turn is also made at advantage if the amount of Delayed Damage you took at the start of your turn was equal to or greater than twice your Hemocraft level.

Fury[edit]

At 3rd level, you learn how to tap into your endless anger to fuel your attacks. As a bonus action, you can enter a state of Fury; Fury lasts for up to 1 minute, but it ends early if you are knocked unconscious, or if your turn ends and you haven't attacked a hostile creature since your last turn, or taken damage since then. You can also end your Fury on your turn as a bonus action.

While in a state of Fury, you gain the following benefits:

  • You may Minor Rend when you make a Strength saving throw or Strength check, and add the Rend Bonus to the result of the check. If you can already Rend to one of these types of roll (Such as from the Birth of the Physical feature), you also gain advantage on that type of roll when you Rend.
  • When you Delay damage using Crimson Resolve, the damage is delayed until the end of your turn on the round that your Fury ends, rather than until the end of your next turn. When you suffer Delayed damage at the end of a Fury, you suffer only half of the amount that you Delayed, rounded up - Thus, if you Delayed 35 points of damage during Fury, at the end of your Fury, you would suffer only 18 points of damage.
  • Upon entering Fury, and as a bonus action each round while it is active, you can make single melee weapon attack.

If you are able to cast spells, you can't cast them or concentrate on them during Fury. You cannot enter a Rage during Fury, nor vice versa.

You can enter a Fury a number of times equal to your Proficiency bonus. You regain all expended uses at the end of a Long Rest.

Destroy The Weak[edit]

Beginning at 7th level, you have learned to snuff sputtering flames with just a touch. When you deal damage with a melee attack, if the damage reduces the target to a number of hit points that is equal to or lower than your Constitution score + twice your Hemocraft level, the target must make a Constitution save against your Hemocraft DC; On a failure, it is instantly reduced to 0 hp.

For example, as a 7th-level Cardinal with a Constitution of 16 were to make a melee attack that reduces a target to 30 or fewer hit points, they could force them to make the save.

Strength of My Enemy[edit]

At 11th level, your thirst for bloodshed allows you to use the life force of the slaughtered to further your reign of blood. When you reduce a creature to 0 hp with a melee attack (Including through the use of Destroy The Weak), you can choose to Harvest its corpse with no further action required from you. If you do so, the next Blade of Blood attack you make before the end of your next turn does not cause you to lose hit points.

Additionally, at 15th level, whenever you harvest a creature with this ability, the amount of Delayed damage that you would take at the start of your next turn is reduced by one roll of your Hemocraft die. This reduction in Delayed Damage increases to 2 rolls of your Hemocraft dice whenever you are Bloodied, to 3 dice whenever you are Injured, and to 4 dice whenever you are Critical.

Rage Against The Dying[edit]

Starting at 11th level, your fury can keep you fighting despite grievous wounds. If you drop to 0 hit points during Fury and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.

Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

Whirlwind of Blood[edit]

Beginning at 15th level, Fury grants the ability to make two melee attacks upon activation and as a bonus action, rather than only one.

Crimson Tyrant[edit]

At 18th level, you gain the following benefits:

  • At the start of your turn each round during Fury, if you are not at 0 hp, you regain a number of hit points equal to one roll of your Hemocraft die, plus your Constitution modifier. This healing increases to 2 rolls of your Hemocraft dice whenever you are Injured, and to 3 dice whenever you are Critical.
Any amount of this healing can be used to reduce the amount of Delayed damage that you would take at the start of your next turn, and is not affected by Crimson Enervation or Crimson Decay.
  • When you reduce a creature to 0 hp with a melee attack (Including through the use of Destroy The Weak), if you Harvest its corpse, the save DC of Rage Against The Dying is reduced by 5.
  • As a bonus action, you can Minor Rend; If the Rend Bonus is +6 or greater, you can enter a Fury without expending a use, even if you have no uses remaining.